This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
Brecht Van Lommel 34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00

772 lines
22 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
* \ingroup freestyle
*/
#include "BlenderFileLoader.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include <sstream>
namespace Freestyle {
BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer)
{
_re = re;
_view_layer = view_layer;
_Scene = NULL;
_numFacesRead = 0;
#if 0
_minEdgeSize = DBL_MAX;
#endif
_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
_pRenderMonitor = NULL;
}
BlenderFileLoader::~BlenderFileLoader()
{
_Scene = NULL;
}
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;
_viewplane_left = _re->viewplane.xmin;
_viewplane_right = _re->viewplane.xmax;
_viewplane_bottom = _re->viewplane.ymin;
_viewplane_top = _re->viewplane.ymax;
if (_re->clipsta < 0.f) {
// Adjust clipping start/end and set up a Z offset when the viewport preview
// is used with the orthographic view. In this case, _re->clipsta 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->clipsta + _z_near;
_z_far = -_re->clipend + _z_offset;
}
else {
_z_near = -_re->clipsta;
_z_far = -_re->clipend;
_z_offset = 0.f;
}
ViewLayer *view_layer = (ViewLayer*)BLI_findstring(&_re->scene->view_layers, _view_layer->name, offsetof(ViewLayer, name));
Depsgraph *depsgraph = DEG_graph_new(_re->scene, view_layer, DAG_EVAL_RENDER);
BKE_scene_graph_update_tagged(depsgraph, _re->main);
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
<< " b " << _viewplane_bottom << " t " << _viewplane_top
<< " n " << _z_near << " f " << _z_far << endl;
}
#endif
int id = 0;
DEG_OBJECT_ITER_BEGIN(
depsgraph, ob, DEG_ITER_OBJECT_MODE_RENDER,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
bool apply_modifiers = true;
bool calc_undeformed = false;
bool calc_tessface = false;
Mesh *mesh = BKE_mesh_new_from_object(depsgraph,
_re->main,
_re->scene,
ob,
apply_modifiers,
calc_tessface,
calc_undeformed);
if (mesh) {
insertShapeNode(ob, mesh, ++id);
BKE_libblock_free_ex(_re->main, &mesh->id, true, false);
}
}
DEG_OBJECT_ITER_END;
DEG_graph_free(depsgraph);
// 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 (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(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[], bool em1, bool em2, bool em3, 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
unsigned int 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, FreestyleEdge *fed, const MLoopTri *lt, int i)
{
MLoop *mloop = &me->mloop[lt->tri[i]];
MLoop *mloop_next = &me->mloop[lt->tri[(i+1)%3]];
MEdge *medge = &me->medge[mloop->e];
if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
/* Not an edge in the original mesh before triangulation. */
return false;
}
return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
}
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
char *name = ob->id.name + 2;
// Compute loop triangles
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *mlooptri = (MLoopTri*)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
BKE_mesh_recalc_looptri(
me->mloop, me->mpoly,
me->mvert,
me->totloop, me->totpoly,
mlooptri);
// Compute loop normals
BKE_mesh_calc_normals_split(me);
float (*lnors)[3] = NULL;
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
}
// Get other mesh data
MVert *mvert = me->mvert;
MLoop *mloop = me->mloop;
MPoly *mpoly = me->mpoly;
FreestyleEdge *fed = (FreestyleEdge*)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
FreestyleFace *ffa = (FreestyleFace*)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
// Compute matrix including camera transform
float obmat[4][4], nmat[4][4];
mul_m4_m4m4(obmat, _re->viewmat, ob->obmat);
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).
unsigned numFaces = 0;
float v1[3], v2[3], v3[3];
float n1[3], n2[3], n3[3], facenormal[3];
int clip[3];
int wire_material = 0;
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
const MPoly *mp = &mpoly[lt->poly];
Material *mat = give_current_material(ob, mp->mat_nr + 1);
if (mat && mat->mode & MA_ONLYCAST) {
continue;
}
if (mat && mat->material_type == MA_TYPE_WIRE) {
wire_material = 1;
continue;
}
copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
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 (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) {
MEM_freeN(mlooptri);
return;
}
// We allocate memory for the meshes to be imported
NodeGroup *currentMesh = new NodeGroup;
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<Material *> meshMaterials;
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.
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
const MPoly *mp = &mpoly[lt->poly];
Material *mat = give_current_material(ob, mp->mat_nr + 1);
if (mat && ((mat->mode & MA_ONLYCAST) || mat->material_type == MA_TYPE_WIRE))
continue;
copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
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 && (mp->flag & ME_SMOOTH) && 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);
}
unsigned int 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, 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);
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
unsigned int 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 = NULL;
unsigned int cvSize;
unsigned int *cleanVIndices = NULL;
GeomCleaner::CleanIndexedVertexArray(vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
float *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, (long unsigned int)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(ob->id.name + 2);
rep->setLibraryPath(ob->id.lib ? ob->id.lib->name : NULL);
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 */