856 lines
19 KiB
C++
856 lines
19 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016-2017 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <cmath>
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#include "wrlfacet.h"
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#define LOWER_LIMIT (1e-12)
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static bool VDegenerate( glm::vec3* pts )
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{
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// note: only checks the degenerate case of zero length sides; it
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// does not detect the case of 3 distinct collinear points
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double dx, dy, dz;
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dx = pts[1].x - pts[0].x;
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dy = pts[1].y - pts[0].y;
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dz = pts[1].z - pts[0].z;
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if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT )
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return true;
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dx = pts[2].x - pts[0].x;
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dy = pts[2].y - pts[0].y;
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dz = pts[2].z - pts[0].z;
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if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT )
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return true;
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dx = pts[2].x - pts[1].x;
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dy = pts[2].y - pts[1].y;
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dz = pts[2].z - pts[1].z;
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if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT )
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return true;
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return false;
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}
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static WRLVEC3F VCalcTriNorm( const WRLVEC3F& p1, const WRLVEC3F& p2, const WRLVEC3F& p3 )
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{
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// note: p1 = reference vertex
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glm::vec3 tri = glm::vec3( 0.0, 0.0, 0.0 );
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glm::vec3 pts[3];
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pts[0] = p1;
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pts[1] = p2;
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pts[2] = p3;
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// degenerate points are given a default 0, 0, 0 normal
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if( VDegenerate( pts ) )
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return tri;
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// normal
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tri = glm::cross( pts[2] - pts[0], pts[1] - pts[0] );
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float dn = sqrtf( tri.x * tri.x + tri.y * tri.y + tri.z * tri.z );
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if( dn > LOWER_LIMIT )
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{
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tri.x /= dn;
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tri.y /= dn;
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tri.z /= dn;
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}
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return tri;
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}
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static float VCalcCosAngle( const WRLVEC3F& p1, const WRLVEC3F& p2, const WRLVEC3F& p3 )
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{
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// note: p1 = reference vertex
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float l12, l13;
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float dx, dy, dz;
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dx = p2.x - p1.x;
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dy = p2.y - p1.y;
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dz = p2.z - p1.z;
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float p12 = dx*dx + dy*dy + dz*dz;
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l12 = sqrtf( p12 );
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dx = p3.x - p2.x;
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dy = p3.y - p2.y;
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dz = p3.z - p2.z;
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float p23 = dx*dx + dy*dy + dz*dz;
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dx = p3.x - p1.x;
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dy = p3.y - p1.y;
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dz = p3.z - p1.z;
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float p13 = dx*dx + dy*dy + dz*dz;
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l13 = sqrtf( p13 );
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float dn = 2.0 * l12 * l13;
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// place a limit to prevent calculations from blowing up
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if( dn < LOWER_LIMIT )
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{
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if( (p12 + p13 - p23) < FLT_EPSILON )
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return -1.0;
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if( (p12 + p13 - p23) > FLT_EPSILON )
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return 1.0;
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return 0.0;
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}
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float cosAngle = (p12 + p13 - p23) / dn;
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// check the domain; errors in the cosAngle calculation
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// can result in domain errors
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if( cosAngle > 1.0 )
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cosAngle = 1.0;
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else if( cosAngle < -1.0 )
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cosAngle = -1.0;
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// note: we are guaranteed that acosf() is never negative
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return cosAngle;
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}
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FACET::FACET()
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{
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face_normal.x = 0.0;
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face_normal.y = 0.0;
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face_normal.z = 0.0;
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maxIdx = 0;
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}
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void FACET::Init()
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{
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vertices.clear();
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colors.clear();
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indices.clear();
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norms.clear();
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vnweight.clear();
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face_normal.x = 0.0;
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face_normal.y = 0.0;
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face_normal.z = 0.0;
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maxIdx = 0;
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return;
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}
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bool FACET::HasMinPoints()
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{
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if( vertices.size() < 3 )
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return false;
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return true;
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}
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bool FACET::HasColors()
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{
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if( colors.empty() )
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return false;
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return true;
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}
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void FACET::AddVertex( WRLVEC3F& aVertex, int aIndex )
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{
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if( aIndex < 0 )
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return;
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vertices.push_back( aVertex );
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indices.push_back( aIndex );
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if( aIndex > maxIdx )
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maxIdx = aIndex;
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return;
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}
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void FACET::AddColor( const SGCOLOR& aColor )
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{
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colors.push_back( aColor );
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return;
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}
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float FACET::CalcFaceNormal()
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{
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// note: this calculation assumes that the face is a convex polygon;
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// concave polygons may be supported in the future via functions which
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// split the polygon into triangles
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if( vertices.size() < 3 )
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return 0.0;
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// check if the values were already calculated
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if( vertices.size() == vnweight.size() )
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return 0.0;
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WRLVEC3F lCPts[3];
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std::vector< WRLVEC3F >::iterator sV = vertices.begin();
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std::vector< WRLVEC3F >::iterator eV = vertices.end();
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lCPts[0] = vertices.back();
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lCPts[1] = *sV;
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++sV;
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lCPts[2] = *sV;
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++sV;
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face_normal = VCalcTriNorm( lCPts[1], lCPts[0], lCPts[2] );
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vnweight.clear();
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WRLVEC3F wnorm = face_normal;
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// calculate area:
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size_t nv = vertices.size();
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float a1 = 0.0;
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glm::vec3 sum( 0.0, 0.0, 0.0 );
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size_t j = 0;
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for( size_t i = 1; i < nv; ++i, ++j )
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sum += glm::cross( vertices[j], vertices[i] );
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a1 = fabs( glm::dot( face_normal, sum ) );
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float a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) );
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wnorm.x *= a1 * a2;
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wnorm.y *= a1 * a2;
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wnorm.z *= a1 * a2;
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vnweight.push_back( wnorm );
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float maxV = fabs( wnorm.x );
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float tV = fabs( wnorm.y );
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if( tV > maxV )
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maxV = tV;
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tV = fabs( wnorm.z );
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if( tV > maxV )
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maxV = tV;
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while( sV != eV )
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{
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lCPts[0] = lCPts[1];
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lCPts[1] = lCPts[2];
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lCPts[2] = *sV;
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++sV;
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wnorm = face_normal;
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a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) );
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wnorm.x *= a1 * a2;
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wnorm.y *= a1 * a2;
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wnorm.z *= a1 * a2;
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vnweight.push_back( wnorm );
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tV = fabs( wnorm.x );
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if( tV > maxV )
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maxV = tV;
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tV = fabs( wnorm.y );
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if( tV > maxV )
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maxV = tV;
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tV = fabs( wnorm.z );
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if( tV > maxV )
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maxV = tV;
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}
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lCPts[0] = lCPts[1];
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lCPts[1] = lCPts[2];
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lCPts[2] = vertices.front();
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wnorm = face_normal;
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a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) );
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wnorm.x *= a1 * a2;
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wnorm.y *= a1 * a2;
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wnorm.z *= a1 * a2;
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vnweight.push_back( wnorm );
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tV = fabs( wnorm.x );
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if( tV > maxV )
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maxV = tV;
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tV = fabs( wnorm.y );
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if( tV > maxV )
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maxV = tV;
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tV = fabs( wnorm.z );
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if( tV > maxV )
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maxV = tV;
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return maxV;
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}
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void FACET::CalcVertexNormal( int aIndex, std::list< FACET* > &aFacetList, float aCreaseLimit )
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{
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if( vertices.size() < 3 )
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return;
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if( vnweight.size() != vertices.size() )
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return;
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if( norms.size() != vertices.size() )
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norms.resize( vertices.size() );
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std::vector< int >::iterator sI = indices.begin();
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std::vector< int >::iterator eI = indices.end();
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int idx = 0;
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WRLVEC3F fp[2]; // vectors to calculate facet angle
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fp[0].x = 0.0;
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fp[0].y = 0.0;
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fp[0].z = 0.0;
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while( sI != eI )
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{
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if( *sI == aIndex )
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{
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// first set the default (weighted) normal value
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norms[idx] = vnweight[idx];
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// iterate over adjacent facets
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std::list< FACET* >::iterator sF = aFacetList.begin();
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std::list< FACET* >::iterator eF = aFacetList.end();
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while( sF != eF )
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{
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if( this == *sF )
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{
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++sF;
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continue;
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}
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// check the crease angle limit
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(*sF)->GetFaceNormal( fp[1] );
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float thrs = VCalcCosAngle( fp[0], face_normal, fp[1] );
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if( aCreaseLimit <= thrs && (*sF)->GetWeightedNormal( aIndex, fp[1] ) )
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{
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norms[idx].x += fp[1].x;
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norms[idx].y += fp[1].y;
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norms[idx].z += fp[1].z;
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}
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++sF;
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}
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// normalize the vector
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float dn = sqrtf( norms[idx].x * norms[idx].x
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+ norms[idx].y * norms[idx].y
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+ norms[idx].z * norms[idx].z );
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if( dn > LOWER_LIMIT )
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{
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norms[idx].x /= dn;
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norms[idx].y /= dn;
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norms[idx].z /= dn;
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}
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// if the normals is an invalid normal this test will pass
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if( fabs( norms[idx].x ) < 0.5
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&& fabs( norms[idx].y ) < 0.5
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&& fabs( norms[idx].z ) < 0.5 )
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{
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norms[idx] = face_normal;
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}
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return;
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}
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++idx;
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++sI;
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}
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return;
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}
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bool FACET::GetWeightedNormal( int aIndex, WRLVEC3F& aNorm )
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{
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// the default weighted normal shall have no effect even if accidentally included
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aNorm.x = 0.0;
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aNorm.y = 0.0;
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aNorm.z = 0.0;
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if( vertices.size() < 3 )
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return false;
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if( vnweight.size() != vertices.size() )
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return false;
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std::vector< int >::iterator sI = indices.begin();
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std::vector< int >::iterator eI = indices.end();
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int idx = 0;
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while( sI != eI )
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{
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if( *sI == aIndex )
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{
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aNorm = vnweight[idx];
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return true;
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}
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++idx;
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++sI;
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}
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return false;
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}
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bool FACET::GetFaceNormal( WRLVEC3F& aNorm )
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{
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aNorm.x = 0.0;
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aNorm.y = 0.0;
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aNorm.z = 0.0;
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if( vertices.size() < 3 )
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return false;
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if( vnweight.size() != vertices.size() )
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return false;
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aNorm = face_normal;
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return true;
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}
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bool FACET::GetData( std::vector< WRLVEC3F >& aVertexList, std::vector< WRLVEC3F >& aNormalsList,
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std::vector< SGCOLOR >& aColorsList, WRL1_ORDER aVertexOrder )
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{
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// if no normals are calculated we simply return
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if( norms.empty() )
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return false;
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// the output must always be triangle sets in order to conform to the
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// requirements of the SG* classes
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int idx[3];
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idx[0] = 0;
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idx[1] = 1;
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idx[2] = 2;
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WRLVEC3F tnorm;
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if( aVertexOrder != ORD_CLOCKWISE )
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{
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aVertexList.push_back( vertices[idx[0]] );
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aVertexList.push_back( vertices[idx[1]] );
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aVertexList.push_back( vertices[idx[2]] );
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aNormalsList.push_back( norms[idx[0]] );
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aNormalsList.push_back( norms[idx[1]] );
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aNormalsList.push_back( norms[idx[2]] );
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}
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if( aVertexOrder != ORD_CCW )
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{
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aVertexList.push_back( vertices[idx[0]] );
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aVertexList.push_back( vertices[idx[2]] );
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aVertexList.push_back( vertices[idx[1]] );
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tnorm = norms[idx[0]];
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tnorm.x = -tnorm.x;
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tnorm.y = -tnorm.y;
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tnorm.z = -tnorm.z;
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aNormalsList.push_back( tnorm );
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tnorm = norms[idx[2]];
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tnorm.x = -tnorm.x;
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tnorm.y = -tnorm.y;
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tnorm.z = -tnorm.z;
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aNormalsList.push_back( tnorm );
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tnorm = norms[idx[1]];
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tnorm.x = -tnorm.x;
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tnorm.y = -tnorm.y;
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tnorm.z = -tnorm.z;
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aNormalsList.push_back( tnorm );
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}
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bool hasColor = false;
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bool perVC = false; // per-vertex colors?
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if( !colors.empty() )
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{
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hasColor = true;
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if( colors.size() >= vertices.size() )
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perVC = true;
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if( perVC )
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{
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if( aVertexOrder != ORD_CLOCKWISE )
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{
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aColorsList.push_back( colors[idx[0]] );
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aColorsList.push_back( colors[idx[1]] );
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aColorsList.push_back( colors[idx[2]] );
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}
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if( aVertexOrder != ORD_CCW )
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{
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aColorsList.push_back( colors[idx[0]] );
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aColorsList.push_back( colors[idx[2]] );
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aColorsList.push_back( colors[idx[1]] );
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}
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}
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else
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{
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if( aVertexOrder != ORD_CLOCKWISE )
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{
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aColorsList.push_back( colors[0] );
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aColorsList.push_back( colors[0] );
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aColorsList.push_back( colors[0] );
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}
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if( aVertexOrder != ORD_CCW )
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{
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aColorsList.push_back( colors[0] );
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aColorsList.push_back( colors[0] );
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aColorsList.push_back( colors[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
int lim = (int) vertices.size() - 1;
|
|
|
|
while( idx[2] < lim )
|
|
{
|
|
idx[1] = idx[2];
|
|
++idx[2];
|
|
|
|
if( aVertexOrder != ORD_CLOCKWISE )
|
|
{
|
|
aVertexList.push_back( vertices[idx[0]] );
|
|
aVertexList.push_back( vertices[idx[1]] );
|
|
aVertexList.push_back( vertices[idx[2]] );
|
|
|
|
aNormalsList.push_back( norms[idx[0]] );
|
|
aNormalsList.push_back( norms[idx[1]] );
|
|
aNormalsList.push_back( norms[idx[2]] );
|
|
}
|
|
|
|
if( aVertexOrder != ORD_CCW )
|
|
{
|
|
aVertexList.push_back( vertices[idx[0]] );
|
|
aVertexList.push_back( vertices[idx[2]] );
|
|
aVertexList.push_back( vertices[idx[1]] );
|
|
|
|
tnorm = norms[idx[0]];
|
|
tnorm.x = -tnorm.x;
|
|
tnorm.y = -tnorm.y;
|
|
tnorm.z = -tnorm.z;
|
|
aNormalsList.push_back( tnorm );
|
|
|
|
tnorm = norms[idx[2]];
|
|
tnorm.x = -tnorm.x;
|
|
tnorm.y = -tnorm.y;
|
|
tnorm.z = -tnorm.z;
|
|
aNormalsList.push_back( tnorm );
|
|
|
|
tnorm = norms[idx[1]];
|
|
tnorm.x = -tnorm.x;
|
|
tnorm.y = -tnorm.y;
|
|
tnorm.z = -tnorm.z;
|
|
aNormalsList.push_back( tnorm );
|
|
}
|
|
|
|
if( hasColor )
|
|
{
|
|
if( perVC )
|
|
{
|
|
if( aVertexOrder != ORD_CLOCKWISE )
|
|
{
|
|
aColorsList.push_back( colors[idx[0]] );
|
|
aColorsList.push_back( colors[idx[1]] );
|
|
aColorsList.push_back( colors[idx[2]] );
|
|
}
|
|
|
|
if( aVertexOrder != ORD_CCW )
|
|
{
|
|
aColorsList.push_back( colors[idx[0]] );
|
|
aColorsList.push_back( colors[idx[2]] );
|
|
aColorsList.push_back( colors[idx[1]] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( aVertexOrder != ORD_CLOCKWISE )
|
|
{
|
|
aColorsList.push_back( colors[0] );
|
|
aColorsList.push_back( colors[0] );
|
|
aColorsList.push_back( colors[0] );
|
|
}
|
|
|
|
if( aVertexOrder != ORD_CCW )
|
|
{
|
|
aColorsList.push_back( colors[0] );
|
|
aColorsList.push_back( colors[0] );
|
|
aColorsList.push_back( colors[0] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void FACET::CollectVertices( std::vector< std::list< FACET* > >& aFacetList )
|
|
{
|
|
// check if this facet may contribute anything at all
|
|
if( vertices.size() < 3 )
|
|
return;
|
|
|
|
// note: in principle this should never be invoked
|
|
if( (maxIdx + 1) >= (int)aFacetList.size() )
|
|
aFacetList.resize( maxIdx + 1 );
|
|
|
|
std::vector< int >::iterator sI = indices.begin();
|
|
std::vector< int >::iterator eI = indices.end();
|
|
|
|
while( sI != eI )
|
|
{
|
|
aFacetList[*sI].push_back( this );
|
|
++sI;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void FACET::Renormalize( float aMaxValue )
|
|
{
|
|
if( vnweight.empty() || aMaxValue < LOWER_LIMIT )
|
|
return;
|
|
|
|
size_t vs = vnweight.size();
|
|
|
|
for( size_t i = 0; i < vs; ++i )
|
|
{
|
|
vnweight[i].x /= aMaxValue;
|
|
vnweight[i].y /= aMaxValue;
|
|
vnweight[i].z /= aMaxValue;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
SHAPE::~SHAPE()
|
|
{
|
|
std::list< FACET* >::iterator sF = facets.begin();
|
|
std::list< FACET* >::iterator eF = facets.end();
|
|
|
|
while( sF != eF )
|
|
{
|
|
delete *sF;
|
|
++sF;
|
|
}
|
|
|
|
facets.clear();
|
|
return;
|
|
}
|
|
|
|
|
|
FACET* SHAPE::NewFacet()
|
|
{
|
|
FACET* fp = new FACET;
|
|
facets.push_back( fp );
|
|
return fp;
|
|
}
|
|
|
|
|
|
SGNODE* SHAPE::CalcShape( SGNODE* aParent, SGNODE* aColor, WRL1_ORDER aVertexOrder,
|
|
float aCreaseLimit, bool isVRML2 )
|
|
{
|
|
if( facets.empty() || !facets.front()->HasMinPoints() )
|
|
return NULL;
|
|
|
|
std::vector< std::list< FACET* > > flist;
|
|
|
|
// determine the max. index and size flist as appropriate
|
|
std::list< FACET* >::iterator sF = facets.begin();
|
|
std::list< FACET* >::iterator eF = facets.end();
|
|
|
|
int maxIdx = 0;
|
|
int tmi;
|
|
float maxV = 0.0;
|
|
float tV = 0.0;
|
|
|
|
while( sF != eF )
|
|
{
|
|
tV = (*sF)->CalcFaceNormal();
|
|
tmi = (*sF)->GetMaxIndex();
|
|
|
|
if( tmi > maxIdx )
|
|
maxIdx = tmi;
|
|
|
|
if( tV > maxV )
|
|
maxV = tV;
|
|
|
|
++sF;
|
|
}
|
|
|
|
++maxIdx;
|
|
|
|
if( maxIdx < 3 )
|
|
return NULL;
|
|
|
|
flist.resize( maxIdx );
|
|
|
|
// create the lists of facets common to indices
|
|
sF = facets.begin();
|
|
|
|
while( sF != eF )
|
|
{
|
|
(*sF)->Renormalize( tV );
|
|
(*sF)->CollectVertices( flist );
|
|
++sF;
|
|
}
|
|
|
|
// calculate the normals
|
|
size_t vs = flist.size();
|
|
|
|
for( size_t i = 0; i < vs; ++i )
|
|
{
|
|
sF = flist[i].begin();
|
|
eF = flist[i].end();
|
|
|
|
while( sF != eF )
|
|
{
|
|
(*sF)->CalcVertexNormal( i, flist[i], aCreaseLimit );
|
|
++sF;
|
|
}
|
|
}
|
|
|
|
std::vector< WRLVEC3F > vertices;
|
|
std::vector< WRLVEC3F > normals;
|
|
std::vector< SGCOLOR > colors;
|
|
|
|
// push the facet data to the final output list
|
|
sF = facets.begin();
|
|
eF = facets.end();
|
|
|
|
while( sF != eF )
|
|
{
|
|
(*sF)->GetData( vertices, normals, colors, aVertexOrder );
|
|
++sF;
|
|
}
|
|
|
|
flist.clear();
|
|
|
|
if( vertices.size() < 3 )
|
|
return NULL;
|
|
|
|
IFSG_SHAPE shapeNode( false );
|
|
|
|
if( !isVRML2 )
|
|
{
|
|
shapeNode.NewNode( aParent );
|
|
|
|
if( aColor )
|
|
{
|
|
if( NULL == S3D::GetSGNodeParent( aColor ) )
|
|
shapeNode.AddChildNode( aColor );
|
|
else
|
|
shapeNode.AddRefNode( aColor );
|
|
}
|
|
}
|
|
|
|
std::vector< SGPOINT > lCPts; // vertex points in SGPOINT (double) format
|
|
std::vector< SGVECTOR > lCNorm; // per-vertex normals
|
|
vs = vertices.size();
|
|
|
|
for( size_t i = 0; i < vs; ++i )
|
|
{
|
|
SGPOINT pt;
|
|
pt.x = vertices[i].x;
|
|
pt.y = vertices[i].y;
|
|
pt.z = vertices[i].z;
|
|
lCPts.push_back( pt );
|
|
lCNorm.emplace_back( normals[i].x, normals[i].y, normals[i].z );
|
|
}
|
|
|
|
vertices.clear();
|
|
normals.clear();
|
|
|
|
IFSG_FACESET fsNode( false );
|
|
|
|
if( !isVRML2 )
|
|
fsNode.NewNode( shapeNode );
|
|
else
|
|
fsNode.NewNode( aParent );
|
|
|
|
IFSG_COORDS cpNode( fsNode );
|
|
cpNode.SetCoordsList( lCPts.size(), &lCPts[0] );
|
|
IFSG_COORDINDEX ciNode( fsNode );
|
|
|
|
for( int i = 0; i < (int)lCPts.size(); ++i )
|
|
ciNode.AddIndex( i );
|
|
|
|
IFSG_NORMALS nmNode( fsNode );
|
|
nmNode.SetNormalList( lCNorm.size(), &lCNorm[0] );
|
|
|
|
if( !colors.empty() )
|
|
{
|
|
IFSG_COLORS nmColor( fsNode );
|
|
nmColor.SetColorList( colors.size(), &colors[0] );
|
|
colors.clear();
|
|
}
|
|
|
|
if( !isVRML2 )
|
|
return shapeNode.GetRawPtr();
|
|
|
|
return fsNode.GetRawPtr();
|
|
}
|