Commit Graph

6 Commits

Author SHA1 Message Date
df7f4f639f Two minor fixes:
* Fixed a bug in MaterialF0D::operator() that an error condition was ignored due
to a wrong return value.

* Fixed a typo in the docstring of StrokeVertex::setPoint().
2011-02-22 01:43:08 +00:00
38b7cbbd00 Bug fixes from Stéphane Grabli, one of the coauthors of the
original Freestyle:

* Fix for making the stroke construction more robust to nearly
overlapping vertices.

* Fix for a bug in the computation of the occluded surfaces.

These changes make the visibility computation more robust and
the line quality generally higher.
2010-07-04 23:08:37 +00:00
5926ad2db2 Fixed an error checking in Curvature2DAngleF0D::operator().
Now the function results in 0 (radian) if the given Interface0DIterator
object has only 2 vertices, which is not considered an error.
2009-04-02 19:28:14 +00:00
a068212445 Made changes to the C++ API in order to allow for proper error
propagation up to the toplevel error handler in BPY_txt_do_python_Text().

Before these changes were made, the operator() methods of predicates
and functions, for example, returned a value of various types such as
bool, double and Vec2f.  These returned values were not capable to
represent an error state in many cases.

Now the operator() methods always return 0 on normal exit and -1 on
error.  The original returned values are stored in the "result" member
variables of the predicate/function classes.

This means that if we have a code fragment like below:

  UnaryPredicate1D& pred;
  Interface1D& inter;
  if (pred(inter)) {
    /* do something */
  }

then we have to rewrite it as follows:

  UnaryPredicate1D& pred;
  Interface1D& inter;
  if (pred(inter) < 0)
    return -1; /* an error in pred() is propagated */
  if (pred.result) {
    /* do something */
  }

Suppose that pred is a user-defined predicate in Python, i.e. the predicate
is likely error-prone (especially when debugging the predicate).  The first
code fragment shown above prevents the proper error propagation because
the boolean return value of UnaryPredicate1D::operator() cannot inform the
occurrence of an error to the caller; the second code fragment can.

In addition to the operator() methods of predicates and functions, similar
improvements have been made to all other C++ API functions and methods that
are involved in the execution of user-defined Python code snippets.  Changes
in the signatures of functions and methods are summarized as follows (note
that all subclasses of listed classes are also subject to the changes).

Old signatures:
virtual void Iterator::increment();
virtual void Iterator::decrement();
virtual void ChainingIterator::init();
virtual ViewEdge * ChainingIterator::traverse(const AdjacencyIterator &it);
static void Operators::select(UnaryPredicate1D& pred);
static void Operators::chain(ViewEdgeInternal::ViewEdgeIterator& it,
	    UnaryPredicate1D& pred, UnaryFunction1D_void& modifier);
static void Operators::chain(ViewEdgeInternal::ViewEdgeIterator& it,
	    UnaryPredicate1D& pred);  
static void Operators::bidirectionalChain(ChainingIterator& it,
	    UnaryPredicate1D& pred);
static void Operators::bidirectionalChain(ChainingIterator& it);
static void Operators::sequentialSplit(UnaryPredicate0D& startingPred,
	    UnaryPredicate0D& stoppingPred, float sampling = 0);
static void Operators::sequentialSplit(UnaryPredicate0D& pred, float sampling = 0);
static void Operators::recursiveSplit(UnaryFunction0D<double>& func,
	    UnaryPredicate1D& pred, float sampling = 0);
static void Operators::recursiveSplit(UnaryFunction0D<double>& func,
	    UnaryPredicate0D& pred0d, UnaryPredicate1D& pred, float sampling = 0);
static void Operators::sort(BinaryPredicate1D& pred);
static void Operators::create(UnaryPredicate1D& pred, vector<StrokeShader*> shaders);
virtual bool UnaryPredicate0D::operator()(Interface0DIterator& it);
virtual bool BinaryPredicate0D::operator()(Interface0D& inter1, Interface0D& inter2);
virtual bool UnaryPredicate1D::operator()(Interface1D& inter);
virtual bool BinaryPredicate1D::operator()(Interface1D& inter1, Interface1D& inter2);
virtual void StrokeShader::shade(Stroke& ioStroke) const;
virtual T UnaryFunction0D::operator()(Interface0DIterator& iter);
virtual T UnaryFunction1D::operator()(Interface1D& inter);

New signatures:
virtual int Iterator::increment();
virtual int Iterator::decrement();
virtual int ChainingIterator::init();
virtual int ChainingIterator::traverse(const AdjacencyIterator &it);
static int Operators::select(UnaryPredicate1D& pred);
static int Operators::chain(ViewEdgeInternal::ViewEdgeIterator& it,
	   UnaryPredicate1D& pred, UnaryFunction1D_void& modifier);
static int Operators::chain(ViewEdgeInternal::ViewEdgeIterator& it,
	   UnaryPredicate1D& pred);  
static int Operators::bidirectionalChain(ChainingIterator& it,
	   UnaryPredicate1D& pred);
static int Operators::bidirectionalChain(ChainingIterator& it);
static int Operators::sequentialSplit(UnaryPredicate0D& startingPred,
	   UnaryPredicate0D& stoppingPred, float sampling = 0);
static int Operators::sequentialSplit(UnaryPredicate0D& pred, float sampling = 0);
static int Operators::recursiveSplit(UnaryFunction0D<double>& func,
	   UnaryPredicate1D& pred, float sampling = 0);
static int Operators::recursiveSplit(UnaryFunction0D<double>& func,
	   UnaryPredicate0D& pred0d, UnaryPredicate1D& pred, float sampling = 0);
static int Operators::sort(BinaryPredicate1D& pred);
static int Operators::create(UnaryPredicate1D& pred, vector<StrokeShader*> shaders);
virtual int UnaryPredicate0D::operator()(Interface0DIterator& it);
virtual int BinaryPredicate0D::operator()(Interface0D& inter1, Interface0D& inter2);
virtual int UnaryPredicate1D::operator()(Interface1D& inter);
virtual int BinaryPredicate1D::operator()(Interface1D& inter1, Interface1D& inter2);
virtual int StrokeShader::shade(Stroke& ioStroke) const;
virtual int UnaryFunction0D::operator()(Interface0DIterator& iter);
virtual int UnaryFunction1D::operator()(Interface1D& inter);
2009-03-20 22:55:07 +00:00
Maxime Curioni
9a1217e559 soc-2008-mxcurioni: first version of lib3ds code. It does NOT work yet and has to be debugged. It can be activate in app_blender/api.cpp by replacing the FRS_scene_3ds_export call in FRS_prepare, by FRS_load_mesh.
All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
2008-08-07 15:04:25 +00:00
Maxime Curioni
64e4a3ec9a soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for source/blender/freestyle 2008-05-08 19:16:40 +00:00