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Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp')
-rw-r--r-- | source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp new file mode 100644 index 00000000000..4ef34bbe3ee --- /dev/null +++ b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp @@ -0,0 +1,373 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2010 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp + * \ingroup freestyle + * \brief Class to render a WingedEdge data structure from a polyhedral data structure organized in nodes + * of a scene graph + * \author Stephane Grabli + * \date 28/05/2003 + */ + +#include <set> + +#include "WingedEdgeBuilder.h" + +#include "../geometry/GeomUtils.h" + +#include "../scene_graph/NodeShape.h" + +using namespace std; + +void WingedEdgeBuilder::visitIndexedFaceSet(IndexedFaceSet& ifs) +{ + if (_pRenderMonitor && _pRenderMonitor->testBreak()) + return; + WShape *shape = new WShape; + buildWShape(*shape, ifs); + shape->setId(ifs.getId().getFirst()); + //ifs.setId(shape->GetId()); +} + +void WingedEdgeBuilder::visitNodeShape(NodeShape& ns) +{ + //Sets the current material to iShapeode->material: + _current_frs_material = &(ns.frs_material()); +} + +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; +} + +void WingedEdgeBuilder::visitNodeTransformAfter(NodeTransform&) +{ + if (_current_matrix) + delete _current_matrix; + + if (_matrices_stack.empty()) { + _current_matrix = NULL; + return; + } + + _current_matrix = _matrices_stack.back(); + _matrices_stack.pop_back(); +} + +void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) +{ + unsigned int vsize = ifs.vsize(); + unsigned int nsize = ifs.nsize(); + //soc unused - unsigned tsize = ifs.tsize(); + + const real *vertices = ifs.vertices(); + const real *normals = ifs.normals(); + const real *texCoords = ifs.texCoords(); + + real *new_vertices; + real *new_normals; + + new_vertices = new real[vsize]; + new_normals = new real[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); +#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; + + // compute bbox + shape.ComputeBBox(); + // compute mean edge size: + shape.ComputeMeanEdgeSize(); + + // Parse the built winged-edge shape to update post-flags + set<Vec3r> 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); +} + +void WingedEdgeBuilder::buildWVertices(WShape& shape, const real *vertices, unsigned vsize) +{ + WVertex *vertex; + for (unsigned int i = 0; i < vsize; i += 3) { + vertex = new WVertex(Vec3r(vertices[i], vertices[i + 1], vertices[i + 2])); + vertex->setId(i / 3); + shape.AddVertex(vertex); + } +} + +void WingedEdgeBuilder::buildTriangleStrip(const real *vertices, const real *normals, vector<FrsMaterial>& iMaterials, + const real *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<Vec3r> triangleNormals; + vector<Vec2r> 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(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], + normals[nindices[nTriangle] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], + normals[nindices[nTriangle + 1] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], + normals[nindices[nTriangle + 2] + 2])); + + if (texCoords) { + triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 1]], + texCoords[tindices[nTriangle + 1] + 1])); + triangleTexCoords.push_back(Vec2r(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(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], + normals[nindices[nTriangle] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], + normals[nindices[nTriangle + 2] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], + normals[nindices[nTriangle + 1] + 2])); + + if (texCoords) { + triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 2]], + texCoords[tindices[nTriangle + 2] + 1])); + triangleTexCoords.push_back(Vec2r(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 real *vertices, const real *normals, vector<FrsMaterial>& iMaterials, + const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, + const unsigned *vindices, const unsigned *nindices, const unsigned *mindices, + const unsigned *tindices, const unsigned nvertices) +{ + // Nothing to be done +} + +void WingedEdgeBuilder::buildTriangles(const real *vertices, const real *normals, vector<FrsMaterial>& iMaterials, + const real *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<Vec3r> triangleNormals; + vector<Vec2r> 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(Vec3r(normals[nindices[3 * i]], normals[nindices[3 * i] + 1], + normals[nindices[3 * i] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 1]], normals[nindices[3 * i + 1] + 1], + normals[nindices[3 * i + 1] + 2])); + triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 2]], normals[nindices[3 * i + 2] + 1], + normals[nindices[3 * i + 2] + 2])); + + if (texCoords) { + triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1])); + triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1])); + triangleTexCoords.push_back(Vec2r(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 real *vertices, unsigned vsize, const Matrix44r& transform, real *res) +{ + const real *v = vertices; + real *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 real *normals, unsigned nsize, const Matrix44r& transform, real *res) +{ + const real *n = normals; + real *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; + } +}
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