230 lines
5.7 KiB
C++
230 lines
5.7 KiB
C++
/*
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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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#ifndef __FREESTYLE_VIEW_MAP_TESSELATOR_H__
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#define __FREESTYLE_VIEW_MAP_TESSELATOR_H__
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/** \file
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* \ingroup freestyle
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* \brief Class to build a Node Tree designed to be displayed from a Silhouette View Map structure.
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*/
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#include "Silhouette.h"
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#include "ViewMap.h"
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#include "../scene_graph/LineRep.h"
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#include "../scene_graph/NodeShape.h"
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#include "../scene_graph/NodeGroup.h"
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#include "../scene_graph/OrientedLineRep.h"
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#include "../scene_graph/VertexRep.h"
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#include "../winged_edge/WEdge.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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namespace Freestyle {
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class NodeShape;
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class NodeGroup;
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class SShape;
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class WShape;
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class ViewMapTesselator {
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public:
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inline ViewMapTesselator()
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{
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_nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE;
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_FrsMaterial.setDiffuse(0, 0, 0, 1);
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_overloadFrsMaterial = false;
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}
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virtual ~ViewMapTesselator()
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{
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}
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/*! Builds a set of lines rep contained under a a NodeShape, itself contained under a NodeGroup
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* from a ViewMap */
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NodeGroup *Tesselate(ViewMap *iViewMap);
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/*! Builds a set of lines rep contained under a a NodeShape, itself contained under a NodeGroup
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* from a set of view edges
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*/
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template<class ViewEdgesIterator>
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NodeGroup *Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end);
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/*! Builds a set of lines rep contained among a NodeShape, from a WShape */
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NodeGroup *Tesselate(WShape *iWShape);
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inline void setNature(Nature::EdgeNature iNature)
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{
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_nature = iNature;
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}
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inline void setFrsMaterial(const FrsMaterial &iMaterial)
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{
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_FrsMaterial = iMaterial;
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_overloadFrsMaterial = true;
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}
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inline Nature::EdgeNature nature()
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{
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return _nature;
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}
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inline const FrsMaterial &frs_material() const
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{
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return _FrsMaterial;
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}
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protected:
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virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0;
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private:
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Nature::EdgeNature _nature;
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FrsMaterial _FrsMaterial;
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bool _overloadFrsMaterial;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator")
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#endif
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};
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/*! Class to tesselate the 2D projected silhouette */
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class ViewMapTesselator2D : public ViewMapTesselator {
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public:
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inline ViewMapTesselator2D() : ViewMapTesselator()
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{
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}
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virtual ~ViewMapTesselator2D()
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{
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}
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protected:
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virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
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{
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iLine->AddVertex(v->point2D());
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}
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator2D")
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#endif
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};
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/*! Class to tesselate the 3D silhouette */
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class ViewMapTesselator3D : public ViewMapTesselator {
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public:
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inline ViewMapTesselator3D() : ViewMapTesselator()
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{
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}
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virtual ~ViewMapTesselator3D()
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{
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}
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protected:
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virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
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{
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iLine->AddVertex(v->point3D());
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}
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator3D")
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#endif
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};
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//
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// Implementation
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//
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///////////////////////////////////////////////
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template<class ViewEdgesIterator>
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NodeGroup *ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator 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->frs_material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
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tshape->setFrsMaterial(_FrsMaterial);
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LineRep *line;
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FEdge *firstEdge;
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FEdge *nextFEdge, *currentEdge;
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int id = 0;
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// for (vector<ViewEdge*>::const_iterator c = viewedges.begin(), cend = viewedges.end(); c !=
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// cend; c++)
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for (ViewEdgesIterator c = begin, cend = end; c != cend; c++) {
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#if 0
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if ((*c)->qi() > 0) {
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continue;
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}
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if (!((*c)->nature() & (_nature))) {
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continue;
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}
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#endif
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firstEdge = (*c)->fedgeA();
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#if 0
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if (firstEdge->invisibility() > 0) {
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continue;
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}
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#endif
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line = new OrientedLineRep();
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if (_overloadFrsMaterial) {
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line->setFrsMaterial(_FrsMaterial);
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}
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// there might be chains containing a single element
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if (0 == (firstEdge)->nextEdge()) {
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line->setStyle(LineRep::LINES);
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// line->AddVertex((*c)->vertexA()->point3D());
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// line->AddVertex((*c)->vertexB()->point3D());
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AddVertexToLine(line, firstEdge->vertexA());
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AddVertexToLine(line, firstEdge->vertexB());
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}
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else {
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line->setStyle(LineRep::LINE_STRIP);
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// firstEdge = (*c);
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nextFEdge = firstEdge;
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currentEdge = firstEdge;
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do {
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// line->AddVertex(nextFEdge->vertexA()->point3D());
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AddVertexToLine(line, nextFEdge->vertexA());
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currentEdge = nextFEdge;
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nextFEdge = nextFEdge->nextEdge();
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} while ((nextFEdge != NULL) && (nextFEdge != firstEdge));
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// Add the last vertex
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// line->AddVertex(currentEdge->vertexB()->point3D());
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AddVertexToLine(line, currentEdge->vertexB());
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}
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line->setId((*c)->getId().getFirst());
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line->ComputeBBox();
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tshape->AddRep(line);
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id++;
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}
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return group;
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}
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} /* namespace Freestyle */
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#endif // __FREESTYLE_VIEW_MAP_TESSELATOR_H__
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