/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup freestyle * \brief Class to build a Node Tree designed to be displayed from a Silhouette View Map structure. */ #include "Silhouette.h" #include "ViewMap.h" #include "../scene_graph/LineRep.h" #include "../scene_graph/NodeGroup.h" #include "../scene_graph/NodeShape.h" #include "../scene_graph/OrientedLineRep.h" #include "../scene_graph/VertexRep.h" #include "../winged_edge/WEdge.h" #ifdef WITH_CXX_GUARDEDALLOC # include "MEM_guardedalloc.h" #endif namespace Freestyle { class NodeShape; class NodeGroup; class SShape; class WShape; class ViewMapTesselator { public: inline ViewMapTesselator() { _nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE; _FrsMaterial.setDiffuse(0, 0, 0, 1); _overloadFrsMaterial = false; } virtual ~ViewMapTesselator() { } /** Builds a set of lines rep contained under a NodeShape, itself contained under a NodeGroup * from a ViewMap */ NodeGroup *Tesselate(ViewMap *iViewMap); /** Builds a set of lines rep contained under a NodeShape, itself contained under a NodeGroup * from a set of view edges */ template NodeGroup *Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end); /** Builds a set of lines rep contained among a NodeShape, from a WShape */ NodeGroup *Tesselate(WShape *iWShape); inline void setNature(Nature::EdgeNature iNature) { _nature = iNature; } inline void setFrsMaterial(const FrsMaterial &iMaterial) { _FrsMaterial = iMaterial; _overloadFrsMaterial = true; } inline Nature::EdgeNature nature() { return _nature; } inline const FrsMaterial &frs_material() const { return _FrsMaterial; } protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0; private: Nature::EdgeNature _nature; FrsMaterial _FrsMaterial; bool _overloadFrsMaterial; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator") #endif }; /** Class to tesselate the 2D projected silhouette */ class ViewMapTesselator2D : public ViewMapTesselator { public: inline ViewMapTesselator2D() : ViewMapTesselator() { } virtual ~ViewMapTesselator2D() { } protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) { iLine->AddVertex(v->point2D()); } #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator2D") #endif }; /** Class to tesselate the 3D silhouette */ class ViewMapTesselator3D : public ViewMapTesselator { public: inline ViewMapTesselator3D() : ViewMapTesselator() { } virtual ~ViewMapTesselator3D() { } protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) { iLine->AddVertex(v->point3D()); } #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator3D") #endif }; // // Implementation // /////////////////////////////////////////////// template NodeGroup *ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end) { NodeGroup *group = new NodeGroup; NodeShape *tshape = new NodeShape; group->AddChild(tshape); // tshape->frs_material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f); tshape->setFrsMaterial(_FrsMaterial); LineRep *line; FEdge *firstEdge; FEdge *nextFEdge, *currentEdge; int id = 0; // for (vector::const_iterator c = viewedges.begin(), cend = viewedges.end(); c != // cend; c++) for (ViewEdgesIterator c = begin, cend = end; c != cend; c++) { #if 0 if ((*c)->qi() > 0) { continue; } if (!((*c)->nature() & (_nature))) { continue; } #endif firstEdge = (*c)->fedgeA(); #if 0 if (firstEdge->invisibility() > 0) { continue; } #endif line = new OrientedLineRep(); if (_overloadFrsMaterial) { line->setFrsMaterial(_FrsMaterial); } // there might be chains containing a single element if (0 == (firstEdge)->nextEdge()) { line->setStyle(LineRep::LINES); // line->AddVertex((*c)->vertexA()->point3D()); // line->AddVertex((*c)->vertexB()->point3D()); AddVertexToLine(line, firstEdge->vertexA()); AddVertexToLine(line, firstEdge->vertexB()); } else { line->setStyle(LineRep::LINE_STRIP); // firstEdge = (*c); nextFEdge = firstEdge; currentEdge = firstEdge; do { // line->AddVertex(nextFEdge->vertexA()->point3D()); AddVertexToLine(line, nextFEdge->vertexA()); currentEdge = nextFEdge; nextFEdge = nextFEdge->nextEdge(); } while ((nextFEdge != NULL) && (nextFEdge != firstEdge)); // Add the last vertex // line->AddVertex(currentEdge->vertexB()->point3D()); AddVertexToLine(line, currentEdge->vertexB()); } line->setId((*c)->getId().getFirst()); line->ComputeBBox(); tshape->AddRep(line); id++; } return group; } } /* namespace Freestyle */