This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
Hans Goudey 7966cd16d6 Mesh: Replace MPoly struct with offset indices
Implements #95967.

Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.

The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.

Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.

Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.

Some:
- The offset integer array has to be one longer than the face count to
  avoid a branch for every face, which means the data is no longer part
  of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
  until more reusable CoW from #104478 is committed. That will be added
  in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
  copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
  structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
  corners, but just in case, meshes with mismatched order are fixed by
  versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
  necessary here unfortunately. It should be worth it in 3.6, since
  that's the best way to allow loading meshes from 4.0, which is
  important for an LTS version.

Pull Request: blender/blender#105938
2023-04-04 20:39:28 +02:00

808 lines
23 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
*/
#include "BlenderFileLoader.h"
#include "BLI_utildefines.h"
#include "BKE_attribute.hh"
#include "BKE_global.h"
#include "BKE_mesh.hh"
#include "BKE_object.h"
#include <sstream>
using blender::float3;
using blender::Span;
namespace Freestyle {
BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
{
_re = re;
_depsgraph = depsgraph;
_Scene = nullptr;
_numFacesRead = 0;
#if 0
_minEdgeSize = DBL_MAX;
#endif
_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
_pRenderMonitor = nullptr;
}
BlenderFileLoader::~BlenderFileLoader()
{
_Scene = nullptr;
}
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;
if (_re->clip_start < 0.0f) {
// Adjust clipping start/end and set up a Z offset when the viewport preview
// is used with the orthographic view. In this case, _re->clip_start 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->clip_start + _z_near;
_z_far = -_re->clip_end + _z_offset;
}
else {
_z_near = -_re->clip_start;
_z_far = -_re->clip_end;
_z_offset = 0.0f;
}
int id = 0;
const eEvaluationMode eval_mode = DEG_get_mode(_depsgraph);
DEGObjectIterSettings deg_iter_settings{};
deg_iter_settings.depsgraph = _depsgraph;
deg_iter_settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
if ((ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) ||
(ob->visibility_flag & OB_HOLDOUT)) {
continue;
}
if (!(BKE_object_visibility(ob, eval_mode) & OB_VISIBLE_SELF)) {
continue;
}
/* Evaluated metaballs will appear as mesh objects in the iterator. */
if (ob->type == OB_MBALL) {
continue;
}
Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
if (mesh) {
insertShapeNode(ob, mesh, ++id);
BKE_object_to_mesh_clear(ob);
}
}
DEG_OBJECT_ITER_END;
// 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 (ELEM(sum, 3, -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[5],
bool em1,
bool em2,
bool em3,
const 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
uint 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, const FreestyleEdge *fed, const MLoopTri *lt, int i)
{
const Span<MEdge> edges = me->edges();
const Span<int> corner_verts = me->corner_verts();
const Span<int> corner_edges = me->corner_edges();
const int corner = lt->tri[i];
const int corner_next = lt->tri[(i + 1) % 3];
const MEdge *edge = &edges[corner_edges[corner]];
if (!ELEM(corner_verts[corner_next], edge->v1, edge->v2)) {
/* Not an edge in the original mesh before triangulation. */
return false;
}
return (fed[corner_edges[corner]].flag & FREESTYLE_EDGE_MARK) != 0;
}
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
using namespace blender;
char *name = ob->id.name + 2;
const Span<float3> vert_positions = me->vert_positions();
const OffsetIndices mesh_polys = me->polys();
const Span<int> corner_verts = me->corner_verts();
// Compute loop triangles
int tottri = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
blender::bke::mesh::looptris_calc(vert_positions, mesh_polys, corner_verts, {mlooptri, tottri});
// Compute loop normals
BKE_mesh_calc_normals_split(me);
const float(*lnors)[3] = nullptr;
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
lnors = (const float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
}
// Get other mesh data
const FreestyleEdge *fed = (const FreestyleEdge *)CustomData_get_layer(&me->edata,
CD_FREESTYLE_EDGE);
const FreestyleFace *ffa = (const FreestyleFace *)CustomData_get_layer(&me->pdata,
CD_FREESTYLE_FACE);
// Compute view matrix
Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
float viewinv[4][4], viewmat[4][4];
RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
invert_m4_m4(viewmat, viewinv);
// Compute matrix including camera transform
float obmat[4][4], nmat[4][4];
mul_m4_m4m4(obmat, viewmat, ob->object_to_world);
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).
uint 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, vert_positions[corner_verts[lt->tri[0]]]);
copy_v3_v3(v2, vert_positions[corner_verts[lt->tri[1]]]);
copy_v3_v3(v3, vert_positions[corner_verts[lt->tri[2]]]);
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;
uint vSize = 3 * 3 * numFaces;
float *vertices = new float[vSize];
uint nSize = vSize;
float *normals = new float[nSize];
uint *numVertexPerFaces = new uint[numFaces];
vector<Material *> meshMaterials;
vector<FrsMaterial> meshFrsMaterials;
IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
uint i;
for (i = 0; i < numFaces; i++) {
faceStyle[i] = IndexedFaceSet::TRIANGLES;
numVertexPerFaces[i] = 3;
}
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
uint viSize = 3 * numFaces;
uint *VIndices = new uint[viSize];
uint niSize = viSize;
uint *NIndices = new uint[niSize];
uint *MIndices = new uint[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;
const bke::AttributeAccessor attributes = me->attributes();
const VArray<int> material_indices = attributes.lookup_or_default<int>(
"material_index", ATTR_DOMAIN_FACE, 0);
const VArray<bool> sharp_faces = attributes.lookup_or_default<bool>(
"sharp_face", ATTR_DOMAIN_FACE, false);
// 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];
Material *mat = BKE_object_material_get(ob, material_indices[lt->poly] + 1);
copy_v3_v3(v1, vert_positions[corner_verts[lt->tri[0]]]);
copy_v3_v3(v2, vert_positions[corner_verts[lt->tri[1]]]);
copy_v3_v3(v3, vert_positions[corner_verts[lt->tri[2]]]);
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 && (!sharp_faces[lt->poly]) && 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);
}
uint 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, 1.0f);
tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, 1.0f);
tmpMat.setShininess(128.0f);
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
uint 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 = nullptr;
uint cvSize;
uint *cleanVIndices = nullptr;
GeomCleaner::CleanIndexedVertexArray(
vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
float *cleanNormals = nullptr;
uint cnSize;
uint *cleanNIndices = nullptr;
GeomCleaner::CleanIndexedVertexArray(
normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
// format materials array
FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
uint 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);
uint 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
}
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 (uint 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.empty()) {
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,
ulong(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(),
nullptr,
0,
numFaces,
numVertexPerFaces,
faceStyle,
faceEdgeMarks,
cleanVIndices,
viSize,
cleanNIndices,
niSize,
MIndices,
viSize,
nullptr,
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->filepath : "");
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 */