Files
test/source/blender/freestyle/intern/stroke/StrokeTesselator.cpp
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

74 lines
1.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to build a Node Tree designed to be displayed from a set of strokes structure.
*/
#include "StrokeTesselator.h"
#include "StrokeAdvancedIterators.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/OrientedLineRep.h"
namespace Freestyle {
LineRep *StrokeTesselator::Tesselate(Stroke *iStroke)
{
if (nullptr == iStroke) {
return nullptr;
}
LineRep *line;
line = new OrientedLineRep();
Stroke::vertex_iterator v, vend;
if (2 == iStroke->vertices_size()) {
line->setStyle(LineRep::LINES);
v = iStroke->vertices_begin();
StrokeVertex *svA = (*v);
v++;
StrokeVertex *svB = (*v);
Vec3r A((*svA)[0], (*svA)[1], 0);
Vec3r B((*svB)[0], (*svB)[1], 0);
line->AddVertex(A);
line->AddVertex(B);
}
else {
if (_overloadFrsMaterial) {
line->setFrsMaterial(_FrsMaterial);
}
line->setStyle(LineRep::LINE_STRIP);
for (v = iStroke->vertices_begin(), vend = iStroke->vertices_end(); v != vend; v++) {
StrokeVertex *sv = (*v);
Vec3r V((*sv)[0], (*sv)[1], 0);
line->AddVertex(V);
}
}
line->setId(iStroke->getId());
line->ComputeBBox();
return line;
}
template<class StrokeVertexIterator>
NodeGroup *StrokeTesselator::Tesselate(StrokeVertexIterator begin, StrokeVertexIterator end)
{
NodeGroup *group = new NodeGroup;
NodeShape *tshape = new NodeShape;
group->AddChild(tshape);
// tshape->material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
tshape->setFrsMaterial(_FrsMaterial);
for (StrokeVertexIterator c = begin, cend = end; c != cend; c++) {
tshape->AddRep(Tesselate((*c)));
}
return group;
}
} /* namespace Freestyle */