2022-02-11 09:07:11 +11:00
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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2012-12-18 00:51:25 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup freestyle
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2012-12-18 00:51:25 +00:00
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*/
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2008-08-07 15:04:25 +00:00
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2012-12-18 00:51:25 +00:00
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#include "BlenderFileLoader.h"
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2013-07-09 23:25:02 +00:00
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#include "BLI_utildefines.h"
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2022-08-31 09:09:01 -05:00
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#include "BKE_attribute.hh"
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2013-01-03 23:27:20 +00:00
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#include "BKE_global.h"
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2019-05-16 13:49:21 +02:00
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#include "BKE_object.h"
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2013-01-03 23:27:20 +00:00
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2014-06-24 17:12:38 +09:00
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#include <sstream>
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Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
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using blender::float3;
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Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
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using blender::Span;
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2013-04-09 00:46:49 +00:00
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namespace Freestyle {
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2019-01-24 07:08:19 +01:00
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BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
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2008-08-07 15:04:25 +00:00
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{
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_re = re;
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2019-01-24 07:08:19 +01:00
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_depsgraph = depsgraph;
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2020-11-06 17:49:09 +01:00
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_Scene = nullptr;
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2010-01-24 23:12:57 +00:00
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_numFacesRead = 0;
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2015-08-09 23:36:53 +09:00
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#if 0
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2010-01-24 23:12:57 +00:00
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_minEdgeSize = DBL_MAX;
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2015-08-09 23:36:53 +09:00
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#endif
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2017-11-22 10:52:39 -02:00
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_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
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2020-11-06 17:49:09 +01:00
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_pRenderMonitor = nullptr;
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2008-08-07 15:04:25 +00:00
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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2020-11-06 17:49:09 +01:00
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_Scene = nullptr;
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2008-08-07 15:04:25 +00:00
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}
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2013-03-07 23:17:23 +00:00
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NodeGroup *BlenderFileLoader::Load()
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2008-08-07 15:04:25 +00:00
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{
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2013-01-03 23:27:20 +00:00
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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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2019-04-17 06:17:24 +02:00
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2010-01-10 14:08:59 +00:00
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// creation of the scene root node
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_Scene = new NodeGroup;
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2019-04-17 06:17:24 +02:00
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2020-11-06 11:25:27 +11:00
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if (_re->clip_start < 0.0f) {
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2013-07-09 23:25:02 +00:00
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// Adjust clipping start/end and set up a Z offset when the viewport preview
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2019-02-16 12:21:44 +11:00
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// is used with the orthographic view. In this case, _re->clip_start is negative,
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2013-07-09 23:25:02 +00:00
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// while Freestyle assumes that imported mesh data are in the camera coordinate
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2020-09-30 20:09:02 +10:00
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// system with the view point located at origin [bug T36009].
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2013-07-09 23:25:02 +00:00
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_z_near = -0.001f;
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2019-02-16 12:21:44 +11:00
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_z_offset = _re->clip_start + _z_near;
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_z_far = -_re->clip_end + _z_offset;
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2013-07-09 23:25:02 +00:00
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}
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else {
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2019-02-16 12:21:44 +11:00
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_z_near = -_re->clip_start;
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_z_far = -_re->clip_end;
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2020-11-06 11:25:27 +11:00
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_z_offset = 0.0f;
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2013-07-09 23:25:02 +00:00
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}
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2008-08-07 15:04:25 +00:00
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int id = 0;
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2020-05-14 01:30:09 +02:00
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const eEvaluationMode eval_mode = DEG_get_mode(_depsgraph);
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2019-04-17 06:17:24 +02:00
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2022-09-23 12:39:56 +02:00
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DEGObjectIterSettings deg_iter_settings{};
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deg_iter_settings.depsgraph = _depsgraph;
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deg_iter_settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
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DEG_ITER_OBJECT_FLAG_DUPLI;
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DEG_OBJECT_ITER_BEGIN (°_iter_settings, ob) {
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2018-04-04 15:51:03 +02:00
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if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
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break;
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}
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2019-04-17 06:17:24 +02:00
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2022-10-15 22:51:21 +02:00
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if ((ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) ||
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(ob->visibility_flag & OB_HOLDOUT)) {
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2019-01-24 07:14:28 +01:00
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continue;
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}
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2019-04-17 06:17:24 +02:00
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2020-05-14 01:30:09 +02:00
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if (!(BKE_object_visibility(ob, eval_mode) & OB_VISIBLE_SELF)) {
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continue;
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}
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2022-08-17 10:20:25 -04:00
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/* Evaluated metaballs will appear as mesh objects in the iterator. */
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if (ob->type == OB_MBALL) {
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continue;
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}
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2020-11-06 17:49:09 +01:00
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Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
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2019-04-17 06:17:24 +02:00
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2018-04-04 15:51:03 +02:00
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if (mesh) {
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insertShapeNode(ob, mesh, ++id);
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2019-05-16 13:49:21 +02:00
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BKE_object_to_mesh_clear(ob);
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2019-04-17 06:17:24 +02:00
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}
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2013-01-03 23:27:20 +00:00
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}
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2018-04-04 15:51:03 +02:00
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DEG_OBJECT_ITER_END;
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2019-04-17 06:17:24 +02:00
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2012-12-18 00:51:25 +00:00
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// Return the built scene.
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2010-01-10 14:08:59 +00:00
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return _Scene;
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2008-08-07 15:04:25 +00:00
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}
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2010-01-24 23:12:57 +00:00
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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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2010-02-19 01:10:04 +00:00
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int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
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2010-01-24 23:12:57 +00:00
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{
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2010-02-19 01:10:04 +00:00
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float *v[3];
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2013-01-18 02:13:36 +00:00
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int numClipped, sum, numTris = 0;
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2019-04-17 06:17:24 +02:00
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2010-01-24 23:12:57 +00:00
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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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2010-02-19 01:10:04 +00:00
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if (v[i][2] > _z_near) {
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2010-01-24 23:12:57 +00:00
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clip[i] = CLIPPED_BY_NEAR;
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numClipped++;
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2012-12-18 00:51:25 +00:00
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}
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else if (v[i][2] < _z_far) {
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2010-01-24 23:12:57 +00:00
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clip[i] = CLIPPED_BY_FAR;
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numClipped++;
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2012-12-18 00:51:25 +00:00
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}
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else {
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2010-01-24 23:12:57 +00:00
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clip[i] = NOT_CLIPPED;
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}
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2013-01-03 23:27:20 +00:00
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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2019-04-17 08:24:14 +02:00
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printf("%d %s\n",
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i,
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(clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
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2013-01-03 23:27:20 +00:00
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}
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#endif
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2010-01-24 23:12:57 +00:00
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sum += clip[i];
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}
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switch (numClipped) {
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2018-08-30 01:31:20 +10:00
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case 0:
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2010-01-24 23:12:57 +00:00
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numTris = 1; // triangle
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2018-08-30 01:31:20 +10:00
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break;
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case 1:
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2010-01-24 23:12:57 +00:00
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numTris = 2; // tetragon
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2018-08-30 01:31:20 +10:00
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break;
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case 2:
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2019-05-31 22:51:19 +10:00
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if (sum == 0) {
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2018-08-30 01:31:20 +10:00
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numTris = 3; // pentagon
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2019-05-31 22:51:19 +10:00
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}
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else {
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2018-08-30 01:31:20 +10:00
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numTris = 1; // triangle
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2019-05-31 22:51:19 +10:00
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}
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2018-08-30 01:31:20 +10:00
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break;
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case 3:
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2020-11-06 12:30:59 +11:00
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if (ELEM(sum, 3, -3)) {
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2018-08-30 01:31:20 +10:00
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numTris = 0;
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2019-05-31 22:51:19 +10:00
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}
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else {
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2018-08-30 01:31:20 +10:00
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numTris = 2; // tetragon
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2019-05-31 22:51:19 +10:00
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}
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2018-08-30 01:31:20 +10:00
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break;
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2010-01-24 23:12:57 +00:00
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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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2010-02-19 01:10:04 +00:00
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void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
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2010-01-24 23:12:57 +00:00
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{
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2011-11-20 19:03:52 +00:00
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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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2012-12-18 00:51:25 +00:00
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}
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else {
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2011-11-20 19:03:52 +00:00
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p = v2;
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q = v1;
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}
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2010-01-24 23:12:57 +00:00
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double d[3];
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2019-05-31 22:51:19 +10:00
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for (int i = 0; i < 3; i++) {
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2011-11-20 19:03:52 +00:00
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d[i] = q[i] - p[i];
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2019-05-31 22:51:19 +10:00
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}
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2011-11-20 19:03:52 +00:00
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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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2010-01-24 23:12:57 +00:00
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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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2010-11-27 11:23:11 +00:00
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void BlenderFileLoader::clipTriangle(int numTris,
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float triCoords[][3],
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float v1[3],
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float v2[3],
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float v3[3],
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2012-12-18 00:51:25 +00:00
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float triNormals[][3],
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float n1[3],
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float n2[3],
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float n3[3],
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2023-01-23 17:31:44 +11:00
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bool edgeMarks[5],
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2012-12-18 00:51:25 +00:00
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bool em1,
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bool em2,
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bool em3,
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2020-07-13 11:27:09 +02:00
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const int clip[3])
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2010-01-24 23:12:57 +00:00
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{
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2010-11-27 11:23:11 +00:00
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float *v[3], *n[3];
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2011-10-06 02:04:43 +00:00
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bool em[3];
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2010-01-24 23:12:57 +00:00
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int i, j, k;
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2019-04-17 06:17:24 +02:00
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2010-11-27 11:23:11 +00:00
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v[0] = v1;
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n[0] = n1;
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v[1] = v2;
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n[1] = n2;
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v[2] = v3;
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n[2] = n3;
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2011-10-06 02:04:43 +00:00
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|
|
em[0] = em1; /* edge mark of the edge between v1 and v2 */
|
|
|
|
|
em[1] = em2; /* edge mark of the edge between v2 and v3 */
|
|
|
|
|
em[2] = em3; /* edge mark of the edge between v3 and v1 */
|
2010-01-24 23:12:57 +00:00
|
|
|
k = 0;
|
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
|
|
|
j = (i + 1) % 3;
|
|
|
|
|
if (clip[i] == NOT_CLIPPED) {
|
2010-11-27 11:23:11 +00:00
|
|
|
copy_v3_v3(triCoords[k], v[i]);
|
|
|
|
|
copy_v3_v3(triNormals[k], n[i]);
|
2011-10-06 02:04:43 +00:00
|
|
|
edgeMarks[k] = em[i];
|
2010-11-27 11:23:11 +00:00
|
|
|
k++;
|
2010-01-24 23:12:57 +00:00
|
|
|
if (clip[j] != NOT_CLIPPED) {
|
2010-11-27 11:23:11 +00:00
|
|
|
clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
|
|
|
|
|
copy_v3_v3(triNormals[k], n[j]);
|
2011-10-06 02:04:43 +00:00
|
|
|
edgeMarks[k] = false;
|
2010-11-27 11:23:11 +00:00
|
|
|
k++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
else if (clip[i] != clip[j]) {
|
2010-01-24 23:12:57 +00:00
|
|
|
if (clip[j] == NOT_CLIPPED) {
|
2010-11-27 11:23:11 +00:00
|
|
|
clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
|
|
|
|
|
copy_v3_v3(triNormals[k], n[i]);
|
2011-10-06 02:04:43 +00:00
|
|
|
edgeMarks[k] = em[i];
|
2010-11-27 11:23:11 +00:00
|
|
|
k++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2010-11-27 11:23:11 +00:00
|
|
|
clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
|
|
|
|
|
copy_v3_v3(triNormals[k], n[i]);
|
2011-10-06 02:04:43 +00:00
|
|
|
edgeMarks[k] = em[i];
|
2010-11-27 11:23:11 +00:00
|
|
|
k++;
|
|
|
|
|
clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
|
|
|
|
|
copy_v3_v3(triNormals[k], n[j]);
|
2011-10-06 02:04:43 +00:00
|
|
|
edgeMarks[k] = false;
|
2010-11-27 11:23:11 +00:00
|
|
|
k++;
|
2010-01-24 23:12:57 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2013-07-09 23:25:02 +00:00
|
|
|
BLI_assert(k == 2 + numTris);
|
2015-03-28 00:34:16 +05:00
|
|
|
(void)numTris; /* Ignored in release builds. */
|
2010-01-24 23:12:57 +00:00
|
|
|
}
|
|
|
|
|
|
2010-11-27 11:23:11 +00:00
|
|
|
void BlenderFileLoader::addTriangle(struct LoaderState *ls,
|
|
|
|
|
float v1[3],
|
|
|
|
|
float v2[3],
|
|
|
|
|
float v3[3],
|
2012-12-18 00:51:25 +00:00
|
|
|
float n1[3],
|
|
|
|
|
float n2[3],
|
|
|
|
|
float n3[3],
|
|
|
|
|
bool fm,
|
|
|
|
|
bool em1,
|
|
|
|
|
bool em2,
|
|
|
|
|
bool em3)
|
2010-01-24 23:12:57 +00:00
|
|
|
{
|
2015-08-09 23:36:53 +09:00
|
|
|
float *fv[3], *fn[3];
|
|
|
|
|
#if 0
|
|
|
|
|
float len;
|
|
|
|
|
#endif
|
2022-09-25 17:04:52 +10:00
|
|
|
uint i, j;
|
2011-10-06 02:04:43 +00:00
|
|
|
IndexedFaceSet::FaceEdgeMark marks = 0;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
// initialize the bounding box by the first vertex
|
|
|
|
|
if (ls->currentIndex == 0) {
|
|
|
|
|
copy_v3_v3(ls->minBBox, v1);
|
|
|
|
|
copy_v3_v3(ls->maxBBox, v1);
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-11-27 11:23:11 +00:00
|
|
|
fv[0] = v1;
|
|
|
|
|
fn[0] = n1;
|
|
|
|
|
fv[1] = v2;
|
|
|
|
|
fn[1] = n2;
|
|
|
|
|
fv[2] = v3;
|
|
|
|
|
fn[2] = n3;
|
2010-01-24 23:12:57 +00:00
|
|
|
for (i = 0; i < 3; i++) {
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
copy_v3_v3(ls->pv, fv[i]);
|
2010-11-27 11:23:11 +00:00
|
|
|
copy_v3_v3(ls->pn, fn[i]);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
// update the bounding box
|
2012-12-18 00:51:25 +00:00
|
|
|
for (j = 0; j < 3; j++) {
|
2019-05-31 22:51:19 +10:00
|
|
|
if (ls->minBBox[j] > ls->pv[j]) {
|
2012-12-18 00:51:25 +00:00
|
|
|
ls->minBBox[j] = ls->pv[j];
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-05-31 22:51:19 +10:00
|
|
|
if (ls->maxBBox[j] < ls->pv[j]) {
|
2012-12-18 00:51:25 +00:00
|
|
|
ls->maxBBox[j] = ls->pv[j];
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2010-01-24 23:12:57 +00:00
|
|
|
}
|
|
|
|
|
|
2015-08-09 23:36:53 +09:00
|
|
|
#if 0
|
2010-01-24 23:12:57 +00:00
|
|
|
len = len_v3v3(fv[i], fv[(i + 1) % 3]);
|
2019-05-31 23:21:16 +10:00
|
|
|
if (_minEdgeSize > len) {
|
2012-12-18 00:51:25 +00:00
|
|
|
_minEdgeSize = len;
|
2019-05-31 23:21:16 +10:00
|
|
|
}
|
2015-08-09 23:36:53 +09:00
|
|
|
#endif
|
2012-12-18 00:51:25 +00:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
*ls->pvi = ls->currentIndex;
|
|
|
|
|
*ls->pni = ls->currentIndex;
|
|
|
|
|
*ls->pmi = ls->currentMIndex;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
ls->currentIndex += 3;
|
2010-01-24 23:12:57 +00:00
|
|
|
ls->pv += 3;
|
|
|
|
|
ls->pn += 3;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
ls->pvi++;
|
|
|
|
|
ls->pni++;
|
|
|
|
|
ls->pmi++;
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-05-31 22:51:19 +10:00
|
|
|
if (fm) {
|
2012-12-18 00:51:25 +00:00
|
|
|
marks |= IndexedFaceSet::FACE_MARK;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
if (em1) {
|
2012-12-18 00:51:25 +00:00
|
|
|
marks |= IndexedFaceSet::EDGE_MARK_V1V2;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
if (em2) {
|
2012-12-18 00:51:25 +00:00
|
|
|
marks |= IndexedFaceSet::EDGE_MARK_V2V3;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
|
|
|
|
if (em3) {
|
2012-12-18 00:51:25 +00:00
|
|
|
marks |= IndexedFaceSet::EDGE_MARK_V3V1;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
*(ls->pm++) = marks;
|
2010-01-24 23:12:57 +00:00
|
|
|
}
|
|
|
|
|
|
2012-03-05 19:01:12 +00:00
|
|
|
// With A, B and P indicating the three vertices of a given triangle, returns:
|
|
|
|
|
// 1 if points A and B are in the same position in the 3D space;
|
|
|
|
|
// 2 if the distance between point P and line segment AB is zero; and
|
|
|
|
|
// zero otherwise.
|
|
|
|
|
int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
|
|
|
|
|
{
|
2013-07-12 00:18:27 +00:00
|
|
|
const float eps = 1.0e-6;
|
|
|
|
|
const float eps_sq = eps * eps;
|
|
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
#if 0
|
|
|
|
|
float area = area_tri_v3(v1, v2, v3);
|
|
|
|
|
bool verbose = (area < 1.0e-6);
|
|
|
|
|
#endif
|
2012-03-05 19:01:12 +00:00
|
|
|
|
|
|
|
|
if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
|
2012-12-18 00:51:25 +00:00
|
|
|
#if 0
|
2013-01-03 23:27:20 +00:00
|
|
|
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
|
2012-12-18 00:51:25 +00:00
|
|
|
printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
|
2013-01-03 23:27:20 +00:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
#endif
|
2012-03-05 19:01:12 +00:00
|
|
|
return 1;
|
|
|
|
|
}
|
2013-07-12 00:18:27 +00:00
|
|
|
if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
|
|
|
|
|
dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
|
|
|
|
|
dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq) {
|
2012-12-18 00:51:25 +00:00
|
|
|
#if 0
|
2013-01-03 23:27:20 +00:00
|
|
|
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
|
2012-12-18 00:51:25 +00:00
|
|
|
printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
|
2013-01-03 23:27:20 +00:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
#endif
|
2012-03-05 19:01:12 +00:00
|
|
|
return 2;
|
|
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
#if 0
|
2013-01-03 23:27:20 +00:00
|
|
|
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
|
2012-12-18 00:51:25 +00:00
|
|
|
printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
|
2013-01-03 23:27:20 +00:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
#endif
|
2012-03-05 19:01:12 +00:00
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-05-13 18:31:29 +02:00
|
|
|
static bool testEdgeMark(Mesh *me, const FreestyleEdge *fed, const MLoopTri *lt, int i)
|
2012-03-05 19:01:12 +00:00
|
|
|
{
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
const Span<MEdge> edges = me->edges();
|
|
|
|
|
const Span<MLoop> loops = me->loops();
|
|
|
|
|
|
|
|
|
|
const MLoop *mloop = &loops[lt->tri[i]];
|
|
|
|
|
const MLoop *mloop_next = &loops[lt->tri[(i + 1) % 3]];
|
|
|
|
|
const MEdge *medge = &edges[mloop->e];
|
2018-04-04 15:51:03 +02:00
|
|
|
|
|
|
|
|
if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
|
|
|
|
|
/* Not an edge in the original mesh before triangulation. */
|
|
|
|
|
return false;
|
2012-03-05 19:01:12 +00:00
|
|
|
}
|
2018-04-04 15:51:03 +02:00
|
|
|
|
|
|
|
|
return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
|
2012-03-05 19:01:12 +00:00
|
|
|
}
|
2012-03-03 12:01:14 +00:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
|
2008-08-07 15:04:25 +00:00
|
|
|
{
|
2018-04-04 15:51:03 +02:00
|
|
|
char *name = ob->id.name + 2;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
const Span<float3> vert_positions = me->vert_positions();
|
2022-09-07 00:06:31 -05:00
|
|
|
const Span<MPoly> mesh_polys = me->polys();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
const Span<MLoop> mesh_loops = me->loops();
|
|
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
// Compute loop triangles
|
|
|
|
|
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
|
|
|
|
|
MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
BKE_mesh_recalc_looptri(mesh_loops.data(),
|
|
|
|
|
mesh_polys.data(),
|
|
|
|
|
reinterpret_cast<const float(*)[3]>(vert_positions.data()),
|
|
|
|
|
me->totloop,
|
|
|
|
|
me->totpoly,
|
|
|
|
|
mlooptri);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
// Compute loop normals
|
|
|
|
|
BKE_mesh_calc_normals_split(me);
|
2022-05-13 18:31:29 +02:00
|
|
|
const float(*lnors)[3] = nullptr;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
|
2023-01-13 17:21:20 -06:00
|
|
|
lnors = (const float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
|
2018-04-04 15:51:03 +02:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
// Get other mesh data
|
2023-01-13 17:21:20 -06:00
|
|
|
const FreestyleEdge *fed = (const FreestyleEdge *)CustomData_get_layer(&me->edata,
|
|
|
|
|
CD_FREESTYLE_EDGE);
|
|
|
|
|
const FreestyleFace *ffa = (const FreestyleFace *)CustomData_get_layer(&me->pdata,
|
|
|
|
|
CD_FREESTYLE_FACE);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-01-24 16:34:26 +01:00
|
|
|
// Compute view matrix
|
|
|
|
|
Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
|
|
|
|
|
float viewinv[4][4], viewmat[4][4];
|
|
|
|
|
RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
|
|
|
|
|
invert_m4_m4(viewmat, viewinv);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
// Compute matrix including camera transform
|
|
|
|
|
float obmat[4][4], nmat[4][4];
|
2022-10-24 14:16:37 +02:00
|
|
|
mul_m4_m4m4(obmat, viewmat, ob->object_to_world);
|
2018-04-04 15:51:03 +02:00
|
|
|
invert_m4_m4(nmat, obmat);
|
|
|
|
|
transpose_m4(nmat);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
// We count the number of triangles after the clipping by the near and far view
|
2021-07-03 23:08:40 +10:00
|
|
|
// planes is applied (NOTE: mesh vertices are in the camera coordinate system).
|
2022-09-26 10:04:44 +10:00
|
|
|
uint numFaces = 0;
|
2018-04-04 15:51:03 +02:00
|
|
|
float v1[3], v2[3], v3[3];
|
|
|
|
|
float n1[3], n2[3], n3[3], facenormal[3];
|
|
|
|
|
int clip[3];
|
|
|
|
|
for (int a = 0; a < tottri; a++) {
|
|
|
|
|
const MLoopTri *lt = &mlooptri[a];
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
copy_v3_v3(v1, vert_positions[mesh_loops[lt->tri[0]].v]);
|
|
|
|
|
copy_v3_v3(v2, vert_positions[mesh_loops[lt->tri[1]].v]);
|
|
|
|
|
copy_v3_v3(v3, vert_positions[mesh_loops[lt->tri[2]].v]);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
mul_m4_v3(obmat, v1);
|
|
|
|
|
mul_m4_v3(obmat, v2);
|
|
|
|
|
mul_m4_v3(obmat, v3);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-07-09 23:25:02 +00:00
|
|
|
v1[2] += _z_offset;
|
|
|
|
|
v2[2] += _z_offset;
|
|
|
|
|
v3[2] += _z_offset;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
numFaces += countClippedFaces(v1, v2, v3, clip);
|
2008-08-07 15:04:25 +00:00
|
|
|
}
|
2013-01-03 23:27:20 +00:00
|
|
|
#if 0
|
|
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
|
|
|
cout << "numFaces " << numFaces << endl;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
2018-04-04 15:51:03 +02:00
|
|
|
if (numFaces == 0) {
|
|
|
|
|
MEM_freeN(mlooptri);
|
2010-01-24 23:12:57 +00:00
|
|
|
return;
|
2018-04-04 15:51:03 +02:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-30 01:36:12 +00:00
|
|
|
// We allocate memory for the meshes to be imported
|
2014-05-19 11:10:11 +09:00
|
|
|
NodeGroup *currentMesh = new NodeGroup;
|
2012-12-18 00:51:25 +00:00
|
|
|
NodeShape *shape = new NodeShape;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-09-26 10:04:44 +10:00
|
|
|
uint vSize = 3 * 3 * numFaces;
|
2008-08-07 15:04:25 +00:00
|
|
|
float *vertices = new float[vSize];
|
2022-09-26 10:04:44 +10:00
|
|
|
uint nSize = vSize;
|
2008-08-07 15:04:25 +00:00
|
|
|
float *normals = new float[nSize];
|
2022-09-26 10:04:44 +10:00
|
|
|
uint *numVertexPerFaces = new uint[numFaces];
|
2014-10-23 20:26:39 +09:00
|
|
|
vector<Material *> meshMaterials;
|
2008-08-07 15:04:25 +00:00
|
|
|
vector<FrsMaterial> meshFrsMaterials;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2008-08-07 15:04:25 +00:00
|
|
|
IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
|
2022-09-26 10:04:44 +10:00
|
|
|
uint i;
|
2008-08-07 15:04:25 +00:00
|
|
|
for (i = 0; i < numFaces; i++) {
|
2012-12-18 00:51:25 +00:00
|
|
|
faceStyle[i] = IndexedFaceSet::TRIANGLES;
|
|
|
|
|
numVertexPerFaces[i] = 3;
|
2008-08-07 15:04:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2011-10-06 02:04:43 +00:00
|
|
|
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-09-26 10:04:44 +10:00
|
|
|
uint viSize = 3 * numFaces;
|
|
|
|
|
uint *VIndices = new uint[viSize];
|
|
|
|
|
uint niSize = viSize;
|
|
|
|
|
uint *NIndices = new uint[niSize];
|
|
|
|
|
uint *MIndices = new uint[viSize]; // Material Indices
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-01-24 23:12:57 +00:00
|
|
|
struct LoaderState ls;
|
|
|
|
|
ls.pv = vertices;
|
|
|
|
|
ls.pn = normals;
|
2011-10-06 02:04:43 +00:00
|
|
|
ls.pm = faceEdgeMarks;
|
2010-01-24 23:12:57 +00:00
|
|
|
ls.pvi = VIndices;
|
|
|
|
|
ls.pni = NIndices;
|
|
|
|
|
ls.pmi = MIndices;
|
|
|
|
|
ls.currentIndex = 0;
|
|
|
|
|
ls.currentMIndex = 0;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2008-08-07 15:04:25 +00:00
|
|
|
FrsMaterial tmpMat;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-09-07 21:41:39 -05:00
|
|
|
const blender::VArray<int> material_indices = me->attributes().lookup_or_default<int>(
|
|
|
|
|
"material_index", ATTR_DOMAIN_FACE, 0);
|
2022-08-31 09:09:01 -05:00
|
|
|
|
2010-01-30 01:36:12 +00:00
|
|
|
// We parse the vlak nodes again and import meshes while applying the clipping
|
|
|
|
|
// by the near and far view planes.
|
2018-04-04 15:51:03 +02:00
|
|
|
for (int a = 0; a < tottri; a++) {
|
|
|
|
|
const MLoopTri *lt = &mlooptri[a];
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
const MPoly *mp = &mesh_polys[lt->poly];
|
2022-08-31 09:09:01 -05:00
|
|
|
Material *mat = BKE_object_material_get(ob, material_indices[lt->poly] + 1);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
copy_v3_v3(v1, vert_positions[mesh_loops[lt->tri[0]].v]);
|
|
|
|
|
copy_v3_v3(v2, vert_positions[mesh_loops[lt->tri[1]].v]);
|
|
|
|
|
copy_v3_v3(v3, vert_positions[mesh_loops[lt->tri[2]].v]);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
mul_m4_v3(obmat, v1);
|
|
|
|
|
mul_m4_v3(obmat, v2);
|
|
|
|
|
mul_m4_v3(obmat, v3);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-07-09 23:25:02 +00:00
|
|
|
v1[2] += _z_offset;
|
|
|
|
|
v2[2] += _z_offset;
|
|
|
|
|
v3[2] += _z_offset;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
if (_smooth && (mp->flag & ME_SMOOTH) && lnors) {
|
|
|
|
|
copy_v3_v3(n1, lnors[lt->tri[0]]);
|
|
|
|
|
copy_v3_v3(n2, lnors[lt->tri[1]]);
|
|
|
|
|
copy_v3_v3(n3, lnors[lt->tri[2]]);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
mul_mat3_m4_v3(nmat, n1);
|
|
|
|
|
mul_mat3_m4_v3(nmat, n2);
|
|
|
|
|
mul_mat3_m4_v3(nmat, n3);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
normalize_v3(n1);
|
|
|
|
|
normalize_v3(n2);
|
|
|
|
|
normalize_v3(n3);
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2018-04-04 15:51:03 +02:00
|
|
|
normal_tri_v3(facenormal, v3, v2, v1);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
copy_v3_v3(n1, facenormal);
|
|
|
|
|
copy_v3_v3(n2, facenormal);
|
|
|
|
|
copy_v3_v3(n3, facenormal);
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-09-25 17:04:52 +10:00
|
|
|
uint numTris = countClippedFaces(v1, v2, v3, clip);
|
2019-05-31 22:51:19 +10:00
|
|
|
if (numTris == 0) {
|
2012-12-18 00:51:25 +00:00
|
|
|
continue;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
|
|
|
|
|
bool em1 = false, em2 = false, em3 = false;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
if (fed) {
|
|
|
|
|
em1 = testEdgeMark(me, fed, lt, 0);
|
|
|
|
|
em2 = testEdgeMark(me, fed, lt, 1);
|
|
|
|
|
em3 = testEdgeMark(me, fed, lt, 2);
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
if (mat) {
|
2014-07-07 15:54:46 +09:00
|
|
|
tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
|
2018-05-31 13:32:53 +02:00
|
|
|
tmpMat.setDiffuse(mat->r, mat->g, mat->b, 1.0f);
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, 1.0f);
|
2020-11-06 11:25:27 +11:00
|
|
|
tmpMat.setShininess(128.0f);
|
2014-07-07 15:54:46 +09:00
|
|
|
tmpMat.setPriority(mat->line_priority);
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-10-23 20:26:39 +09:00
|
|
|
if (meshMaterials.empty()) {
|
|
|
|
|
meshMaterials.push_back(mat);
|
2012-12-18 00:51:25 +00:00
|
|
|
meshFrsMaterials.push_back(tmpMat);
|
|
|
|
|
shape->setFrsMaterial(tmpMat);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2014-10-23 20:26:39 +09:00
|
|
|
// find if the Blender material is already in the list
|
2022-09-25 17:04:52 +10:00
|
|
|
uint i = 0;
|
2012-12-18 00:51:25 +00:00
|
|
|
bool found = false;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-10-23 20:26:39 +09:00
|
|
|
for (vector<Material *>::iterator it = meshMaterials.begin(), itend = meshMaterials.end();
|
|
|
|
|
it != itend;
|
|
|
|
|
it++, i++) {
|
|
|
|
|
if (*it == mat) {
|
|
|
|
|
ls.currentMIndex = i;
|
|
|
|
|
found = true;
|
2019-04-17 06:17:24 +02:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
if (!found) {
|
2014-10-23 20:26:39 +09:00
|
|
|
meshMaterials.push_back(mat);
|
|
|
|
|
meshFrsMaterials.push_back(tmpMat);
|
2012-12-18 00:51:25 +00:00
|
|
|
ls.currentMIndex = meshFrsMaterials.size() - 1;
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
float triCoords[5][3], triNormals[5][3];
|
|
|
|
|
bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
clipTriangle(
|
|
|
|
|
numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3, edgeMarks, em1, em2, em3, clip);
|
|
|
|
|
for (i = 0; i < numTris; i++) {
|
|
|
|
|
addTriangle(&ls,
|
2018-04-04 15:51:03 +02:00
|
|
|
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) ? edgeMarks[i + 2] : false);
|
|
|
|
|
_numFacesRead++;
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-04-04 15:51:03 +02:00
|
|
|
MEM_freeN(mlooptri);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-06-17 17:05:14 +02:00
|
|
|
// We might have several times the same vertex. We want a clean
|
2012-12-18 00:51:25 +00:00
|
|
|
// shape with no real-vertex. Here, we are making a cleaning pass.
|
2020-11-06 17:49:09 +01:00
|
|
|
float *cleanVertices = nullptr;
|
2022-09-25 17:04:52 +10:00
|
|
|
uint cvSize;
|
|
|
|
|
uint *cleanVIndices = nullptr;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
GeomCleaner::CleanIndexedVertexArray(
|
|
|
|
|
vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2020-11-06 17:49:09 +01:00
|
|
|
float *cleanNormals = nullptr;
|
2022-09-25 17:04:52 +10:00
|
|
|
uint cnSize;
|
|
|
|
|
uint *cleanNIndices = nullptr;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-12-18 00:51:25 +00:00
|
|
|
GeomCleaner::CleanIndexedVertexArray(
|
|
|
|
|
normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2008-08-07 15:04:25 +00:00
|
|
|
// format materials array
|
2013-03-07 23:17:23 +00:00
|
|
|
FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
|
2022-09-25 17:04:52 +10:00
|
|
|
uint mindex = 0;
|
2013-03-07 23:17:23 +00:00
|
|
|
for (vector<FrsMaterial>::iterator m = meshFrsMaterials.begin(), mend = meshFrsMaterials.end();
|
|
|
|
|
m != mend;
|
|
|
|
|
++m) {
|
2012-12-18 00:51:25 +00:00
|
|
|
marray[mindex] = new FrsMaterial(*m);
|
|
|
|
|
++mindex;
|
2008-08-07 15:04:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2008-08-07 15:04:25 +00:00
|
|
|
// deallocates memory:
|
|
|
|
|
delete[] vertices;
|
|
|
|
|
delete[] normals;
|
|
|
|
|
delete[] VIndices;
|
|
|
|
|
delete[] NIndices;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-03-03 01:03:20 +00:00
|
|
|
// Fix for degenerated triangles
|
2012-02-29 01:11:37 +00:00
|
|
|
// 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.
|
2012-03-03 01:03:20 +00:00
|
|
|
// 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);
|
2022-09-26 10:04:44 +10:00
|
|
|
uint vi0, vi1, vi2;
|
2012-02-28 20:56:31 +00:00
|
|
|
for (i = 0; i < viSize; i += 3) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri_t detri;
|
2012-02-28 20:56:31 +00:00
|
|
|
vi0 = cleanVIndices[i];
|
2013-03-07 23:17:23 +00:00
|
|
|
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]);
|
2012-02-29 01:11:37 +00:00
|
|
|
if (v0 == v1 || v0 == v2 || v1 == v2) {
|
2012-05-01 18:46:15 +00:00
|
|
|
continue; // do nothing for now
|
2012-02-29 01:11:37 +00:00
|
|
|
}
|
2020-08-07 12:39:05 +02:00
|
|
|
if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1.0e-6) {
|
2012-12-18 00:51:25 +00:00
|
|
|
detri.viP = vi0;
|
|
|
|
|
detri.viA = vi1;
|
|
|
|
|
detri.viB = vi2;
|
2012-02-28 20:56:31 +00:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1.0e-6) {
|
|
|
|
|
detri.viP = vi1;
|
|
|
|
|
detri.viA = vi0;
|
|
|
|
|
detri.viB = vi2;
|
2012-02-28 20:56:31 +00:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1.0e-6) {
|
|
|
|
|
detri.viP = vi2;
|
|
|
|
|
detri.viA = vi0;
|
|
|
|
|
detri.viB = vi1;
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
else {
|
2012-03-03 01:03:20 +00:00
|
|
|
continue;
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.v = zero;
|
|
|
|
|
detri.n = 0;
|
2022-09-25 17:04:52 +10:00
|
|
|
for (uint j = 0; j < viSize; j += 3) {
|
2019-05-31 22:51:19 +10:00
|
|
|
if (i == j) {
|
2012-12-18 00:51:25 +00:00
|
|
|
continue;
|
2019-05-31 22:51:19 +10:00
|
|
|
}
|
2012-12-18 00:51:25 +00:00
|
|
|
vi0 = cleanVIndices[j];
|
2012-03-03 01:03:20 +00:00
|
|
|
vi1 = cleanVIndices[j + 1];
|
2013-03-07 23:17:23 +00:00
|
|
|
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);
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.n++;
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2012-03-03 01:03:20 +00:00
|
|
|
else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
|
|
|
|
|
detri.v += (v1 - v0);
|
|
|
|
|
detri.n++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.v += (v2 - v1);
|
|
|
|
|
detri.n++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.v += (v0 - v1);
|
|
|
|
|
detri.n++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.v += (v1 - v2);
|
|
|
|
|
detri.n++;
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
|
|
|
|
else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri.v += (v0 - v2);
|
|
|
|
|
detri.n++;
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
}
|
2012-03-03 01:03:20 +00:00
|
|
|
if (detri.n > 0) {
|
|
|
|
|
detri.v.normalizeSafe();
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2012-03-03 01:03:20 +00:00
|
|
|
detriList.push_back(detri);
|
2012-12-18 00:51:25 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2020-07-03 14:59:27 +02:00
|
|
|
if (!detriList.empty()) {
|
2012-12-18 00:51:25 +00:00
|
|
|
vector<detri_t>::iterator v;
|
|
|
|
|
for (v = detriList.begin(); v != detriList.end(); v++) {
|
2012-03-03 01:03:20 +00:00
|
|
|
detri_t detri = (*v);
|
2012-12-18 00:51:25 +00:00
|
|
|
if (detri.n == 0) {
|
|
|
|
|
cleanVertices[detri.viP] = cleanVertices[detri.viA];
|
|
|
|
|
cleanVertices[detri.viP + 1] = cleanVertices[detri.viA + 1];
|
2012-03-03 01:03:20 +00:00
|
|
|
cleanVertices[detri.viP + 2] = cleanVertices[detri.viA + 2];
|
2012-02-28 20:56:31 +00:00
|
|
|
}
|
2012-03-03 01:03:20 +00:00
|
|
|
else if (detri.v.norm() > 0.0) {
|
|
|
|
|
cleanVertices[detri.viP] += 1.0e-5 * detri.v.x();
|
2014-07-27 22:17:19 +09:00
|
|
|
cleanVertices[detri.viP + 1] += 1.0e-5 * detri.v.y();
|
2013-03-07 23:17:23 +00:00
|
|
|
cleanVertices[detri.viP + 2] += 1.0e-5 * detri.v.z();
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
}
|
2013-03-07 23:17:23 +00:00
|
|
|
if (G.debug & G_DEBUG_FREESTYLE) {
|
|
|
|
|
printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
|
2019-04-17 06:17:24 +02:00
|
|
|
name,
|
2022-09-25 18:33:28 +10:00
|
|
|
ulong(detriList.size()),
|
2012-12-18 00:51:25 +00:00
|
|
|
(detriList.size() > 1) ? "s" : "");
|
2012-03-03 01:03:20 +00:00
|
|
|
}
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-01-03 23:27:20 +00:00
|
|
|
// Create the IndexedFaceSet with the retrieved attributes
|
|
|
|
|
IndexedFaceSet *rep;
|
|
|
|
|
rep = new IndexedFaceSet(cleanVertices,
|
2019-04-17 06:17:24 +02:00
|
|
|
cvSize,
|
2013-01-03 23:27:20 +00:00
|
|
|
cleanNormals,
|
|
|
|
|
cnSize,
|
|
|
|
|
marray,
|
2012-12-18 00:51:25 +00:00
|
|
|
meshFrsMaterials.size(),
|
2020-11-06 17:49:09 +01:00
|
|
|
nullptr,
|
2012-12-18 00:51:25 +00:00
|
|
|
0,
|
|
|
|
|
numFaces,
|
|
|
|
|
numVertexPerFaces,
|
|
|
|
|
faceStyle,
|
|
|
|
|
faceEdgeMarks,
|
|
|
|
|
cleanVIndices,
|
|
|
|
|
viSize,
|
|
|
|
|
cleanNIndices,
|
|
|
|
|
niSize,
|
|
|
|
|
MIndices,
|
|
|
|
|
viSize,
|
2020-11-06 17:49:09 +01:00
|
|
|
nullptr,
|
2012-12-18 00:51:25 +00:00
|
|
|
0,
|
|
|
|
|
0);
|
2008-08-07 15:04:25 +00:00
|
|
|
// sets the id of the rep
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|
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rep->setId(Id(id, 0));
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2018-04-04 15:51:03 +02:00
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rep->setName(ob->id.name + 2);
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2020-06-23 09:54:14 +10:00
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rep->setLibraryPath(ob->id.lib ? ob->id.lib->filepath : "");
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2019-04-17 06:17:24 +02:00
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2012-12-18 00:51:25 +00:00
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const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
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2010-01-24 23:12:57 +00:00
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Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
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2008-08-07 15:04:25 +00:00
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rep->setBBox(bbox);
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shape->AddRep(rep);
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2019-04-17 06:17:24 +02:00
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|
|
2008-08-07 15:04:25 +00:00
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currentMesh->AddChild(shape);
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|
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|
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_Scene->AddChild(currentMesh);
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|
|
|
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}
|
2013-04-09 00:46:49 +00:00
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} /* namespace Freestyle */
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