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blender-archive/source/blender/freestyle/intern/view_map/ViewMapTesselator.h

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