In some cases comments at the end of control statements were wrapped onto new lines which made it read as if they applied to the next line instead of the (now) previous line. Relocate comments to the previous line or in some cases the end of the line (before the brace) to avoid confusion. Note that in quite a few cases these blocks didn't read well even before MultiLine was used as comments after the brace caused wrapping across multiple lines in a way that didn't follow formatting used everywhere else.
798 lines
22 KiB
C++
798 lines
22 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup freestyle
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* \brief Class to build view edges and the underlying chains of feature edges...
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*/
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#include <list>
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#include "SilhouetteGeomEngine.h"
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#include "ViewEdgeXBuilder.h"
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#include "ViewMap.h"
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#include "../winged_edge/WXEdge.h"
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#include "BLI_sys_types.h"
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using namespace std;
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namespace Freestyle {
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void ViewEdgeXBuilder::Init(ViewShape *oVShape)
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{
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if (nullptr == oVShape) {
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return;
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}
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// for design convenience, we store the current SShape.
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_pCurrentSShape = oVShape->sshape();
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if (nullptr == _pCurrentSShape) {
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return;
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}
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_pCurrentVShape = oVShape;
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// Reset previous data
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//--------------------
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if (!_SVertexMap.empty()) {
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_SVertexMap.clear();
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}
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}
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void ViewEdgeXBuilder::BuildViewEdges(WXShape *iWShape,
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ViewShape *oVShape,
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vector<ViewEdge *> &ioVEdges,
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vector<ViewVertex *> &ioVVertices,
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vector<FEdge *> &ioFEdges,
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vector<SVertex *> &ioSVertices)
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{
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// Reinit structures
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Init(oVShape);
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/* ViewEdge *vedge; */ /* UNUSED */
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// Let us build the smooth stuff
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//----------------------------------------
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// We parse all faces to find the ones that contain smooth edges
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vector<WFace *> &wfaces = iWShape->GetFaceList();
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vector<WFace *>::iterator wf, wfend;
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WXFace *wxf;
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for (wf = wfaces.begin(), wfend = wfaces.end(); wf != wfend; wf++) {
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wxf = dynamic_cast<WXFace *>(*wf);
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if (false == (wxf)->hasSmoothEdges()) { // does it contain at least one smooth edge ?
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continue;
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}
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// parse all smooth layers:
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vector<WXFaceLayer *> &smoothLayers = wxf->getSmoothLayers();
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for (vector<WXFaceLayer *>::iterator sl = smoothLayers.begin(), slend = smoothLayers.end();
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sl != slend;
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++sl)
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{
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if (!(*sl)->hasSmoothEdge()) {
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continue;
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}
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if (stopSmoothViewEdge(*sl)) { // has it been parsed already ?
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continue;
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}
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// here we know that we're dealing with a face layer that has not been processed yet and that
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// contains a smooth edge.
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/* vedge =*//* UNUSED */ BuildSmoothViewEdge(OWXFaceLayer(*sl, true));
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}
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}
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// Now let's build sharp view edges:
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//----------------------------------
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// Reset all userdata for WXEdge structure
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//----------------------------------------
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// iWShape->ResetUserData();
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WXEdge *wxe;
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vector<WEdge *> &wedges = iWShape->getEdgeList();
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//------------------------------
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for (vector<WEdge *>::iterator we = wedges.begin(), weend = wedges.end(); we != weend; we++) {
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wxe = dynamic_cast<WXEdge *>(*we);
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if (Nature::NO_FEATURE == wxe->nature()) {
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continue;
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}
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if (!stopSharpViewEdge(wxe)) {
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bool b = true;
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if (wxe->order() == -1) {
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b = false;
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}
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BuildSharpViewEdge(OWXEdge(wxe, b));
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}
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}
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// Reset all userdata for WXEdge structure
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//----------------------------------------
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iWShape->ResetUserData();
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// Add all these new edges to the scene's feature edges list:
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//-----------------------------------------------------------
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vector<FEdge *> &newedges = _pCurrentSShape->getEdgeList();
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vector<SVertex *> &newVertices = _pCurrentSShape->getVertexList();
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vector<ViewVertex *> &newVVertices = _pCurrentVShape->vertices();
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vector<ViewEdge *> &newVEdges = _pCurrentVShape->edges();
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// inserts in ioFEdges, at its end, all the edges of newedges
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ioFEdges.insert(ioFEdges.end(), newedges.begin(), newedges.end());
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ioSVertices.insert(ioSVertices.end(), newVertices.begin(), newVertices.end());
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ioVVertices.insert(ioVVertices.end(), newVVertices.begin(), newVVertices.end());
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ioVEdges.insert(ioVEdges.end(), newVEdges.begin(), newVEdges.end());
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}
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ViewEdge *ViewEdgeXBuilder::BuildSmoothViewEdge(const OWXFaceLayer &iFaceLayer)
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{
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// Find first edge:
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OWXFaceLayer first = iFaceLayer;
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OWXFaceLayer currentFace = first;
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// bidirectional chaining.
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// first direction
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list<OWXFaceLayer> facesChain;
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uint size = 0;
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while (!stopSmoothViewEdge(currentFace.fl)) {
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facesChain.push_back(currentFace);
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++size;
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currentFace.fl->userdata = (void *)1; // processed
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// Find the next edge!
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currentFace = FindNextFaceLayer(currentFace);
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}
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OWXFaceLayer end = facesChain.back();
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// second direction
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currentFace = FindPreviousFaceLayer(first);
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while (!stopSmoothViewEdge(currentFace.fl)) {
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facesChain.push_front(currentFace);
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++size;
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currentFace.fl->userdata = (void *)1; // processed
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// Find the previous edge!
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currentFace = FindPreviousFaceLayer(currentFace);
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}
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first = facesChain.front();
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if (iFaceLayer.fl->nature() & Nature::RIDGE) {
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if (size < 4) {
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return nullptr;
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}
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}
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// Start a new chain edges
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ViewEdge *newVEdge = new ViewEdge;
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newVEdge->setId(_currentViewId);
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++_currentViewId;
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_pCurrentVShape->AddEdge(newVEdge);
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// build FEdges
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FEdge *feprevious = nullptr;
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FEdge *fefirst = nullptr;
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FEdge *fe = nullptr;
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for (list<OWXFaceLayer>::iterator fl = facesChain.begin(), flend = facesChain.end(); fl != flend;
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++fl)
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{
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fe = BuildSmoothFEdge(feprevious, (*fl));
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if (feprevious && fe == feprevious) {
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continue;
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}
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fe->setViewEdge(newVEdge);
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if (!fefirst) {
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fefirst = fe;
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}
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feprevious = fe;
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}
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// Store the chain starting edge:
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_pCurrentSShape->AddChain(fefirst);
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newVEdge->setNature(iFaceLayer.fl->nature());
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newVEdge->setFEdgeA(fefirst);
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newVEdge->setFEdgeB(fe);
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// is it a closed loop ?
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if ((first == end) && (size != 1)) {
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fefirst->setPreviousEdge(fe);
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fe->setNextEdge(fefirst);
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newVEdge->setA(nullptr);
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newVEdge->setB(nullptr);
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}
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else {
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ViewVertex *vva = MakeViewVertex(fefirst->vertexA());
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ViewVertex *vvb = MakeViewVertex(fe->vertexB());
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((NonTVertex *)vva)->AddOutgoingViewEdge(newVEdge);
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((NonTVertex *)vvb)->AddIncomingViewEdge(newVEdge);
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newVEdge->setA(vva);
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newVEdge->setB(vvb);
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}
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return newVEdge;
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}
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ViewEdge *ViewEdgeXBuilder::BuildSharpViewEdge(const OWXEdge &iWEdge)
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{
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// Start a new sharp chain edges
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ViewEdge *newVEdge = new ViewEdge;
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newVEdge->setId(_currentViewId);
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++_currentViewId;
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uint size = 0;
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_pCurrentVShape->AddEdge(newVEdge);
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// Find first edge:
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OWXEdge firstWEdge = iWEdge;
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/* OWXEdge previousWEdge = firstWEdge; */ /* UNUSED */
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OWXEdge currentWEdge = firstWEdge;
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list<OWXEdge> edgesChain;
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#if 0 /* TK 02-Sep-2012 Experimental fix for incorrect view edge visibility. */
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// bidirectional chaining
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// first direction:
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while (!stopSharpViewEdge(currentWEdge.e)) {
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edgesChain.push_back(currentWEdge);
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++size;
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currentWEdge.e->userdata = (void *)1; // processed
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// Find the next edge!
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currentWEdge = FindNextWEdge(currentWEdge);
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}
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OWXEdge endWEdge = edgesChain.back();
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// second direction
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currentWEdge = FindPreviousWEdge(firstWEdge);
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while (!stopSharpViewEdge(currentWEdge.e)) {
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edgesChain.push_front(currentWEdge);
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++size;
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currentWEdge.e->userdata = (void *)1; // processed
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// Find the previous edge!
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currentWEdge = FindPreviousWEdge(currentWEdge);
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}
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#else
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edgesChain.push_back(currentWEdge);
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++size;
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currentWEdge.e->userdata = (void *)1; // processed
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OWXEdge endWEdge = edgesChain.back();
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#endif
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firstWEdge = edgesChain.front();
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// build FEdges
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FEdge *feprevious = nullptr;
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FEdge *fefirst = nullptr;
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FEdge *fe = nullptr;
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for (list<OWXEdge>::iterator we = edgesChain.begin(), weend = edgesChain.end(); we != weend;
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++we) {
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fe = BuildSharpFEdge(feprevious, (*we));
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fe->setViewEdge(newVEdge);
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if (!fefirst) {
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fefirst = fe;
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}
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feprevious = fe;
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}
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// Store the chain starting edge:
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_pCurrentSShape->AddChain(fefirst);
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newVEdge->setNature(iWEdge.e->nature());
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newVEdge->setFEdgeA(fefirst);
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newVEdge->setFEdgeB(fe);
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// is it a closed loop ?
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if ((firstWEdge == endWEdge) && (size != 1)) {
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fefirst->setPreviousEdge(fe);
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fe->setNextEdge(fefirst);
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newVEdge->setA(nullptr);
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newVEdge->setB(nullptr);
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}
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else {
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ViewVertex *vva = MakeViewVertex(fefirst->vertexA());
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ViewVertex *vvb = MakeViewVertex(fe->vertexB());
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((NonTVertex *)vva)->AddOutgoingViewEdge(newVEdge);
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((NonTVertex *)vvb)->AddIncomingViewEdge(newVEdge);
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newVEdge->setA(vva);
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newVEdge->setB(vvb);
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}
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return newVEdge;
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}
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OWXFaceLayer ViewEdgeXBuilder::FindNextFaceLayer(const OWXFaceLayer &iFaceLayer)
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{
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WXFace *nextFace = nullptr;
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WOEdge *woeend;
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real tend;
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if (iFaceLayer.order) {
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woeend = iFaceLayer.fl->getSmoothEdge()->woeb();
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tend = iFaceLayer.fl->getSmoothEdge()->tb();
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}
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else {
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woeend = iFaceLayer.fl->getSmoothEdge()->woea();
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tend = iFaceLayer.fl->getSmoothEdge()->ta();
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}
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// special case of EDGE_VERTEX config:
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if (ELEM(tend, 0.0, 1.0)) {
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WVertex *nextVertex;
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if (tend == 0.0) {
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nextVertex = woeend->GetaVertex();
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}
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else {
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nextVertex = woeend->GetbVertex();
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}
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if (nextVertex->isBoundary()) { // if it's a non-manifold vertex -> ignore
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return OWXFaceLayer(nullptr, true);
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}
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bool found = false;
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WVertex::face_iterator f = nextVertex->faces_begin();
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WVertex::face_iterator fend = nextVertex->faces_end();
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while ((!found) && (f != fend)) {
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nextFace = dynamic_cast<WXFace *>(*f);
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if ((nullptr != nextFace) && (nextFace != iFaceLayer.fl->getFace())) {
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vector<WXFaceLayer *> sameNatureLayers;
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nextFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers);
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// don't know... Maybe should test whether this face has also a vertex_edge configuration.
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if (sameNatureLayers.size() == 1) {
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WXFaceLayer *winner = sameNatureLayers[0];
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// check face mark continuity
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if (winner->getFace()->GetMark() != iFaceLayer.fl->getFace()->GetMark()) {
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return OWXFaceLayer(nullptr, true);
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}
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if (woeend == winner->getSmoothEdge()->woea()->twin()) {
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return OWXFaceLayer(winner, true);
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}
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return OWXFaceLayer(winner, false);
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}
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}
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++f;
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}
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}
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else {
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nextFace = dynamic_cast<WXFace *>(iFaceLayer.fl->getFace()->GetBordingFace(woeend));
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if (!nextFace) {
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return OWXFaceLayer(nullptr, true);
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}
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// if the next face layer has either no smooth edge or no smooth edge of same nature, no next
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// face
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if (!nextFace->hasSmoothEdges()) {
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return OWXFaceLayer(nullptr, true);
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}
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vector<WXFaceLayer *> sameNatureLayers;
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nextFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers);
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// don't know how to deal with several edges of same nature on a single face
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if (sameNatureLayers.empty() || (sameNatureLayers.size() != 1)) {
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return OWXFaceLayer(nullptr, true);
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}
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WXFaceLayer *winner = sameNatureLayers[0];
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// check face mark continuity
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if (winner->getFace()->GetMark() != iFaceLayer.fl->getFace()->GetMark()) {
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return OWXFaceLayer(nullptr, true);
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}
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if (woeend == winner->getSmoothEdge()->woea()->twin()) {
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return OWXFaceLayer(winner, true);
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}
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return OWXFaceLayer(winner, false);
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}
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return OWXFaceLayer(nullptr, true);
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}
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OWXFaceLayer ViewEdgeXBuilder::FindPreviousFaceLayer(const OWXFaceLayer &iFaceLayer)
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{
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WXFace *previousFace = nullptr;
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WOEdge *woebegin;
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real tend;
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if (iFaceLayer.order) {
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woebegin = iFaceLayer.fl->getSmoothEdge()->woea();
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tend = iFaceLayer.fl->getSmoothEdge()->ta();
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}
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else {
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woebegin = iFaceLayer.fl->getSmoothEdge()->woeb();
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tend = iFaceLayer.fl->getSmoothEdge()->tb();
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}
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// special case of EDGE_VERTEX config:
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if (ELEM(tend, 0.0, 1.0)) {
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WVertex *previousVertex;
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if (tend == 0.0) {
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previousVertex = woebegin->GetaVertex();
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}
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else {
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previousVertex = woebegin->GetbVertex();
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}
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if (previousVertex->isBoundary()) { // if it's a non-manifold vertex -> ignore
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return OWXFaceLayer(nullptr, true);
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}
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bool found = false;
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WVertex::face_iterator f = previousVertex->faces_begin();
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WVertex::face_iterator fend = previousVertex->faces_end();
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for (; (!found) && (f != fend); ++f) {
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previousFace = dynamic_cast<WXFace *>(*f);
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if ((nullptr != previousFace) && (previousFace != iFaceLayer.fl->getFace())) {
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vector<WXFaceLayer *> sameNatureLayers;
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previousFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers);
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// don't know... Maybe should test whether this face has also a vertex_edge configuration
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if (sameNatureLayers.size() == 1) {
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WXFaceLayer *winner = sameNatureLayers[0];
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// check face mark continuity
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if (winner->getFace()->GetMark() != iFaceLayer.fl->getFace()->GetMark()) {
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return OWXFaceLayer(nullptr, true);
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}
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if (woebegin == winner->getSmoothEdge()->woeb()->twin()) {
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return OWXFaceLayer(winner, true);
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}
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return OWXFaceLayer(winner, false);
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}
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}
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}
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}
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else {
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previousFace = dynamic_cast<WXFace *>(iFaceLayer.fl->getFace()->GetBordingFace(woebegin));
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if (nullptr == previousFace) {
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return OWXFaceLayer(nullptr, true);
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}
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// if the next face layer has either no smooth edge or no smooth edge of same nature, no next
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// face
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if (!previousFace->hasSmoothEdges()) {
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return OWXFaceLayer(nullptr, true);
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}
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vector<WXFaceLayer *> sameNatureLayers;
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previousFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers);
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// don't know how to deal with several edges of same nature on a single face
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if (sameNatureLayers.empty() || (sameNatureLayers.size() != 1)) {
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return OWXFaceLayer(nullptr, true);
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}
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WXFaceLayer *winner = sameNatureLayers[0];
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// check face mark continuity
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if (winner->getFace()->GetMark() != iFaceLayer.fl->getFace()->GetMark()) {
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return OWXFaceLayer(nullptr, true);
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}
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if (woebegin == winner->getSmoothEdge()->woeb()->twin()) {
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return OWXFaceLayer(winner, true);
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}
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return OWXFaceLayer(winner, false);
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}
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return OWXFaceLayer(nullptr, true);
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}
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FEdge *ViewEdgeXBuilder::BuildSmoothFEdge(FEdge *feprevious, const OWXFaceLayer &ifl)
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{
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WOEdge *woea, *woeb;
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real ta, tb;
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SVertex *va, *vb;
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FEdgeSmooth *fe;
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// retrieve exact silhouette data
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WXSmoothEdge *se = ifl.fl->getSmoothEdge();
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if (ifl.order) {
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woea = se->woea();
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woeb = se->woeb();
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ta = se->ta();
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tb = se->tb();
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}
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else {
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woea = se->woeb();
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woeb = se->woea();
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ta = se->tb();
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tb = se->ta();
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}
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Vec3r normal;
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// Make the 2 Svertices
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/* That means that we don't have any vertex already built for that face. */
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if (feprevious == nullptr) {
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Vec3r A1(woea->GetaVertex()->GetVertex());
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Vec3r A2(woea->GetbVertex()->GetVertex());
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Vec3r A(A1 + ta * (A2 - A1));
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va = MakeSVertex(A, false);
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// Set normal:
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Vec3r NA1(ifl.fl->getFace()->GetVertexNormal(woea->GetaVertex()));
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Vec3r NA2(ifl.fl->getFace()->GetVertexNormal(woea->GetbVertex()));
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Vec3r na((1 - ta) * NA1 + ta * NA2);
|
|
na.normalize();
|
|
va->AddNormal(na);
|
|
normal = na;
|
|
|
|
// Set CurvatureInfo
|
|
CurvatureInfo *curvature_info_a = new CurvatureInfo(
|
|
*(dynamic_cast<WXVertex *>(woea->GetaVertex())->curvatures()),
|
|
*(dynamic_cast<WXVertex *>(woea->GetbVertex())->curvatures()),
|
|
ta);
|
|
va->setCurvatureInfo(curvature_info_a);
|
|
}
|
|
else {
|
|
va = feprevious->vertexB();
|
|
}
|
|
|
|
Vec3r B1(woeb->GetaVertex()->GetVertex());
|
|
Vec3r B2(woeb->GetbVertex()->GetVertex());
|
|
Vec3r B(B1 + tb * (B2 - B1));
|
|
|
|
if (feprevious && (B - va->point3D()).norm() < 1.0e-6) {
|
|
return feprevious;
|
|
}
|
|
|
|
vb = MakeSVertex(B, false);
|
|
// Set normal:
|
|
Vec3r NB1(ifl.fl->getFace()->GetVertexNormal(woeb->GetaVertex()));
|
|
Vec3r NB2(ifl.fl->getFace()->GetVertexNormal(woeb->GetbVertex()));
|
|
Vec3r nb((1 - tb) * NB1 + tb * NB2);
|
|
nb.normalize();
|
|
normal += nb;
|
|
vb->AddNormal(nb);
|
|
|
|
// Set CurvatureInfo
|
|
CurvatureInfo *curvature_info_b = new CurvatureInfo(
|
|
*(dynamic_cast<WXVertex *>(woeb->GetaVertex())->curvatures()),
|
|
*(dynamic_cast<WXVertex *>(woeb->GetbVertex())->curvatures()),
|
|
tb);
|
|
vb->setCurvatureInfo(curvature_info_b);
|
|
|
|
// Creates the corresponding feature edge
|
|
fe = new FEdgeSmooth(va, vb);
|
|
fe->setNature(ifl.fl->nature());
|
|
fe->setId(_currentFId);
|
|
fe->setFrsMaterialIndex(ifl.fl->getFace()->frs_materialIndex());
|
|
fe->setFace(ifl.fl->getFace());
|
|
fe->setFaceMark(ifl.fl->getFace()->GetMark());
|
|
if (feprevious == nullptr) {
|
|
normal.normalize();
|
|
}
|
|
fe->setNormal(normal);
|
|
fe->setPreviousEdge(feprevious);
|
|
if (feprevious) {
|
|
feprevious->setNextEdge(fe);
|
|
}
|
|
_pCurrentSShape->AddEdge(fe);
|
|
va->AddFEdge(fe);
|
|
vb->AddFEdge(fe);
|
|
|
|
++_currentFId;
|
|
ifl.fl->userdata = fe;
|
|
return fe;
|
|
}
|
|
|
|
bool ViewEdgeXBuilder::stopSmoothViewEdge(WXFaceLayer *iFaceLayer)
|
|
{
|
|
if (nullptr == iFaceLayer) {
|
|
return true;
|
|
}
|
|
if (iFaceLayer->userdata == nullptr) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int ViewEdgeXBuilder::retrieveFaceMarks(WXEdge *iEdge)
|
|
{
|
|
WFace *aFace = iEdge->GetaFace();
|
|
WFace *bFace = iEdge->GetbFace();
|
|
int result = 0;
|
|
if (aFace && aFace->GetMark()) {
|
|
result += 1;
|
|
}
|
|
if (bFace && bFace->GetMark()) {
|
|
result += 2;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
OWXEdge ViewEdgeXBuilder::FindNextWEdge(const OWXEdge &iEdge)
|
|
{
|
|
if (Nature::NO_FEATURE == iEdge.e->nature()) {
|
|
return OWXEdge(nullptr, true);
|
|
}
|
|
|
|
WVertex *v;
|
|
if (true == iEdge.order) {
|
|
v = iEdge.e->GetbVertex();
|
|
}
|
|
else {
|
|
v = iEdge.e->GetaVertex();
|
|
}
|
|
|
|
if (((WXVertex *)v)->isFeature()) {
|
|
return nullptr; /* XXX eeek? NULL? OWXEdge(NULL, true/false)? */
|
|
}
|
|
|
|
int faceMarks = retrieveFaceMarks(iEdge.e);
|
|
vector<WEdge *> &vEdges = (v)->GetEdges();
|
|
for (vector<WEdge *>::iterator ve = vEdges.begin(), veend = vEdges.end(); ve != veend; ve++) {
|
|
WXEdge *wxe = dynamic_cast<WXEdge *>(*ve);
|
|
if (wxe == iEdge.e) {
|
|
continue; // same edge as the one processed
|
|
}
|
|
|
|
if (wxe->nature() != iEdge.e->nature()) {
|
|
continue;
|
|
}
|
|
|
|
// check face mark continuity
|
|
if (retrieveFaceMarks(wxe) != faceMarks) {
|
|
continue;
|
|
}
|
|
|
|
if (wxe->GetaVertex() == v) {
|
|
// That means that the face necessarily lies on the edge left.
|
|
// So the vertex order is OK.
|
|
return OWXEdge(wxe, true);
|
|
}
|
|
|
|
// That means that the face necessarily lies on the edge left.
|
|
// So the vertex order is OK.
|
|
return OWXEdge(wxe, false);
|
|
}
|
|
// we did not find:
|
|
return OWXEdge(nullptr, true);
|
|
}
|
|
|
|
OWXEdge ViewEdgeXBuilder::FindPreviousWEdge(const OWXEdge &iEdge)
|
|
{
|
|
if (Nature::NO_FEATURE == iEdge.e->nature()) {
|
|
return OWXEdge(nullptr, true);
|
|
}
|
|
|
|
WVertex *v;
|
|
if (true == iEdge.order) {
|
|
v = iEdge.e->GetaVertex();
|
|
}
|
|
else {
|
|
v = iEdge.e->GetbVertex();
|
|
}
|
|
|
|
if (((WXVertex *)v)->isFeature()) {
|
|
return nullptr;
|
|
}
|
|
|
|
int faceMarks = retrieveFaceMarks(iEdge.e);
|
|
vector<WEdge *> &vEdges = (v)->GetEdges();
|
|
for (vector<WEdge *>::iterator ve = vEdges.begin(), veend = vEdges.end(); ve != veend; ve++) {
|
|
WXEdge *wxe = dynamic_cast<WXEdge *>(*ve);
|
|
if (wxe == iEdge.e) {
|
|
continue; // same edge as the one processed
|
|
}
|
|
|
|
if (wxe->nature() != iEdge.e->nature()) {
|
|
continue;
|
|
}
|
|
|
|
// check face mark continuity
|
|
if (retrieveFaceMarks(wxe) != faceMarks) {
|
|
continue;
|
|
}
|
|
|
|
if (wxe->GetbVertex() == v) {
|
|
return OWXEdge(wxe, true);
|
|
}
|
|
|
|
return OWXEdge(wxe, false);
|
|
}
|
|
// we did not find:
|
|
return OWXEdge(nullptr, true);
|
|
}
|
|
|
|
FEdge *ViewEdgeXBuilder::BuildSharpFEdge(FEdge *feprevious, const OWXEdge &iwe)
|
|
{
|
|
SVertex *va, *vb;
|
|
FEdgeSharp *fe;
|
|
Vec3r vA, vB;
|
|
if (iwe.order) {
|
|
vA = iwe.e->GetaVertex()->GetVertex();
|
|
vB = iwe.e->GetbVertex()->GetVertex();
|
|
}
|
|
else {
|
|
vA = iwe.e->GetbVertex()->GetVertex();
|
|
vB = iwe.e->GetaVertex()->GetVertex();
|
|
}
|
|
// Make the 2 SVertex
|
|
va = MakeSVertex(vA, true);
|
|
vb = MakeSVertex(vB, true);
|
|
|
|
// get the faces normals and the material indices
|
|
Vec3r normalA, normalB;
|
|
uint matA(0), matB(0);
|
|
bool faceMarkA = false, faceMarkB = false;
|
|
if (iwe.order) {
|
|
normalB = iwe.e->GetbFace()->GetNormal();
|
|
matB = iwe.e->GetbFace()->frs_materialIndex();
|
|
faceMarkB = iwe.e->GetbFace()->GetMark();
|
|
if (!(iwe.e->nature() & Nature::BORDER)) {
|
|
normalA = iwe.e->GetaFace()->GetNormal();
|
|
matA = iwe.e->GetaFace()->frs_materialIndex();
|
|
faceMarkA = iwe.e->GetaFace()->GetMark();
|
|
}
|
|
}
|
|
else {
|
|
normalA = iwe.e->GetbFace()->GetNormal();
|
|
matA = iwe.e->GetbFace()->frs_materialIndex();
|
|
faceMarkA = iwe.e->GetbFace()->GetMark();
|
|
if (!(iwe.e->nature() & Nature::BORDER)) {
|
|
normalB = iwe.e->GetaFace()->GetNormal();
|
|
matB = iwe.e->GetaFace()->frs_materialIndex();
|
|
faceMarkB = iwe.e->GetaFace()->GetMark();
|
|
}
|
|
}
|
|
// Creates the corresponding feature edge
|
|
fe = new FEdgeSharp(va, vb);
|
|
fe->setNature(iwe.e->nature());
|
|
fe->setId(_currentFId);
|
|
fe->setaFrsMaterialIndex(matA);
|
|
fe->setbFrsMaterialIndex(matB);
|
|
fe->setaFaceMark(faceMarkA);
|
|
fe->setbFaceMark(faceMarkB);
|
|
fe->setNormalA(normalA);
|
|
fe->setNormalB(normalB);
|
|
fe->setPreviousEdge(feprevious);
|
|
if (feprevious) {
|
|
feprevious->setNextEdge(fe);
|
|
}
|
|
_pCurrentSShape->AddEdge(fe);
|
|
va->AddFEdge(fe);
|
|
vb->AddFEdge(fe);
|
|
// Add normals:
|
|
va->AddNormal(normalA);
|
|
va->AddNormal(normalB);
|
|
vb->AddNormal(normalA);
|
|
vb->AddNormal(normalB);
|
|
|
|
++_currentFId;
|
|
iwe.e->userdata = fe;
|
|
return fe;
|
|
}
|
|
|
|
bool ViewEdgeXBuilder::stopSharpViewEdge(WXEdge *iEdge)
|
|
{
|
|
if (nullptr == iEdge) {
|
|
return true;
|
|
}
|
|
if (iEdge->userdata == nullptr) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SVertex *ViewEdgeXBuilder::MakeSVertex(Vec3r &iPoint)
|
|
{
|
|
SVertex *va = new SVertex(iPoint, _currentSVertexId);
|
|
SilhouetteGeomEngine::ProjectSilhouette(va);
|
|
++_currentSVertexId;
|
|
// Add the svertex to the SShape svertex list:
|
|
_pCurrentSShape->AddNewVertex(va);
|
|
return va;
|
|
}
|
|
|
|
SVertex *ViewEdgeXBuilder::MakeSVertex(Vec3r &iPoint, bool shared)
|
|
{
|
|
SVertex *va;
|
|
if (!shared) {
|
|
va = MakeSVertex(iPoint);
|
|
}
|
|
else {
|
|
// Check whether the iPoint is already in the table
|
|
SVertexMap::const_iterator found = _SVertexMap.find(iPoint);
|
|
if (shared && found != _SVertexMap.end()) {
|
|
va = (*found).second;
|
|
}
|
|
else {
|
|
va = MakeSVertex(iPoint);
|
|
// Add the svertex into the table using iPoint as the key
|
|
_SVertexMap[iPoint] = va;
|
|
}
|
|
}
|
|
return va;
|
|
}
|
|
|
|
ViewVertex *ViewEdgeXBuilder::MakeViewVertex(SVertex *iSVertex)
|
|
{
|
|
ViewVertex *vva = iSVertex->viewvertex();
|
|
if (vva) {
|
|
return vva;
|
|
}
|
|
vva = new NonTVertex(iSVertex);
|
|
// Add the view vertex to the ViewShape svertex list:
|
|
_pCurrentVShape->AddVertex(vva);
|
|
return vva;
|
|
}
|
|
|
|
} /* namespace Freestyle */
|