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/* exotic.c
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*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
*
* Contributor(s):
* - Martin DeMello
* Added dxf_read_arc, dxf_read_ellipse and dxf_read_lwpolyline
* Copyright (C) 2004 by Etheract Software Labs
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*
* - Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****/
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#include <stddef.h>
#include "BLI_storage.h"
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#include <stdlib.h>
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#include <ctype.h> /* isdigit, isspace */
#include <math.h>
#include <stdio.h>
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#include <fcntl.h>
#include <string.h>
#include <errno.h>
#ifndef _WIN32
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#include <unistd.h>
#else
#include <io.h>
#define open _open
#define read _read
#define close _close
#define write _write
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#endif
#include "MEM_guardedalloc.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_material_types.h"
#include "DNA_curve_types.h"
#include "DNA_camera_types.h"
#include "DNA_scene_types.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_storage.h"
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#include "BKE_blender.h"
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#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_library.h"
#include "BKE_object.h"
#include "BKE_material.h"
#include "BKE_report.h"
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#include "BKE_displist.h"
#include "BKE_DerivedMesh.h"
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#include "BKE_curve.h"
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
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#include "zlib.h"
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static int is_dxf(char *str);
static void dxf_read(Scene *scene, char *filename);
static int is_stl(char *str);
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static int is_stl_ascii(char *str)
{
FILE *fpSTL;
char buffer[1000];
int numread, i;
fpSTL = fopen(str, "rb");
if ( (numread = fread( (void *) buffer, sizeof(char), 1000, fpSTL)) <= 0 )
{ fclose(fpSTL); return 0; }
for (i=0; i < numread; ++i) {
/* if bit 8 is set we assume binary */
if (buffer[i] & 0x80)
{ fclose(fpSTL); return 0; }
}
buffer[5] = '\0';
if ( !(strstr(buffer, "solid")) && !(strstr(buffer, "SOLID")) )
{ fclose(fpSTL); return 0; }
fclose(fpSTL);
return 1;
}
static int is_stl(char *str)
{
int i;
i = strlen(str) - 3;
if ( (str[i] !='s') && (str[i] !='S'))
return 0;
i++;
if ( (str[i] !='t') && (str[i] !='T'))
return 0;
i++;
if ( (str[i] !='l') && (str[i] !='L'))
return 0;
return 1;
}
#define READSTLVERT { \
if (fread(mvert->co, sizeof(float), 3, fpSTL) != 3) { \
char error_msg[255]; \
MEM_freeN(vertdata); \
MEM_freeN(facedata); \
fclose(fpSTL); \
sprintf(error_msg, "Problems reading face %d!", i); \
return; \
} \
else { \
if (ENDIAN_ORDER==B_ENDIAN) { \
SWITCH_INT(mvert->co[0]); \
SWITCH_INT(mvert->co[1]); \
SWITCH_INT(mvert->co[2]); \
} \
} \
}
static void simple_vertex_normal_blend(short *no, short *ble)
{
if(no[0]==0 && no[1]==0 && no[2]==0) {
VECCOPY(no, ble);
}
else {
no[0]= (2*no[0] + ble[0])/3;
no[1]= (2*no[1] + ble[1])/3;
no[2]= (2*no[2] + ble[2])/3;
}
}
static void mesh_add_normals_flags(Mesh *me)
{
MVert *v1, *v2, *v3, *v4;
MFace *mface;
float nor[3];
int a;
short sno[3];
mface= me->mface;
for(a=0; a<me->totface; a++, mface++) {
v1= me->mvert+mface->v1;
v2= me->mvert+mface->v2;
v3= me->mvert+mface->v3;
v4= me->mvert+mface->v4;
normal_tri_v3( nor,v1->co, v2->co, v3->co);
sno[0]= 32767.0*nor[0];
sno[1]= 32767.0*nor[1];
sno[2]= 32767.0*nor[2];
simple_vertex_normal_blend(v1->no, sno);
simple_vertex_normal_blend(v2->no, sno);
simple_vertex_normal_blend(v3->no, sno);
if(mface->v4) {
simple_vertex_normal_blend(v4->no, sno);
}
mface->edcode= ME_V1V2|ME_V2V3;
}
}
static void read_stl_mesh_binary(Scene *scene, char *str)
{
FILE *fpSTL;
Object *ob;
Mesh *me;
MVert *mvert, *vertdata;
MFace *mface, *facedata;
unsigned int numfacets = 0, i, j, vertnum;
unsigned int maxmeshsize, nummesh, lastmeshsize;
unsigned int totvert, totface;
ReportList *reports= NULL; /* XXX */
fpSTL= fopen(str, "rb");
if(fpSTL==NULL) {
BKE_reportf(reports, RPT_ERROR, "Can't read file: %s.", strerror(errno));
return;
}
if(fseek(fpSTL, 80, SEEK_SET) != 0) {
BKE_reportf(reports, RPT_ERROR, "Failed reading file: %s.", strerror(errno));
fclose(fpSTL);
return;
}
if(fread(&numfacets, 4*sizeof(char), 1, fpSTL) != 1) {
if(feof(fpSTL))
BKE_reportf(reports, RPT_ERROR, "Failed reading file: premature end of file.");
else
BKE_reportf(reports, RPT_ERROR, "Failed reading file: %s.", strerror(errno));
fclose(fpSTL);
return;
}
if (ENDIAN_ORDER==B_ENDIAN) {
SWITCH_INT(numfacets);
}
maxmeshsize = MESH_MAX_VERTS/3;
nummesh = (numfacets / maxmeshsize) + 1;
lastmeshsize = numfacets % maxmeshsize;
if (numfacets) {
for (j=0; j < nummesh; ++j) {
/* new object */
if (j == nummesh-1) {
totface = lastmeshsize;
}
else {
totface = maxmeshsize;
}
totvert = 3 * totface;
vertdata = MEM_callocN(totvert*sizeof(MVert), "mverts");
facedata = MEM_callocN(totface*sizeof(MFace), "mface");
vertnum = 0;
mvert= vertdata;
mface = facedata;
for (i=0; i < totface; i++) {
fseek(fpSTL, 12, SEEK_CUR); /* skip the face normal */
READSTLVERT;
mvert++;
READSTLVERT;
mvert++;
READSTLVERT;
mvert++;
mface->v1 = vertnum++;
mface->v2 = vertnum++;
mface->v3 = vertnum++;
mface++;
fseek(fpSTL, 2, SEEK_CUR);
}
ob= add_object(scene, OB_MESH);
me= ob->data;
me->totvert = totvert;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->totface = totface;
me->mvert = CustomData_add_layer(&me->vdata, CD_MVERT, CD_ASSIGN,
vertdata, totvert);
me->mface = CustomData_add_layer(&me->fdata, CD_MFACE, CD_ASSIGN,
facedata, totface);
mesh_add_normals_flags(me);
make_edges(me, 0);
}
//XXX waitcursor(1);
}
fclose(fpSTL);
}
#undef READSTLVERT
#define STLALLOCERROR { \
char error_msg[255]; \
fclose(fpSTL); \
sprintf(error_msg, "Can't allocate storage for %d faces!", \
numtenthousand * 10000); \
return; \
}
#define STLBAILOUT(message) { \
char error_msg[255]; \
fclose(fpSTL); \
free(vertdata); \
sprintf(error_msg, "Line %d: %s", linenum, message); \
return; \
}
#define STLREADLINE { \
if (!fgets(buffer, 2048, fpSTL)) STLBAILOUT("Can't read line!"); \
linenum++; \
}
#define STLREADVERT { \
STLREADLINE; \
if ( !(cp = strstr(buffer, "vertex")) && \
!(cp = strstr(buffer, "VERTEX")) ) STLBAILOUT("Bad vertex!"); \
vp = vertdata + 3 * totvert; \
if (sscanf(cp + 6, "%f %f %f", vp, vp+1, vp+2) != 3) \
STLBAILOUT("Bad vertex!"); \
++totvert; \
}
static void read_stl_mesh_ascii(Scene *scene, char *str)
{
FILE *fpSTL;
char buffer[2048], *cp;
Object *ob;
Mesh *me;
MVert *mvert;
MFace *mface;
float *vertdata, *vp;
unsigned int numtenthousand, linenum;
unsigned int i, vertnum;
unsigned int totvert, totface;
ReportList *reports= NULL; /* XXX */
/* ASCII stl sucks ... we don't really know how many faces there
are until the file is done, so lets allocate faces 10000 at a time */
fpSTL= fopen(str, "r");
if(fpSTL==NULL) {
BKE_reportf(reports, RPT_ERROR, "Can't read file: %s.", strerror(errno));
return;
}
/* we'll use the standard malloc/realloc for now ...
* lets allocate enough storage to hold 10000 triangles,
* i.e. 30000 verts, i.e., 90000 floats.
*/
numtenthousand = 1;
vertdata = malloc(numtenthousand*3*30000*sizeof(float)); // uses realloc!
if (!vertdata) { STLALLOCERROR; }
linenum = 1;
/* Get rid of the first line */
STLREADLINE;
totvert = 0;
totface = 0;
while(1) {
/* Read in the next line */
STLREADLINE;
/* lets check if this is the end of the file */
if ( strstr(buffer, "endsolid") || strstr(buffer, "ENDSOLID") )
break;
/* Well, guess that wasn't the end, so lets make
* sure we have enough storage for some more faces
*/
if ( (totface) && ( (totface % 10000) == 0 ) ) {
++numtenthousand;
vertdata = realloc(vertdata,
numtenthousand*3*30000*sizeof(float));
if (!vertdata) { STLALLOCERROR; }
}
/* Don't read normal, but check line for proper syntax anyway
*/
if ( !(cp = strstr(buffer, "facet")) &&
!(cp = strstr(buffer, "FACET")) ) STLBAILOUT("Bad normal line!");
if ( !(strstr(cp+5, "normal")) &&
!(strstr(cp+5, "NORMAL")) ) STLBAILOUT("Bad normal line!");
/* Read in what should be the outer loop line
*/
STLREADLINE;
if ( !(cp = strstr(buffer, "outer")) &&
!(cp = strstr(buffer, "OUTER")) ) STLBAILOUT("Bad outer loop!");
if ( !(strstr(cp+5, "loop")) &&
!(strstr(cp+5, "LOOP")) ) STLBAILOUT("Bad outer loop!");
/* Read in the face */
STLREADVERT;
STLREADVERT;
STLREADVERT;
/* Read in what should be the endloop line
*/
STLREADLINE;
if ( !strstr(buffer, "endloop") && !strstr(buffer, "ENDLOOP") )
STLBAILOUT("Bad endloop!");
/* Read in what should be the endfacet line
*/
STLREADLINE;
if ( !strstr(buffer, "endfacet") && !strstr(buffer, "ENDFACET") )
STLBAILOUT("Bad endfacet!");
/* Made it this far? Increment face count */
++totface;
}
fclose(fpSTL);
/* OK, lets create our mesh */
ob = add_object(scene, OB_MESH);
me = ob->data;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->totface = totface;
me->totvert = totvert;
me->mvert = CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC,
NULL, totvert);
me->mface = CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC,
NULL, totface);
/* Copy vert coords and create topology */
mvert = me->mvert;
mface = me->mface;
vertnum = 0;
for (i=0; i < totface; ++i) {
memcpy(mvert->co, vertdata+3*vertnum, 3*sizeof(float) );
mface->v1 = vertnum;
mvert++;
vertnum++;
memcpy(mvert->co, vertdata+3*vertnum, 3*sizeof(float) );
mface->v2 = vertnum;
mvert++;
vertnum++;
memcpy(mvert->co, vertdata+3*vertnum, 3*sizeof(float) );
mface->v3 = vertnum;
mvert++;
vertnum++;
mface++;
}
free(vertdata);
mesh_add_normals_flags(me);
make_edges(me, 0);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
//XXX waitcursor(1);
}
#undef STLALLOCERROR
#undef STLBAILOUT
#undef STLREADLINE
#undef STLREADVERT
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/* ************************************************************ */
int BKE_read_exotic(Scene *scene, char *name)
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{
int len;
gzFile gzfile;
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char str[32];
int *s0 = (int*) str;
int retval = 0;
// make sure we're not trying to read a directory....
len= strlen(name);
if (name[len-1] !='/' && name[len-1] != '\\') {
gzfile = gzopen(name,"rb");
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if (NULL == gzfile ) {
//XXX error("Can't open file: %s", name);
retval= -1;
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} else {
gzread(gzfile, str, 31);
gzclose(gzfile);
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if ((*s0 != FORM) && (strncmp(str, "BLEN", 4) != 0) && !BLI_testextensie(name,".blend.gz")) {
2002-10-12 11:37:38 +00:00
//XXX waitcursor(1);
if(is_dxf(name)) {
dxf_read(scene, name);
2002-10-12 11:37:38 +00:00
retval = 1;
}
else if(is_stl(name)) {
if (is_stl_ascii(name))
read_stl_mesh_ascii(scene, name);
else
read_stl_mesh_binary(scene, name);
retval = 1;
}
#ifndef DISABLE_PYTHON
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// TODO: this should not be in the kernel...
else { // unknown format, call Python importloader
if (BPY_call_importloader(name)) {
retval = 1;
} else {
//XXX error("Unknown file type or error, check console");
2002-10-12 11:37:38 +00:00
}
}
#endif /* DISABLE_PYTHON */
//XXX waitcursor(0);
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}
}
}
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return (retval);
}
/* ************************ WRITE ************************** */
char temp_dir[160]= {0, 0};
2002-10-12 11:37:38 +00:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void write_vert_stl(Object *ob, MVert *verts, int index, FILE *fpSTL)
{
float vert[3];
VECCOPY(vert, verts[(index)].co);
mul_m4_v3(ob->obmat, vert);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (ENDIAN_ORDER==B_ENDIAN) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
SWITCH_INT(vert[0]);
SWITCH_INT(vert[1]);
SWITCH_INT(vert[2]);
}
fwrite(vert, sizeof(float), 3, fpSTL);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static int write_derivedmesh_stl(FILE *fpSTL, Object *ob, DerivedMesh *dm)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MVert *mvert = dm->getVertArray(dm);
MFace *mface = dm->getFaceArray(dm);
int i, numfacets = 0, totface = dm->getNumFaces(dm);
float zero[3] = {0.0f, 0.0f, 0.0f};
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
for (i=0; i<totface; i++, mface++) {
fwrite(zero, sizeof(float), 3, fpSTL);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
write_vert_stl(ob, mvert, mface->v1, fpSTL);
write_vert_stl(ob, mvert, mface->v2, fpSTL);
write_vert_stl(ob, mvert, mface->v3, fpSTL);
fprintf(fpSTL, " ");
numfacets++;
if(mface->v4) { /* quad = 2 tri's */
fwrite(zero, sizeof(float), 3, fpSTL);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
write_vert_stl(ob, mvert, mface->v1, fpSTL);
write_vert_stl(ob, mvert, mface->v3, fpSTL);
write_vert_stl(ob, mvert, mface->v4, fpSTL);
fprintf(fpSTL, " ");
numfacets++;
}
}
return numfacets;
}
static int write_object_stl(FILE *fpSTL, Scene *scene, Object *ob)
{
int numfacets = 0;
DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
numfacets += write_derivedmesh_stl(fpSTL, ob, dm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
return numfacets;
}
void write_stl(Scene *scene, char *str)
{
Object *ob;
Base *base;
FILE *fpSTL;
int numfacets = 0;
ReportList *reports= NULL; /* XXX */
/* XXX, operator needs to manage filename extension */
fpSTL= fopen(str, "wb");
if(fpSTL==NULL) {
BKE_reportf(reports, RPT_ERROR, "Can't open file: %s.", strerror(errno));
return;
}
strcpy(temp_dir, str);
//XXX waitcursor(1);
/* The header part of the STL */
/* First 80 characters are a title or whatever you want.
Lets make the first 32 of those spam and the rest the filename.
Those first 80 characters will be followed by 4 bytes
which will be overwritten later with an integer holding
how many facets are written (we set them to ' ' for now).
*/
fprintf(fpSTL, "Binary STL output from Blender: %-48.48s ", str);
/* Write all selected mesh objects */
base= scene->base.first;
while(base) {
if (base->flag & SELECT) {
ob = base->object;
if (ob->type == OB_MESH) {
if(ob->data)
numfacets += write_object_stl(fpSTL, scene, ob);
}
}
base= base->next;
}
/* time to write the number of facets in the 4 bytes
starting at byte 81
*/
fseek(fpSTL, 80, SEEK_SET);
if (ENDIAN_ORDER==B_ENDIAN) {
SWITCH_INT(numfacets);
}
fwrite(&numfacets, 4*sizeof(char), 1, fpSTL);
fclose(fpSTL);
//XXX waitcursor(0);
}
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static void replace_chars(char *str1, char *str2)
{
int a= strlen(str2);
str1[a]= 0;
while(a--) {
if(str2[a]=='.' || str2[a]==' ') str1[a]= '_';
else str1[a]= str2[a];
}
}
/* ******************************* WRITE DXF ***************************** */
#define write_group(id,data) fprintf(fp, "%d\n%s\n", id, data)
/* A completely wacky function to try and make good
indexed (AutoCAD index) values out of straight rgb
ones... crazy */
static int rgb_to_dxf_col (float rf, float gf, float bf)
{
int r= (int) (rf*255.0f);
int g= (int) (gf*255.0f);
int b= (int) (bf*255.0f);
float h,s,v;
int ret;
/* Grayscale value */
if (((int)r/10)==((int)g/10) && ((int)g/10)==((int)b/10)) ret= 250+((int)r/51);
/* A nice chroma value */
else {
rgb_to_hsv (rf,gf,bf,&h,&s,&v);
ret= (int) (10.0f + (h*239.0f));
CLAMP(ret,10,249);
/* If its whitish make the index odd */
if (s<.5 || v>.5) if(ret%2) ret++;
}
return ret;
}
/* And its completely wacky complement */
static void dxf_col_to_rgb (int cid, float *rf, float *gf, float *bf)
{
float h, s, v;
/* Grayscale values */
if (cid>=250 && cid <= 255) {
*rf= *gf= *bf= (float) ((cid-250)*51)/255;
CLAMP(*rf, 0.0, 1.0);
CLAMP(*gf, 0.0, 1.0);
CLAMP(*bf, 0.0, 1.0);
/* Pure values */
} else if (cid<10) {
switch (cid) {
case 1:
*rf=1.0;
*gf=0.0;
*bf=0.0;
break;
case 2:
*rf=1.0;
*gf=1.0;
*bf=0.0;
break;
case 3:
*gf=1.0;
*rf=0.0;
*bf=0.0;
break;
case 4:
*rf=0.0;
*gf=1.0;
*bf=1.0;
break;
case 5:
*rf=0.0;
*gf=0.0;
*bf=1.0;
break;
case 6:
*rf=1.0;
*gf=0.0;
*bf=1.0;
break;
case 7:
default:
*rf= *gf= *bf= 1.0;
break;
}
} else {
/* Get chroma values */
h= (float) (cid-10)/239;
CLAMP(h, 0.0, 1.0);
/* If its odd make it a bit whitish */
if (cid%2) { s=.75; v= 0.25;
} else { s= 0.25; v= 0.75;}
hsv_to_rgb (h, s, v, rf, gf, bf);
}
}
static void write_mesh_dxf(FILE *fp, Mesh *me)
{
Material *ma;
MVert *mvert;
MFace *mface;
int a;
char str[32];
replace_chars(str, me->id.name+2);
write_group(0, "BLOCK");
write_group(2, str); /* The name */
write_group(8, "Meshes"); /* DXF Layer */
write_group(70, "64"); /* DXF block flags */
write_group(10, "0.0"); /* X of base */
write_group(20, "0.0"); /* Y of base */
write_group(30, "0.0"); /* Z of base */
write_group(3, str); /* The name (again) */
write_group(0, "POLYLINE"); /* Start the mesh */
write_group(66, "1"); /* Vertices follow flag */
write_group(8,"Meshes"); /* DXF Layer */
if (me->totcol) {
ma= me->mat[0];
if(ma) {
sprintf(str,"%d",rgb_to_dxf_col(ma->r,ma->g,ma->b));
write_group(62, str); /* Color index */
}
}
write_group(70, "64"); /* Polymesh mesh flag */
fprintf(fp, "71\n%d\n", me->totvert); /* Total vertices */
fprintf(fp, "72\n%d\n", me->totface); /* Total faces */
/* Write the vertices */
a= me->totvert;
mvert= me->mvert;
while(a--) {
write_group(0, "VERTEX"); /* Start a new vertex */
write_group(8, "Meshes"); /* DXF Layer */
fprintf (fp, "10\n%f\n", mvert->co[0]); /* X cord */
fprintf (fp, "20\n%f\n", mvert->co[1]); /* Y cord */
fprintf (fp, "30\n%f\n", mvert->co[2]); /* Z cord */
write_group(70, "192"); /* Polymesh vertex flag */
mvert++;
}
/* Write the face entries */
a= me->totface;
mface= me->mface;
while(a--) {
write_group(0, "VERTEX"); /* Start a new face */
write_group(8, "Meshes");
/* Write a face color */
if (me->totcol) {
ma= me->mat[(int)mface->mat_nr];
if(ma) {
sprintf(str,"%d",rgb_to_dxf_col(ma->r,ma->g,ma->b));
write_group(62, str); /* Color index */
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}
}
else write_group(62, "254"); /* Color Index */
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/* Not sure what this really corresponds too */
write_group(10, "0.0"); /* X of base */
write_group(20, "0.0"); /* Y of base */
write_group(30, "0.0"); /* Z of base */
write_group(70, "128"); /* Polymesh face flag */
if(mface->v4) {
fprintf (fp, "71\n%d\n", mface->v1+1);
fprintf (fp, "72\n%d\n", mface->v2+1);
fprintf (fp, "73\n%d\n", mface->v3+1);
fprintf (fp, "74\n%d\n", mface->v4+1);
} else {
fprintf (fp, "71\n%d\n", mface->v1+1);
fprintf (fp, "72\n%d\n", mface->v2+1);
fprintf (fp, "73\n%d\n", mface->v3+1);
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}
mface++;
}
write_group(0, "SEQEND");
write_group(0, "ENDBLK");
}
static void write_object_dxf(FILE *fp, Object *ob, int layer)
{
ID *id;
char str[32];
id= ob->data;
write_group(0, "INSERT"); /* Start an insert group */
sprintf(str, "%d", layer);
write_group(8, str);
replace_chars(str, id->name+2);
write_group(2, str);
fprintf (fp, "10\n%f\n", ob->loc[0]); /* X of base */
fprintf (fp, "20\n%f\n", ob->loc[1]); /* Y of base */
fprintf (fp, "30\n%f\n", ob->loc[2]); /* Z of base */
fprintf (fp, "41\n%f\n", ob->size[0]); /* X scale */
fprintf (fp, "42\n%f\n", ob->size[1]); /* Y scale */
fprintf (fp, "43\n%f\n", ob->size[2]); /* Z scale */
fprintf (fp, "50\n%f\n", (float) ob->rot[2]*180/M_PI); /* Can only write the Z rot */
}
void write_dxf(struct Scene *scene, char *str)
2002-10-12 11:37:38 +00:00
{
Mesh *me;
Base *base;
FILE *fp;
/* XXX, operator needs to handle overwrite & rename */
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
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fp= fopen(str, "w");
if(fp==NULL) {
//XXX error("Can't write file");
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return;
}
strcpy(temp_dir, str);
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//XXX waitcursor(1);
2002-10-12 11:37:38 +00:00
/* The header part of the DXF */
write_group(0, "SECTION");
write_group(2, "HEADER");
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write_group(0, "ENDSEC");
/* The blocks part of the DXF */
write_group(0, "SECTION");
write_group(2, "BLOCKS");
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/* only write meshes we're using in this scene */
flag_listbase_ids(&G.main->mesh, LIB_DOIT, 0);
for(base= scene->base.first; base; base= base->next)
if(base->object->type== OB_MESH)
((ID *)base->object->data)->flag |= LIB_DOIT;
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/* Write all the meshes */
me= G.main->mesh.first;
while(me) {
if(me->id.flag & LIB_DOIT) { /* is the mesh used in this scene ? */
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write_mesh_dxf(fp, me);
}
me= me->id.next;
}
write_group(0, "ENDSEC");
/* The entities part of the DXF */
write_group(0, "SECTION");
write_group(2, "ENTITIES");
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/* Write all the mesh objects */
base= scene->base.first;
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while(base) {
if(base->object->type== OB_MESH) {
write_object_dxf(fp, base->object, base->lay);
}
base= base->next;
}
write_group(0, "ENDSEC");
/* Thats all */
write_group(0, "EOF");
fclose(fp);
//XXX waitcursor(0);
2002-10-12 11:37:38 +00:00
}
static int dxf_line= 0;
static FILE *dxf_fp= NULL;
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/* exotic.c(2863) : note C6311: c:/Program Files/Microsoft Visual
* Studio/VC98/include\ctype.h(268) : see previous definition of
* 'iswspace' */
#define ton_iswspace(c) (c==' '||c=='\n'||c=='\t')
static void clean_wspace (char *str)
{
char *from, *to;
char t;
from= str;
to=str;
while (*from!=0) {
t= *from;
*to= t;
if(!ton_iswspace(*from)) to++;
from++;
}
*to=0;
}
static int all_wspace(char *str)
{
while(*str != 0) {
if (!ton_iswspace(*str)) return 0;
str++;
}
return 1;
}
static int all_digits(char *str)
{
while(*str != 0) {
if (!isdigit(*str)) return 0;
str++;
}
return 1;
}
static int dxf_get_layer_col(char *UNUSED(layer))
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{
return 1;
}
static int dxf_get_layer_num(Scene *scene, char *layer)
2002-10-12 11:37:38 +00:00
{
int ret = 0;
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if (all_digits(layer) && atoi(layer)<(1<<20)) ret= atoi(layer);
if (ret == 0) ret = scene->lay;
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return ret;
}
static void dos_clean(char *str)
{
while (*str) {
if (*str == 0x0d) {
*str='\n';
*(++str)= 0;
break;
}
str++;
}
}
static void myfgets(char *str, int len, FILE *fp)
{
char c;
while(len>0 && (c=getc(dxf_fp)) ) {
*str= c;
str++;
len--;
/* three types of enters, \n \r and \r\n */
if(c == '\n') break;
if(c=='\r') {
c= getc(fp); // read the linefeed from stream
if(c != 10) ungetc(c, fp); // put back, if it's not one...
break;
}
}
}
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static int read_groupf(char *str)
{
short c;
int ret=-1;
char tmp[256];
strcpy(str, " ");
while ((c=getc(dxf_fp)) && ton_iswspace(c));
ungetc(c, dxf_fp);
if (c==EOF) return -1;
myfgets(tmp, 255, dxf_fp);
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dos_clean(tmp);
if(sscanf(tmp, "%d\n", &ret)!=1) return -2;
myfgets(tmp, 255, dxf_fp);
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dos_clean(tmp);
if (!all_wspace(tmp)) {
if (sscanf(tmp, "%s\n", str)!=1) return -2;
}
clean_wspace(str);
dxf_line+=2;
return ret;
}
//XXX error() is now printf until we have a callback error
2009-01-17 00:51:42 +00:00
#define id_test(id) if(id<0) {char errmsg[128];fclose(dxf_fp); if(id==-1) sprintf(errmsg, "Error inputting dxf, near line %d", dxf_line); else if(id==-2) sprintf(errmsg, "Error reading dxf, near line %d", dxf_line);printf("%s", errmsg); return;}
2002-10-12 11:37:38 +00:00
#define read_group(id,str) {id= read_groupf(str); id_test(id);}
#define group_is(idtst,str) (id==idtst&&strcmp(val,str)==0)
#define group_isnt(idtst,str) (id!=idtst||strcmp(val,str)!=0)
#define id_check(idtst,str) if(group_isnt(idtst,str)) { fclose(dxf_fp); printf("Error parsing dxf, near line %d", dxf_line); return;}
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static int id;
static char val[256];
static short error_exit=0;
static short hasbumped=0;
static int is_dxf(char *str)
{
dxf_line=0;
dxf_fp= fopen(str, "r");
if (dxf_fp==NULL) return 0;
id= read_groupf(val);
if ((id==0 && strcmp(val, "SECTION")==0)||id==999) return 1;
fclose(dxf_fp);
return 0;
}
/* NOTES ON THE READER */
/*
--
It turns out that most DXF writers like (LOVE) to
write meshes as a long string of 3DFACE entities.
This means the natural way to read a DXF file
(every entity corresponds to an object) is completely
unusable, reading in 10,000 faces each as an
object just doesn't cut it. Thus the 3DFACE
entry reader holds state, and only finalizes to
an object when a) the layer name changes, b) the
entry type changes, c) we are done reading.
PS... I decided to do the same thing with LINES,
apparently the same thing happens sometimes as
well.
PPS... I decided to do the same thing with everything.
Now it is all really nasty and should be rewritten.
--
Added circular and elliptical arcs and lwpolylines.
These are all self-contained and have the size known
in advance, and so I haven't used the held state. -- martin
2002-10-12 11:37:38 +00:00
*/
static void dxf_add_mat (Object *ob, Mesh *me, float color[3], char *layer)
{
Material *ma;
if (!me) return;
if(ob) {
ob->mat= MEM_callocN(sizeof(void *)*1, "ob->mat");
ob->matbits= MEM_callocN(sizeof(char)*1, "ob->matbits");
ob->actcol= 1;
}
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me->totcol= 1;
me->mat= MEM_callocN(sizeof(void *)*1, "me->mat");
if (color[0]<0) {
if (strlen(layer)) dxf_col_to_rgb(dxf_get_layer_col(layer), &color[0], &color[1], &color[2]);
color[0]= color[1]= color[2]= 0.8f;
}
ma= G.main->mat.first;
while(ma) {
if(ma->mtex[0]==0) {
if(color[0]==ma->r && color[1]==ma->g && color[2]==ma->b) {
me->mat[0]= ma;
ma->id.us++;
break;
}
}
ma= ma->id.next;
}
if(ma==0) {
ma= add_material("ext");
me->mat[0]= ma;
ma->r= color[0];
ma->g= color[1];
ma->b= color[2];
automatname(ma);
}
}
/* General DXF vars */
static float cent[3]={0.0, 0.0, 0.0};
static char layname[32]="";
static char entname[32]="";
static float color[3]={-1.0, -1.0, -1.0};
static float *vcenter;
static float zerovec[3]= {0.0, 0.0, 0.0};
#define reset_vars cent[0]= cent[1]= cent[2]=0.0; strcpy(layname, ""); color[0]= color[1]= color[2]= -1.0
static void dxf_get_mesh(Scene *scene, Mesh** m, Object** o, int noob)
{
Mesh *me = NULL;
Object *ob;
if (!noob) {
*o = add_object(scene, OB_MESH);
ob = *o;
if (strlen(entname)) new_id(&G.main->object, (ID *)ob, entname);
else if (strlen(layname)) new_id(&G.main->object, (ID *)ob, layname);
if (strlen(layname)) ob->lay= dxf_get_layer_num(scene, layname);
else ob->lay= scene->lay;
// not nice i know... but add_object() sets active base, which needs layer setting too (ton)
scene->basact->lay= ob->lay;
*m = ob->data;
me= *m;
vcenter= ob->loc;
}
else {
*o = NULL;
*m = add_mesh("Mesh");
me = *m;
ob = *o;
((ID *)me)->us=0;
if (strlen(entname)) new_id(&G.main->mesh, (ID *)me, entname);
else if (strlen(layname)) new_id(&G.main->mesh, (ID *)me, layname);
vcenter = zerovec;
}
me->totvert=0;
me->totface=0;
me->mvert= CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, 0);
me->mface= CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, 0);
}
static void dxf_read_point(Scene *scene, int noob) {
2002-10-12 11:37:38 +00:00
/* Blender vars */
Object *ob;
Mesh *me;
MVert *mvert;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
cent[0]= (float) atof(val);
} else if (id==20) {
cent[1]= (float) atof(val);
} else if (id==30) {
cent[2]= (float) atof(val);
} else if (id==60) {
/* short invisible= atoi(val); */
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
}
read_group(id, val);
}
dxf_get_mesh(scene, &me, &ob, noob);
me->totvert= 1;
2002-10-12 11:37:38 +00:00
me->mvert= MEM_callocN(me->totvert*sizeof(MVert), "mverts");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomData_set_layer(&me->vdata, CD_MVERT, me->mvert);
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dxf_add_mat (ob, me, color, layname);
mvert= me->mvert;
mvert->co[0]= mvert->co[1]= mvert->co[2]= 0;
if (ob) VECCOPY(ob->loc, cent);
hasbumped=1;
}
/* Line state vars */
static Object *linehold=NULL;
static Mesh *linemhold=NULL;
static char oldllay[32];
static short lwasline=0; /* last was face 3d? */
static void dxf_close_line(void)
{
linemhold=NULL;
if (linehold==NULL) return;
linehold=NULL;
}
static void dxf_read_line(Scene *scene, int noob) {
2002-10-12 11:37:38 +00:00
/* Entity specific vars */
float epoint[3]={0.0, 0.0, 0.0};
short vspace=0; /* Whether or not coords are relative */
/* Blender vars */
Object *ob;
Mesh *me;
MVert *mvert, *vtmp;
MFace *mface, *ftmp;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
cent[0]= (float) atof(val);
} else if (id==20) {
cent[1]= (float) atof(val);
} else if (id==30) {
cent[2]= (float) atof(val);
} else if (id==11) {
epoint[0]= (float) atof(val);
} else if (id==21) {
epoint[1]= (float) atof(val);
} else if (id==31) {
epoint[2]= (float) atof(val);
} else if (id==60) {
/* short invisible= atoi(val); */
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
}
read_group(id, val);
}
/* Check to see if we need to make a new object */
if(!lwasline || strcmp(layname, oldllay)!=0)
dxf_close_line();
if(linemhold != NULL && linemhold->totvert>MESH_MAX_VERTS)
dxf_close_line();
2002-10-12 11:37:38 +00:00
if (linemhold==NULL) {
dxf_get_mesh(scene, &me, &ob, noob);
2002-10-12 11:37:38 +00:00
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
linehold= ob;
linemhold= me;
} else {
ob= linehold;
me= linemhold;
}
me->totvert+= 2;
me->totface++;
vtmp= MEM_callocN(me->totvert*sizeof(MVert), "mverts");
ftmp= MEM_callocN(me->totface*sizeof(MFace), "mface");
if(me->mvert) {
memcpy(vtmp, me->mvert, (me->totvert-2)*sizeof(MVert));
MEM_freeN(me->mvert);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mvert= CustomData_set_layer(&me->vdata, CD_MVERT, vtmp);
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vtmp=NULL;
if(me->mface) {
memcpy(ftmp, me->mface, (me->totface-1)*sizeof(MFace));
MEM_freeN(me->mface);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mface= CustomData_set_layer(&me->fdata, CD_MFACE, ftmp);
2002-10-12 11:37:38 +00:00
ftmp=NULL;
mvert= &me->mvert[(me->totvert-2)];
sub_v3_v3v3(mvert->co, cent, vcenter);
2002-10-12 11:37:38 +00:00
mvert++;
if (vspace) { VECCOPY(mvert->co, epoint);
} else sub_v3_v3v3(mvert->co, epoint, vcenter);
2002-10-12 11:37:38 +00:00
mface= &(((MFace*)me->mface)[me->totface-1]);
mface->v1= me->totvert-2;
mface->v2= me->totvert-1;
mface->mat_nr= 0;
2002-10-12 11:37:38 +00:00
hasbumped=1;
}
/* 2D Polyline state vars */
2002-10-12 11:37:38 +00:00
static Object *p2dhold=NULL;
static Mesh *p2dmhold=NULL;
static char oldplay[32];
static short lwasp2d=0;
static void dxf_close_2dpoly(void)
{
p2dmhold= NULL;
if (p2dhold==NULL) return;
p2dhold=NULL;
2002-10-12 11:37:38 +00:00
}
static void dxf_read_ellipse(Scene *scene, int noob)
{
/*
* The Parameter option of the ELLIPSE command uses the following equation to define an elliptical arc.
*
* p(u)=c+a*cos(u)+b*sin(u)
*
* The variables a, b, c are determined when you select the endpoints for the
* first axis and the distance for the second axis. a is the negative of 1/2
* of the major axis length, b is the negative of 1/2 the minor axis length,
* and c is the center point (2-D) of the ellipse.
*
* Because this is actually a vector equation and the variable c is actually
* a point with X and Y values, it really should be written as:
*
* p(u)=(Cx+a*cos(u))*i+(Cy+b*sin(u))*j
*
* where
*
* Cx is the X value of the point c
* Cy is the Y value of the point c
* a is -(1/2 of the major axis length)
* b is -(1/2 of the minor axis length)
* i and j represent unit vectors in the X and Y directions
*
* http://astronomy.swin.edu.au/~pbourke/geomformats/dxf2000/ellipse_command39s_parameter_option_dxf_06.htm
* (reproduced with permission)
*
* NOTE: The start and end angles ('parameters') are in radians, whereas those for the circular arc are
* in degrees. The 'sense' of u appears to be determined by the extrusion direction (see more detailed comment
* in the code)
*
* TODO: The code is specific to ellipses in the x-y plane right now.
*
*/
/* Entity specific vars */
float epoint[3]={0.0, 0.0, 0.0};
float center[3]={0.0, 0.0, 0.0};
float extrusion[3]={0.0, 0.0, 1.0};
float axis_endpoint[3] = {0.0, 0.0, 0.0}; /* major axis endpoint */
short vspace=0; /* Whether or not coords are relative */
float a, b, x, y, z;
float phid = 0.0f, phi = 0.0f, theta = 0.0f;
float start_angle = 0.0f;
float end_angle = 2*M_PI;
float axis_ratio = 1.0f;
float temp;
int v, tot;
int isArc=0;
/* Blender vars */
Object *ob;
Mesh *me;
MVert *mvert;
MFace *mface;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
center[0]= (float) atof(val);
} else if (id==20) {
center[1]= (float) atof(val);
} else if (id==30) {
center[2]= (float) atof(val);
} else if (id==11) {
axis_endpoint[0]= (float) atof(val);
} else if (id==21) {
axis_endpoint[1]= (float) atof(val);
} else if (id==31) {
axis_endpoint[2]= (float) atof(val);
} else if (id==40) {
axis_ratio = (float) atof(val);
} else if (id==41) {
printf("dxf: start = %f", atof(val) * 180/M_PI);
start_angle = -atof(val) + M_PI_2;
} else if (id==42) {
printf("dxf: end = %f", atof(val) * 180/M_PI);
end_angle = -atof(val) + M_PI_2;
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
} else if (id==100) {
isArc = 1;
} else if (id==210) {
extrusion[0] = atof(val);
} else if (id==220) {
extrusion[1] = atof(val);
} else if (id==230) {
extrusion[2] = atof(val);
}
read_group(id, val);
}
if(!lwasline || strcmp(layname, oldllay)!=0) dxf_close_line();
if(linemhold != NULL && linemhold->totvert>MESH_MAX_VERTS)
dxf_close_line();
/* The 'extrusion direction' seems akin to a face normal,
* insofar as it determines the direction of increasing phi.
* This is again x-y plane specific; it should be fixed at
* some point. */
if (extrusion[2] < 0) {
temp = start_angle;
start_angle = M_PI - end_angle;
end_angle = M_PI - temp;
}
if(end_angle > start_angle)
end_angle -= 2 * M_PI;
phi = start_angle;
x = axis_endpoint[0];
y = axis_endpoint[1];
z = axis_endpoint[2];
a = sqrt(x*x + y*y + z*z);
b = a * axis_ratio;
theta = atan2(y, x);
x = a * sin(phi);
y = b * cos(phi);
#ifndef DEBUG_CENTER
epoint[0] = center[0] + x*cos(theta) - y*sin(theta);
epoint[1] = center[1] + x*sin(theta) + y*cos(theta);
epoint[2] = center[2];
cent[0]= epoint[0];
cent[1]= epoint[1];
cent[2]= epoint[2];
#else
cent[0]= center[0];
cent[1]= center[1];
cent[2]= center[2];
#endif
dxf_get_mesh(scene, &me, &ob, noob);
strcpy(oldllay, layname);
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
tot = 32; /* # of line segments to divide the arc into */
phid = (end_angle - start_angle)/tot;
me->totvert += tot+1;
me->totface += tot+1;
me->mvert = (MVert*) MEM_callocN(me->totvert*sizeof(MVert), "mverts");
me->mface = (MFace*) MEM_callocN(me->totface*sizeof(MVert), "mface");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomData_set_layer(&me->vdata, CD_MVERT, me->mvert);
CustomData_set_layer(&me->fdata, CD_MFACE, me->mface);
printf("vertex and face buffers allocated\n");
for(v = 0; v <= tot; v++) {
x = a * sin(phi);
y = b * cos(phi);
epoint[0] = center[0] + x*cos(theta) - y*sin(theta);
epoint[1] = center[1] + x*sin(theta) + y*cos(theta);
epoint[2] = center[2];
mvert= &me->mvert[v];
if (vspace) {
VECCOPY(mvert->co, epoint);
} else {
sub_v3_v3v3(mvert->co, epoint, vcenter);
}
if (v > 0) {
mface= &(((MFace*)me->mface)[v-1]);
mface->v1 = v-1;
mface->v2 = v;
mface->mat_nr = 0;
}
hasbumped = 1;
VECCOPY(cent, epoint);
phi+=phid;
}
}
static void dxf_read_arc(Scene *scene, int noob)
{
/* Entity specific vars */
float epoint[3]={0.0, 0.0, 0.0};
float center[3]={0.0, 0.0, 0.0};
float extrusion[3]={0.0, 0.0, 1.0};
short vspace=0; /* Whether or not coords are relative */
float dia = 0.0f;
float phid = 0.0f, phi = 0.0f;
float start_angle = 0.0f;
float end_angle = 2*M_PI;
float temp;
int v, tot = 32;
int isArc=0;
/* Blender vars */
Object *ob;
Mesh *me;
MVert *mvert;
MFace *mface;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
center[0]= (float) atof(val);
} else if (id==20) {
center[1]= (float) atof(val);
} else if (id==30) {
center[2]= (float) atof(val);
} else if (id==40) {
dia = (float) atof(val);
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
} else if (id==100) {
isArc = 1;
} else if (id==50) {
start_angle = (90 - atoi(val)) * M_PI/180.0;
} else if (id==51) {
end_angle = (90 - atoi(val)) * M_PI/180.0;
} else if (id==210) {
extrusion[0] = atof(val);
} else if (id==220) {
extrusion[1] = atof(val);
} else if (id==230) {
extrusion[2] = atof(val);
}
read_group(id, val);
}
if(!lwasline || strcmp(layname, oldllay)!=0) dxf_close_line();
if(linemhold != NULL && linemhold->totvert>MESH_MAX_VERTS)
dxf_close_line();
/* Same xy-plane-specific extrusion direction code as in read_ellipse
* (read_arc and read_ellipse should ideally be rewritten to share code)
*/
if (extrusion[2] < 0) {
temp = start_angle;
start_angle = M_PI - end_angle;
end_angle = M_PI - temp;
}
phi = start_angle;
if(end_angle > start_angle)
end_angle -= 2 * M_PI;
cent[0]= center[0]+dia*sin(phi);
cent[1]= center[1]+dia*cos(phi);
cent[2]= center[2];
dxf_get_mesh(scene, &me, &ob, noob);
strcpy(oldllay, layname);
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
tot = 32; /* # of line segments to divide the arc into */
phid = (end_angle - start_angle)/tot; /* fix so that arcs have the same 'resolution' as circles? */
me->totvert += tot+1;
me->totface += tot+1;
me->mvert = (MVert*) MEM_callocN(me->totvert*sizeof(MVert), "mverts");
me->mface = (MFace*) MEM_callocN(me->totface*sizeof(MVert), "mface");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomData_set_layer(&me->vdata, CD_MVERT, me->mvert);
CustomData_set_layer(&me->fdata, CD_MFACE, me->mface);
for(v = 0; v <= tot; v++) {
epoint[0]= center[0]+dia*sin(phi);
epoint[1]= center[1]+dia*cos(phi);
epoint[2]= center[2];
mvert= &me->mvert[v];
if (vspace) {
VECCOPY(mvert->co, epoint);
} else {
sub_v3_v3v3(mvert->co, epoint, vcenter);
}
if (v > 0) {
mface= &(((MFace*)me->mface)[v-1]);
mface->v1 = v-1;
mface->v2 = v;
mface->mat_nr = 0;
}
hasbumped=1;
VECCOPY(cent, epoint);
phi+=phid;
}
}
static void dxf_read_polyline(Scene *scene, int noob) {
2002-10-12 11:37:38 +00:00
/* Entity specific vars */
short vspace=0; /* Whether or not coords are relative */
int flag=0;
int vflags=0;
int vids[4];
int nverts;
/* Blender vars */
Object *ob;
Mesh *me;
float vert[3] = {0};
2002-10-12 11:37:38 +00:00
MVert *mvert, *vtmp;
MFace *mface, *ftmp;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
cent[0]= (float) atof(val);
} else if (id==20) {
cent[1]= (float) atof(val);
} else if (id==30) {
cent[2]= (float) atof(val);
} else if (id==60) {
/* short invisible= atoi(val); */
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
} else if (id==70) {
flag= atoi(val);
}
read_group(id, val);
}
if (flag & 9) { // 1= closed curve, 8= 3d curve
2002-10-12 11:37:38 +00:00
if(!lwasp2d || strcmp(layname, oldplay)!=0) dxf_close_2dpoly();
if(p2dmhold != NULL && p2dmhold->totvert>MESH_MAX_VERTS)
dxf_close_2dpoly();
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if (p2dmhold==NULL) {
dxf_get_mesh(scene, &me, &ob, noob);
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strcpy(oldplay, layname);
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
p2dhold= ob;
p2dmhold= me;
}
else {
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ob= p2dhold;
me= p2dmhold;
}
nverts=0;
while (group_is(0, "VERTEX")) {
read_group(id, val);
while(id!=0) {
if (id==10) {
vert[0]= (float) atof(val);
} else if (id==20) {
vert[1]= (float) atof(val);
} else if (id==30) {
vert[2]= (float) atof(val);
}
read_group(id, val);
}
nverts++;
me->totvert++;
vtmp= MEM_callocN(me->totvert*sizeof(MVert), "mverts");
if (me->mvert) {
memcpy (vtmp, me->mvert, (me->totvert-1)*sizeof(MVert));
MEM_freeN(me->mvert);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mvert= CustomData_set_layer(&me->vdata, CD_MVERT, vtmp);
2002-10-12 11:37:38 +00:00
vtmp= NULL;
mvert= &me->mvert[me->totvert-1];
if (vspace) { VECCOPY(mvert->co, vert);
} else sub_v3_v3v3(mvert->co, vert, vcenter);
2002-10-12 11:37:38 +00:00
}
/* make edges */
if(nverts>1) {
int a, oldtotface;
oldtotface= me->totface;
me->totface+= nverts-1;
2002-10-12 11:37:38 +00:00
ftmp= MEM_callocN(me->totface*sizeof(MFace), "mface");
2002-10-12 11:37:38 +00:00
if(me->mface) {
memcpy(ftmp, me->mface, oldtotface*sizeof(MFace));
MEM_freeN(me->mface);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mface= CustomData_set_layer(&me->fdata, CD_MFACE, ftmp);
ftmp=NULL;
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mface= me->mface;
mface+= oldtotface;
for(a=1; a<nverts; a++, mface++) {
mface->v1= (me->totvert-nverts)+a-1;
mface->v2= (me->totvert-nverts)+a;
mface->mat_nr= 0;
}
}
2002-10-12 11:37:38 +00:00
lwasp2d=1;
}
else if (flag&64) {
dxf_get_mesh(scene, &me, &ob, noob);
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if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
while (group_is(0, "VERTEX")) {
vflags= 0;
vids[0]= vids[1]= vids[2]= vids[3]= 0;
vflags=0;
read_group(id, val);
while(id!=0) {
if(id==8) {
; /* Layer def, skip */
} else if (id==10) {
vert[0]= (float) atof(val);
} else if (id==20) {
vert[1]= (float) atof(val);
} else if (id==30) {
vert[2]= (float) atof(val);
} else if (id==70) {
vflags= atoi(val);
} else if (id==71) {
vids[0]= abs(atoi(val));
} else if (id==72) {
vids[1]= abs(atoi(val));
} else if (id==73) {
vids[2]= abs(atoi(val));
} else if (id==74) {
vids[3]= abs(atoi(val));
}
read_group(id, val);
}
if (vflags & 128 && vflags & 64) {
me->totvert++;
/* If we are nearing the limit scan to the next entry */
if(me->totvert > MESH_MAX_VERTS)
while(group_isnt(0, "SEQEND")) read_group(id, val);
2002-10-12 11:37:38 +00:00
vtmp= MEM_callocN(me->totvert*sizeof(MVert), "mverts");
if(me->mvert) {
memcpy(vtmp, me->mvert, (me->totvert-1)*sizeof(MVert));
MEM_freeN(me->mvert);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mvert= CustomData_set_layer(&me->vdata, CD_MVERT, vtmp);
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vtmp=NULL;
mvert= &me->mvert[(me->totvert-1)];
if (vspace) { VECCOPY(mvert->co, vert);
} else sub_v3_v3v3(mvert->co, vert, vcenter);
2002-10-12 11:37:38 +00:00
} else if (vflags & 128) {
if(vids[2]==0) {
//XXX error("(PL) Error parsing dxf, not enough vertices near line %d", dxf_line);
2002-10-12 11:37:38 +00:00
error_exit=1;
fclose(dxf_fp);
return;
}
me->totface++;
ftmp= MEM_callocN(me->totface*sizeof(MFace), "mfaces");
if(me->mface) {
memcpy(ftmp, me->mface, (me->totface-1)*sizeof(MFace));
MEM_freeN(me->mface);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mface= CustomData_set_layer(&me->fdata, CD_MFACE, ftmp);
2002-10-12 11:37:38 +00:00
ftmp=NULL;
mface= &(((MFace*)me->mface)[me->totface-1]);
mface->v1= vids[0]-1;
mface->v2= vids[1]-1;
mface->v3= vids[2]-1;
if(vids[3] && vids[3]!=vids[0]) {
2002-10-12 11:37:38 +00:00
mface->v4= vids[3]-1;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
test_index_face(mface, NULL, 0, 4);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
else test_index_face(mface, NULL, 0, 3);
2002-10-12 11:37:38 +00:00
mface->mat_nr= 0;
} else {
//XXX error("Error parsing dxf, unknown polyline information near %d", dxf_line);
2002-10-12 11:37:38 +00:00
error_exit=1;
fclose(dxf_fp);
return;
}
}
}
}
static void dxf_read_lwpolyline(Scene *scene, int noob) {
/* Entity specific vars */
short vspace=0; /* Whether or not coords are relative */
int flag=0;
int nverts=0;
int v;
/* Blender vars */
Object *ob;
Mesh *me;
float vert[3] = {0};
MVert *mvert;
MFace *mface;
reset_vars;
id = -1;
/* block structure is
* {...}
* 90 => nverts
* 70 => flags
* nverts.times { 10 => x, 20 => y }
*/
while(id!=70) {
read_group(id, val);
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==38) {
vert[2]= (float) atof(val);
} else if (id==60) {
/* short invisible= atoi(val); */
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
} else if (id==70) {
flag= atoi(val);
} else if (id==90) {
nverts= atoi(val);
}
}
printf("nverts %d\n", nverts);
if (nverts == 0)
return;
dxf_get_mesh(scene, &me, &ob, noob);
strcpy(oldllay, layname);
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
me->totvert += nverts;
me->totface += nverts;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mvert = (MVert*) MEM_callocN(me->totvert*sizeof(MVert), "mverts");
me->mface = (MFace*) MEM_callocN(me->totface*sizeof(MVert), "mface");
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomData_set_layer(&me->vdata, CD_MVERT, me->mvert);
CustomData_set_layer(&me->fdata, CD_MFACE, me->mface);
for (v = 0; v < nverts; v++) {
read_group(id,val);
if (id == 10) {
vert[0]= (float) atof(val);
} else {
//XXX error("Error parsing dxf, expected (10, <x>) at line %d", dxf_line);
}
read_group(id,val);
if (id == 20) {
vert[1]= (float) atof(val);
} else {
//XXX error("Error parsing dxf, expected (20, <y>) at line %d", dxf_line);
}
mvert = &me->mvert[v];
if (vspace) {
VECCOPY(mvert->co, vert);
} else {
sub_v3_v3v3(mvert->co, vert, vcenter);
}
if (v > 0) {
mface= &(((MFace*)me->mface)[v-1]);
mface->v1 = v-1;
mface->v2 = v;
mface->mat_nr = 0;
}
}
/* flag & 1 -> closed polyline
* TODO: give the polyline actual 2D faces if it is closed */
if (flag&1) {
if(me->mface) {
mface= &(((MFace*)me->mface)[nverts - 1]);
mface->v1 = nverts-1;
mface->v2 = 0;
mface->mat_nr = 0;
}
}
}
2002-10-12 11:37:38 +00:00
/* 3D Face state vars */
static Object *f3dhold=NULL;
static Mesh *f3dmhold=NULL;
static char oldflay[32];
static short lwasf3d=0; /* last was face 3d? */
/* how can this function do anything useful (ton)? */
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static void dxf_close_3dface(void)
{
f3dmhold= NULL;
if (f3dhold==NULL) return;
f3dhold=NULL;
}
static void dxf_read_3dface(Scene *scene, int noob)
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{
/* Entity specific vars */
float vert2[3]={0.0, 0.0, 0.0};
float vert3[3]={0.0, 0.0, 0.0};
float vert4[3]={0.0, 0.0, 0.0};
short vspace=0;
int nverts=0;
/* Blender vars */
Object *ob;
Mesh *me;
MVert *mvert, *vtmp;
MFace *mface, *ftmp;
reset_vars;
read_group(id, val);
while(id!=0) {
if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
/* First vert/origin */
} else if (id==10) {
cent[0]= (float) atof(val);
if (nverts<1)nverts++;
} else if (id==20) {
cent[1]= (float) atof(val);
if (nverts<1)nverts++;
} else if (id==30) {
cent[2]= (float) atof(val);
if (nverts<1)nverts++;
/* Second vert */
} else if (id==11) {
vert2[0]= (float) atof(val);
if (nverts<2)nverts++;
} else if (id==21) {
vert2[1]= (float) atof(val);
if (nverts<2)nverts++;
} else if (id==31) {
vert2[2]= (float) atof(val);
if (nverts<2)nverts++;
/* Third vert */
} else if (id==12) {
vert3[0]= (float) atof(val);
if (nverts<3)nverts++;
} else if (id==22) {
vert3[1]= (float) atof(val);
if (nverts<3)nverts++;
} else if (id==32) {
vert3[2]= (float) atof(val);
if (nverts<3)nverts++;
/* Fourth vert */
} else if (id==13) {
vert4[0]= (float) atof(val);
if (nverts<4)nverts++;
} else if (id==23) {
vert4[1]= (float) atof(val);
if (nverts<4)nverts++;
} else if (id==33) {
vert4[2]= (float) atof(val);
if (nverts<4)nverts++;
/* Other */
} else if (id==60) {
/* short invisible= atoi(val); */
} else if (id==62) {
int colorid= atoi(val);
CLAMP(colorid, 1, 255);
dxf_col_to_rgb(colorid, &color[0], &color[1], &color[2]);
} else if (id==67) {
vspace= atoi(val);
}
read_group(id, val);
}
/* Check to see if we need to make a new object */
if(!lwasf3d || strcmp(layname, oldflay)!=0) dxf_close_3dface();
if(f3dmhold != NULL && f3dmhold->totvert>MESH_MAX_VERTS)
dxf_close_3dface();
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if(nverts<3) {
//XXX error("(3DF) Error parsing dxf, not enough vertices near line %d", dxf_line);
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error_exit=1;
fclose(dxf_fp);
return;
}
if (f3dmhold==NULL) {
dxf_get_mesh(scene, &me, &ob, noob);
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strcpy(oldflay, layname);
if(ob) VECCOPY(ob->loc, cent);
dxf_add_mat (ob, me, color, layname);
f3dhold= ob;
f3dmhold= me;
} else {
ob= f3dhold;
me= f3dmhold;
}
me->totvert+= nverts;
me->totface++;
vtmp= MEM_callocN(me->totvert*sizeof(MVert), "mverts");
ftmp= MEM_callocN(me->totface*sizeof(MFace), "mface");
if(me->mvert) {
memcpy(vtmp, me->mvert, (me->totvert-nverts)*sizeof(MVert));
MEM_freeN(me->mvert);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mvert= CustomData_set_layer(&me->vdata, CD_MVERT, vtmp);
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vtmp=NULL;
if(me->mface) {
memcpy(ftmp, me->mface, (me->totface-1)*sizeof(MFace));
MEM_freeN(me->mface);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
me->mface= CustomData_set_layer(&me->fdata, CD_MFACE, ftmp);
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ftmp=NULL;
mvert= &me->mvert[(me->totvert-nverts)];
sub_v3_v3v3(mvert->co, cent, vcenter);
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mvert++;
if (vspace) { VECCOPY(mvert->co, vert2);
} else sub_v3_v3v3(mvert->co, vert2, vcenter);
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mvert++;
if (vspace) { VECCOPY(mvert->co, vert3);
} else sub_v3_v3v3(mvert->co, vert3, vcenter);
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if (nverts==4) {
mvert++;
if (vspace) { VECCOPY(mvert->co, vert4);
} else sub_v3_v3v3(mvert->co, vert4, vcenter);
2002-10-12 11:37:38 +00:00
}
mface= &(((MFace*)me->mface)[me->totface-1]);
mface->v1= (me->totvert-nverts)+0;
mface->v2= (me->totvert-nverts)+1;
mface->v3= (me->totvert-nverts)+2;
if (nverts==4)
mface->v4= (me->totvert-nverts)+3;
mface->mat_nr= 0;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
test_index_face(mface, NULL, 0, nverts);
2002-10-12 11:37:38 +00:00
hasbumped=1;
}
static void dxf_read(Scene *scene, char *filename)
2002-10-12 11:37:38 +00:00
{
Mesh *lastMe = G.main->mesh.last;
/* clear ugly global variables, that can hang because on error the code
below returns... tsk (ton) */
2002-10-12 11:37:38 +00:00
dxf_line=0;
dxf_close_3dface();
dxf_close_2dpoly();
dxf_close_line();
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dxf_fp= fopen(filename, "r");
if (dxf_fp==NULL) return;
2002-10-12 11:37:38 +00:00
while (1) {
read_group(id, val);
if (group_is(0, "EOF")) break;
if (id==999) continue;
id_check(0, "SECTION");
read_group(id, val);
if (group_is(2, "HEADER")) {
} else if (group_is(2, "TABLES")) {
} else if (group_is(2, "OBJECTS")) {
} else if (group_is(2, "CLASSES")) {
} else if (group_is(2, "BLOCKS")) {
while(1) {
read_group(id, val);
if (group_is(0, "BLOCK")) {
while(group_isnt(0, "ENDBLK")) {
read_group(id, val);
2002-10-12 11:37:38 +00:00
if(id==2) {
BLI_strncpy(entname, val, sizeof(entname));
} else if (id==3) {
/* Now the object def should follow */
if(strlen(entname)==0) {
//XXX error("Error parsing dxf, no mesh name near %d", dxf_line);
2002-10-12 11:37:38 +00:00
fclose(dxf_fp);
return;
}
/* Now the object def should follow */
while(group_isnt(0, "ENDBLK")) {
read_group(id, val);
2002-10-12 11:37:38 +00:00
if(group_is(0, "POLYLINE")) {
dxf_read_polyline(scene, 1);
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if(error_exit) return;
lwasf3d=0;
lwasline=0;
while(group_isnt(0, "SEQEND")) read_group(id, val);
} else if(group_is(0, "LWPOLYLINE")) {
dxf_read_lwpolyline(scene, 1);
if(error_exit) return;
lwasf3d=0;
lwasline=0;
2002-10-12 11:37:38 +00:00
while(group_isnt(0, "SEQEND")) read_group(id, val);
} else if(group_is(0, "ATTRIB")) {
while(group_isnt(0, "SEQEND")) read_group(id, val);
lwasf3d=0;
lwasp2d=0;
lwasline=0;
} else if(group_is(0, "POINT")) {
dxf_read_point(scene, 1);
2002-10-12 11:37:38 +00:00
if(error_exit) return;
lwasf3d=0;
lwasp2d=0;
lwasline=0;
} else if(group_is(0, "LINE")) {
dxf_read_line(scene, 1);
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if(error_exit) return;
lwasline=1;
lwasp2d=0;
lwasf3d=0;
} else if(group_is(0, "3DFACE")) {
dxf_read_3dface(scene, 1);
2002-10-12 11:37:38 +00:00
if(error_exit) return;
lwasf3d=1;
lwasp2d=0;
lwasline=0;
} else if (group_is(0, "CIRCLE")) {
dxf_read_arc(scene, 1);
} else if (group_is(0, "ELLIPSE")) {
dxf_read_ellipse(scene, 1);
2002-10-12 11:37:38 +00:00
} else if (group_is(0, "ENDBLK")) {
break;
}
}
} else if (group_is(0, "ENDBLK")) {
break;
}
}
while(id!=0) read_group(id, val);
2002-10-12 11:37:38 +00:00
} else if(group_is(0, "ENDSEC")) {
break;
}
}
} else if (group_is(2, "ENTITIES")) {
while(group_isnt(0, "ENDSEC")) {
char obname[32]="";
char layname[32]="";
float cent[3]={0.0, 0.0, 0.0};
float obsize[3]={1.0, 1.0, 1.0};
float obrot[3]={0.0, 0.0, 0.0};
if(!hasbumped) read_group(id, val);
hasbumped=0;
if (group_is(0, "INSERT")) {
Base *base;
Object *ob;
void *obdata;
read_group(id, val);
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while(id!=0) {
if(id==2) {
BLI_strncpy(obname, val, sizeof(obname));
} else if (id==8) {
BLI_strncpy(layname, val, sizeof(layname));
} else if (id==10) {
cent[0]= (float) atof(val);
} else if (id==20) {
cent[1]= (float) atof(val);
} else if (id==30) {
cent[2]= (float) atof(val);
} else if (id==41) {
obsize[0]= (float) atof(val);
} else if (id==42) {
obsize[1]= (float) atof(val);
} else if (id==43) {
obsize[2]= (float) atof(val);
} else if (id==50) {
obrot[2]= (float) (atof(val)*M_PI/180.0);
} else if (id==60) {
/* short invisible= atoi(val); */
}
read_group(id, val);
2002-10-12 11:37:38 +00:00
}
if(strlen(obname)==0) {
//XXX error("Error parsing dxf, no object name near %d", dxf_line);
2002-10-12 11:37:38 +00:00
fclose(dxf_fp);
return;
}
obdata= find_id("ME", obname);
if (obdata) {
ob= alloc_libblock(&G.main->object, ID_OB, obname);
ob->type= OB_MESH;
ob->dt= OB_TEXTURE;
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ob->trackflag= OB_POSY;
ob->upflag= OB_POSZ;
ob->ipoflag = OB_OFFS_OB+OB_OFFS_PARENT;
ob->dupon= 1; ob->dupoff= 0;
ob->dupsta= 1; ob->dupend= 100;
ob->recalc= OB_RECALC_ALL; /* needed because of weird way of adding libdata directly */
2002-10-12 11:37:38 +00:00
ob->data= obdata;
((ID*)ob->data)->us++;
VECCOPY(ob->loc, cent);
VECCOPY(ob->size, obsize);
VECCOPY(ob->rot, obrot);
ob->mat= MEM_callocN(sizeof(void *)*1, "ob->mat");
ob->matbits= MEM_callocN(sizeof(char)*1, "ob->matbits");
2002-10-12 11:37:38 +00:00
ob->totcol= (unsigned char) ((Mesh*)ob->data)->totcol;
ob->actcol= 1;
/* note: materials are either linked to mesh or object, if both then
you have to increase user counts. below line is not needed.
I leave it commented out here as warning (ton) */
//for (i=0; i<ob->totcol; i++) ob->mat[i]= ((Mesh*)ob->data)->mat[i];
2002-10-12 11:37:38 +00:00
if (strlen(layname)) ob->lay= dxf_get_layer_num(scene, layname);
else ob->lay= scene->lay;
2002-10-12 11:37:38 +00:00
/* link to scene */
2002-10-12 11:37:38 +00:00
base= MEM_callocN( sizeof(Base), "add_base");
BLI_addhead(&scene->base, base);
2002-10-12 11:37:38 +00:00
base->lay= ob->lay;
base->object= ob;
}
hasbumped=1;
lwasf3d=0;
lwasp2d=0;
lwasline=0;
} else if(group_is(0, "POLYLINE")) {
dxf_read_polyline(scene, 0);
2002-10-12 11:37:38 +00:00
if(error_exit) return;
lwasf3d=0;
lwasline=0;
while(group_isnt(0, "SEQEND")) read_group(id, val);
} else if(group_is(0, "LWPOLYLINE")) {
dxf_read_lwpolyline(scene, 0);
if(error_exit) return;
lwasf3d=0;
lwasline=0;
//while(group_isnt(0, "SEQEND")) read_group(id, val);
2002-10-12 11:37:38 +00:00
} else if(group_is(0, "ATTRIB")) {
while(group_isnt(0, "SEQEND")) read_group(id, val);
lwasf3d=0;
lwasp2d=0;
lwasline=0;
} else if(group_is(0, "POINT")) {
dxf_read_point(scene, 0);
2002-10-12 11:37:38 +00:00
if(error_exit) return;
lwasf3d=0;
lwasp2d=0;
lwasline=0;
} else if(group_is(0, "LINE")) {
dxf_read_line(scene, 0);
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if(error_exit) return;
lwasline=1;
lwasp2d=0;
lwasf3d=0;
} else if(group_is(0, "3DFACE")) {
dxf_read_3dface(scene, 0);
2002-10-12 11:37:38 +00:00
if(error_exit) return;
lwasline=0;
lwasp2d=0;
lwasf3d=1;
} else if (group_is(0, "CIRCLE") || group_is(0, "ARC")) {
dxf_read_arc(scene, 0);
} else if (group_is(0, "ELLIPSE")) {
dxf_read_ellipse(scene, 0);
2002-10-12 11:37:38 +00:00
} else if(group_is(0, "ENDSEC")) {
break;
}
}
}
while(group_isnt(0, "ENDSEC")) read_group(id, val);
}
id_check(0, "EOF");
fclose (dxf_fp);
/* Close any remaining state held stuff */
dxf_close_3dface();
dxf_close_2dpoly();
dxf_close_line();
if (lastMe) {
lastMe = lastMe->id.next;
} else {
lastMe = G.main->mesh.first;
}
for (; lastMe; lastMe=lastMe->id.next) {
mesh_add_normals_flags(lastMe);
make_edges(lastMe, 0);
}
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}