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#ifndef BLENDER_FILE_LOADER_H
# define BLENDER_FILE_LOADER_H
# include <string.h>
# include <float.h>
# include "../system/FreestyleConfig.h"
# include "../system/RenderMonitor.h"
# include "../scene_graph/NodeGroup.h"
# include "../scene_graph/NodeTransform.h"
# include "../scene_graph/NodeShape.h"
# include "../scene_graph/IndexedFaceSet.h"
# include "../geometry/BBox.h"
# include "../geometry/Geom.h"
# include "../geometry/GeomCleaner.h"
# include "../geometry/GeomUtils.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_scene_types.h"
#include "render_types.h"
#include "renderdatabase.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BLI_math.h"
}
class NodeGroup;
struct LoaderState {
float *pv;
float *pn;
IndexedFaceSet::FaceEdgeMark *pm;
unsigned *pvi;
unsigned *pni;
unsigned *pmi;
unsigned currentIndex;
unsigned currentMIndex;
float minBBox[3];
float maxBBox[3];
};
class LIB_SCENE_GRAPH_EXPORT BlenderFileLoader
{
public:
/*! Builds a MaxFileLoader */
BlenderFileLoader(Render *re, SceneRenderLayer* srl);
virtual ~BlenderFileLoader();
/*! Loads the 3D scene and returns a pointer to the scene root node */
NodeGroup * Load();
/*! Gets the number of read faces */
inline unsigned int numFacesRead() {return _numFacesRead;}
/*! Gets the smallest edge size read */
inline real minEdgeSize() {return _minEdgeSize;}
/*! Modifiers */
inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
protected:
void insertShapeNode(ObjectInstanceRen *obi, int id);
int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
bool testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3]);
int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
void clipLine(float v1[3], float v2[3], float c[3], float z);
void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
float triNormals[][3], float n1[3], float n2[3], float n3[3],
bool edgeMarks[5], bool em1, bool em2, bool em3, int clip[3]);
void addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
float n1[3], float n2[3], float n3[3], bool fm, bool em1, bool em2, bool em3);
struct detri_t {
unsigned viA, viB, viP; // 0 <= viA, viB, viP < viSize
Vec3r v;
unsigned n;
Render* _re;
SceneRenderLayer* _srl;
NodeGroup* _Scene;
unsigned _numFacesRead;
real _minEdgeSize;
bool _smooth; /* if true, face smoothness is taken into account */
float _viewplane_left;
float _viewplane_right;
float _viewplane_bottom;
float _viewplane_top;
float _z_near, _z_far;
RenderMonitor *_pRenderMonitor;
#endif // BLENDER_FILE_LOADER_H