
New properties 'line_color' and 'line_priority' are added to Material ID data blocks. The 'line_color' property allows users to specify a per-material line color that can be used as a Freestyle line color through Material color modifiers of line style settings. The new line color property is intended to provide a solution for line color stylization when a proper Freestyle support for Cycles is implemented (likely as part of the upcoming Blender 2.72 release; see Patch D632). Materials in Cycles are usually set up using shader nodes, and Freestyle won't be capable of retrieving colors and other properties from node-based materials any soon. The new line color property of materials addresses this foreseen limitation by providing artists with an intuitive alternative mean to specify line colors on a per-material basis independently from node trees. The 'line_priority' property gives users a way to control line colors at material boundaries. When a line is drawn along a feature edge at material boundaries, one of the two materials on both sides of the edge has to be picked up to determine the line color. So far there was no way to control this selection (which was in effect at random). Now the material with a higher line color priority will be selected. The new per-material line settings are shown in the new Freestyle Line tab in the Material context of the Properties window (only when Freestyle is enabled).
811 lines
23 KiB
C++
811 lines
23 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
|
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
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* \ingroup freestyle
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*/
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#include "BlenderFileLoader.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include <sstream>
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namespace Freestyle {
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BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer *srl)
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{
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_re = re;
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_srl = srl;
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_Scene = NULL;
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_numFacesRead = 0;
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_minEdgeSize = DBL_MAX;
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_smooth = (srl->freestyleConfig.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
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_pRenderMonitor = NULL;
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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_Scene = NULL;
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}
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NodeGroup *BlenderFileLoader::Load()
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{
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ObjectInstanceRen *obi;
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "\n=== Importing triangular meshes into Blender ===" << endl;
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}
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// creation of the scene root node
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_Scene = new NodeGroup;
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_viewplane_left = _re->viewplane.xmin;
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_viewplane_right = _re->viewplane.xmax;
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_viewplane_bottom = _re->viewplane.ymin;
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_viewplane_top = _re->viewplane.ymax;
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if ((_re->r.scemode & R_VIEWPORT_PREVIEW) && (_re->r.mode & R_ORTHO)) {
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// Adjust clipping start/end and set up a Z offset when the viewport preview
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// is used with the orthographic view. In this case, _re->clipsta is negative,
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// while Freestyle assumes that imported mesh data are in the camera coordinate
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// system with the view point located at origin [bug #36009].
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BLI_assert(_re->clipsta < 0.f);
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_z_near = -0.001f;
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_z_offset = _re->clipsta + _z_near;
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_z_far = -_re->clipend + _z_offset;
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}
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else {
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_z_near = -_re->clipsta;
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_z_far = -_re->clipend;
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_z_offset = 0.f;
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}
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
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<< " b " << _viewplane_bottom << " t " << _viewplane_top
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<< " n " << _z_near << " f " << _z_far << endl;
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}
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#endif
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int id = 0;
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unsigned cnt = 1;
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unsigned cntStep = (unsigned)ceil(0.01f * _re->totinstance);
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for (obi = (ObjectInstanceRen *)_re->instancetable.first; obi; obi = obi->next) {
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if (_pRenderMonitor) {
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if (_pRenderMonitor->testBreak())
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break;
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if (cnt % cntStep == 0) {
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stringstream ss;
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ss << "Freestyle: Mesh loading " << (100 * cnt / _re->totinstance) << "%";
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_pRenderMonitor->setInfo(ss.str());
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_pRenderMonitor->progress((float)cnt / _re->totinstance);
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}
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cnt++;
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}
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if (!(obi->lay & _srl->lay))
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continue;
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char *name = obi->ob->id.name;
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//printf("%c%c:%s\n", name[0], name[1], name+2);
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//print_m4("obi->mat", obi->mat);
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if (obi->obr->totvlak > 0) {
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insertShapeNode(obi, ++id);
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}
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else if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "Warning: " << (name + 2) << " is not a vlak-based object (ignored)" << endl;
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}
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}
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// Return the built scene.
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return _Scene;
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}
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#define CLIPPED_BY_NEAR -1
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#define NOT_CLIPPED 0
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#define CLIPPED_BY_FAR 1
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// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
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// and calculate the number of triangles to be generated by clipping
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int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
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{
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float *v[3];
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int numClipped, sum, numTris = 0;
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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numClipped = sum = 0;
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for (int i = 0; i < 3; i++) {
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if (v[i][2] > _z_near) {
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clip[i] = CLIPPED_BY_NEAR;
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numClipped++;
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}
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else if (v[i][2] < _z_far) {
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clip[i] = CLIPPED_BY_FAR;
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numClipped++;
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}
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else {
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clip[i] = NOT_CLIPPED;
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}
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
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}
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#endif
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sum += clip[i];
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}
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switch (numClipped) {
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case 0:
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numTris = 1; // triangle
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break;
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case 1:
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numTris = 2; // tetragon
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break;
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case 2:
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if (sum == 0)
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numTris = 3; // pentagon
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else
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numTris = 1; // triangle
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break;
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case 3:
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if (sum == 3 || sum == -3)
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numTris = 0;
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else
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numTris = 2; // tetragon
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break;
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}
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return numTris;
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}
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// find the intersection point C between the line segment from V1 to V2 and
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// a clipping plane at depth Z (i.e., the Z component of C is known, while
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// the X and Y components are unknown).
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void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
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{
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// Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
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// and clipLine(Q, P, c, z) gives exactly the same numerical result.
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float *p, *q;
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if (v1[2] < v2[2]) {
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p = v1;
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q = v2;
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}
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else {
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p = v2;
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q = v1;
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}
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double d[3];
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for (int i = 0; i < 3; i++)
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d[i] = q[i] - p[i];
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double t = (z - p[2]) / d[2];
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c[0] = p[0] + t * d[0];
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c[1] = p[1] + t * d[1];
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c[2] = z;
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}
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// clip the triangle (V1, V2, V3) by the near and far clipping plane and
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// obtain a set of vertices after the clipping. The number of vertices
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// is at most 5.
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void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
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float triNormals[][3], float n1[3], float n2[3], float n3[3],
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bool edgeMarks[], bool em1, bool em2, bool em3, int clip[3])
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{
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float *v[3], *n[3];
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bool em[3];
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int i, j, k;
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v[0] = v1; n[0] = n1;
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v[1] = v2; n[1] = n2;
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v[2] = v3; n[2] = n3;
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em[0] = em1; /* edge mark of the edge between v1 and v2 */
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em[1] = em2; /* edge mark of the edge between v2 and v3 */
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em[2] = em3; /* edge mark of the edge between v3 and v1 */
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k = 0;
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for (i = 0; i < 3; i++) {
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j = (i + 1) % 3;
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if (clip[i] == NOT_CLIPPED) {
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copy_v3_v3(triCoords[k], v[i]);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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if (clip[j] != NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[j]);
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edgeMarks[k] = false;
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k++;
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}
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}
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else if (clip[i] != clip[j]) {
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if (clip[j] == NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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}
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else {
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clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[j]);
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edgeMarks[k] = false;
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k++;
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}
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}
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}
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BLI_assert(k == 2 + numTris);
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}
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void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
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float n1[3], float n2[3], float n3[3],
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bool fm, bool em1, bool em2, bool em3)
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{
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float *fv[3], *fn[3], len;
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unsigned int i, j;
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IndexedFaceSet::FaceEdgeMark marks = 0;
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// initialize the bounding box by the first vertex
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if (ls->currentIndex == 0) {
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copy_v3_v3(ls->minBBox, v1);
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copy_v3_v3(ls->maxBBox, v1);
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}
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fv[0] = v1; fn[0] = n1;
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fv[1] = v2; fn[1] = n2;
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fv[2] = v3; fn[2] = n3;
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for (i = 0; i < 3; i++) {
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copy_v3_v3(ls->pv, fv[i]);
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copy_v3_v3(ls->pn, fn[i]);
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// update the bounding box
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for (j = 0; j < 3; j++) {
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if (ls->minBBox[j] > ls->pv[j])
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ls->minBBox[j] = ls->pv[j];
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if (ls->maxBBox[j] < ls->pv[j])
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ls->maxBBox[j] = ls->pv[j];
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}
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len = len_v3v3(fv[i], fv[(i + 1) % 3]);
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if (_minEdgeSize > len)
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_minEdgeSize = len;
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*ls->pvi = ls->currentIndex;
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*ls->pni = ls->currentIndex;
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*ls->pmi = ls->currentMIndex;
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ls->currentIndex += 3;
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ls->pv += 3;
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ls->pn += 3;
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ls->pvi++;
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ls->pni++;
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ls->pmi++;
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}
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if (fm)
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marks |= IndexedFaceSet::FACE_MARK;
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if (em1)
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marks |= IndexedFaceSet::EDGE_MARK_V1V2;
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if (em2)
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marks |= IndexedFaceSet::EDGE_MARK_V2V3;
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if (em3)
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marks |= IndexedFaceSet::EDGE_MARK_V3V1;
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*(ls->pm++) = marks;
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}
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// With A, B and P indicating the three vertices of a given triangle, returns:
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// 1 if points A and B are in the same position in the 3D space;
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// 2 if the distance between point P and line segment AB is zero; and
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// zero otherwise.
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int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
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{
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const float eps = 1.0e-6;
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const float eps_sq = eps * eps;
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#if 0
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float area = area_tri_v3(v1, v2, v3);
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bool verbose = (area < 1.0e-6);
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#endif
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if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
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}
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#endif
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return 1;
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}
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if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
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dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
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dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq)
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{
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
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}
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#endif
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return 2;
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}
|
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
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}
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#endif
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return 0;
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}
|
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|
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// Checks if edge rotation (if necessary) can prevent the given quad from
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// being decomposed into a degenerate triangle
|
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bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3])
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{
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if (testDegenerateTriangle(v1, v2, v3) == 2 || testDegenerateTriangle(v1, v3, v4) == 2) {
|
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if (testDegenerateTriangle(v1, v2, v4) == 2 || testDegenerateTriangle(v2, v3, v4) == 2) {
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|
#if 0
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
printf("BlenderFileLoader::testEdgeRotation: edge rotation is unsuccessful.\n");
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
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return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
|
|
{
|
|
ObjectRen *obr = obi->obr;
|
|
char *name = obi->ob->id.name + 2;
|
|
|
|
// We parse vlak nodes and count the number of faces after the clipping by
|
|
// the near and far view planes is applied (Note: mesh vertices are in the
|
|
// camera coordinate system).
|
|
VlakRen *vlr = NULL;
|
|
unsigned numFaces = 0;
|
|
float v1[3], v2[3], v3[3], v4[3];
|
|
float n1[3], n2[3], n3[3], n4[3], facenormal[3];
|
|
int clip_1[3], clip_2[3];
|
|
int wire_material = 0;
|
|
for (int a = 0; a < obr->totvlak; a++) {
|
|
if ((a & 255) == 0)
|
|
vlr = obr->vlaknodes[a>>8].vlak;
|
|
else
|
|
vlr++;
|
|
if (vlr->mat->mode & MA_ONLYCAST)
|
|
continue;
|
|
if (vlr->mat->material_type == MA_TYPE_WIRE) {
|
|
wire_material = 1;
|
|
continue;
|
|
}
|
|
copy_v3_v3(v1, vlr->v1->co);
|
|
copy_v3_v3(v2, vlr->v2->co);
|
|
copy_v3_v3(v3, vlr->v3->co);
|
|
if (vlr->v4)
|
|
copy_v3_v3(v4, vlr->v4->co);
|
|
if (obi->flag & R_TRANSFORMED) {
|
|
mul_m4_v3(obi->mat, v1);
|
|
mul_m4_v3(obi->mat, v2);
|
|
mul_m4_v3(obi->mat, v3);
|
|
if (vlr->v4)
|
|
mul_m4_v3(obi->mat, v4);
|
|
}
|
|
v1[2] += _z_offset;
|
|
v2[2] += _z_offset;
|
|
v3[2] += _z_offset;
|
|
if (vlr->v4)
|
|
v4[2] += _z_offset;
|
|
#if 0
|
|
print_v3("v1", v1);
|
|
print_v3("v2", v2);
|
|
print_v3("v3", v3);
|
|
if (vlr->v4)
|
|
print_v3("v4", v4);
|
|
#endif
|
|
if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
|
|
numFaces += countClippedFaces(v1, v2, v3, clip_1);
|
|
if (vlr->v4)
|
|
numFaces += countClippedFaces(v1, v3, v4, clip_2);
|
|
}
|
|
else {
|
|
numFaces += countClippedFaces(v1, v2, v4, clip_1);
|
|
numFaces += countClippedFaces(v2, v3, v4, clip_2);
|
|
}
|
|
}
|
|
if (wire_material) {
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "Warning: Object " << name << " has wire materials (ignored)" << endl;
|
|
}
|
|
}
|
|
#if 0
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "numFaces " << numFaces << endl;
|
|
}
|
|
#endif
|
|
if (numFaces == 0)
|
|
return;
|
|
|
|
// We allocate memory for the meshes to be imported
|
|
NodeTransform *currentMesh = new NodeTransform;
|
|
NodeShape *shape = new NodeShape;
|
|
|
|
unsigned vSize = 3 * 3 * numFaces;
|
|
float *vertices = new float[vSize];
|
|
unsigned nSize = vSize;
|
|
float *normals = new float[nSize];
|
|
unsigned *numVertexPerFaces = new unsigned[numFaces];
|
|
vector<FrsMaterial> meshFrsMaterials;
|
|
|
|
IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
|
|
unsigned i;
|
|
for (i = 0; i <numFaces; i++) {
|
|
faceStyle[i] = IndexedFaceSet::TRIANGLES;
|
|
numVertexPerFaces[i] = 3;
|
|
}
|
|
|
|
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
|
|
|
|
unsigned viSize = 3 * numFaces;
|
|
unsigned *VIndices = new unsigned[viSize];
|
|
unsigned niSize = viSize;
|
|
unsigned *NIndices = new unsigned[niSize];
|
|
unsigned *MIndices = new unsigned[viSize]; // Material Indices
|
|
|
|
struct LoaderState ls;
|
|
ls.pv = vertices;
|
|
ls.pn = normals;
|
|
ls.pm = faceEdgeMarks;
|
|
ls.pvi = VIndices;
|
|
ls.pni = NIndices;
|
|
ls.pmi = MIndices;
|
|
ls.currentIndex = 0;
|
|
ls.currentMIndex = 0;
|
|
|
|
FrsMaterial tmpMat;
|
|
|
|
// We parse the vlak nodes again and import meshes while applying the clipping
|
|
// by the near and far view planes.
|
|
int p;
|
|
for (p = 0; p < obr->totvlak; ++p) { // we parse the faces of the mesh
|
|
if ((p & 255) == 0)
|
|
vlr = obr->vlaknodes[p>>8].vlak;
|
|
else
|
|
vlr++;
|
|
if ((vlr->mat->mode & MA_ONLYCAST) || vlr->mat->material_type == MA_TYPE_WIRE)
|
|
continue;
|
|
copy_v3_v3(v1, vlr->v1->co);
|
|
copy_v3_v3(v2, vlr->v2->co);
|
|
copy_v3_v3(v3, vlr->v3->co);
|
|
if (vlr->v4)
|
|
copy_v3_v3(v4, vlr->v4->co);
|
|
if (obi->flag & R_TRANSFORMED) {
|
|
mul_m4_v3(obi->mat, v1);
|
|
mul_m4_v3(obi->mat, v2);
|
|
mul_m4_v3(obi->mat, v3);
|
|
if (vlr->v4)
|
|
mul_m4_v3(obi->mat, v4);
|
|
}
|
|
v1[2] += _z_offset;
|
|
v2[2] += _z_offset;
|
|
v3[2] += _z_offset;
|
|
if (vlr->v4)
|
|
v4[2] += _z_offset;
|
|
if (_smooth && (vlr->flag & R_SMOOTH)) {
|
|
copy_v3_v3(n1, vlr->v1->n);
|
|
copy_v3_v3(n2, vlr->v2->n);
|
|
copy_v3_v3(n3, vlr->v3->n);
|
|
if (vlr->v4)
|
|
copy_v3_v3(n4, vlr->v4->n);
|
|
if (obi->flag & R_TRANSFORMED) {
|
|
mul_m3_v3(obi->nmat, n1);
|
|
mul_m3_v3(obi->nmat, n2);
|
|
mul_m3_v3(obi->nmat, n3);
|
|
normalize_v3(n1);
|
|
normalize_v3(n2);
|
|
normalize_v3(n3);
|
|
if (vlr->v4) {
|
|
mul_m3_v3(obi->nmat, n4);
|
|
normalize_v3(n4);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
RE_vlakren_get_normal(_re, obi, vlr, facenormal);
|
|
#ifndef NDEBUG
|
|
float tnor[3];
|
|
normal_tri_v3(tnor, v3, v2, v1); /* normals are inverted in rendering */
|
|
BLI_assert(dot_v3v3(tnor, facenormal) > 0.0f);
|
|
#endif
|
|
copy_v3_v3(n1, facenormal);
|
|
copy_v3_v3(n2, facenormal);
|
|
copy_v3_v3(n3, facenormal);
|
|
if (vlr->v4)
|
|
copy_v3_v3(n4, facenormal);
|
|
}
|
|
|
|
unsigned int numTris_1, numTris_2;
|
|
bool edge_rotation;
|
|
if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
|
|
numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
|
|
numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
|
|
edge_rotation = false;
|
|
}
|
|
else {
|
|
numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
|
|
numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
|
|
edge_rotation = true;
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
|
|
}
|
|
}
|
|
if (numTris_1 == 0 && numTris_2 == 0)
|
|
continue;
|
|
bool fm, em1, em2, em3, em4;
|
|
fm = (vlr->freestyle_face_mark) != 0;
|
|
em1 = (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
|
|
em2 = (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
|
|
if (!vlr->v4) {
|
|
em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
|
|
em4 = false;
|
|
}
|
|
else {
|
|
em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
|
|
em4 = (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
|
|
}
|
|
|
|
Material *mat = vlr->mat;
|
|
if (mat) {
|
|
tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
|
|
tmpMat.setDiffuse(mat->r, mat->g, mat->b, mat->alpha);
|
|
tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, mat->spectra);
|
|
float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128]
|
|
if (s > 128.f)
|
|
s = 128.f;
|
|
tmpMat.setShininess(s);
|
|
tmpMat.setPriority(mat->line_priority);
|
|
}
|
|
|
|
if (meshFrsMaterials.empty()) {
|
|
meshFrsMaterials.push_back(tmpMat);
|
|
shape->setFrsMaterial(tmpMat);
|
|
}
|
|
else {
|
|
// find if the material is already in the list
|
|
unsigned int i = 0;
|
|
bool found = false;
|
|
|
|
for (vector<FrsMaterial>::iterator it = meshFrsMaterials.begin(), itend = meshFrsMaterials.end();
|
|
it != itend;
|
|
it++, i++)
|
|
{
|
|
if (*it == tmpMat) {
|
|
ls.currentMIndex = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found) {
|
|
meshFrsMaterials.push_back(tmpMat);
|
|
ls.currentMIndex = meshFrsMaterials.size() - 1;
|
|
}
|
|
}
|
|
|
|
float triCoords[5][3], triNormals[5][3];
|
|
bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
|
|
|
|
if (numTris_1 > 0) {
|
|
if (!edge_rotation) {
|
|
clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
|
|
edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
|
|
}
|
|
else {
|
|
clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
|
|
edgeMarks, em1, false, em4, clip_1);
|
|
}
|
|
for (i = 0; i < numTris_1; i++) {
|
|
addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
|
|
triNormals[0], triNormals[i + 1], triNormals[i + 2],
|
|
fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
|
|
(i == numTris_1 - 1) ? edgeMarks[i + 2] : false);
|
|
_numFacesRead++;
|
|
}
|
|
}
|
|
|
|
if (numTris_2 > 0) {
|
|
if (!edge_rotation) {
|
|
clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
|
|
edgeMarks, false, em3, em4, clip_2);
|
|
}
|
|
else {
|
|
clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
|
|
edgeMarks, em2, em3, false, clip_2);
|
|
}
|
|
for (i = 0; i < numTris_2; i++) {
|
|
addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
|
|
triNormals[0], triNormals[i + 1], triNormals[i + 2],
|
|
fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
|
|
(i == numTris_2 - 1) ? edgeMarks[i + 2] : false);
|
|
_numFacesRead++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We might have several times the same vertex. We want a clean
|
|
// shape with no real-vertex. Here, we are making a cleaning pass.
|
|
real *cleanVertices = NULL;
|
|
unsigned int cvSize;
|
|
unsigned int *cleanVIndices = NULL;
|
|
|
|
GeomCleaner::CleanIndexedVertexArray(vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
|
|
|
|
real *cleanNormals = NULL;
|
|
unsigned int cnSize;
|
|
unsigned int *cleanNIndices = NULL;
|
|
|
|
GeomCleaner::CleanIndexedVertexArray(normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
|
|
|
|
// format materials array
|
|
FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
|
|
unsigned int mindex = 0;
|
|
for (vector<FrsMaterial>::iterator m = meshFrsMaterials.begin(), mend = meshFrsMaterials.end(); m != mend; ++m) {
|
|
marray[mindex] = new FrsMaterial(*m);
|
|
++mindex;
|
|
}
|
|
|
|
// deallocates memory:
|
|
delete [] vertices;
|
|
delete [] normals;
|
|
delete [] VIndices;
|
|
delete [] NIndices;
|
|
|
|
// Fix for degenerated triangles
|
|
// A degenerate triangle is a triangle such that
|
|
// 1) A and B are in the same position in the 3D space; or
|
|
// 2) the distance between point P and line segment AB is zero.
|
|
// Only those degenerate triangles in the second form are resolved here
|
|
// by adding a small offset to P, whereas those in the first form are
|
|
// addressed later in WShape::MakeFace().
|
|
vector<detri_t> detriList;
|
|
Vec3r zero(0.0, 0.0, 0.0);
|
|
unsigned vi0, vi1, vi2;
|
|
for (i = 0; i < viSize; i += 3) {
|
|
detri_t detri;
|
|
vi0 = cleanVIndices[i];
|
|
vi1 = cleanVIndices[i + 1];
|
|
vi2 = cleanVIndices[i + 2];
|
|
Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
|
|
Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
|
|
Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
|
|
if (v0 == v1 || v0 == v2 || v1 == v2) {
|
|
continue; // do nothing for now
|
|
}
|
|
else if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1.0e-6) {
|
|
detri.viP = vi0;
|
|
detri.viA = vi1;
|
|
detri.viB = vi2;
|
|
}
|
|
else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1.0e-6) {
|
|
detri.viP = vi1;
|
|
detri.viA = vi0;
|
|
detri.viB = vi2;
|
|
}
|
|
else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1.0e-6) {
|
|
detri.viP = vi2;
|
|
detri.viA = vi0;
|
|
detri.viB = vi1;
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
detri.v = zero;
|
|
detri.n = 0;
|
|
for (unsigned int j = 0; j < viSize; j += 3) {
|
|
if (i == j)
|
|
continue;
|
|
vi0 = cleanVIndices[j];
|
|
vi1 = cleanVIndices[j + 1];
|
|
vi2 = cleanVIndices[j + 2];
|
|
Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
|
|
Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
|
|
Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
|
|
if (detri.viP == vi0 && (detri.viA == vi1 || detri.viB == vi1)) {
|
|
detri.v += (v2 - v0);
|
|
detri.n++;
|
|
}
|
|
else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
|
|
detri.v += (v1 - v0);
|
|
detri.n++;
|
|
}
|
|
else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
|
|
detri.v += (v2 - v1);
|
|
detri.n++;
|
|
}
|
|
else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
|
|
detri.v += (v0 - v1);
|
|
detri.n++;
|
|
}
|
|
else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
|
|
detri.v += (v1 - v2);
|
|
detri.n++;
|
|
}
|
|
else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
|
|
detri.v += (v0 - v2);
|
|
detri.n++;
|
|
}
|
|
}
|
|
if (detri.n > 0) {
|
|
detri.v.normalizeSafe();
|
|
}
|
|
detriList.push_back(detri);
|
|
}
|
|
|
|
if (detriList.size() > 0) {
|
|
vector<detri_t>::iterator v;
|
|
for (v = detriList.begin(); v != detriList.end(); v++) {
|
|
detri_t detri = (*v);
|
|
if (detri.n == 0) {
|
|
cleanVertices[detri.viP] = cleanVertices[detri.viA];
|
|
cleanVertices[detri.viP + 1] = cleanVertices[detri.viA + 1];
|
|
cleanVertices[detri.viP + 2] = cleanVertices[detri.viA + 2];
|
|
}
|
|
else if (detri.v.norm() > 0.0) {
|
|
cleanVertices[detri.viP] += 1.0e-5 * detri.v.x();
|
|
cleanVertices[detri.viP + 1] += 1.0e-5 * detri.v.y();
|
|
cleanVertices[detri.viP + 2] += 1.0e-5 * detri.v.z();
|
|
}
|
|
}
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
|
|
name, (long unsigned int)detriList.size(), (detriList.size() > 1) ? "s" : "");
|
|
}
|
|
}
|
|
|
|
// Create the IndexedFaceSet with the retrieved attributes
|
|
IndexedFaceSet *rep;
|
|
rep = new IndexedFaceSet(cleanVertices, cvSize, cleanNormals, cnSize, marray, meshFrsMaterials.size(), 0, 0,
|
|
numFaces, numVertexPerFaces, faceStyle, faceEdgeMarks, cleanVIndices, viSize,
|
|
cleanNIndices, niSize, MIndices, viSize, 0, 0, 0);
|
|
// sets the id of the rep
|
|
rep->setId(Id(id, 0));
|
|
rep->setName(obi->ob->id.name + 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);
|
|
|
|
Matrix44r meshMat = Matrix44r::identity();
|
|
currentMesh->setMatrix(meshMat);
|
|
currentMesh->Translate(0, 0, 0);
|
|
|
|
currentMesh->AddChild(shape);
|
|
_Scene->AddChild(currentMesh);
|
|
}
|
|
|
|
} /* namespace Freestyle */
|