soc-2008-mxcurioni: finished removing lib3ds. Freestyle now runs correctly within Blender without using a 3ds import format. Most shapes tested work, the only exception being strands and halos.

This commit is contained in:
Maxime Curioni
2008-08-08 08:25:50 +00:00
parent 76a1363b0b
commit 8bec6c559f
3 changed files with 125 additions and 75 deletions

View File

@@ -114,8 +114,8 @@ extern "C" {
FRS_init_view(re);
FRS_init_camera(re);
FRS_scene_3ds_export(re);
//FRS_load_mesh(re);
//FRS_scene_3ds_export(re);
FRS_load_mesh(re);
}
void FRS_render(Render* re, int render_in_layer) {

View File

@@ -18,13 +18,19 @@ NodeGroup* BlenderFileLoader::Load()
ObjectInstanceRen *obi;
ObjectRen *obr;
cout << "Shape loading" << endl;
// creation of the scene root node
_Scene = new NodeGroup;
int id = 0;
for(obi= (ObjectInstanceRen *) _re->instancetable.first; obi; obi=obi->next) {
obr= obi->obr;
insertShapeNode(obr, ++id);
if( obr->totvlak > 0)
insertShapeNode(obr, ++id);
else
cout << " Sorry, only vlak-based shapes are supported." << endl;
}
//Returns the built scene.
@@ -175,13 +181,14 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
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
{
unsigned j;
//lib3ds_vector_transform(pv, M, mesh->pointL[f->points[i]].pos); //fills the cells of the pv array
for(j=0; j<3; j++)
@@ -198,26 +205,44 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
vert[i][j] = pv[j];
}
for(j=0; j<3; j++)
pn[j] = fv[i]->n[j];
MTC_Mat4MulVecfl( M, pn);
//lib3ds_normal_transform(pn, M, normalL[3*p+i]); //fills the cells of the pv array
//lib3ds_vector_normalize(pn);
pv_ptr[i] = pv;
*pvi = currentIndex;
*pni = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pn += 3;
pvi++;
pni++;
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];
MTC_cross3Float(n, vec01, vec02);
MTC_normalize3DF(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++)
@@ -233,65 +258,89 @@ void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
}
++_numFacesRead;
if(vlr->v4){
fv[0] = vlr->v1;
fv[1] = vlr->v3;
fv[2] = vlr->v4;
for(i=0; i<3; ++i) // we parse the vertices of the face f
{
unsigned j;
//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];
MTC_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];
}
for(j=0; j<3; j++)
pn[j] = fv[i]->n[j];
MTC_Mat4MulVecfl( M, pn);
//lib3ds_normal_transform(pn, M, normalL[3*p+i]); //fills the cells of the pv array
//lib3ds_vector_normalize(pn);
*pvi = currentIndex;
*pni = currentIndex;
*pmi = currentMIndex;
currentIndex +=3;
pv += 3;
pn += 3;
pvi++;
pni++;
pmi++;
}
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;
}
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];
MTC_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];
MTC_cross3Float(n, vec01, vec02);
MTC_normalize3DF(n);
++_numFacesRead;
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;
}
}

View File

@@ -25,6 +25,7 @@ extern "C" {
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "MTC_matrixops.h"
#include "MTC_vectorops.h"
#ifdef __cplusplus
}