Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/freestyle')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp424
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h16
2 files changed, 231 insertions, 209 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
index 6efa80431fc..31215eed069 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -1,17 +1,19 @@
#include "BlenderFileLoader.h"
+#include <assert.h>
+
BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
{
_re = re;
_srl = srl;
- _Scene = NULL;
- _numFacesRead = 0;
- _minEdgeSize = DBL_MAX;
+ _Scene = NULL;
+ _numFacesRead = 0;
+ _minEdgeSize = DBL_MAX;
}
BlenderFileLoader::~BlenderFileLoader()
{
- _Scene = NULL;
+ _Scene = NULL;
}
NodeGroup* BlenderFileLoader::Load()
@@ -28,8 +30,8 @@ NodeGroup* BlenderFileLoader::Load()
_viewplane_right= _re->viewplane.xmax;
_viewplane_bottom= _re->viewplane.ymin;
_viewplane_top= _re->viewplane.ymax;
- _z_near= _re->clipsta;
- _z_far= _re->clipend;
+ _z_near= -_re->clipsta;
+ _z_far= -_re->clipend;
#if 0
cout << "frustrum: l " << _viewplane_left << " r " << _viewplane_right
<< " b " << _viewplane_bottom << " t " << _viewplane_top
@@ -53,23 +55,164 @@ NodeGroup* BlenderFileLoader::Load()
return _Scene;
}
+#define CLIPPED_BY_NEAR -1
+#define NOT_CLIPPED 0
+#define CLIPPED_BY_FAR 1
+
+// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
+// and calculate the number of triangles to be generated by clipping
+int BlenderFileLoader::countClippedFaces(VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
+{
+ VertRen *v[3];
+ int numClipped, sum, numTris;
+
+ v[0] = v1;
+ v[1] = v2;
+ v[2] = v3;
+ numClipped = sum = 0;
+ for (int i = 0; i < 3; i++) {
+ if (v[i]->co[2] > _z_near) {
+ clip[i] = CLIPPED_BY_NEAR;
+ numClipped++;
+ } else if (v[i]->co[2] < _z_far) {
+ clip[i] = CLIPPED_BY_FAR;
+ numClipped++;
+ } else {
+ clip[i] = NOT_CLIPPED;
+ }
+// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
+ sum += clip[i];
+ }
+ switch (numClipped) {
+ case 0:
+ numTris = 1; // triangle
+ break;
+ case 1:
+ numTris = 2; // tetragon
+ break;
+ case 2:
+ if (sum == 0)
+ numTris = 3; // pentagon
+ else
+ numTris = 1; // triangle
+ break;
+ case 3:
+ if (sum == 3 || sum == -3)
+ numTris = 0;
+ else
+ numTris = 2; // tetragon
+ break;
+ }
+ return numTris;
+}
+
+// find the intersection point C between the line segment from V1 to V2 and
+// a clipping plane at depth Z (i.e., the Z component of C is known, while
+// the X and Y components are unknown).
+void BlenderFileLoader::clipLine(VertRen *v1, VertRen *v2, float c[3], float z)
+{
+ double d[3];
+ for (int i = 0; i < 3; i++)
+ d[i] = v2->co[i] - v1->co[i];
+ double t = (z - v1->co[2]) / d[2];
+ c[0] = v1->co[0] + t * d[0];
+ c[1] = v1->co[1] + t * d[1];
+ c[2] = z;
+}
+
+// clip the triangle (V1, V2, V3) by the near and far clipping plane and
+// obtain a set of vertices after the clipping. The number of vertices
+// is at most 5.
+void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
+{
+ VertRen *v[3];
+ int i, j, k;
+
+ v[0] = v1;
+ v[1] = v2;
+ v[2] = v3;
+ k = 0;
+ for (i = 0; i < 3; i++) {
+ j = (i + 1) % 3;
+ if (clip[i] == NOT_CLIPPED) {
+ copy_v3_v3(triCoords[k++], v[i]->co);
+ if (clip[j] != NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ }
+ } else if (clip[i] != clip[j]) {
+ if (clip[j] == NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ } else {
+ clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ }
+ }
+ }
+ assert (k == 2 + numTris);
+}
+
+void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3])
+{
+ float v12[3], v13[3], n[3];
+ float *fv[3], len;
+ unsigned i, j;
+
+ // initialize the bounding box by the first vertex
+ if (ls->currentIndex == 0) {
+ copy_v3_v3(ls->minBBox, v1);
+ copy_v3_v3(ls->maxBBox, v1);
+ }
+
+ // compute the normal of the triangle
+ sub_v3_v3v3(v12, v1, v2);
+ sub_v3_v3v3(v13, v1, v3);
+ cross_v3_v3v3(n, v12, v13);
+ normalize_v3(n);
+
+ fv[0] = v1;
+ fv[1] = v2;
+ fv[2] = v3;
+ for (i = 0; i < 3; i++) {
+
+ copy_v3_v3(ls->pv, fv[i]);
+ copy_v3_v3(ls->pn, n);
+
+ // update the bounding box
+ for (j = 0; j < 3; j++)
+ {
+ if (ls->minBBox[j] > ls->pv[j])
+ ls->minBBox[j] = ls->pv[j];
+
+ if (ls->maxBBox[j] < ls->pv[j])
+ ls->maxBBox[j] = ls->pv[j];
+ }
+
+ len = len_v3v3(fv[i], fv[(i + 1) % 3]);
+ if (_minEdgeSize > len)
+ _minEdgeSize = len;
+
+ *ls->pvi = ls->currentIndex;
+ *ls->pni = ls->currentIndex;
+ *ls->pmi = ls->currentMIndex;
+
+ ls->currentIndex +=3;
+ ls->pv += 3;
+ ls->pn += 3;
+
+ ls->pvi++;
+ ls->pni++;
+ ls->pmi++;
+ }
+}
+
void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
{
- VlakRen *vlr;
-
- float minBBox[3];
- float maxBBox[3];
-
- NodeTransform *currentMesh = new NodeTransform;
- NodeShape * shape;
+ VlakRen *vlr;
// Mesh *mesh = (Mesh *)ob->data;
//---------------------
// mesh => obr
- // builds the shape:
- shape = new NodeShape;
-
// We invert the matrix in order to be able to retrieve the shape's coordinates in its local coordinates system (origin is the iNode pivot)
// Lib3dsMatrix M;
// lib3ds_matrix_copy(M, mesh->matrix);
@@ -86,20 +229,30 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
// mesh_calc_normals(mesh->mvert, mesh->totvert, mesh->mface, mesh->totface, NULL);
//---------------------
// already calculated and availabe in vlak ?
+// printf("%s\n", obr->ob->id.name + 2);
// We build the rep:
IndexedFaceSet *rep;
unsigned numFaces = 0;
+ int clip_1[3], clip_2[3];
for(int a=0; a < obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
-
- if(vlr->v4)
- numFaces += 2;
- else
- numFaces++;
+// printf("v1 %f, %f, %f\n", vlr->v1->co[0], vlr->v1->co[1], vlr->v1->co[2]);
+// printf("v2 %f, %f, %f\n", vlr->v2->co[0], vlr->v2->co[1], vlr->v2->co[2]);
+// printf("v3 %f, %f, %f\n", vlr->v3->co[0], vlr->v3->co[1], vlr->v3->co[2]);
+// if (vlr->v4) printf("v4 %f, %f, %f\n", vlr->v4->co[0], vlr->v4->co[1], vlr->v4->co[2]);
+ numFaces += countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
+ if (vlr->v4)
+ numFaces += countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2);
}
-
+// cout <<"numFaces " <<numFaces<<endl;
+ if (numFaces == 0)
+ return;
+
+ NodeTransform *currentMesh = new NodeTransform;
+ NodeShape * shape = new NodeShape;
+
unsigned vSize = 3*3*numFaces;
float *vertices = new float[vSize];
unsigned nSize = vSize;
@@ -120,46 +273,35 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
unsigned *NIndices = new unsigned[niSize];
unsigned *MIndices = new unsigned[viSize]; // Material Indices
-
- float *pv = vertices;
- float *pn = normals;
- unsigned *pvi = VIndices;
- unsigned *pni = NIndices;
- unsigned *pmi = MIndices;
-
- unsigned currentIndex = 0;
- unsigned currentMIndex = 0;
+ struct LoaderState ls;
+ ls.pv = vertices;
+ ls.pn = normals;
+ ls.pvi = VIndices;
+ ls.pni = NIndices;
+ ls.pmi = MIndices;
+ ls.currentIndex = 0;
+ ls.currentMIndex = 0;
FrsMaterial tmpMat;
// we want to find the min and max coordinates as we build the rep.
// We initialize the min and max values whith the first vertex.
//lib3ds_vector_transform(pvtmp, M, mesh->pointL[mesh->faceL[0].points[0]].pos);
- float pvtmp[3];
- pvtmp[0] = obr->vertnodes[0].vert->co[0];
- pvtmp[1] = obr->vertnodes[0].vert->co[1];
- pvtmp[2] = obr->vertnodes[0].vert->co[2];
-
- mul_m4_v3( M, pvtmp);
-
- minBBox[0] = pvtmp[0];
- maxBBox[0] = pvtmp[0];
- minBBox[1] = pvtmp[1];
- maxBBox[1] = pvtmp[1];
- minBBox[2] = pvtmp[2];
- maxBBox[2] = pvtmp[2];
-
+
int p;
- real vert[3][3];
- real norm;
for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh
{
- VertRen * fv[3];
-
- // Lib3dsFace *f=&mesh->faceL[p];
- // Lib3dsMaterial *mat=0;
+ // Lib3dsFace *f=&mesh->faceL[p];
+ // Lib3dsMaterial *mat=0;
if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak;
else vlr++;
+
+ unsigned numTris_1, numTris_2;
+ numTris_1 = countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
+ numTris_2 = (vlr->v4) ? countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2) : 0;
+ if (numTris_1 == 0 && numTris_2 == 0)
+ continue;
+
Material *mat = vlr->mat;
if (mat)
@@ -185,7 +327,7 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
it!=itend;
++it){
if(*it == tmpMat){
- currentMIndex = i;
+ ls.currentMIndex = i;
found = true;
break;
}
@@ -194,171 +336,35 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
if(!found){
meshFrsMaterials.push_back(tmpMat);
- currentMIndex = meshFrsMaterials.size()-1;
+ ls.currentMIndex = meshFrsMaterials.size()-1;
}
}
-
- unsigned j;
- fv[0] = vlr->v1;
- fv[1] = vlr->v2;
- fv[2] = vlr->v3;
- float *pv_ptr[3];
- for(i=0; i<3; ++i) // we parse the vertices of the face f
- {
-
- //lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
- for(j=0; j<3; j++)
- pv[j] = fv[i]->co[j];
- mul_m4_v3( M, pv);
-
- for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
- {
- if(minBBox[j] > pv[j])
- minBBox[j] = pv[j];
-
- if(maxBBox[j] < pv[j])
- maxBBox[j] = pv[j];
-
- vert[i][j] = pv[j];
- }
-
- pv_ptr[i] = pv;
- *pvi = currentIndex;
- *pmi = currentMIndex;
- currentIndex +=3;
- pv += 3;
+ float triCoords[5][3];
- pvi++;
- pmi++;
- }
-
- currentIndex -= 9;
-
- float vec01[3];
- vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
- vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
- vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
-
- float vec02[3];
- vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
- vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
- vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
-
- float n[3];
- cross_v3_v3v3(n, vec01, vec02);
- normalize_v3(n);
-
- for(i=0; i<3; ++i) {
- for(j=0; j<3; ++j) {
- pn[j] = n[j];
+ if (numTris_1 > 0) {
+ clipTriangle(numTris_1, triCoords, vlr->v1, vlr->v2, vlr->v3, clip_1);
+ for (i = 0; i < 2 + numTris_1; i++) {
+ mul_m4_v3(M, triCoords[i]); // camera to world
+// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
}
- *pni = currentIndex;
-
- pn += 3;
- pni++;
-
- currentIndex +=3;
- }
-
- for(i=0; i<3; i++)
- {
- norm = 0.0;
-
- for (unsigned j = 0; j < 3; j++)
- norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
-
- norm = sqrt(norm);
- if(_minEdgeSize > norm)
- _minEdgeSize = norm;
- }
-
- ++_numFacesRead;
-
-
- if(vlr->v4){
-
- unsigned j;
- fv[0] = vlr->v1;
- fv[1] = vlr->v3;
- fv[2] = vlr->v4;
- float *pv_ptr[3];
- for(i=0; i<3; ++i) // we parse the vertices of the face f
- {
-
- //lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
- for(j=0; j<3; j++)
- pv[j] = fv[i]->co[j];
- mul_m4_v3( M, pv);
-
- for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
- {
- if(minBBox[j] > pv[j])
- minBBox[j] = pv[j];
-
- if(maxBBox[j] < pv[j])
- maxBBox[j] = pv[j];
-
- vert[i][j] = pv[j];
- }
-
- pv_ptr[i] = pv;
- *pvi = currentIndex;
- *pmi = currentMIndex;
-
- currentIndex +=3;
- pv += 3;
-
- pvi++;
- pmi++;
+ for (i = 0; i < numTris_1; i++) {
+ addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
+ _numFacesRead++;
}
+ }
- currentIndex -= 9;
-
- float vec01[3];
- vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
- vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
- vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
-
- float vec02[3];
- vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
- vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
- vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
-
- float n[3];
- cross_v3_v3v3(n, vec01, vec02);
- normalize_v3(n);
-
- for(i=0; i<3; ++i) {
- for(j=0; j<3; ++j) {
- pn[j] = n[j];
- }
- *pni = currentIndex;
-
- pn += 3;
- pni++;
-
- currentIndex +=3;
+ if (numTris_2 > 0) {
+ clipTriangle(numTris_2, triCoords, vlr->v1, vlr->v3, vlr->v4, clip_2);
+ for (i = 0; i < 2 + numTris_2; i++) {
+ mul_m4_v3(M, triCoords[i]); // camera to world
+// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
}
-
- for(i=0; i<3; i++)
- {
- norm = 0.0;
-
- for (unsigned j = 0; j < 3; j++)
- norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
-
- norm = sqrt(norm);
- if(_minEdgeSize > norm)
- _minEdgeSize = norm;
+ for (i = 0; i < numTris_2; i++) {
+ addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
+ _numFacesRead++;
}
-
- ++_numFacesRead;
-
-
-
}
-
}
// We might have several times the same vertex. We want a clean
@@ -413,8 +419,8 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
// sets the id of the rep
rep->setId(Id(id, 0));
- const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(minBBox[0], minBBox[1], minBBox[2]),
- Vec3r(maxBBox[0], maxBBox[1], maxBBox[2]));
+ const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
+ Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
rep->setBBox(bbox);
shape->AddRep(rep);
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
index 29acbfc203f..59fa5923b36 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
@@ -33,6 +33,18 @@ extern "C" {
class NodeGroup;
+struct LoaderState {
+ float *pv;
+ float *pn;
+ unsigned *pvi;
+ unsigned *pni;
+ unsigned *pmi;
+ unsigned currentIndex;
+ unsigned currentMIndex;
+ float minBBox[3];
+ float maxBBox[3];
+};
+
class LIB_SCENE_GRAPH_EXPORT BlenderFileLoader
{
public:
@@ -51,6 +63,10 @@ public:
protected:
void insertShapeNode(ObjectRen *obr, int id);
+ int countClippedFaces(VertRen *v1, VertRen *v2, VertRen *v3, int clipped[3]);
+ void clipLine(VertRen *v1, VertRen *v2, float c[3], float z);
+ void clipTriangle(int numTris, float triCoords[][3], VertRen *v1, VertRen *v2, VertRen *v3, int clip[3]);
+ void addTriangle(struct LoaderState *state, float v1[3], float v2[3], float v3[3]);
protected:
Render* _re;