This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
793 lines
23 KiB
C++
793 lines
23 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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*/
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#include "BlenderFileLoader.h"
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#include "BLI_utildefines.h"
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#include "BKE_attribute.hh"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include <sstream>
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namespace Freestyle {
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BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
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{
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_re = re;
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_depsgraph = depsgraph;
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_Scene = nullptr;
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_numFacesRead = 0;
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#if 0
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_minEdgeSize = DBL_MAX;
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#endif
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_smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
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_pRenderMonitor = nullptr;
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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_Scene = nullptr;
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}
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NodeGroup *BlenderFileLoader::Load()
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{
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "\n=== Importing triangular meshes into Blender ===" << endl;
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}
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// creation of the scene root node
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_Scene = new NodeGroup;
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if (_re->clip_start < 0.0f) {
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// Adjust clipping start/end and set up a Z offset when the viewport preview
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// is used with the orthographic view. In this case, _re->clip_start is negative,
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// while Freestyle assumes that imported mesh data are in the camera coordinate
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// system with the view point located at origin [bug T36009].
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_z_near = -0.001f;
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_z_offset = _re->clip_start + _z_near;
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_z_far = -_re->clip_end + _z_offset;
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}
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else {
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_z_near = -_re->clip_start;
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_z_far = -_re->clip_end;
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_z_offset = 0.0f;
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}
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int id = 0;
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const eEvaluationMode eval_mode = DEG_get_mode(_depsgraph);
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DEG_OBJECT_ITER_BEGIN (_depsgraph,
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ob,
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
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DEG_ITER_OBJECT_FLAG_DUPLI) {
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if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
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break;
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}
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if (ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) {
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continue;
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}
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if (!(BKE_object_visibility(ob, eval_mode) & OB_VISIBLE_SELF)) {
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continue;
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}
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/* Evaluated metaballs will appear as mesh objects in the iterator. */
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if (ob->type == OB_MBALL) {
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continue;
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}
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Mesh *mesh = BKE_object_to_mesh(nullptr, ob, false);
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if (mesh) {
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insertShapeNode(ob, mesh, ++id);
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BKE_object_to_mesh_clear(ob);
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}
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}
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DEG_OBJECT_ITER_END;
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// Return the built scene.
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return _Scene;
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}
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#define CLIPPED_BY_NEAR -1
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#define NOT_CLIPPED 0
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#define CLIPPED_BY_FAR 1
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// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
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// and calculate the number of triangles to be generated by clipping
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int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
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{
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float *v[3];
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int numClipped, sum, numTris = 0;
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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numClipped = sum = 0;
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for (int i = 0; i < 3; i++) {
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if (v[i][2] > _z_near) {
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clip[i] = CLIPPED_BY_NEAR;
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numClipped++;
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}
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else if (v[i][2] < _z_far) {
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clip[i] = CLIPPED_BY_FAR;
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numClipped++;
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}
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else {
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clip[i] = NOT_CLIPPED;
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}
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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printf("%d %s\n",
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i,
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(clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
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}
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#endif
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sum += clip[i];
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}
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switch (numClipped) {
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case 0:
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numTris = 1; // triangle
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break;
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case 1:
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numTris = 2; // tetragon
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break;
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case 2:
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if (sum == 0) {
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numTris = 3; // pentagon
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}
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else {
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numTris = 1; // triangle
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}
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break;
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case 3:
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if (ELEM(sum, 3, -3)) {
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numTris = 0;
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}
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else {
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numTris = 2; // tetragon
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}
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break;
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}
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return numTris;
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}
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// find the intersection point C between the line segment from V1 to V2 and
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// a clipping plane at depth Z (i.e., the Z component of C is known, while
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// the X and Y components are unknown).
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void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
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{
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// Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
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// and clipLine(Q, P, c, z) gives exactly the same numerical result.
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float *p, *q;
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if (v1[2] < v2[2]) {
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p = v1;
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q = v2;
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}
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else {
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p = v2;
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q = v1;
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}
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double d[3];
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for (int i = 0; i < 3; i++) {
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d[i] = q[i] - p[i];
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}
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double t = (z - p[2]) / d[2];
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c[0] = p[0] + t * d[0];
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c[1] = p[1] + t * d[1];
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c[2] = z;
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}
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// clip the triangle (V1, V2, V3) by the near and far clipping plane and
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// obtain a set of vertices after the clipping. The number of vertices
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// is at most 5.
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void BlenderFileLoader::clipTriangle(int numTris,
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float triCoords[][3],
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float v1[3],
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float v2[3],
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float v3[3],
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float triNormals[][3],
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float n1[3],
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float n2[3],
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float n3[3],
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bool edgeMarks[],
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bool em1,
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bool em2,
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bool em3,
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const int clip[3])
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{
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float *v[3], *n[3];
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bool em[3];
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int i, j, k;
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v[0] = v1;
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n[0] = n1;
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v[1] = v2;
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n[1] = n2;
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v[2] = v3;
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n[2] = n3;
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em[0] = em1; /* edge mark of the edge between v1 and v2 */
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em[1] = em2; /* edge mark of the edge between v2 and v3 */
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em[2] = em3; /* edge mark of the edge between v3 and v1 */
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k = 0;
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for (i = 0; i < 3; i++) {
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j = (i + 1) % 3;
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if (clip[i] == NOT_CLIPPED) {
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copy_v3_v3(triCoords[k], v[i]);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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if (clip[j] != NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[j]);
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edgeMarks[k] = false;
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k++;
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}
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}
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else if (clip[i] != clip[j]) {
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if (clip[j] == NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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}
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else {
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clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[i]);
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edgeMarks[k] = em[i];
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k++;
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clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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copy_v3_v3(triNormals[k], n[j]);
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edgeMarks[k] = false;
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k++;
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}
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}
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}
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BLI_assert(k == 2 + numTris);
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(void)numTris; /* Ignored in release builds. */
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}
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void BlenderFileLoader::addTriangle(struct LoaderState *ls,
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float v1[3],
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float v2[3],
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float v3[3],
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float n1[3],
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float n2[3],
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float n3[3],
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bool fm,
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bool em1,
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bool em2,
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bool em3)
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{
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float *fv[3], *fn[3];
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#if 0
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float len;
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#endif
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unsigned int i, j;
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IndexedFaceSet::FaceEdgeMark marks = 0;
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// initialize the bounding box by the first vertex
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if (ls->currentIndex == 0) {
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copy_v3_v3(ls->minBBox, v1);
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copy_v3_v3(ls->maxBBox, v1);
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}
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fv[0] = v1;
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fn[0] = n1;
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fv[1] = v2;
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fn[1] = n2;
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fv[2] = v3;
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fn[2] = n3;
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for (i = 0; i < 3; i++) {
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copy_v3_v3(ls->pv, fv[i]);
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copy_v3_v3(ls->pn, fn[i]);
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// update the bounding box
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for (j = 0; j < 3; j++) {
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if (ls->minBBox[j] > ls->pv[j]) {
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ls->minBBox[j] = ls->pv[j];
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}
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if (ls->maxBBox[j] < ls->pv[j]) {
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ls->maxBBox[j] = ls->pv[j];
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}
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}
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#if 0
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len = len_v3v3(fv[i], fv[(i + 1) % 3]);
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if (_minEdgeSize > len) {
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_minEdgeSize = len;
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}
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#endif
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*ls->pvi = ls->currentIndex;
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*ls->pni = ls->currentIndex;
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*ls->pmi = ls->currentMIndex;
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ls->currentIndex += 3;
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ls->pv += 3;
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ls->pn += 3;
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ls->pvi++;
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ls->pni++;
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ls->pmi++;
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}
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if (fm) {
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marks |= IndexedFaceSet::FACE_MARK;
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}
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if (em1) {
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marks |= IndexedFaceSet::EDGE_MARK_V1V2;
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}
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if (em2) {
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marks |= IndexedFaceSet::EDGE_MARK_V2V3;
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}
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if (em3) {
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marks |= IndexedFaceSet::EDGE_MARK_V3V1;
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}
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*(ls->pm++) = marks;
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}
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// With A, B and P indicating the three vertices of a given triangle, returns:
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// 1 if points A and B are in the same position in the 3D space;
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// 2 if the distance between point P and line segment AB is zero; and
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// zero otherwise.
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int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
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{
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const float eps = 1.0e-6;
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const float eps_sq = eps * eps;
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#if 0
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float area = area_tri_v3(v1, v2, v3);
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bool verbose = (area < 1.0e-6);
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#endif
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if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
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}
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#endif
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return 1;
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}
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if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
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dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
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dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq) {
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
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}
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#endif
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return 2;
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}
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#if 0
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if (verbose && G.debug & G_DEBUG_FREESTYLE) {
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printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
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}
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#endif
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return 0;
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}
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static bool testEdgeMark(Mesh *me, const FreestyleEdge *fed, const MLoopTri *lt, int i)
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{
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MLoop *mloop = &me->mloop[lt->tri[i]];
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MLoop *mloop_next = &me->mloop[lt->tri[(i + 1) % 3]];
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MEdge *medge = &me->medge[mloop->e];
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if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
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/* Not an edge in the original mesh before triangulation. */
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return false;
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}
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return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
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}
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void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
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{
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char *name = ob->id.name + 2;
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// Compute loop triangles
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int tottri = poly_to_tri_count(me->totpoly, me->totloop);
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MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
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BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, mlooptri);
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// Compute loop normals
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BKE_mesh_calc_normals_split(me);
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const float(*lnors)[3] = nullptr;
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if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
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lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
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}
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// Get other mesh data
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MVert *mvert = me->mvert;
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MLoop *mloop = me->mloop;
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MPoly *mpoly = me->mpoly;
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const FreestyleEdge *fed = (FreestyleEdge *)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
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const FreestyleFace *ffa = (FreestyleFace *)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
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// Compute view matrix
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Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
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float viewinv[4][4], viewmat[4][4];
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RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
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invert_m4_m4(viewmat, viewinv);
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// Compute matrix including camera transform
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float obmat[4][4], nmat[4][4];
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mul_m4_m4m4(obmat, viewmat, ob->obmat);
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invert_m4_m4(nmat, obmat);
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transpose_m4(nmat);
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// We count the number of triangles after the clipping by the near and far view
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// planes is applied (NOTE: mesh vertices are in the camera coordinate system).
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unsigned numFaces = 0;
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float v1[3], v2[3], v3[3];
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float n1[3], n2[3], n3[3], facenormal[3];
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int clip[3];
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for (int a = 0; a < tottri; a++) {
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const MLoopTri *lt = &mlooptri[a];
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copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
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copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
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copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
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mul_m4_v3(obmat, v1);
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mul_m4_v3(obmat, v2);
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mul_m4_v3(obmat, v3);
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v1[2] += _z_offset;
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v2[2] += _z_offset;
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v3[2] += _z_offset;
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numFaces += countClippedFaces(v1, v2, v3, clip);
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}
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#if 0
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if (G.debug & G_DEBUG_FREESTYLE) {
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cout << "numFaces " << numFaces << endl;
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}
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#endif
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if (numFaces == 0) {
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MEM_freeN(mlooptri);
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return;
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}
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// We allocate memory for the meshes to be imported
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NodeGroup *currentMesh = new NodeGroup;
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NodeShape *shape = new NodeShape;
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unsigned vSize = 3 * 3 * numFaces;
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float *vertices = new float[vSize];
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unsigned nSize = vSize;
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float *normals = new float[nSize];
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unsigned *numVertexPerFaces = new unsigned[numFaces];
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vector<Material *> meshMaterials;
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vector<FrsMaterial> meshFrsMaterials;
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IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
|
|
unsigned i;
|
|
for (i = 0; i < numFaces; i++) {
|
|
faceStyle[i] = IndexedFaceSet::TRIANGLES;
|
|
numVertexPerFaces[i] = 3;
|
|
}
|
|
|
|
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
|
|
|
|
unsigned viSize = 3 * numFaces;
|
|
unsigned *VIndices = new unsigned[viSize];
|
|
unsigned niSize = viSize;
|
|
unsigned *NIndices = new unsigned[niSize];
|
|
unsigned *MIndices = new unsigned[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 blender::VArray<int> material_indices =
|
|
blender::bke::mesh_attributes(*me).lookup_or_default<int>(
|
|
"material_index", ATTR_DOMAIN_FACE, 0);
|
|
|
|
// 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];
|
|
const MPoly *mp = &mpoly[lt->poly];
|
|
Material *mat = BKE_object_material_get(ob, material_indices[lt->poly] + 1);
|
|
|
|
copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
|
|
copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
|
|
copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
|
|
|
|
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 && (mp->flag & ME_SMOOTH) && 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);
|
|
}
|
|
|
|
unsigned int 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
|
|
unsigned int 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;
|
|
unsigned int cvSize;
|
|
unsigned int *cleanVIndices = nullptr;
|
|
|
|
GeomCleaner::CleanIndexedVertexArray(
|
|
vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
|
|
|
|
float *cleanNormals = nullptr;
|
|
unsigned int cnSize;
|
|
unsigned int *cleanNIndices = nullptr;
|
|
|
|
GeomCleaner::CleanIndexedVertexArray(
|
|
normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
|
|
|
|
// format materials array
|
|
FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
|
|
unsigned int 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);
|
|
unsigned 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 (unsigned int 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,
|
|
(long unsigned int)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 */
|