92 lines
2.5 KiB
C++
92 lines
2.5 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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/stroke/StrokeTesselator.cpp
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* \ingroup freestyle
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* \brief Class to build a Node Tree designed to be displayed from a set of strokes structure.
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* \author Stephane Grabli
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* \date 26/03/2002
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*/
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#include "StrokeAdvancedIterators.h"
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#include "StrokeTesselator.h"
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#include "../scene_graph/OrientedLineRep.h"
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#include "../scene_graph/NodeGroup.h"
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#include "../scene_graph/NodeShape.h"
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namespace Freestyle {
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LineRep *StrokeTesselator::Tesselate(Stroke *iStroke)
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{
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if (0 == iStroke)
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return 0;
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LineRep *line;
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line = new OrientedLineRep();
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Stroke::vertex_iterator v, vend;
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if (2 == iStroke->vertices_size()) {
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line->setStyle(LineRep::LINES);
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v = iStroke->vertices_begin();
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StrokeVertex *svA = (*v);
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v++;
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StrokeVertex *svB = (*v);
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Vec3r A((*svA)[0], (*svA)[1], 0);
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Vec3r B((*svB)[0], (*svB)[1], 0);
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line->AddVertex(A);
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line->AddVertex(B);
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}
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else {
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if (_overloadFrsMaterial)
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line->setFrsMaterial(_FrsMaterial);
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line->setStyle(LineRep::LINE_STRIP);
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for (v = iStroke->vertices_begin(), vend = iStroke->vertices_end(); v != vend; v++) {
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StrokeVertex *sv = (*v);
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Vec3r V((*sv)[0], (*sv)[1], 0);
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line->AddVertex(V);
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}
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}
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line->setId(iStroke->getId());
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line->ComputeBBox();
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return line;
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}
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template<class StrokeVertexIterator>
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NodeGroup *StrokeTesselator::Tesselate(StrokeVertexIterator begin, StrokeVertexIterator end)
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{
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NodeGroup *group = new NodeGroup;
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NodeShape *tshape = new NodeShape;
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group->AddChild(tshape);
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//tshape->material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
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tshape->setFrsMaterial(_FrsMaterial);
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for (StrokeVertexIterator c = begin, cend = end; c != cend; c++) {
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tshape->AddRep(Tesselate((*c)));
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}
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return group;
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}
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} /* namespace Freestyle */
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