This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp

417 lines
9.8 KiB
C++

#include "BlenderFileLoader.h"
BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
{
_re = re;
_srl = srl;
_Scene = NULL;
_numFacesRead = 0;
_minEdgeSize = DBL_MAX;
}
BlenderFileLoader::~BlenderFileLoader()
{
_Scene = NULL;
}
NodeGroup* BlenderFileLoader::Load()
{
ObjectInstanceRen *obi;
ObjectRen *obr;
cout << "\n=== Importing triangular meshes into Blender ===" << endl;
// creation of the scene root node
_Scene = new NodeGroup;
int id = 0;
for(obi= (ObjectInstanceRen *) _re->instancetable.first; obi; obi=obi->next) {
if (!(obi->lay & _re->scene->lay & _srl->lay))
continue;
obr= obi->obr;
if( obr->totvlak > 0)
insertShapeNode(obr, ++id);
else
cout << " Sorry, only vlak-based shapes are supported." << endl;
}
//Returns the built scene.
return _Scene;
}
void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
{
VlakRen *vlr;
float minBBox[3];
float maxBBox[3];
NodeTransform *currentMesh = new NodeTransform;
NodeShape * shape;
// Mesh *mesh = (Mesh *)ob->data;
//---------------------
// mesh => obr
// builds the shape:
shape = new NodeShape;
// We invert the matrix in order to be able to retrieve the shape's coordinates in its local coordinates system (origin is the iNode pivot)
// Lib3dsMatrix M;
// lib3ds_matrix_copy(M, mesh->matrix);
// lib3ds_matrix_inv(M);
//---------------------
// M allows to recover world coordinates from camera coordinates
// M => obr->ob->imat * obr->obmat (multiplication from left to right)
float M[4][4];
Mat4MulMat4(M, obr->ob->imat, obr->ob->obmat);
// We compute a normal per vertex and manages the smoothing of the shape:
// Lib3dsVector *normalL=(Lib3dsVector*)malloc(3*sizeof(Lib3dsVector)*mesh->faces);
// lib3ds_mesh_calculate_normals(mesh, normalL);
// mesh_calc_normals(mesh->mvert, mesh->totvert, mesh->mface, mesh->totface, NULL);
//---------------------
// already calculated and availabe in vlak ?
// We build the rep:
IndexedFaceSet *rep;
unsigned numFaces = 0;
for(int a=0; a < obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
if(vlr->v4)
numFaces += 2;
else
numFaces++;
}
unsigned vSize = 3*3*numFaces;
float *vertices = new float[vSize];
unsigned nSize = vSize;
float *normals = new float[nSize];
unsigned *numVertexPerFaces = new unsigned[numFaces];
vector<FrsMaterial> meshFrsMaterials;
IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
unsigned i;
for (i = 0; i <numFaces; i++) {
faceStyle[i] = IndexedFaceSet::TRIANGLES;
numVertexPerFaces[i] = 3;
}
unsigned viSize = 3*numFaces;
unsigned *VIndices = new unsigned[viSize];
unsigned niSize = viSize;
unsigned *NIndices = new unsigned[niSize];
unsigned *MIndices = new unsigned[viSize]; // Material Indices
float *pv = vertices;
float *pn = normals;
unsigned *pvi = VIndices;
unsigned *pni = NIndices;
unsigned *pmi = MIndices;
unsigned currentIndex = 0;
unsigned currentMIndex = 0;
FrsMaterial tmpMat;
// we want to find the min and max coordinates as we build the rep.
// We initialize the min and max values whith the first vertex.
//lib3ds_vector_transform(pvtmp, M, mesh->pointL[mesh->faceL[0].points[0]].pos);
float pvtmp[3];
pvtmp[0] = obr->vertnodes[0].vert->co[0];
pvtmp[1] = obr->vertnodes[0].vert->co[1];
pvtmp[2] = obr->vertnodes[0].vert->co[2];
Mat4MulVecfl( M, pvtmp);
minBBox[0] = pvtmp[0];
maxBBox[0] = pvtmp[0];
minBBox[1] = pvtmp[1];
maxBBox[1] = pvtmp[1];
minBBox[2] = pvtmp[2];
maxBBox[2] = pvtmp[2];
int p;
real vert[3][3];
real norm;
for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh
{
VertRen * fv[3];
// Lib3dsFace *f=&mesh->faceL[p];
// Lib3dsMaterial *mat=0;
if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak;
else vlr++;
Material *mat = vlr->mat;
if (mat)
{
tmpMat.setDiffuse( mat->r, mat->g, mat->b, mat->alpha );
tmpMat.setSpecular( mat->specr, mat->specg, mat->specb, mat->spectra);
float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128]
if(s > 128.f)
s = 128.f;
tmpMat.setShininess(s);
}
if(meshFrsMaterials.empty())
{
meshFrsMaterials.push_back(tmpMat);
shape->setFrsMaterial(tmpMat);
} else {
// find if the material is aleady in the list
unsigned i=0;
bool found = false;
for(vector<FrsMaterial>::iterator it=meshFrsMaterials.begin(), itend=meshFrsMaterials.end();
it!=itend;
++it){
if(*it == tmpMat){
currentMIndex = i;
found = true;
break;
}
++i;
}
if(!found){
meshFrsMaterials.push_back(tmpMat);
currentMIndex = meshFrsMaterials.size()-1;
}
}
unsigned j;
fv[0] = vlr->v1;
fv[1] = vlr->v2;
fv[2] = vlr->v3;
float *pv_ptr[3];
for(i=0; i<3; ++i) // we parse the vertices of the face f
{
//lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
for(j=0; j<3; j++)
pv[j] = fv[i]->co[j];
Mat4MulVecfl( M, pv);
for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
{
if(minBBox[j] > pv[j])
minBBox[j] = pv[j];
if(maxBBox[j] < pv[j])
maxBBox[j] = pv[j];
vert[i][j] = pv[j];
}
pv_ptr[i] = pv;
*pvi = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pvi++;
pmi++;
}
currentIndex -= 9;
float vec01[3];
vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
float vec02[3];
vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
float n[3];
Crossf(n, vec01, vec02);
Normalize(n);
for(i=0; i<3; ++i) {
for(j=0; j<3; ++j) {
pn[j] = n[j];
}
*pni = currentIndex;
pn += 3;
pni++;
currentIndex +=3;
}
for(i=0; i<3; i++)
{
norm = 0.0;
for (unsigned j = 0; j < 3; j++)
norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
norm = sqrt(norm);
if(_minEdgeSize > norm)
_minEdgeSize = norm;
}
++_numFacesRead;
if(vlr->v4){
unsigned j;
fv[0] = vlr->v1;
fv[1] = vlr->v3;
fv[2] = vlr->v4;
float *pv_ptr[3];
for(i=0; i<3; ++i) // we parse the vertices of the face f
{
//lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
for(j=0; j<3; j++)
pv[j] = fv[i]->co[j];
Mat4MulVecfl( M, pv);
for(j=0; j<3; j++) // we parse the xyz coordinates of the vertex i
{
if(minBBox[j] > pv[j])
minBBox[j] = pv[j];
if(maxBBox[j] < pv[j])
maxBBox[j] = pv[j];
vert[i][j] = pv[j];
}
pv_ptr[i] = pv;
*pvi = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pvi++;
pmi++;
}
currentIndex -= 9;
float vec01[3];
vec01[0] = pv_ptr[1][0] - pv_ptr[0][0];
vec01[1] = pv_ptr[1][1] - pv_ptr[0][1];
vec01[2] = pv_ptr[1][2] - pv_ptr[0][2];
float vec02[3];
vec02[0] = pv_ptr[2][0] - pv_ptr[0][0];
vec02[1] = pv_ptr[2][1] - pv_ptr[0][1];
vec02[2] = pv_ptr[2][2] - pv_ptr[0][2];
float n[3];
Crossf(n, vec01, vec02);
Normalize(n);
for(i=0; i<3; ++i) {
for(j=0; j<3; ++j) {
pn[j] = n[j];
}
*pni = currentIndex;
pn += 3;
pni++;
currentIndex +=3;
}
for(i=0; i<3; i++)
{
norm = 0.0;
for (unsigned j = 0; j < 3; j++)
norm += (vert[i][j] - vert[(i+1)%3][j])*(vert[i][j] - vert[(i+1)%3][j]);
norm = sqrt(norm);
if(_minEdgeSize > norm)
_minEdgeSize = norm;
}
++_numFacesRead;
}
}
// We might have several times the same vertex. We want a clean
// shape with no real-vertex. Here, we are making a cleaning
// pass.
real *cleanVertices = NULL;
unsigned cvSize;
unsigned *cleanVIndices = NULL;
GeomCleaner::CleanIndexedVertexArray(
vertices, vSize,
VIndices, viSize,
&cleanVertices, &cvSize,
&cleanVIndices);
real *cleanNormals = NULL;
unsigned cnSize;
unsigned *cleanNIndices = NULL;
GeomCleaner::CleanIndexedVertexArray(
normals, nSize,
NIndices, niSize,
&cleanNormals, &cnSize,
&cleanNIndices);
// format materials array
FrsMaterial** marray = new FrsMaterial*[meshFrsMaterials.size()];
unsigned 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;
// Create the IndexedFaceSet with the retrieved attributes
rep = new IndexedFaceSet(cleanVertices, cvSize,
cleanNormals, cnSize,
marray, meshFrsMaterials.size(),
0, 0,
numFaces, numVertexPerFaces, faceStyle,
cleanVIndices, viSize,
cleanNIndices, niSize,
MIndices, viSize,
0,0,
0);
// sets the id of the rep
rep->setId(Id(id, 0));
const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(minBBox[0], minBBox[1], minBBox[2]),
Vec3r(maxBBox[0], maxBBox[1], maxBBox[2]));
rep->setBBox(bbox);
shape->AddRep(rep);
Matrix44r meshMat = Matrix44r::identity();
currentMesh->setMatrix(meshMat);
currentMesh->Translate(0,0,0);
currentMesh->AddChild(shape);
_Scene->AddChild(currentMesh);
}