A motivating example of the problem the present solution aims to address is a quad face such that three of the four vertices are colinear (i.e., they are lying on a line). Depending on how this quad is separated into two triangles, one of them can be a degenerate triangle. Degenerate triangles of this form are easy to avoid by rotating the diagonal edge of quad faces without affecting the visual outcome. The fix implemented in this commit tries to address degenerate triangles in this way.
99 lines
2.6 KiB
C++
99 lines
2.6 KiB
C++
#ifndef BLENDER_FILE_LOADER_H
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# define BLENDER_FILE_LOADER_H
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# include <string.h>
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# include <float.h>
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# include "../system/FreestyleConfig.h"
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# include "../scene_graph/NodeGroup.h"
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# include "../scene_graph/NodeTransform.h"
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# include "../scene_graph/NodeShape.h"
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# include "../scene_graph/IndexedFaceSet.h"
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# include "../geometry/BBox.h"
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# include "../geometry/Geom.h"
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# include "../geometry/GeomCleaner.h"
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# include "../geometry/GeomUtils.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_scene_types.h"
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#include "render_types.h"
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#include "renderdatabase.h"
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#include "BKE_mesh.h"
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#include "BKE_scene.h"
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#include "BLI_math.h"
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#ifdef __cplusplus
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}
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#endif
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class NodeGroup;
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struct LoaderState {
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float *pv;
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float *pn;
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IndexedFaceSet::FaceEdgeMark *pm;
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unsigned *pvi;
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unsigned *pni;
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unsigned *pmi;
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unsigned currentIndex;
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unsigned currentMIndex;
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float minBBox[3];
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float maxBBox[3];
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};
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class LIB_SCENE_GRAPH_EXPORT BlenderFileLoader
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{
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public:
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/*! Builds a MaxFileLoader */
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BlenderFileLoader(Render *re, SceneRenderLayer* srl);
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virtual ~BlenderFileLoader();
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/*! Loads the 3D scene and returns a pointer to the scene root node */
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NodeGroup * Load();
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/*! Gets the number of read faces */
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inline unsigned int numFacesRead() {return _numFacesRead;}
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/*! Gets the smallest edge size read */
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inline real minEdgeSize() {return _minEdgeSize;}
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protected:
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void insertShapeNode(ObjectInstanceRen *obi, int id);
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int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
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bool testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3]);
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int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
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void clipLine(float v1[3], float v2[3], float c[3], float z);
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void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
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float triNormals[][3], float n1[3], float n2[3], float n3[3],
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bool edgeMarks[5], bool em1, bool em2, bool em3, int clip[3]);
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void addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
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float n1[3], float n2[3], float n3[3], bool fm, bool em1, bool em2, bool em3);
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protected:
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struct detri_t {
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unsigned viA, viB, viP; // 0 <= viA, viB, viP < viSize
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Vec3r v;
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unsigned n;
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};
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Render* _re;
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SceneRenderLayer* _srl;
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NodeGroup* _Scene;
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unsigned _numFacesRead;
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real _minEdgeSize;
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bool _smooth; /* if true, face smoothness is taken into account */
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float _viewplane_left;
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float _viewplane_right;
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float _viewplane_bottom;
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float _viewplane_top;
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float _z_near, _z_far;
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};
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#endif // BLENDER_FILE_LOADER_H
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