764 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			764 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2010 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
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 *  \ingroup freestyle
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 */
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#include <assert.h>
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#include "BlenderFileLoader.h"
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#include "BKE_global.h"
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BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer *srl)
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{
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	_re = re;
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	_srl = srl;
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	_Scene = NULL;
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	_numFacesRead = 0;
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	_minEdgeSize = DBL_MAX;
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	_smooth = (srl->freestyleConfig.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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	_Scene = NULL;
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}
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NodeGroup *BlenderFileLoader::Load()
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{
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	ObjectInstanceRen *obi;
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	if (G.debug & G_DEBUG_FREESTYLE) {
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		cout << "\n===  Importing triangular meshes into Blender  ===" << endl;
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	}
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	// creation of the scene root node
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	_Scene = new NodeGroup;
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						|
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	_viewplane_left =   _re->viewplane.xmin;
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	_viewplane_right =  _re->viewplane.xmax;
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	_viewplane_bottom = _re->viewplane.ymin;
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	_viewplane_top =    _re->viewplane.ymax;
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	_z_near = -_re->clipsta;
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	_z_far =  -_re->clipend;
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#if 0
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	if (G.debug & G_DEBUG_FREESTYLE) {
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		cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
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		     << " b " << _viewplane_bottom << " t " << _viewplane_top
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		     << " n " << _z_near << " f " << _z_far << endl;
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	}
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#endif
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	int id = 0;
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	for (obi = (ObjectInstanceRen *)_re->instancetable.first; obi; obi = obi->next) {
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		if (_pRenderMonitor && _pRenderMonitor->testBreak())
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			break;
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		if (!(obi->lay & _srl->lay))
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			continue;
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		char *name = obi->ob->id.name;
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		//cout << name[0] << name[1] << ":" << (name+2) <<;
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		//print_m4("obi->mat", obi->mat);
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		if (obi->obr->totvlak > 0) {
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			insertShapeNode(obi, ++id);
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		}
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		else if (G.debug & G_DEBUG_FREESTYLE) {
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			cout << "Warning: " << (name + 2) << " is not a vlak-based object (ignored)" << endl;
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		}
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	}
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	// Return the built scene.
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	return _Scene;
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}
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#define CLIPPED_BY_NEAR -1
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#define NOT_CLIPPED      0
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#define CLIPPED_BY_FAR   1
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// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
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// and calculate the number of triangles to be generated by clipping
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int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
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{
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	float *v[3];
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	int numClipped, sum, numTris = 0;
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	v[0] = v1;
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	v[1] = v2;
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	v[2] = v3;
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	numClipped = sum = 0;
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	for (int i = 0; i < 3; i++) {
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		if (v[i][2] > _z_near) {
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			clip[i] = CLIPPED_BY_NEAR;
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			numClipped++;
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		}
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		else if (v[i][2] < _z_far) {
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			clip[i] = CLIPPED_BY_FAR;
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			numClipped++;
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		}
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		else {
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			clip[i] = NOT_CLIPPED;
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		}
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#if 0
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		if (G.debug & G_DEBUG_FREESTYLE) {
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			printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
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		}
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#endif
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		sum += clip[i];
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	}
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	switch (numClipped) {
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	case 0:
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		numTris = 1; // triangle
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		break;
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	case 1:
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		numTris = 2; // tetragon
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		break;
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	case 2:
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		if (sum == 0)
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			numTris = 3; // pentagon
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		else
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			numTris = 1; // triangle
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		break;
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	case 3:
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		if (sum == 3 || sum == -3)
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			numTris = 0;
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		else
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			numTris = 2; // tetragon
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		break;
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	}
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	return numTris;
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}
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// find the intersection point C between the line segment from V1 to V2 and
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// a clipping plane at depth Z (i.e., the Z component of C is known, while
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// the X and Y components are unknown).
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void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
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{
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	// Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
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	// and clipLine(Q, P, c, z) gives exactly the same numerical result.
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	float *p, *q;
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	if (v1[2] < v2[2]) {
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		p = v1;
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		q = v2;
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	}
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	else {
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		p = v2;
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		q = v1;
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	}
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	double d[3];
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	for (int i = 0; i < 3; i++)
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		d[i] = q[i] - p[i];
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	double t = (z - p[2]) / d[2];
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	c[0] = p[0] + t * d[0];
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	c[1] = p[1] + t * d[1];
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	c[2] = z;
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}
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// clip the triangle (V1, V2, V3) by the near and far clipping plane and
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// obtain a set of vertices after the clipping.  The number of vertices
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// is at most 5.
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void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
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                                     float triNormals[][3], float n1[3], float n2[3], float n3[3],
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                                     bool edgeMarks[], bool em1, bool em2, bool em3, int clip[3])
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{
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	float *v[3], *n[3];
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	bool em[3];
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	int i, j, k;
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	v[0] = v1; n[0] = n1;
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	v[1] = v2; n[1] = n2;
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	v[2] = v3; n[2] = n3;
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	em[0] = em1; /* edge mark of the edge between v1 and v2 */
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	em[1] = em2; /* edge mark of the edge between v2 and v3 */
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	em[2] = em3; /* edge mark of the edge between v3 and v1 */
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	k = 0;
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	for (i = 0; i < 3; i++) {
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		j = (i + 1) % 3;
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		if (clip[i] == NOT_CLIPPED) {
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			copy_v3_v3(triCoords[k], v[i]);
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			copy_v3_v3(triNormals[k], n[i]);
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			edgeMarks[k] = em[i];
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			k++;
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			if (clip[j] != NOT_CLIPPED) {
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				clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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				copy_v3_v3(triNormals[k], n[j]);
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				edgeMarks[k] = false;
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				k++;
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			}
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		}
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		else if (clip[i] != clip[j]) {
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			if (clip[j] == NOT_CLIPPED) {
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				clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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				copy_v3_v3(triNormals[k], n[i]);
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				edgeMarks[k] = em[i];
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				k++;
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			}
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			else {
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				clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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				copy_v3_v3(triNormals[k], n[i]);
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				edgeMarks[k] = em[i];
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				k++;
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				clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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				copy_v3_v3(triNormals[k], n[j]);
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				edgeMarks[k] = false;
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				k++;
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			}
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		}
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	}
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	assert(k == 2 + numTris);
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}
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void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
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                                    float n1[3], float n2[3], float n3[3],
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                                    bool fm, bool em1, bool em2, bool em3)
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{
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	float *fv[3], *fn[3], len;
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	unsigned int i, j;
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	IndexedFaceSet::FaceEdgeMark marks = 0;
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	// initialize the bounding box by the first vertex
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	if (ls->currentIndex == 0) {
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		copy_v3_v3(ls->minBBox, v1);
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		copy_v3_v3(ls->maxBBox, v1);
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	}
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	fv[0] = v1; fn[0] = n1;
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	fv[1] = v2; fn[1] = n2;
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	fv[2] = v3; fn[2] = n3;
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	for (i = 0; i < 3; i++) {
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		copy_v3_v3(ls->pv, fv[i]);
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		copy_v3_v3(ls->pn, fn[i]);
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		// update the bounding box
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		for (j = 0; j < 3; j++) {
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			if (ls->minBBox[j] > ls->pv[j])
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				ls->minBBox[j] = ls->pv[j];
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			if (ls->maxBBox[j] < ls->pv[j])
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				ls->maxBBox[j] = ls->pv[j];
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		}
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		len = len_v3v3(fv[i], fv[(i + 1) % 3]);
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						|
		if (_minEdgeSize > len)
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			_minEdgeSize = len;
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		*ls->pvi = ls->currentIndex;
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		*ls->pni = ls->currentIndex;
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		*ls->pmi = ls->currentMIndex;
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		ls->currentIndex += 3;
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		ls->pv += 3;
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		ls->pn += 3;
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		ls->pvi++;
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		ls->pni++;
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		ls->pmi++;
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	}
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	if (fm)
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		marks |= IndexedFaceSet::FACE_MARK;
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						|
	if (em1)
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		marks |= IndexedFaceSet::EDGE_MARK_V1V2;
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	if (em2)
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		marks |= IndexedFaceSet::EDGE_MARK_V2V3;
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	if (em3)
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		marks |= IndexedFaceSet::EDGE_MARK_V3V1;
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	*(ls->pm++) = marks;
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}
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// With A, B and P indicating the three vertices of a given triangle, returns:
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// 1 if points A and B are in the same position in the 3D space;
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// 2 if the distance between point P and line segment AB is zero; and
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// zero otherwise.
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int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
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{
 | 
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#if 0
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	float area = area_tri_v3(v1, v2, v3);
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						|
	bool verbose = (area < 1.0e-6);
 | 
						|
#endif
 | 
						|
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						|
	if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
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#if 0
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		if (verbose && G.debug & G_DEBUG_FREESTYLE) {
 | 
						|
			printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
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						|
		}
 | 
						|
#endif
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		return 1;
 | 
						|
	}
 | 
						|
	if (dist_to_line_segment_v3(v1, v2, v3) < 1.0e-6 ||
 | 
						|
	    dist_to_line_segment_v3(v2, v1, v3) < 1.0e-6 ||
 | 
						|
	    dist_to_line_segment_v3(v3, v1, v2) < 1.0e-6)
 | 
						|
	{
 | 
						|
#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;
 | 
						|
}
 | 
						|
 | 
						|
// Checks if edge rotation (if necessary) can prevent the given quad from
 | 
						|
// being decomposed into a degenerate triangle
 | 
						|
bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3])
 | 
						|
{
 | 
						|
	if (testDegenerateTriangle(v1, v2, v3) == 2 || testDegenerateTriangle(v1, v3, v4) == 2) {
 | 
						|
		if (testDegenerateTriangle(v1, v2, v4) == 2 || testDegenerateTriangle(v2, v3, v4) == 2) {
 | 
						|
#if 0
 | 
						|
			if (G.debug & G_DEBUG_FREESTYLE) {
 | 
						|
				printf("BlenderFileLoader::testEdgeRotation: edge rotation is unsuccessful.\n");
 | 
						|
			}
 | 
						|
#endif
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
 | 
						|
{
 | 
						|
	ObjectRen *obr = obi->obr;
 | 
						|
	char *name = obi->ob->id.name + 2;
 | 
						|
 | 
						|
	// We parse vlak nodes and count the number of faces after the clipping by
 | 
						|
	// the near and far view planes is applied (Note: mesh vertices are in the
 | 
						|
	// camera coordinate system).
 | 
						|
	VlakRen *vlr = NULL;
 | 
						|
	unsigned numFaces = 0;
 | 
						|
	float v1[3], v2[3], v3[3], v4[3];
 | 
						|
	float n1[3], n2[3], n3[3], n4[3], facenormal[3];
 | 
						|
	int clip_1[3], clip_2[3];
 | 
						|
	int wire_material = 0;
 | 
						|
	for (int a = 0; a < obr->totvlak; a++) {
 | 
						|
		if ((a & 255) == 0)
 | 
						|
			vlr = obr->vlaknodes[a>>8].vlak;
 | 
						|
		else
 | 
						|
			vlr++;
 | 
						|
		if (vlr->mat->material_type == MA_TYPE_WIRE) {
 | 
						|
			wire_material = 1;
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		copy_v3_v3(v1, vlr->v1->co);
 | 
						|
		copy_v3_v3(v2, vlr->v2->co);
 | 
						|
		copy_v3_v3(v3, vlr->v3->co);
 | 
						|
		if (vlr->v4)
 | 
						|
			copy_v3_v3(v4, vlr->v4->co);
 | 
						|
		if (obi->flag & R_TRANSFORMED) {
 | 
						|
			mul_m4_v3(obi->mat, v1);
 | 
						|
			mul_m4_v3(obi->mat, v2);
 | 
						|
			mul_m4_v3(obi->mat, v3);
 | 
						|
			if (vlr->v4)
 | 
						|
				mul_m4_v3(obi->mat, v4);
 | 
						|
		}
 | 
						|
#if 0
 | 
						|
		print_v3("v1", v1);
 | 
						|
		print_v3("v2", v2);
 | 
						|
		print_v3("v3", v3);
 | 
						|
		if (vlr->v4)
 | 
						|
			print_v3("v4", v4);
 | 
						|
#endif
 | 
						|
		if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
 | 
						|
			numFaces += countClippedFaces(v1, v2, v3, clip_1);
 | 
						|
			if (vlr->v4)
 | 
						|
				numFaces += countClippedFaces(v1, v3, v4, clip_2);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			numFaces += countClippedFaces(v1, v2, v4, clip_1);
 | 
						|
			numFaces += countClippedFaces(v2, v3, v4, clip_2);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (wire_material) {
 | 
						|
		if (G.debug & G_DEBUG_FREESTYLE) {
 | 
						|
			cout << "Warning: Object " << name << " has wire materials (ignored)" << endl;
 | 
						|
		}
 | 
						|
	}
 | 
						|
#if 0
 | 
						|
	if (G.debug & G_DEBUG_FREESTYLE) {
 | 
						|
		cout << "numFaces " << numFaces << endl;
 | 
						|
	}
 | 
						|
#endif
 | 
						|
	if (numFaces == 0)
 | 
						|
		return;
 | 
						|
 | 
						|
	// We allocate memory for the meshes to be imported
 | 
						|
	NodeTransform *currentMesh = new NodeTransform;
 | 
						|
	NodeShape *shape = new NodeShape;
 | 
						|
 | 
						|
	unsigned vSize = 3 * 3 * numFaces;
 | 
						|
	float *vertices = new float[vSize];
 | 
						|
	unsigned nSize = vSize;
 | 
						|
	float *normals = new float[nSize];
 | 
						|
	unsigned *numVertexPerFaces = new unsigned[numFaces];
 | 
						|
	vector<FrsMaterial> meshFrsMaterials;
 | 
						|
 | 
						|
	IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
 | 
						|
	unsigned i;
 | 
						|
	for (i = 0; i <numFaces; i++) {
 | 
						|
		faceStyle[i] = IndexedFaceSet::TRIANGLES;
 | 
						|
		numVertexPerFaces[i] = 3;
 | 
						|
	}
 | 
						|
 | 
						|
	IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
 | 
						|
 | 
						|
	unsigned viSize = 3 * numFaces;
 | 
						|
	unsigned *VIndices = new unsigned[viSize];
 | 
						|
	unsigned niSize = viSize;
 | 
						|
	unsigned *NIndices = new unsigned[niSize];
 | 
						|
	unsigned *MIndices = new unsigned[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;
 | 
						|
 | 
						|
	// We parse the vlak nodes again and import meshes while applying the clipping
 | 
						|
	// by the near and far view planes.
 | 
						|
	int p;
 | 
						|
	for (p = 0; p < obr->totvlak; ++p) { // we parse the faces of the mesh
 | 
						|
#if 0
 | 
						|
		Lib3dsFace *f = &mesh->faceL[p];
 | 
						|
		Lib3dsMaterial *mat = NULL;
 | 
						|
#endif
 | 
						|
		if ((p & 255) == 0)
 | 
						|
			vlr = obr->vlaknodes[p>>8].vlak;
 | 
						|
		else
 | 
						|
			vlr++;
 | 
						|
		copy_v3_v3(v1, vlr->v1->co);
 | 
						|
		copy_v3_v3(v2, vlr->v2->co);
 | 
						|
		copy_v3_v3(v3, vlr->v3->co);
 | 
						|
		if (vlr->v4)
 | 
						|
			copy_v3_v3(v4, vlr->v4->co);
 | 
						|
		if (obi->flag & R_TRANSFORMED) {
 | 
						|
			mul_m4_v3(obi->mat, v1);
 | 
						|
			mul_m4_v3(obi->mat, v2);
 | 
						|
			mul_m4_v3(obi->mat, v3);
 | 
						|
			if (vlr->v4)
 | 
						|
				mul_m4_v3(obi->mat, v4);
 | 
						|
		}
 | 
						|
		if (_smooth && (vlr->flag & R_SMOOTH)) {
 | 
						|
			copy_v3_v3(n1, vlr->v1->n);
 | 
						|
			copy_v3_v3(n2, vlr->v2->n);
 | 
						|
			copy_v3_v3(n3, vlr->v3->n);
 | 
						|
			if (vlr->v4)
 | 
						|
				copy_v3_v3(n4, vlr->v4->n);
 | 
						|
			if (obi->flag & R_TRANSFORMED) {
 | 
						|
				mul_m3_v3(obi->nmat, n1);
 | 
						|
				mul_m3_v3(obi->nmat, n2);
 | 
						|
				mul_m3_v3(obi->nmat, n3);
 | 
						|
				normalize_v3(n1);
 | 
						|
				normalize_v3(n2);
 | 
						|
				normalize_v3(n3);
 | 
						|
				if (vlr->v4) {
 | 
						|
					mul_m3_v3(obi->nmat, n4);
 | 
						|
					normalize_v3(n4);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			RE_vlakren_get_normal(_re, obi, vlr, facenormal);
 | 
						|
			copy_v3_v3(n1, facenormal);
 | 
						|
			copy_v3_v3(n2, facenormal);
 | 
						|
			copy_v3_v3(n3, facenormal);
 | 
						|
			if (vlr->v4)
 | 
						|
				copy_v3_v3(n4, facenormal);
 | 
						|
		}
 | 
						|
 | 
						|
		unsigned int numTris_1, numTris_2;
 | 
						|
		bool edge_rotation;
 | 
						|
		if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
 | 
						|
			numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
 | 
						|
			numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
 | 
						|
			edge_rotation = false;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
 | 
						|
			numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
 | 
						|
			edge_rotation = true;
 | 
						|
			if (G.debug & G_DEBUG_FREESTYLE) {
 | 
						|
				printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (numTris_1 == 0 && numTris_2 == 0)
 | 
						|
			continue;
 | 
						|
		bool fm, em1, em2, em3, em4;
 | 
						|
		fm = (vlr->flag & ME_FREESTYLE_FACE) != 0;
 | 
						|
		em1 = (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
 | 
						|
		em2 = (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
 | 
						|
		if (!vlr->v4) {
 | 
						|
			em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
 | 
						|
			em4 = false;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
 | 
						|
			em4 = (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
 | 
						|
		}
 | 
						|
 | 
						|
		Material *mat = vlr->mat;
 | 
						|
		if (mat) {
 | 
						|
			tmpMat.setDiffuse(mat->r, mat->g, mat->b, mat->alpha);
 | 
						|
			tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, mat->spectra);
 | 
						|
			float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128]
 | 
						|
			if (s > 128.f)
 | 
						|
				s = 128.f;
 | 
						|
			tmpMat.setShininess(s);
 | 
						|
		}
 | 
						|
 | 
						|
		if (meshFrsMaterials.empty()) {
 | 
						|
			meshFrsMaterials.push_back(tmpMat);
 | 
						|
			shape->setFrsMaterial(tmpMat);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			// find if the material is aleady in the list
 | 
						|
			unsigned int i = 0;
 | 
						|
			bool found = false;
 | 
						|
 | 
						|
			for (vector<FrsMaterial>::iterator it = meshFrsMaterials.begin(), itend = meshFrsMaterials.end();
 | 
						|
			     it != itend;
 | 
						|
			     it++, i++)
 | 
						|
			{
 | 
						|
				if (*it == tmpMat) {
 | 
						|
					ls.currentMIndex = i;
 | 
						|
					found = true;
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (!found) {
 | 
						|
				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
 | 
						|
 | 
						|
		if (numTris_1 > 0) {
 | 
						|
			if (!edge_rotation) {
 | 
						|
				clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
 | 
						|
				             edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
 | 
						|
				             edgeMarks, em1, false, em4, clip_1);
 | 
						|
			}
 | 
						|
			for (i = 0; i < numTris_1; 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 - 1) ? edgeMarks[i + 2] : false);
 | 
						|
				_numFacesRead++;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (numTris_2 > 0) {
 | 
						|
			if (!edge_rotation) {
 | 
						|
				clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
 | 
						|
				             edgeMarks, false, em3, em4, clip_2);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
 | 
						|
				             edgeMarks, em2, em3, false, clip_2);
 | 
						|
			}
 | 
						|
			for (i = 0; i < numTris_2; 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_2 - 1) ? edgeMarks[i + 2] : false);
 | 
						|
				_numFacesRead++;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// We might have several times the same vertex. We want a clean 
 | 
						|
	// shape with no real-vertex. Here, we are making a cleaning pass.
 | 
						|
	real *cleanVertices = NULL;
 | 
						|
	unsigned int cvSize;
 | 
						|
	unsigned int *cleanVIndices = NULL;
 | 
						|
 | 
						|
	GeomCleaner::CleanIndexedVertexArray(vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
 | 
						|
 | 
						|
	real *cleanNormals = NULL;
 | 
						|
	unsigned int cnSize;
 | 
						|
	unsigned int *cleanNIndices = NULL;
 | 
						|
 | 
						|
	GeomCleaner::CleanIndexedVertexArray(normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
 | 
						|
 | 
						|
	// format materials array
 | 
						|
	FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
 | 
						|
	unsigned int 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);
 | 
						|
	unsigned 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
 | 
						|
		}
 | 
						|
		else 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 (unsigned int 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.size() > 0) {
 | 
						|
		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, 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(), 0, 0,
 | 
						|
	                         numFaces, numVertexPerFaces, faceStyle, faceEdgeMarks, cleanVIndices, viSize,
 | 
						|
	                         cleanNIndices, niSize, MIndices, viSize, 0, 0, 0);
 | 
						|
	// sets the id of the rep
 | 
						|
	rep->setId(Id(id, 0));
 | 
						|
	rep->setName(obi->ob->id.name + 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);
 | 
						|
 | 
						|
	Matrix44r meshMat = Matrix44r::identity();
 | 
						|
	currentMesh->setMatrix(meshMat);
 | 
						|
	currentMesh->Translate(0, 0, 0);
 | 
						|
 | 
						|
	currentMesh->AddChild(shape);
 | 
						|
	_Scene->AddChild(currentMesh);
 | 
						|
}
 |