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blender-archive/source/blender/freestyle/intern/stroke/StrokeTesselator.cpp

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/*
* ***** 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,
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* 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
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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/** \file blender/freestyle/intern/stroke/StrokeTesselator.cpp
* \ingroup freestyle
* \brief Class to build a Node Tree designed to be displayed from a set of strokes structure.
* \author Stephane Grabli
* \date 26/03/2002
*/
#include "StrokeAdvancedIterators.h"
#include "StrokeTesselator.h"
#include "../scene_graph/OrientedLineRep.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/NodeShape.h"
namespace Freestyle {
LineRep *StrokeTesselator::Tesselate(Stroke *iStroke)
{
if (0 == iStroke)
return 0;
LineRep *line;
line = new OrientedLineRep();
Stroke::vertex_iterator v, vend;
if (2 == iStroke->vertices_size()) {
line->setStyle(LineRep::LINES);
v = iStroke->vertices_begin();
StrokeVertex *svA = (*v);
v++;
StrokeVertex *svB = (*v);
Vec3r A((*svA)[0], (*svA)[1], 0);
Vec3r B((*svB)[0], (*svB)[1], 0);
line->AddVertex(A);
line->AddVertex(B);
}
else {
if (_overloadFrsMaterial)
line->setFrsMaterial(_FrsMaterial);
line->setStyle(LineRep::LINE_STRIP);
for (v = iStroke->vertices_begin(), vend = iStroke->vertices_end(); v != vend; v++) {
StrokeVertex *sv = (*v);
Vec3r V((*sv)[0], (*sv)[1], 0);
line->AddVertex(V);
}
}
line->setId(iStroke->getId());
line->ComputeBBox();
return line;
}
template<class StrokeVertexIterator>
NodeGroup *StrokeTesselator::Tesselate(StrokeVertexIterator begin, StrokeVertexIterator end)
{
NodeGroup *group = new NodeGroup;
NodeShape *tshape = new NodeShape;
group->AddChild(tshape);
//tshape->material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
tshape->setFrsMaterial(_FrsMaterial);
for (StrokeVertexIterator c = begin, cend = end; c != cend; c++) {
tshape->AddRep(Tesselate((*c)));
}
return group;
}
} /* namespace Freestyle */