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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
Hans Goudey 16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: blender/blender#104424
2023-03-20 15:55:13 +01:00

808 lines
23 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
*/
#include "BlenderFileLoader.h"
#include "BLI_utildefines.h"
#include "BKE_attribute.hh"
#include "BKE_global.h"
#include "BKE_mesh.hh"
#include "BKE_object.h"
#include <sstream>
using blender::float3;
using blender::Span;
namespace Freestyle {
BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
{
_re = re;
_depsgraph = depsgraph;
_Scene = nullptr;
_numFacesRead = 0;
#if 0
_minEdgeSize = DBL_MAX;
#endif
_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
_pRenderMonitor = nullptr;
}
BlenderFileLoader::~BlenderFileLoader()
{
_Scene = nullptr;
}
NodeGroup *BlenderFileLoader::Load()
{
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "\n=== Importing triangular meshes into Blender ===" << endl;
}
// creation of the scene root node
_Scene = new NodeGroup;
if (_re->clip_start < 0.0f) {
// Adjust clipping start/end and set up a Z offset when the viewport preview
// is used with the orthographic view. In this case, _re->clip_start is negative,
// while Freestyle assumes that imported mesh data are in the camera coordinate
// system with the view point located at origin [bug #36009].
_z_near = -0.001f;
_z_offset = _re->clip_start + _z_near;
_z_far = -_re->clip_end + _z_offset;
}
else {
_z_near = -_re->clip_start;
_z_far = -_re->clip_end;
_z_offset = 0.0f;
}
int id = 0;
const eEvaluationMode eval_mode = DEG_get_mode(_depsgraph);
DEGObjectIterSettings deg_iter_settings{};
deg_iter_settings.depsgraph = _depsgraph;
deg_iter_settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
if ((ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) ||
(ob->visibility_flag & OB_HOLDOUT)) {
continue;
}
if (!(BKE_object_visibility(ob, eval_mode) & OB_VISIBLE_SELF)) {
continue;
}
/* Evaluated metaballs will appear as mesh objects in the iterator. */
if (ob->type == OB_MBALL) {
continue;
}
Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
if (mesh) {
insertShapeNode(ob, mesh, ++id);
BKE_object_to_mesh_clear(ob);
}
}
DEG_OBJECT_ITER_END;
// Return the built scene.
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(float v1[3], float v2[3], float v3[3], int clip[3])
{
float *v[3];
int numClipped, sum, numTris = 0;
v[0] = v1;
v[1] = v2;
v[2] = v3;
numClipped = sum = 0;
for (int i = 0; i < 3; i++) {
if (v[i][2] > _z_near) {
clip[i] = CLIPPED_BY_NEAR;
numClipped++;
}
else if (v[i][2] < _z_far) {
clip[i] = CLIPPED_BY_FAR;
numClipped++;
}
else {
clip[i] = NOT_CLIPPED;
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
printf("%d %s\n",
i,
(clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
}
#endif
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 (ELEM(sum, 3, -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(float v1[3], float v2[3], float c[3], float z)
{
// Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
// and clipLine(Q, P, c, z) gives exactly the same numerical result.
float *p, *q;
if (v1[2] < v2[2]) {
p = v1;
q = v2;
}
else {
p = v2;
q = v1;
}
double d[3];
for (int i = 0; i < 3; i++) {
d[i] = q[i] - p[i];
}
double t = (z - p[2]) / d[2];
c[0] = p[0] + t * d[0];
c[1] = p[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],
float v1[3],
float v2[3],
float v3[3],
float triNormals[][3],
float n1[3],
float n2[3],
float n3[3],
bool edgeMarks[5],
bool em1,
bool em2,
bool em3,
const int clip[3])
{
float *v[3], *n[3];
bool em[3];
int i, j, k;
v[0] = v1;
n[0] = n1;
v[1] = v2;
n[1] = n2;
v[2] = v3;
n[2] = n3;
em[0] = em1; /* edge mark of the edge between v1 and v2 */
em[1] = em2; /* edge mark of the edge between v2 and v3 */
em[2] = em3; /* edge mark of the edge between v3 and v1 */
k = 0;
for (i = 0; i < 3; i++) {
j = (i + 1) % 3;
if (clip[i] == NOT_CLIPPED) {
copy_v3_v3(triCoords[k], v[i]);
copy_v3_v3(triNormals[k], n[i]);
edgeMarks[k] = em[i];
k++;
if (clip[j] != NOT_CLIPPED) {
clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
copy_v3_v3(triNormals[k], n[j]);
edgeMarks[k] = false;
k++;
}
}
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);
copy_v3_v3(triNormals[k], n[i]);
edgeMarks[k] = em[i];
k++;
}
else {
clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
copy_v3_v3(triNormals[k], n[i]);
edgeMarks[k] = em[i];
k++;
clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
copy_v3_v3(triNormals[k], n[j]);
edgeMarks[k] = false;
k++;
}
}
}
BLI_assert(k == 2 + numTris);
(void)numTris; /* Ignored in release builds. */
}
void BlenderFileLoader::addTriangle(struct LoaderState *ls,
float v1[3],
float v2[3],
float v3[3],
float n1[3],
float n2[3],
float n3[3],
bool fm,
bool em1,
bool em2,
bool em3)
{
float *fv[3], *fn[3];
#if 0
float len;
#endif
uint i, j;
IndexedFaceSet::FaceEdgeMark marks = 0;
// initialize the bounding box by the first vertex
if (ls->currentIndex == 0) {
copy_v3_v3(ls->minBBox, v1);
copy_v3_v3(ls->maxBBox, v1);
}
fv[0] = v1;
fn[0] = n1;
fv[1] = v2;
fn[1] = n2;
fv[2] = v3;
fn[2] = n3;
for (i = 0; i < 3; i++) {
copy_v3_v3(ls->pv, fv[i]);
copy_v3_v3(ls->pn, fn[i]);
// 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];
}
}
#if 0
len = len_v3v3(fv[i], fv[(i + 1) % 3]);
if (_minEdgeSize > len) {
_minEdgeSize = len;
}
#endif
*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++;
}
if (fm) {
marks |= IndexedFaceSet::FACE_MARK;
}
if (em1) {
marks |= IndexedFaceSet::EDGE_MARK_V1V2;
}
if (em2) {
marks |= IndexedFaceSet::EDGE_MARK_V2V3;
}
if (em3) {
marks |= IndexedFaceSet::EDGE_MARK_V3V1;
}
*(ls->pm++) = marks;
}
// With A, B and P indicating the three vertices of a given triangle, returns:
// 1 if points A and B are in the same position in the 3D space;
// 2 if the distance between point P and line segment AB is zero; and
// zero otherwise.
int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
{
const float eps = 1.0e-6;
const float eps_sq = eps * eps;
#if 0
float area = area_tri_v3(v1, v2, v3);
bool verbose = (area < 1.0e-6);
#endif
if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
#if 0
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
}
#endif
return 1;
}
if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq) {
#if 0
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
}
#endif
return 2;
}
#if 0
if (verbose && G.debug & G_DEBUG_FREESTYLE) {
printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
}
#endif
return 0;
}
static bool testEdgeMark(Mesh *me, const FreestyleEdge *fed, const MLoopTri *lt, int i)
{
const Span<MEdge> edges = me->edges();
const Span<int> corner_verts = me->corner_verts();
const Span<int> corner_edges = me->corner_edges();
const int corner = lt->tri[i];
const int corner_next = lt->tri[(i + 1) % 3];
const MEdge *edge = &edges[corner_edges[corner]];
if (!ELEM(corner_verts[corner_next], edge->v1, edge->v2)) {
/* Not an edge in the original mesh before triangulation. */
return false;
}
return (fed[corner_edges[corner]].flag & FREESTYLE_EDGE_MARK) != 0;
}
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
using namespace blender;
char *name = ob->id.name + 2;
const Span<float3> vert_positions = me->vert_positions();
const Span<MPoly> mesh_polys = me->polys();
const Span<int> corner_verts = me->corner_verts();
// Compute loop triangles
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
blender::bke::mesh::looptris_calc(vert_positions, mesh_polys, corner_verts, {mlooptri, tottri});
// Compute loop normals
BKE_mesh_calc_normals_split(me);
const float(*lnors)[3] = nullptr;
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
lnors = (const float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
}
// Get other mesh data
const FreestyleEdge *fed = (const FreestyleEdge *)CustomData_get_layer(&me->edata,
CD_FREESTYLE_EDGE);
const FreestyleFace *ffa = (const FreestyleFace *)CustomData_get_layer(&me->pdata,
CD_FREESTYLE_FACE);
// Compute view matrix
Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
float viewinv[4][4], viewmat[4][4];
RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
invert_m4_m4(viewmat, viewinv);
// Compute matrix including camera transform
float obmat[4][4], nmat[4][4];
mul_m4_m4m4(obmat, viewmat, ob->object_to_world);
invert_m4_m4(nmat, obmat);
transpose_m4(nmat);
// We count the number of triangles after the clipping by the near and far view
// planes is applied (NOTE: mesh vertices are in the camera coordinate system).
uint numFaces = 0;
float v1[3], v2[3], v3[3];
float n1[3], n2[3], n3[3], facenormal[3];
int clip[3];
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
copy_v3_v3(v1, vert_positions[corner_verts[lt->tri[0]]]);
copy_v3_v3(v2, vert_positions[corner_verts[lt->tri[1]]]);
copy_v3_v3(v3, vert_positions[corner_verts[lt->tri[2]]]);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
mul_m4_v3(obmat, v3);
v1[2] += _z_offset;
v2[2] += _z_offset;
v3[2] += _z_offset;
numFaces += countClippedFaces(v1, v2, v3, clip);
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "numFaces " << numFaces << endl;
}
#endif
if (numFaces == 0) {
MEM_freeN(mlooptri);
return;
}
// We allocate memory for the meshes to be imported
NodeGroup *currentMesh = new NodeGroup;
NodeShape *shape = new NodeShape;
uint vSize = 3 * 3 * numFaces;
float *vertices = new float[vSize];
uint nSize = vSize;
float *normals = new float[nSize];
uint *numVertexPerFaces = new uint[numFaces];
vector<Material *> meshMaterials;
vector<FrsMaterial> meshFrsMaterials;
IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
uint i;
for (i = 0; i < numFaces; i++) {
faceStyle[i] = IndexedFaceSet::TRIANGLES;
numVertexPerFaces[i] = 3;
}
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
uint viSize = 3 * numFaces;
uint *VIndices = new uint[viSize];
uint niSize = viSize;
uint *NIndices = new uint[niSize];
uint *MIndices = new uint[viSize]; // Material Indices
struct LoaderState ls;
ls.pv = vertices;
ls.pn = normals;
ls.pm = faceEdgeMarks;
ls.pvi = VIndices;
ls.pni = NIndices;
ls.pmi = MIndices;
ls.currentIndex = 0;
ls.currentMIndex = 0;
FrsMaterial tmpMat;
const bke::AttributeAccessor attributes = me->attributes();
const VArray<int> material_indices = attributes.lookup_or_default<int>(
"material_index", ATTR_DOMAIN_FACE, 0);
const VArray<bool> sharp_faces = attributes.lookup_or_default<bool>(
"sharp_face", ATTR_DOMAIN_FACE, false);
// We parse the vlak nodes again and import meshes while applying the clipping
// by the near and far view planes.
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
Material *mat = BKE_object_material_get(ob, material_indices[lt->poly] + 1);
copy_v3_v3(v1, vert_positions[corner_verts[lt->tri[0]]]);
copy_v3_v3(v2, vert_positions[corner_verts[lt->tri[1]]]);
copy_v3_v3(v3, vert_positions[corner_verts[lt->tri[2]]]);
mul_m4_v3(obmat, v1);
mul_m4_v3(obmat, v2);
mul_m4_v3(obmat, v3);
v1[2] += _z_offset;
v2[2] += _z_offset;
v3[2] += _z_offset;
if (_smooth && (!sharp_faces[lt->poly]) && lnors) {
copy_v3_v3(n1, lnors[lt->tri[0]]);
copy_v3_v3(n2, lnors[lt->tri[1]]);
copy_v3_v3(n3, lnors[lt->tri[2]]);
mul_mat3_m4_v3(nmat, n1);
mul_mat3_m4_v3(nmat, n2);
mul_mat3_m4_v3(nmat, n3);
normalize_v3(n1);
normalize_v3(n2);
normalize_v3(n3);
}
else {
normal_tri_v3(facenormal, v3, v2, v1);
copy_v3_v3(n1, facenormal);
copy_v3_v3(n2, facenormal);
copy_v3_v3(n3, facenormal);
}
uint numTris = countClippedFaces(v1, v2, v3, clip);
if (numTris == 0) {
continue;
}
bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
bool em1 = false, em2 = false, em3 = false;
if (fed) {
em1 = testEdgeMark(me, fed, lt, 0);
em2 = testEdgeMark(me, fed, lt, 1);
em3 = testEdgeMark(me, fed, lt, 2);
}
if (mat) {
tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
tmpMat.setDiffuse(mat->r, mat->g, mat->b, 1.0f);
tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, 1.0f);
tmpMat.setShininess(128.0f);
tmpMat.setPriority(mat->line_priority);
}
if (meshMaterials.empty()) {
meshMaterials.push_back(mat);
meshFrsMaterials.push_back(tmpMat);
shape->setFrsMaterial(tmpMat);
}
else {
// find if the Blender material is already in the list
uint i = 0;
bool found = false;
for (vector<Material *>::iterator it = meshMaterials.begin(), itend = meshMaterials.end();
it != itend;
it++, i++) {
if (*it == mat) {
ls.currentMIndex = i;
found = true;
break;
}
}
if (!found) {
meshMaterials.push_back(mat);
meshFrsMaterials.push_back(tmpMat);
ls.currentMIndex = meshFrsMaterials.size() - 1;
}
}
float triCoords[5][3], triNormals[5][3];
bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
clipTriangle(
numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3, edgeMarks, em1, em2, em3, clip);
for (i = 0; i < numTris; i++) {
addTriangle(&ls,
triCoords[0],
triCoords[i + 1],
triCoords[i + 2],
triNormals[0],
triNormals[i + 1],
triNormals[i + 2],
fm,
(i == 0) ? edgeMarks[0] : false,
edgeMarks[i + 1],
(i == numTris - 1) ? edgeMarks[i + 2] : false);
_numFacesRead++;
}
}
MEM_freeN(mlooptri);
// We might have several times the same vertex. We want a clean
// shape with no real-vertex. Here, we are making a cleaning pass.
float *cleanVertices = nullptr;
uint cvSize;
uint *cleanVIndices = nullptr;
GeomCleaner::CleanIndexedVertexArray(
vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
float *cleanNormals = nullptr;
uint cnSize;
uint *cleanNIndices = nullptr;
GeomCleaner::CleanIndexedVertexArray(
normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
// format materials array
FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
uint mindex = 0;
for (vector<FrsMaterial>::iterator m = meshFrsMaterials.begin(), mend = meshFrsMaterials.end();
m != mend;
++m) {
marray[mindex] = new FrsMaterial(*m);
++mindex;
}
// deallocates memory:
delete[] vertices;
delete[] normals;
delete[] VIndices;
delete[] NIndices;
// Fix for degenerated triangles
// A degenerate triangle is a triangle such that
// 1) A and B are in the same position in the 3D space; or
// 2) the distance between point P and line segment AB is zero.
// Only those degenerate triangles in the second form are resolved here
// by adding a small offset to P, whereas those in the first form are
// addressed later in WShape::MakeFace().
vector<detri_t> detriList;
Vec3r zero(0.0, 0.0, 0.0);
uint vi0, vi1, vi2;
for (i = 0; i < viSize; i += 3) {
detri_t detri;
vi0 = cleanVIndices[i];
vi1 = cleanVIndices[i + 1];
vi2 = cleanVIndices[i + 2];
Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
if (v0 == v1 || v0 == v2 || v1 == v2) {
continue; // do nothing for now
}
if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1.0e-6) {
detri.viP = vi0;
detri.viA = vi1;
detri.viB = vi2;
}
else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1.0e-6) {
detri.viP = vi1;
detri.viA = vi0;
detri.viB = vi2;
}
else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1.0e-6) {
detri.viP = vi2;
detri.viA = vi0;
detri.viB = vi1;
}
else {
continue;
}
detri.v = zero;
detri.n = 0;
for (uint j = 0; j < viSize; j += 3) {
if (i == j) {
continue;
}
vi0 = cleanVIndices[j];
vi1 = cleanVIndices[j + 1];
vi2 = cleanVIndices[j + 2];
Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
if (detri.viP == vi0 && (detri.viA == vi1 || detri.viB == vi1)) {
detri.v += (v2 - v0);
detri.n++;
}
else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
detri.v += (v1 - v0);
detri.n++;
}
else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
detri.v += (v2 - v1);
detri.n++;
}
else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
detri.v += (v0 - v1);
detri.n++;
}
else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
detri.v += (v1 - v2);
detri.n++;
}
else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
detri.v += (v0 - v2);
detri.n++;
}
}
if (detri.n > 0) {
detri.v.normalizeSafe();
}
detriList.push_back(detri);
}
if (!detriList.empty()) {
vector<detri_t>::iterator v;
for (v = detriList.begin(); v != detriList.end(); v++) {
detri_t detri = (*v);
if (detri.n == 0) {
cleanVertices[detri.viP] = cleanVertices[detri.viA];
cleanVertices[detri.viP + 1] = cleanVertices[detri.viA + 1];
cleanVertices[detri.viP + 2] = cleanVertices[detri.viA + 2];
}
else if (detri.v.norm() > 0.0) {
cleanVertices[detri.viP] += 1.0e-5 * detri.v.x();
cleanVertices[detri.viP + 1] += 1.0e-5 * detri.v.y();
cleanVertices[detri.viP + 2] += 1.0e-5 * detri.v.z();
}
}
if (G.debug & G_DEBUG_FREESTYLE) {
printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
name,
ulong(detriList.size()),
(detriList.size() > 1) ? "s" : "");
}
}
// Create the IndexedFaceSet with the retrieved attributes
IndexedFaceSet *rep;
rep = new IndexedFaceSet(cleanVertices,
cvSize,
cleanNormals,
cnSize,
marray,
meshFrsMaterials.size(),
nullptr,
0,
numFaces,
numVertexPerFaces,
faceStyle,
faceEdgeMarks,
cleanVIndices,
viSize,
cleanNIndices,
niSize,
MIndices,
viSize,
nullptr,
0,
0);
// sets the id of the rep
rep->setId(Id(id, 0));
rep->setName(ob->id.name + 2);
rep->setLibraryPath(ob->id.lib ? ob->id.lib->filepath : "");
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);
currentMesh->AddChild(shape);
_Scene->AddChild(currentMesh);
}
} /* namespace Freestyle */