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