diff options
Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp')
-rw-r--r-- | source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp | 668 |
1 files changed, 370 insertions, 298 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp index 48b815e0d22..977eb2b4d57 100644 --- a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp +++ b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp @@ -32,344 +32,416 @@ using namespace std; namespace Freestyle { -void WingedEdgeBuilder::visitIndexedFaceSet(IndexedFaceSet& ifs) +void WingedEdgeBuilder::visitIndexedFaceSet(IndexedFaceSet &ifs) { - if (_pRenderMonitor && _pRenderMonitor->testBreak()) - return; - WShape *shape = new WShape; - if (!buildWShape(*shape, ifs)) { - delete shape; - return; - } - shape->setId(ifs.getId().getFirst()); - //ifs.setId(shape->GetId()); + if (_pRenderMonitor && _pRenderMonitor->testBreak()) + return; + WShape *shape = new WShape; + if (!buildWShape(*shape, ifs)) { + delete shape; + return; + } + shape->setId(ifs.getId().getFirst()); + //ifs.setId(shape->GetId()); } -void WingedEdgeBuilder::visitNodeShape(NodeShape& ns) +void WingedEdgeBuilder::visitNodeShape(NodeShape &ns) { - //Sets the current material to iShapeode->material: - _current_frs_material = &(ns.frs_material()); + //Sets the current material to iShapeode->material: + _current_frs_material = &(ns.frs_material()); } -void WingedEdgeBuilder::visitNodeTransform(NodeTransform& tn) +void WingedEdgeBuilder::visitNodeTransform(NodeTransform &tn) { - if (!_current_matrix) { - _current_matrix = new Matrix44r(tn.matrix()); - return; - } - - _matrices_stack.push_back(_current_matrix); - Matrix44r *new_matrix = new Matrix44r(*_current_matrix * tn.matrix()); - _current_matrix = new_matrix; + if (!_current_matrix) { + _current_matrix = new Matrix44r(tn.matrix()); + return; + } + + _matrices_stack.push_back(_current_matrix); + Matrix44r *new_matrix = new Matrix44r(*_current_matrix * tn.matrix()); + _current_matrix = new_matrix; } -void WingedEdgeBuilder::visitNodeTransformAfter(NodeTransform&) +void WingedEdgeBuilder::visitNodeTransformAfter(NodeTransform &) { - if (_current_matrix) - delete _current_matrix; + if (_current_matrix) + delete _current_matrix; - if (_matrices_stack.empty()) { - _current_matrix = NULL; - return; - } + if (_matrices_stack.empty()) { + _current_matrix = NULL; + return; + } - _current_matrix = _matrices_stack.back(); - _matrices_stack.pop_back(); + _current_matrix = _matrices_stack.back(); + _matrices_stack.pop_back(); } -bool WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) +bool WingedEdgeBuilder::buildWShape(WShape &shape, IndexedFaceSet &ifs) { - unsigned int vsize = ifs.vsize(); - unsigned int nsize = ifs.nsize(); - //soc unused - unsigned tsize = ifs.tsize(); - - const float *vertices = ifs.vertices(); - const float *normals = ifs.normals(); - const float *texCoords = ifs.texCoords(); - - float *new_vertices; - float *new_normals; - - new_vertices = new float[vsize]; - new_normals = new float[nsize]; - - // transform coordinates from local to world system - if (_current_matrix) { - transformVertices(vertices, vsize, *_current_matrix, new_vertices); - transformNormals(normals, nsize, *_current_matrix, new_normals); - } - else { - memcpy(new_vertices, vertices, vsize * sizeof(*new_vertices)); - memcpy(new_normals, normals, nsize * sizeof(*new_normals)); - } - - const IndexedFaceSet::TRIANGLES_STYLE *faceStyle = ifs.trianglesStyle(); - - vector<FrsMaterial> frs_materials; - if (ifs.msize()) { - const FrsMaterial *const *mats = ifs.frs_materials(); - for (unsigned i = 0; i < ifs.msize(); ++i) - frs_materials.push_back(*(mats[i])); - shape.setFrsMaterials(frs_materials); - } + unsigned int vsize = ifs.vsize(); + unsigned int nsize = ifs.nsize(); + //soc unused - unsigned tsize = ifs.tsize(); + + const float *vertices = ifs.vertices(); + const float *normals = ifs.normals(); + const float *texCoords = ifs.texCoords(); + + float *new_vertices; + float *new_normals; + + new_vertices = new float[vsize]; + new_normals = new float[nsize]; + + // transform coordinates from local to world system + if (_current_matrix) { + transformVertices(vertices, vsize, *_current_matrix, new_vertices); + transformNormals(normals, nsize, *_current_matrix, new_normals); + } + else { + memcpy(new_vertices, vertices, vsize * sizeof(*new_vertices)); + memcpy(new_normals, normals, nsize * sizeof(*new_normals)); + } + + const IndexedFaceSet::TRIANGLES_STYLE *faceStyle = ifs.trianglesStyle(); + + vector<FrsMaterial> frs_materials; + if (ifs.msize()) { + const FrsMaterial *const *mats = ifs.frs_materials(); + for (unsigned i = 0; i < ifs.msize(); ++i) + frs_materials.push_back(*(mats[i])); + shape.setFrsMaterials(frs_materials); + } #if 0 - const FrsMaterial *mat = (ifs.frs_material()); - if (mat) - shape.setFrsMaterial(*mat); - else if (_current_frs_material) - shape.setFrsMaterial(*_current_frs_material); + const FrsMaterial *mat = (ifs.frs_material()); + if (mat) + shape.setFrsMaterial(*mat); + else if (_current_frs_material) + shape.setFrsMaterial(*_current_frs_material); #endif - const IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = ifs.faceEdgeMarks(); - - // sets the current WShape to shape - _current_wshape = &shape; - - // create a WVertex for each vertex - buildWVertices(shape, new_vertices, vsize); - - const unsigned int *vindices = ifs.vindices(); - const unsigned int *nindices = ifs.nindices(); - const unsigned int *tindices = NULL; - if (ifs.tsize()) { - tindices = ifs.tindices(); - } - - const unsigned int *mindices = NULL; - if (ifs.msize()) - mindices = ifs.mindices(); - const unsigned int *numVertexPerFace = ifs.numVertexPerFaces(); - const unsigned int numfaces = ifs.numFaces(); - - for (unsigned int index = 0; index < numfaces; index++) { - switch (faceStyle[index]) { - case IndexedFaceSet::TRIANGLE_STRIP: - buildTriangleStrip(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices, - nindices, mindices, tindices, numVertexPerFace[index]); - break; - case IndexedFaceSet::TRIANGLE_FAN: - buildTriangleFan(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices, - nindices, mindices, tindices, numVertexPerFace[index]); - break; - case IndexedFaceSet::TRIANGLES: - buildTriangles(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices, - nindices, mindices, tindices, numVertexPerFace[index]); - break; - } - vindices += numVertexPerFace[index]; - nindices += numVertexPerFace[index]; - if (mindices) - mindices += numVertexPerFace[index]; - if (tindices) - tindices += numVertexPerFace[index]; - faceEdgeMarks++; - } - - delete[] new_vertices; - delete[] new_normals; - - if (shape.GetFaceList().size() == 0) // this may happen due to degenerate triangles - return false; + const IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = ifs.faceEdgeMarks(); + + // sets the current WShape to shape + _current_wshape = &shape; + + // create a WVertex for each vertex + buildWVertices(shape, new_vertices, vsize); + + const unsigned int *vindices = ifs.vindices(); + const unsigned int *nindices = ifs.nindices(); + const unsigned int *tindices = NULL; + if (ifs.tsize()) { + tindices = ifs.tindices(); + } + + const unsigned int *mindices = NULL; + if (ifs.msize()) + mindices = ifs.mindices(); + const unsigned int *numVertexPerFace = ifs.numVertexPerFaces(); + const unsigned int numfaces = ifs.numFaces(); + + for (unsigned int index = 0; index < numfaces; index++) { + switch (faceStyle[index]) { + case IndexedFaceSet::TRIANGLE_STRIP: + buildTriangleStrip(new_vertices, + new_normals, + frs_materials, + texCoords, + faceEdgeMarks, + vindices, + nindices, + mindices, + tindices, + numVertexPerFace[index]); + break; + case IndexedFaceSet::TRIANGLE_FAN: + buildTriangleFan(new_vertices, + new_normals, + frs_materials, + texCoords, + faceEdgeMarks, + vindices, + nindices, + mindices, + tindices, + numVertexPerFace[index]); + break; + case IndexedFaceSet::TRIANGLES: + buildTriangles(new_vertices, + new_normals, + frs_materials, + texCoords, + faceEdgeMarks, + vindices, + nindices, + mindices, + tindices, + numVertexPerFace[index]); + break; + } + vindices += numVertexPerFace[index]; + nindices += numVertexPerFace[index]; + if (mindices) + mindices += numVertexPerFace[index]; + if (tindices) + tindices += numVertexPerFace[index]; + faceEdgeMarks++; + } + + delete[] new_vertices; + delete[] new_normals; + + if (shape.GetFaceList().size() == 0) // this may happen due to degenerate triangles + return false; #if 0 - // compute bbox - shape.ComputeBBox(); - // compute mean edge size: - shape.ComputeMeanEdgeSize(); + // compute bbox + shape.ComputeBBox(); + // compute mean edge size: + shape.ComputeMeanEdgeSize(); #endif - // Parse the built winged-edge shape to update post-flags - set<Vec3f> normalsSet; - vector<WVertex *>& wvertices = shape.getVertexList(); - for (vector<WVertex *>::iterator wv = wvertices.begin(), wvend = wvertices.end(); wv != wvend; ++wv) { - if ((*wv)->isBoundary()) - continue; - if ((*wv)->GetEdges().size() == 0) // This means that the WVertex has no incoming edges... (12-Sep-2011 T.K.) - continue; - normalsSet.clear(); - WVertex::face_iterator fit = (*wv)->faces_begin(); - WVertex::face_iterator fitend = (*wv)->faces_end(); - for (; fit != fitend; ++fit) { - WFace *face = *fit; - normalsSet.insert(face->GetVertexNormal(*wv)); - if (normalsSet.size() != 1) { - break; - } - } - if (normalsSet.size() != 1) { - (*wv)->setSmooth(false); - } - } - - // Adds the new WShape to the WingedEdge structure - _winged_edge->addWShape(&shape); - - return true; + // Parse the built winged-edge shape to update post-flags + set<Vec3f> normalsSet; + vector<WVertex *> &wvertices = shape.getVertexList(); + for (vector<WVertex *>::iterator wv = wvertices.begin(), wvend = wvertices.end(); wv != wvend; + ++wv) { + if ((*wv)->isBoundary()) + continue; + if ((*wv)->GetEdges().size() == + 0) // This means that the WVertex has no incoming edges... (12-Sep-2011 T.K.) + continue; + normalsSet.clear(); + WVertex::face_iterator fit = (*wv)->faces_begin(); + WVertex::face_iterator fitend = (*wv)->faces_end(); + for (; fit != fitend; ++fit) { + WFace *face = *fit; + normalsSet.insert(face->GetVertexNormal(*wv)); + if (normalsSet.size() != 1) { + break; + } + } + if (normalsSet.size() != 1) { + (*wv)->setSmooth(false); + } + } + + // Adds the new WShape to the WingedEdge structure + _winged_edge->addWShape(&shape); + + return true; } -void WingedEdgeBuilder::buildWVertices(WShape& shape, const float *vertices, unsigned vsize) +void WingedEdgeBuilder::buildWVertices(WShape &shape, const float *vertices, unsigned vsize) { - WVertex *vertex; - for (unsigned int i = 0; i < vsize; i += 3) { - vertex = new WVertex(Vec3f(vertices[i], vertices[i + 1], vertices[i + 2])); - vertex->setId(i / 3); - shape.AddVertex(vertex); - } + WVertex *vertex; + for (unsigned int i = 0; i < vsize; i += 3) { + vertex = new WVertex(Vec3f(vertices[i], vertices[i + 1], vertices[i + 2])); + vertex->setId(i / 3); + shape.AddVertex(vertex); + } } -void WingedEdgeBuilder::buildTriangleStrip(const float * /*vertices*/, const float *normals, vector<FrsMaterial>& /*iMaterials*/, - const float *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, - const unsigned *vindices, const unsigned *nindices, const unsigned *mindices, - const unsigned *tindices, const unsigned nvertices) +void WingedEdgeBuilder::buildTriangleStrip(const float * /*vertices*/, + const float *normals, + vector<FrsMaterial> & /*iMaterials*/, + const float *texCoords, + const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, + const unsigned *vindices, + const unsigned *nindices, + const unsigned *mindices, + const unsigned *tindices, + const unsigned nvertices) { - unsigned nDoneVertices = 2; // number of vertices already treated - unsigned nTriangle = 0; // number of the triangle currently being treated - //int nVertex = 0; // vertex number - - WShape *currentShape = _current_wshape; // the current shape being built - vector<WVertex *> triangleVertices; - vector<Vec3f> triangleNormals; - vector<Vec2f> triangleTexCoords; - vector<bool> triangleFaceEdgeMarks; - - while (nDoneVertices < nvertices) { - //clear the vertices list: - triangleVertices.clear(); - //Then rebuild it: - if (0 == nTriangle % 2) { // if nTriangle is even - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); - - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], - normals[nindices[nTriangle] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], - normals[nindices[nTriangle + 1] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], - normals[nindices[nTriangle + 2] + 2])); - - if (texCoords) { - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 1]], - texCoords[tindices[nTriangle + 1] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 2]], - texCoords[tindices[nTriangle + 2] + 1])); - } - } - else { // if nTriangle is odd - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); - - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], - normals[nindices[nTriangle] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], - normals[nindices[nTriangle + 2] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], - normals[nindices[nTriangle + 1] + 2])); - - if (texCoords) { - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 2]], - texCoords[tindices[nTriangle + 2] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 1]], - texCoords[tindices[nTriangle + 1] + 1])); - } - } - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::FACE_MARK) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V1V2) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V2V3) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V3V1) != 0); - if (mindices) { - currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, - mindices[nTriangle / 3]); - } - else { - currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0); - } - nDoneVertices++; // with a strip, each triangle is one vertex more - nTriangle++; - } + unsigned nDoneVertices = 2; // number of vertices already treated + unsigned nTriangle = 0; // number of the triangle currently being treated + //int nVertex = 0; // vertex number + + WShape *currentShape = _current_wshape; // the current shape being built + vector<WVertex *> triangleVertices; + vector<Vec3f> triangleNormals; + vector<Vec2f> triangleTexCoords; + vector<bool> triangleFaceEdgeMarks; + + while (nDoneVertices < nvertices) { + //clear the vertices list: + triangleVertices.clear(); + //Then rebuild it: + if (0 == nTriangle % 2) { // if nTriangle is even + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); + + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], + normals[nindices[nTriangle] + 1], + normals[nindices[nTriangle] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], + normals[nindices[nTriangle + 1] + 1], + normals[nindices[nTriangle + 1] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], + normals[nindices[nTriangle + 2] + 1], + normals[nindices[nTriangle + 2] + 2])); + + if (texCoords) { + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle + 1]], texCoords[tindices[nTriangle + 1] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle + 2]], texCoords[tindices[nTriangle + 2] + 1])); + } + } + else { // if nTriangle is odd + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); + + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], + normals[nindices[nTriangle] + 1], + normals[nindices[nTriangle] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], + normals[nindices[nTriangle + 2] + 1], + normals[nindices[nTriangle + 2] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], + normals[nindices[nTriangle + 1] + 1], + normals[nindices[nTriangle + 1] + 2])); + + if (texCoords) { + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle + 2]], texCoords[tindices[nTriangle + 2] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[nTriangle + 1]], texCoords[tindices[nTriangle + 1] + 1])); + } + } + triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::FACE_MARK) != + 0); + triangleFaceEdgeMarks.push_back( + (iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V1V2) != 0); + triangleFaceEdgeMarks.push_back( + (iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V2V3) != 0); + triangleFaceEdgeMarks.push_back( + (iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V3V1) != 0); + if (mindices) { + currentShape->MakeFace(triangleVertices, + triangleNormals, + triangleTexCoords, + triangleFaceEdgeMarks, + mindices[nTriangle / 3]); + } + else { + currentShape->MakeFace( + triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0); + } + nDoneVertices++; // with a strip, each triangle is one vertex more + nTriangle++; + } } -void WingedEdgeBuilder::buildTriangleFan(const float * /*vertices*/, const float * /*normals*/, vector<FrsMaterial>& /*iMaterials*/, - const float * /*texCoords*/, const IndexedFaceSet::FaceEdgeMark * /*iFaceEdgeMarks*/, - const unsigned * /*vindices*/, const unsigned * /*nindices*/, const unsigned * /*mindices*/, - const unsigned * /*tindices*/, const unsigned /*nvertices*/) +void WingedEdgeBuilder::buildTriangleFan(const float * /*vertices*/, + const float * /*normals*/, + vector<FrsMaterial> & /*iMaterials*/, + const float * /*texCoords*/, + const IndexedFaceSet::FaceEdgeMark * /*iFaceEdgeMarks*/, + const unsigned * /*vindices*/, + const unsigned * /*nindices*/, + const unsigned * /*mindices*/, + const unsigned * /*tindices*/, + const unsigned /*nvertices*/) { - // Nothing to be done + // Nothing to be done } -void WingedEdgeBuilder::buildTriangles(const float * /*vertices*/, const float *normals, vector<FrsMaterial>& /*iMaterials*/, - const float *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, - const unsigned *vindices, const unsigned *nindices, const unsigned *mindices, - const unsigned *tindices, const unsigned nvertices) +void WingedEdgeBuilder::buildTriangles(const float * /*vertices*/, + const float *normals, + vector<FrsMaterial> & /*iMaterials*/, + const float *texCoords, + const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, + const unsigned *vindices, + const unsigned *nindices, + const unsigned *mindices, + const unsigned *tindices, + const unsigned nvertices) { - WShape *currentShape = _current_wshape; // the current shape begin built - vector<WVertex *> triangleVertices; - vector<Vec3f> triangleNormals; - vector<Vec2f> triangleTexCoords; - vector<bool> triangleFaceEdgeMarks; - - // Each triplet of vertices is considered as an independent triangle - for (unsigned int i = 0; i < nvertices / 3; i++) { - triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 1] / 3]); - triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 2] / 3]); - - triangleNormals.push_back(Vec3f(normals[nindices[3 * i]], normals[nindices[3 * i] + 1], - normals[nindices[3 * i] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 1]], normals[nindices[3 * i + 1] + 1], - normals[nindices[3 * i + 1] + 2])); - triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 2]], normals[nindices[3 * i + 2] + 1], - normals[nindices[3 * i + 2] + 2])); - - if (texCoords) { - triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1])); - triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i + 2]], texCoords[tindices[3 * i + 2] + 1])); - } - - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::FACE_MARK) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V1V2) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V2V3) != 0); - triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V3V1) != 0); - } - if (mindices) - currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, - mindices[0]); - else - currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0); + WShape *currentShape = _current_wshape; // the current shape begin built + vector<WVertex *> triangleVertices; + vector<Vec3f> triangleNormals; + vector<Vec2f> triangleTexCoords; + vector<bool> triangleFaceEdgeMarks; + + // Each triplet of vertices is considered as an independent triangle + for (unsigned int i = 0; i < nvertices / 3; i++) { + triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 1] / 3]); + triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 2] / 3]); + + triangleNormals.push_back(Vec3f( + normals[nindices[3 * i]], normals[nindices[3 * i] + 1], normals[nindices[3 * i] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 1]], + normals[nindices[3 * i + 1] + 1], + normals[nindices[3 * i + 1] + 2])); + triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 2]], + normals[nindices[3 * i + 2] + 1], + normals[nindices[3 * i + 2] + 2])); + + if (texCoords) { + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1])); + triangleTexCoords.push_back( + Vec2f(texCoords[tindices[3 * i + 2]], texCoords[tindices[3 * i + 2] + 1])); + } + + triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::FACE_MARK) != 0); + triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V1V2) != 0); + triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V2V3) != 0); + triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V3V1) != 0); + } + if (mindices) + currentShape->MakeFace( + triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, mindices[0]); + else + currentShape->MakeFace( + triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0); } -void WingedEdgeBuilder::transformVertices(const float *vertices, unsigned vsize, const Matrix44r& transform, float *res) +void WingedEdgeBuilder::transformVertices(const float *vertices, + unsigned vsize, + const Matrix44r &transform, + float *res) { - const float *v = vertices; - float *pv = res; - - for (unsigned int i = 0; i < vsize / 3; i++) { - HVec3r hv_tmp(v[0], v[1], v[2]); - HVec3r hv(transform * hv_tmp); - for (unsigned int j = 0; j < 3; j++) - pv[j] = hv[j] / hv[3]; - v += 3; - pv += 3; - } + const float *v = vertices; + float *pv = res; + + for (unsigned int i = 0; i < vsize / 3; i++) { + HVec3r hv_tmp(v[0], v[1], v[2]); + HVec3r hv(transform * hv_tmp); + for (unsigned int j = 0; j < 3; j++) + pv[j] = hv[j] / hv[3]; + v += 3; + pv += 3; + } } -void WingedEdgeBuilder::transformNormals(const float *normals, unsigned nsize, const Matrix44r& transform, float *res) +void WingedEdgeBuilder::transformNormals(const float *normals, + unsigned nsize, + const Matrix44r &transform, + float *res) { - const float *n = normals; - float *pn = res; - - for (unsigned int i = 0; i < nsize / 3; i++) { - Vec3r hn(n[0], n[1], n[2]); - hn = GeomUtils::rotateVector(transform, hn); - for (unsigned int j = 0; j < 3; j++) - pn[j] = hn[j]; - n += 3; - pn += 3; - } + const float *n = normals; + float *pn = res; + + for (unsigned int i = 0; i < nsize / 3; i++) { + Vec3r hn(n[0], n[1], n[2]); + hn = GeomUtils::rotateVector(transform, hn); + for (unsigned int j = 0; j < 3; j++) + pn[j] = hn[j]; + n += 3; + pn += 3; + } } } /* namespace Freestyle */ |