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/*
* ***** 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/WXEdge.cpp
* \ingroup freestyle
* \brief Classes to define an Extended Winged Edge data structure.
* \author Stephane Grabli
* \date 26/10/2003
*/
#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 (_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 = NULL;
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 = NULL;
return _pSmoothEdge;
}
RetrieveCuspEdgesIndices(cuspEdgesIndices);
// We should have only one EdgeCusp:
if (cuspEdgesIndices.size() != 1) {
cout << "Warning in BuildSmoothEdge: weird WXFace configuration" << endl;
_pSmoothEdge = NULL;
return NULL;
}
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;
#if 0
// the order of the WOEdge index is good
woea = _pWXFace->GetOEdge((index - 1) % nedges);
woeb = _pWXFace->GetOEdge((index + 1) % nedges);
ta = 1;
tb = 0;
#endif
}
}
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);
}
}
}
#if 0
// 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) {
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
// CHECK FIRST WHETHER THE EXACTSILHOUETTEEDGE HAS NOT YET BEEN BUILT ON THE OTHER FACE (1 is enough).
if (((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;
}
}
}
#endif
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 (!face)
return NULL;
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);
#if 0
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);
#endif
return face;
}
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