Clipping of imported meshes by the near and far view planes.

A straightforward clipping algorithm was implemented to
eliminate vertices that are out of the interval from the
near to far clipping distance defined by the active camera.
Previously, objects that come behind the camera could lead
to a crash.  The changes in this commit is intended to
address this issue.  When meshes are partially clipped, new
edges are added.  These edges can result in visible strokes
if they are within the camera view.
This commit is contained in:
2010-01-24 23:12:57 +00:00
parent 1e9ff2700d
commit 3c09bd41fc
2 changed files with 235 additions and 213 deletions

View File

@@ -1,17 +1,19 @@
#include "BlenderFileLoader.h"
#include <assert.h>
BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
{
_re = re;
_srl = srl;
_Scene = NULL;
_numFacesRead = 0;
_minEdgeSize = DBL_MAX;
_Scene = NULL;
_numFacesRead = 0;
_minEdgeSize = DBL_MAX;
}
BlenderFileLoader::~BlenderFileLoader()
{
_Scene = NULL;
_Scene = NULL;
}
NodeGroup* BlenderFileLoader::Load()
@@ -28,8 +30,8 @@ NodeGroup* BlenderFileLoader::Load()
_viewplane_right= _re->viewplane.xmax;
_viewplane_bottom= _re->viewplane.ymin;
_viewplane_top= _re->viewplane.ymax;
_z_near= _re->clipsta;
_z_far= _re->clipend;
_z_near= -_re->clipsta;
_z_far= -_re->clipend;
#if 0
cout << "frustrum: l " << _viewplane_left << " r " << _viewplane_right
<< " b " << _viewplane_bottom << " t " << _viewplane_top
@@ -53,23 +55,164 @@ NodeGroup* BlenderFileLoader::Load()
return _Scene;
}
#define CLIPPED_BY_NEAR -1
#define NOT_CLIPPED 0
#define CLIPPED_BY_FAR 1
// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
// and calculate the number of triangles to be generated by clipping
int BlenderFileLoader::countClippedFaces(VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
{
VertRen *v[3];
int numClipped, sum, numTris;
v[0] = v1;
v[1] = v2;
v[2] = v3;
numClipped = sum = 0;
for (int i = 0; i < 3; i++) {
if (v[i]->co[2] > _z_near) {
clip[i] = CLIPPED_BY_NEAR;
numClipped++;
} else if (v[i]->co[2] < _z_far) {
clip[i] = CLIPPED_BY_FAR;
numClipped++;
} else {
clip[i] = NOT_CLIPPED;
}
// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
sum += clip[i];
}
switch (numClipped) {
case 0:
numTris = 1; // triangle
break;
case 1:
numTris = 2; // tetragon
break;
case 2:
if (sum == 0)
numTris = 3; // pentagon
else
numTris = 1; // triangle
break;
case 3:
if (sum == 3 || sum == -3)
numTris = 0;
else
numTris = 2; // tetragon
break;
}
return numTris;
}
// find the intersection point C between the line segment from V1 to V2 and
// a clipping plane at depth Z (i.e., the Z component of C is known, while
// the X and Y components are unknown).
void BlenderFileLoader::clipLine(VertRen *v1, VertRen *v2, float c[3], float z)
{
double d[3];
for (int i = 0; i < 3; i++)
d[i] = v2->co[i] - v1->co[i];
double t = (z - v1->co[2]) / d[2];
c[0] = v1->co[0] + t * d[0];
c[1] = v1->co[1] + t * d[1];
c[2] = z;
}
// clip the triangle (V1, V2, V3) by the near and far clipping plane and
// obtain a set of vertices after the clipping. The number of vertices
// is at most 5.
void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
{
VertRen *v[3];
int i, j, k;
v[0] = v1;
v[1] = v2;
v[2] = v3;
k = 0;
for (i = 0; i < 3; i++) {
j = (i + 1) % 3;
if (clip[i] == NOT_CLIPPED) {
copy_v3_v3(triCoords[k++], v[i]->co);
if (clip[j] != NOT_CLIPPED) {
clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
}
} else if (clip[i] != clip[j]) {
if (clip[j] == NOT_CLIPPED) {
clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
} else {
clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
}
}
}
assert (k == 2 + numTris);
}
void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3])
{
float v12[3], v13[3], n[3];
float *fv[3], len;
unsigned i, j;
// initialize the bounding box by the first vertex
if (ls->currentIndex == 0) {
copy_v3_v3(ls->minBBox, v1);
copy_v3_v3(ls->maxBBox, v1);
}
// compute the normal of the triangle
sub_v3_v3v3(v12, v1, v2);
sub_v3_v3v3(v13, v1, v3);
cross_v3_v3v3(n, v12, v13);
normalize_v3(n);
fv[0] = v1;
fv[1] = v2;
fv[2] = v3;
for (i = 0; i < 3; i++) {
copy_v3_v3(ls->pv, fv[i]);
copy_v3_v3(ls->pn, n);
// update the bounding box
for (j = 0; j < 3; j++)
{
if (ls->minBBox[j] > ls->pv[j])
ls->minBBox[j] = ls->pv[j];
if (ls->maxBBox[j] < ls->pv[j])
ls->maxBBox[j] = ls->pv[j];
}
len = len_v3v3(fv[i], fv[(i + 1) % 3]);
if (_minEdgeSize > len)
_minEdgeSize = len;
*ls->pvi = ls->currentIndex;
*ls->pni = ls->currentIndex;
*ls->pmi = ls->currentMIndex;
ls->currentIndex +=3;
ls->pv += 3;
ls->pn += 3;
ls->pvi++;
ls->pni++;
ls->pmi++;
}
}
void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
{
VlakRen *vlr;
float minBBox[3];
float maxBBox[3];
NodeTransform *currentMesh = new NodeTransform;
NodeShape * shape;
VlakRen *vlr;
// Mesh *mesh = (Mesh *)ob->data;
//---------------------
// mesh => obr
// builds the shape:
shape = new NodeShape;
// We invert the matrix in order to be able to retrieve the shape's coordinates in its local coordinates system (origin is the iNode pivot)
// Lib3dsMatrix M;
// lib3ds_matrix_copy(M, mesh->matrix);
@@ -86,20 +229,30 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
// mesh_calc_normals(mesh->mvert, mesh->totvert, mesh->mface, mesh->totface, NULL);
//---------------------
// already calculated and availabe in vlak ?
// printf("%s\n", obr->ob->id.name + 2);
// We build the rep:
IndexedFaceSet *rep;
unsigned numFaces = 0;
int clip_1[3], clip_2[3];
for(int a=0; a < obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
if(vlr->v4)
numFaces += 2;
else
numFaces++;
// printf("v1 %f, %f, %f\n", vlr->v1->co[0], vlr->v1->co[1], vlr->v1->co[2]);
// printf("v2 %f, %f, %f\n", vlr->v2->co[0], vlr->v2->co[1], vlr->v2->co[2]);
// printf("v3 %f, %f, %f\n", vlr->v3->co[0], vlr->v3->co[1], vlr->v3->co[2]);
// if (vlr->v4) printf("v4 %f, %f, %f\n", vlr->v4->co[0], vlr->v4->co[1], vlr->v4->co[2]);
numFaces += countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
if (vlr->v4)
numFaces += countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2);
}
// cout <<"numFaces " <<numFaces<<endl;
if (numFaces == 0)
return;
NodeTransform *currentMesh = new NodeTransform;
NodeShape * shape = new NodeShape;
unsigned vSize = 3*3*numFaces;
float *vertices = new float[vSize];
unsigned nSize = vSize;
@@ -120,46 +273,35 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
unsigned *NIndices = new unsigned[niSize];
unsigned *MIndices = new unsigned[viSize]; // Material Indices
float *pv = vertices;
float *pn = normals;
unsigned *pvi = VIndices;
unsigned *pni = NIndices;
unsigned *pmi = MIndices;
unsigned currentIndex = 0;
unsigned currentMIndex = 0;
struct LoaderState ls;
ls.pv = vertices;
ls.pn = normals;
ls.pvi = VIndices;
ls.pni = NIndices;
ls.pmi = MIndices;
ls.currentIndex = 0;
ls.currentMIndex = 0;
FrsMaterial tmpMat;
// we want to find the min and max coordinates as we build the rep.
// We initialize the min and max values whith the first vertex.
//lib3ds_vector_transform(pvtmp, M, mesh->pointL[mesh->faceL[0].points[0]].pos);
float pvtmp[3];
pvtmp[0] = obr->vertnodes[0].vert->co[0];
pvtmp[1] = obr->vertnodes[0].vert->co[1];
pvtmp[2] = obr->vertnodes[0].vert->co[2];
mul_m4_v3( M, pvtmp);
minBBox[0] = pvtmp[0];
maxBBox[0] = pvtmp[0];
minBBox[1] = pvtmp[1];
maxBBox[1] = pvtmp[1];
minBBox[2] = pvtmp[2];
maxBBox[2] = pvtmp[2];
int p;
real vert[3][3];
real norm;
for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh
{
VertRen * fv[3];
// Lib3dsFace *f=&mesh->faceL[p];
// Lib3dsMaterial *mat=0;
// Lib3dsFace *f=&mesh->faceL[p];
// Lib3dsMaterial *mat=0;
if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak;
else vlr++;
unsigned numTris_1, numTris_2;
numTris_1 = countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
numTris_2 = (vlr->v4) ? countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2) : 0;
if (numTris_1 == 0 && numTris_2 == 0)
continue;
Material *mat = vlr->mat;
if (mat)
@@ -185,7 +327,7 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
it!=itend;
++it){
if(*it == tmpMat){
currentMIndex = i;
ls.currentMIndex = i;
found = true;
break;
}
@@ -194,171 +336,35 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
if(!found){
meshFrsMaterials.push_back(tmpMat);
currentMIndex = meshFrsMaterials.size()-1;
ls.currentMIndex = meshFrsMaterials.size()-1;
}
}
unsigned j;
fv[0] = vlr->v1;
fv[1] = vlr->v2;
fv[2] = vlr->v3;
float *pv_ptr[3];
for(i=0; i<3; ++i) // we parse the vertices of the face f
{
//lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
for(j=0; j<3; j++)
pv[j] = fv[i]->co[j];
mul_m4_v3( M, pv);
for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
{
if(minBBox[j] > pv[j])
minBBox[j] = pv[j];
if(maxBBox[j] < pv[j])
maxBBox[j] = pv[j];
vert[i][j] = pv[j];
float triCoords[5][3];
if (numTris_1 > 0) {
clipTriangle(numTris_1, triCoords, vlr->v1, vlr->v2, vlr->v3, clip_1);
for (i = 0; i < 2 + numTris_1; i++) {
mul_m4_v3(M, triCoords[i]); // camera to world
// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
}
for (i = 0; i < numTris_1; i++) {
addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
_numFacesRead++;
}
pv_ptr[i] = pv;
*pvi = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pvi++;
pmi++;
}
currentIndex -= 9;
float vec01[3];
vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
float vec02[3];
vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
float n[3];
cross_v3_v3v3(n, vec01, vec02);
normalize_v3(n);
for(i=0; i<3; ++i) {
for(j=0; j<3; ++j) {
pn[j] = n[j];
if (numTris_2 > 0) {
clipTriangle(numTris_2, triCoords, vlr->v1, vlr->v3, vlr->v4, clip_2);
for (i = 0; i < 2 + numTris_2; i++) {
mul_m4_v3(M, triCoords[i]); // camera to world
// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
}
for (i = 0; i < numTris_2; i++) {
addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
_numFacesRead++;
}
*pni = currentIndex;
pn += 3;
pni++;
currentIndex +=3;
}
for(i=0; i<3; i++)
{
norm = 0.0;
for (unsigned j = 0; j < 3; j++)
norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
norm = sqrt(norm);
if(_minEdgeSize > norm)
_minEdgeSize = norm;
}
++_numFacesRead;
if(vlr->v4){
unsigned j;
fv[0] = vlr->v1;
fv[1] = vlr->v3;
fv[2] = vlr->v4;
float *pv_ptr[3];
for(i=0; i<3; ++i) // we parse the vertices of the face f
{
//lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
for(j=0; j<3; j++)
pv[j] = fv[i]->co[j];
mul_m4_v3( M, pv);
for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
{
if(minBBox[j] > pv[j])
minBBox[j] = pv[j];
if(maxBBox[j] < pv[j])
maxBBox[j] = pv[j];
vert[i][j] = pv[j];
}
pv_ptr[i] = pv;
*pvi = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pvi++;
pmi++;
}
currentIndex -= 9;
float vec01[3];
vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
float vec02[3];
vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
float n[3];
cross_v3_v3v3(n, vec01, vec02);
normalize_v3(n);
for(i=0; i<3; ++i) {
for(j=0; j<3; ++j) {
pn[j] = n[j];
}
*pni = currentIndex;
pn += 3;
pni++;
currentIndex +=3;
}
for(i=0; i<3; i++)
{
norm = 0.0;
for (unsigned j = 0; j < 3; j++)
norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
norm = sqrt(norm);
if(_minEdgeSize > norm)
_minEdgeSize = norm;
}
++_numFacesRead;
}
}
// We might have several times the same vertex. We want a clean
@@ -413,8 +419,8 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
// sets the id of the rep
rep->setId(Id(id, 0));
const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(minBBox[0], minBBox[1], minBBox[2]),
Vec3r(maxBBox[0], maxBBox[1], maxBBox[2]));
const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
rep->setBBox(bbox);
shape->AddRep(rep);

View File

@@ -33,6 +33,18 @@ extern "C" {
class NodeGroup;
struct LoaderState {
float *pv;
float *pn;
unsigned *pvi;
unsigned *pni;
unsigned *pmi;
unsigned currentIndex;
unsigned currentMIndex;
float minBBox[3];
float maxBBox[3];
};
class LIB_SCENE_GRAPH_EXPORT BlenderFileLoader
{
public:
@@ -51,6 +63,10 @@ public:
protected:
void insertShapeNode(ObjectRen *obr, int id);
int countClippedFaces(VertRen *v1, VertRen *v2, VertRen *v3, int clipped[3]);
void clipLine(VertRen *v1, VertRen *v2, float c[3], float z);
void clipTriangle(int numTris, float triCoords[][3], VertRen *v1, VertRen *v2, VertRen *v3, int clip[3]);
void addTriangle(struct LoaderState *state, float v1[3], float v2[3], float v3[3]);
protected:
Render* _re;