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Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WXEdge.cpp')
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diff --git a/source/blender/freestyle/intern/winged_edge/WXEdge.cpp b/source/blender/freestyle/intern/winged_edge/WXEdge.cpp
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+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#include "WXEdge.h"
+
+ /**********************************/
+ /* */
+ /* */
+ /* WXFace */
+ /* */
+ /* */
+ /**********************************/
+
+unsigned int WXFaceLayer::Get0VertexIndex() const {
+ int i = 0;
+ int nEdges = _pWXFace->numberOfEdges();
+ for(i=0; i<nEdges; ++i){
+ if(_DotP[i] == 0){
+ return i;
+ }
+ }
+ return -1;
+}
+unsigned int WXFaceLayer::GetSmoothEdgeIndex() const{
+ int i = 0;
+ int nEdges = _pWXFace->numberOfEdges();
+ for(i=0; i<nEdges; ++i){
+ if((_DotP[i] == 0) && (_DotP[(i+1)%nEdges] == 0)){
+ return i;
+ }
+ }
+ return -1;
+}
+
+void WXFaceLayer::RetrieveCuspEdgesIndices(vector<int>& oCuspEdges){
+ int i = 0;
+ int nEdges = _pWXFace->numberOfEdges();
+ for(i=0; i<nEdges; ++i){
+ if(_DotP[i]*_DotP[(i+1)%nEdges] < 0){
+ // we got one
+ oCuspEdges.push_back(i);
+ }
+ }
+}
+
+WXSmoothEdge* WXFaceLayer::BuildSmoothEdge(){
+ // if the smooth edge has already been
+ // built: exit
+ if(0 != _pSmoothEdge)
+ return _pSmoothEdge;
+ real ta, tb;
+ WOEdge *woea(0), *woeb(0);
+ bool ok = false;
+ vector<int> cuspEdgesIndices;
+ int indexStart, indexEnd;
+ unsigned nedges = _pWXFace->numberOfEdges();
+ if(_nNullDotP == nedges){
+ _pSmoothEdge = 0;
+ return _pSmoothEdge;
+ }
+ if((_nPosDotP != 0) && (_nPosDotP != _DotP.size()) && (_nNullDotP == 0)){
+ // that means that we have a smooth edge that starts from
+ // an edge and ends at an edge
+ //-----------------------------
+ // We retrieve the 2 edges for which we have
+ // opposite signs for each extremity
+ RetrieveCuspEdgesIndices(cuspEdgesIndices);
+ if(cuspEdgesIndices.size() != 2) // we necessarly have 2 cusp edges
+ return 0;
+
+ // let us determine which cusp edge corresponds to the starting:
+ // We can do that because we defined that
+ // a silhouette edge had the back facing part on its right.
+ // So if the WOEdge woea is such that woea[0].dotp > 0 and
+ // woea[1].dotp < 0, it is the starting edge.
+ //-------------------------------------------
+
+ if(_DotP[cuspEdgesIndices[0]] > 0){
+ woea = _pWXFace->GetOEdge(cuspEdgesIndices[0]);
+ woeb = _pWXFace->GetOEdge(cuspEdgesIndices[1]);
+ indexStart = cuspEdgesIndices[0];
+ indexEnd = cuspEdgesIndices[1];
+ }else{
+ woea = _pWXFace->GetOEdge(cuspEdgesIndices[1]);
+ woeb = _pWXFace->GetOEdge(cuspEdgesIndices[0]);
+ indexStart = cuspEdgesIndices[1];
+ indexEnd = cuspEdgesIndices[0];
+ }
+
+ // Compute the interpolation:
+ ta = _DotP[indexStart]/(_DotP[indexStart]-_DotP[(indexStart+1)%nedges]);
+ tb = _DotP[indexEnd]/(_DotP[indexEnd]-_DotP[(indexEnd+1)%nedges]);
+ ok = true;
+ }else if(_nNullDotP == 1){
+ // that means that we have exactly one of the
+ // 2 extremities of our silhouette edge is
+ // a vertex of the mesh
+ if((_nPosDotP == 2) || (_nPosDotP == 0)){
+ _pSmoothEdge = 0;
+ return _pSmoothEdge;
+ }
+ RetrieveCuspEdgesIndices(cuspEdgesIndices);
+ // We should have only one EdgeCusp:
+ if(cuspEdgesIndices.size() != 1){
+ cout << "Warning in BuildSmoothEdge: weird WXFace configuration" << endl;
+ _pSmoothEdge = 0;
+ return 0;
+ }
+ unsigned index0 = Get0VertexIndex(); // retrieve the 0 vertex index
+ unsigned nedges = _pWXFace->numberOfEdges();
+ if(_DotP[cuspEdgesIndices[0]] > 0){
+ woea = _pWXFace->GetOEdge(cuspEdgesIndices[0]);
+ woeb = _pWXFace->GetOEdge(index0);
+ indexStart = cuspEdgesIndices[0];
+ ta = _DotP[indexStart]/(_DotP[indexStart]-_DotP[(indexStart+1)%nedges]);
+ tb = 0.0;
+ }else{
+ woea = _pWXFace->GetOEdge(index0);
+ woeb = _pWXFace->GetOEdge(cuspEdgesIndices[0]);
+ indexEnd = cuspEdgesIndices[0];
+ ta = 0.0;
+ tb = _DotP[indexEnd]/(_DotP[indexEnd]-_DotP[(indexEnd+1)%nedges]);
+ }
+ ok = true;
+ }else if(_nNullDotP == 2){
+ // that means that the silhouette edge
+ // is an edge of the mesh
+ int index = GetSmoothEdgeIndex();
+ if(!_pWXFace->front()) {// is it in the right order ?
+ // the order of the WOEdge index is wrong
+ woea = _pWXFace->GetOEdge((index+1)%nedges);
+ woeb = _pWXFace->GetOEdge((index-1)%nedges);
+ ta = 0;
+ tb = 1;
+ ok = true;
+ }else{
+ // here it's not good, our edge is a single point -> skip that face
+ ok = false;
+ // the order of the WOEdge index is good
+ // woea = _pWXFace->GetOEdge((index-1)%nedges);
+ // woeb = _pWXFace->GetOEdge((index+1)%nedges);
+ // ta = 1;
+ // tb = 0;
+ }
+ }
+ if(ok){
+ _pSmoothEdge = new WXSmoothEdge;
+ _pSmoothEdge->setWOeA(woea);
+ _pSmoothEdge->setWOeB(woeb);
+ _pSmoothEdge->setTa(ta);
+ _pSmoothEdge->setTb(tb);
+ if(_Nature & Nature::SILHOUETTE){
+ if(_nNullDotP != 2){
+ if(_DotP[_ClosestPointIndex] + 0.01 > 0)
+ _pSmoothEdge->setFront(true);
+ else
+ _pSmoothEdge->setFront(false);
+ }
+ }
+ }
+
+ // check bording edges to see if they have different dotp values
+ // in bording faces.
+ // for(int i=0; i<numberOfEdges(); i++)
+ // {
+ // WSFace * bface = (WSFace*)GetBordingFace(i);
+ // if(bface != 0)
+ // {
+ // if((front())^(bface->front())) // fA->front XOR fB->front (true if one is 0 and the other is 1)
+ // {
+ // // that means that the edge i of the face is
+ // // a silhouette edge
+ // // TESTER D'ABORD SI LE EXACTSILHOUETTEEDGE N'A PAS
+ // // ETE CONSTRUIT SUR L'AUTRE FACE.(1 suffit)
+ // if(0 != ((WSExactFace*)bface)->exactSilhouetteEdge())
+ // {
+ // // that means that this silhouette edge has already been built
+ // return ((WSExactFace*)bface)->exactSilhouetteEdge();
+ // }
+ // // Else we must build it
+ // WOEdge *woea, *woeb;
+ // real ta, tb;
+ // if(!front()) // is it in the right order ?
+ // {
+ // // the order of the WOEdge index is wrong
+ // woea = _OEdgeList[(i+1)%numberOfEdges()];
+ // if(0 == i)
+ // woeb = _OEdgeList[numberOfEdges()-1];
+ // else
+ // woeb = _OEdgeList[(i-1)];
+ // ta = 0;
+ // tb = 1;
+ // }
+ // else
+ // {
+ // // the order of the WOEdge index is good
+ // if(0 == i)
+ // woea = _OEdgeList[numberOfEdges()-1];
+ // else
+ // woea = _OEdgeList[(i-1)];
+ // woeb = _OEdgeList[(i+1)%numberOfEdges()];
+ // ta = 1;
+ // tb = 0;
+ // }
+ //
+ // _pSmoothEdge = new ExactSilhouetteEdge(ExactSilhouetteEdge::VERTEX_VERTEX);
+ // _pSmoothEdge->setWOeA(woea);
+ // _pSmoothEdge->setWOeA(woeb);
+ // _pSmoothEdge->setTa(ta);
+ // _pSmoothEdge->setTb(tb);
+ //
+ // return _pSmoothEdge;
+ // }
+ // }
+ //}
+ return _pSmoothEdge;
+}
+
+
+void WXFace::ComputeCenter()
+{
+ vector<WVertex*> iVertexList;
+ RetrieveVertexList(iVertexList);
+ Vec3r center;
+ for(vector<WVertex*>::iterator wv=iVertexList.begin(),wvend=iVertexList.end();
+ wv!=wvend;
+ wv++)
+ {
+ center += (*wv)->GetVertex();
+ }
+ center /= (real)iVertexList.size();
+ setCenter(center);
+}
+
+ /**********************************/
+ /* */
+ /* */
+ /* WXShape */
+ /* */
+ /* */
+ /**********************************/
+
+
+WFace* WXShape::MakeFace(vector<WVertex*>& iVertexList, vector<bool>& iFaceEdgeMarksList, unsigned iMaterialIndex)
+{
+ WFace *face = WShape::MakeFace(iVertexList, iFaceEdgeMarksList, iMaterialIndex);
+ if(0 == face)
+ return 0;
+
+ Vec3r center;
+ for(vector<WVertex*>::iterator wv=iVertexList.begin(),wvend=iVertexList.end();
+ wv!=wvend;
+ wv++)
+ {
+ center += (*wv)->GetVertex();
+ }
+ center /= (real)iVertexList.size();
+ ((WXFace*)face)->setCenter(center);
+
+ return face;
+}
+
+WFace * WXShape::MakeFace(vector<WVertex*>& iVertexList, vector<Vec3r>& iNormalsList, vector<Vec2r>& iTexCoordsList, vector<bool>& iFaceEdgeMarksList, unsigned iMaterialIndex)
+{
+ WFace *face = WShape::MakeFace(iVertexList, iNormalsList, iTexCoordsList, iFaceEdgeMarksList, iMaterialIndex);
+
+ // Vec3r center;
+ // for(vector<WVertex*>::iterator wv=iVertexList.begin(),wvend=iVertexList.end();
+ // wv!=wvend;
+ // wv++)
+ // {
+ // center += (*wv)->GetVertex();
+ // }
+ // center /= (real)iVertexList.size();
+ // ((WSFace*)face)->setCenter(center);
+
+ return face;
+}
+