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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00

750 lines
21 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];
for (int a = 0; a < tottri; a++) {
const MLoopTri *lt = &mlooptri[a];
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 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);
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, 1.0f);
tmpMat.setShininess(128.f);
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 */