[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46691] trunk/blender/source/blender/ collada: fix [#31320] Collada now supports import/export of loose edges ( edges not attached to faces)

Gaia Clary gaia.clary at machinimatrix.org
Wed May 16 13:21:03 CEST 2012


Revision: 46691
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46691
Author:   gaiaclary
Date:     2012-05-16 11:21:03 +0000 (Wed, 16 May 2012)
Log Message:
-----------
fix [#31320] Collada now supports import/export of loose edges (edges not attached to faces)

Modified Paths:
--------------
    trunk/blender/source/blender/collada/GeometryExporter.cpp
    trunk/blender/source/blender/collada/GeometryExporter.h
    trunk/blender/source/blender/collada/MeshImporter.cpp
    trunk/blender/source/blender/collada/MeshImporter.h

Modified: trunk/blender/source/blender/collada/GeometryExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/GeometryExporter.cpp	2012-05-16 10:25:03 UTC (rev 46690)
+++ trunk/blender/source/blender/collada/GeometryExporter.cpp	2012-05-16 11:21:03 UTC (rev 46691)
@@ -127,6 +127,7 @@
 		createVertexColorSource(geom_id, me);
 
 	// <vertices>
+
 	COLLADASW::Vertices verts(mSW);
 	verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
 	COLLADASW::InputList &input_list = verts.getInputList();
@@ -134,6 +135,8 @@
 	input_list.push_back(input);
 	verts.add();
 
+	createLooseEdgeList(ob, me, geom_id, norind);
+
 	// XXX slow		
 	if (ob->totcol) {
 		for (int a = 0; a < ob->totcol; a++)	{
@@ -149,7 +152,7 @@
 	if (me->flag & ME_TWOSIDED) {
 		mSW->appendTextBlock("<extra><technique profile=\"MAYA\"><double_sided>1</double_sided></technique></extra>");
 	}
-	
+
 	closeGeometry();
 
 	if (this->export_settings->apply_modifiers)
@@ -157,11 +160,65 @@
 		BKE_libblock_free_us(&(G.main->mesh), me);
 	}
 
+
 #if 0
 	dm->release(dm);
 #endif
 }
 
+
+void GeometryExporter::createLooseEdgeList(Object *ob,
+					     Mesh   *me,
+					     std::string& geom_id,
+					     std::vector<Face>& norind)
+{
+
+	MEdge *medges = me->medge;
+	int totedges  = me->totedge;
+	int edges_in_linelist = 0;
+	std::vector<unsigned int> edge_list;
+	int index;
+
+	// Find all loose edges in Mesh 
+	// and save vertex indices in edge_list
+	for (index = 0; index < totedges; index++) 
+	{
+		MEdge *edge = &medges[index];
+
+		if (edge->flag & ME_LOOSEEDGE)
+		{
+			edges_in_linelist += 1;
+			edge_list.push_back(edge->v1);
+			edge_list.push_back(edge->v2);
+		}
+	}
+
+	if (edges_in_linelist > 0)
+	{
+		// Create the list of loose edges
+		COLLADASW::Lines lines(mSW);
+
+		lines.setCount(edges_in_linelist);
+
+
+		COLLADASW::InputList &til = lines.getInputList();
+			
+		// creates <input> in <lines> for vertices 
+		COLLADASW::Input input1(COLLADASW::InputSemantic::VERTEX, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX), 0);
+		til.push_back(input1);
+
+		lines.prepareToAppendValues();
+
+		for (index = 0; index < edges_in_linelist; index++) 
+		{
+			lines.appendValues(edge_list[2*index+1]);
+			lines.appendValues(edge_list[2*index]);
+		}
+		lines.finish();
+	}
+
+}
+
 // powerful because it handles both cases when there is material and when there's not
 void GeometryExporter::createPolylist(short material_index,
 					bool has_uvs,
@@ -247,6 +304,8 @@
 		
 	// performs the actual writing
 	polylist.prepareToAppendValues();
+	
+
 		
 	// <p>
 	int texindex = 0;

Modified: trunk/blender/source/blender/collada/GeometryExporter.h
===================================================================
--- trunk/blender/source/blender/collada/GeometryExporter.h	2012-05-16 10:25:03 UTC (rev 46690)
+++ trunk/blender/source/blender/collada/GeometryExporter.h	2012-05-16 11:21:03 UTC (rev 46691)
@@ -64,6 +64,11 @@
 
 	void operator()(Object *ob);
 
+	void createLooseEdgeList(Object *ob,
+						     Mesh   *me,
+						     std::string& geom_id,
+						     std::vector<Face>& norind);
+
 	// powerful because it handles both cases when there is material and when there's not
 	void createPolylist(short material_index,
 						bool has_uvs,

Modified: trunk/blender/source/blender/collada/MeshImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/MeshImporter.cpp	2012-05-16 10:25:03 UTC (rev 46690)
+++ trunk/blender/source/blender/collada/MeshImporter.cpp	2012-05-16 11:21:03 UTC (rev 46691)
@@ -52,6 +52,7 @@
 #include "BLI_listbase.h"
 #include "BLI_math.h"
 #include "BLI_string.h"
+#include "BLI_edgehash.h"
 
 #include "MEM_guardedalloc.h"
 }
@@ -262,7 +263,7 @@
 }
 #endif
 
-bool MeshImporter::is_nice_mesh(COLLADAFW::Mesh *mesh)	// checks if mesh has supported primitive types: polylist, triangles, triangle_fans
+bool MeshImporter::is_nice_mesh(COLLADAFW::Mesh *mesh)	// checks if mesh has supported primitive types: lines, polylist, triangles, triangle_fans
 {
 	COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
 
@@ -291,6 +292,12 @@
 			}
 				
 		}
+
+		else if ( type == COLLADAFW::MeshPrimitive::LINES )
+		{
+			// TODO: Add Checker for line syntax here
+		}
+
 		else if (type != COLLADAFW::MeshPrimitive::TRIANGLES && type!= COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
 			fprintf(stderr, "Primitive type %s is not supported.\n", type_str);
 			return false;
@@ -409,14 +416,202 @@
 	return tottri;
 }
 
+// =====================================================================
+// condition 1: The Primitive has normals
+// condition 2: The number of normals equals the number of faces.
+// return true if both conditions apply.
+// return false otherwise.
+// =====================================================================
+bool MeshImporter::primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp) {
+
+	bool has_useable_normals = false;
+
+	int normals_count = mp->getNormalIndices().getCount();
+	if (normals_count > 0) {
+		int index_count   = mp->getPositionIndices().getCount();
+		if (index_count == normals_count) 
+			has_useable_normals = true;
+		else {
+			fprintf(stderr,
+				"Warning: Number of normals %d is different from the number of vertices %d, skipping normals\n",
+				normals_count, index_count );	
+		}
+	}
+
+	return has_useable_normals;
+
+}
+
+// =====================================================================
+// Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS
+// have faces. (to be verified)
+// =====================================================================
+bool MeshImporter::primitive_has_faces(COLLADAFW::MeshPrimitive *mp) {
+
+	bool has_faces = false;
+	int type = mp->getPrimitiveType();
+	switch (type) {
+		case COLLADAFW::MeshPrimitive::TRIANGLES:
+		case COLLADAFW::MeshPrimitive::TRIANGLE_FANS:
+		case COLLADAFW::MeshPrimitive::POLYLIST:
+		case COLLADAFW::MeshPrimitive::POLYGONS: {
+			has_faces = true;
+			break;
+		}
+		default: {
+			has_faces = false; 
+			break;
+		}
+	}
+	return has_faces;
+}
+
+// =================================================================
+// Return the number of faces by summing up 
+// the facecounts of the parts.
+// hint: This is done because mesh->getFacesCount() does
+// count loose edges as extra faces, which is not what we want here.
+// =================================================================
+void MeshImporter::allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris) {
+	COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
+	int total_facecount = 0;
+
+	// collect edge_count and face_count from all parts
+	for (int i = 0; i < prim_arr.getCount(); i++) {		
+		COLLADAFW::MeshPrimitive *mp = prim_arr[i];
+		int type = mp->getPrimitiveType();
+		switch (type) {
+			case COLLADAFW::MeshPrimitive::TRIANGLES:
+			case COLLADAFW::MeshPrimitive::TRIANGLE_FANS:
+			case COLLADAFW::MeshPrimitive::POLYLIST:
+			case COLLADAFW::MeshPrimitive::POLYGONS: {
+				size_t prim_totface = mp->getFaceCount();
+				total_facecount += prim_totface;
+				break;
+			}
+			default: break;
+		}
+	}
+
+	// allocate space for faces
+	if (total_facecount > 0) {
+		me->totface = total_facecount + new_tris;
+		me->mface   = (MFace*)CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, me->totface);
+	}
+}
+
+unsigned int MeshImporter::get_loose_edge_count(COLLADAFW::Mesh *mesh) {
+	COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
+	int loose_edge_count = 0;
+
+	// collect edge_count and face_count from all parts
+	for (int i = 0; i < prim_arr.getCount(); i++) {		
+		COLLADAFW::MeshPrimitive *mp = prim_arr[i];
+		int type = mp->getPrimitiveType();
+		switch (type) {
+			case COLLADAFW::MeshPrimitive::LINES: {
+				size_t prim_totface = mp->getFaceCount();
+				loose_edge_count += prim_totface;
+				break;
+			}
+			default: break;
+		}
+	}
+	return loose_edge_count;
+}
+
+// =================================================================
+// This functin is copied from source/blender/editors/mesh/mesh_data.c
+//
+// TODO: (As discussed with sergey-) :
+// Maybe move this function to blenderkernel/intern/mesh.c 
+// and add definition to BKE_mesh.c
+// =================================================================
+void MeshImporter::mesh_add_edges(Mesh *mesh, int len)
+{
+	CustomData edata;
+	MEdge *medge;
+	int i, totedge;
+
+	if (len == 0)
+		return;
+
+	totedge = mesh->totedge + len;
+
+	/* update customdata  */
+	CustomData_copy(&mesh->edata, &edata, CD_MASK_MESH, CD_DEFAULT, totedge);
+	CustomData_copy_data(&mesh->edata, &edata, 0, 0, mesh->totedge);
+
+	if (!CustomData_has_layer(&edata, CD_MEDGE))
+		CustomData_add_layer(&edata, CD_MEDGE, CD_CALLOC, NULL, totedge);
+
+	CustomData_free(&mesh->edata, mesh->totedge);
+	mesh->edata = edata;
+	mesh_update_customdata_pointers(mesh, FALSE); /* new edges don't change tessellation */
+
+	/* set default flags */
+	medge = &mesh->medge[mesh->totedge];
+	for (i = 0; i < len; i++, medge++)
+		medge->flag = ME_EDGEDRAW | ME_EDGERENDER | SELECT;
+
+	mesh->totedge = totedge;
+}
+
+// =================================================================
+// Read all loose edges.
+// Important: This function assumes that all edges from existing 
+// faces have allready been generated and added to me->medge
+// So this function MUST be called after read_faces() (see below)
+// =================================================================
+void MeshImporter::read_lines(COLLADAFW::Mesh *mesh, Mesh *me)
+{
+	unsigned int loose_edge_count = get_loose_edge_count(mesh);
+	if(loose_edge_count > 0) {
+
+		unsigned int face_edge_count  = me->totedge;
+		unsigned int total_edge_count = loose_edge_count + face_edge_count;
+		
+		mesh_add_edges(me, loose_edge_count);
+		MEdge *med = me->medge + face_edge_count;
+
+		COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
+
+		for (int i = 0; i < prim_arr.getCount(); i++) {
+			
+			COLLADAFW::MeshPrimitive *mp = prim_arr[i];
+
+			int type = mp->getPrimitiveType();
+			if (type == COLLADAFW::MeshPrimitive::LINES)
+			{
+				unsigned int edge_count  = mp->getFaceCount();
+				unsigned int *indices    = mp->getPositionIndices().getData();
+				
+				for (int i = 0; i < edge_count; i++, med++) {
+					med->bweight= 0;
+					med->crease = 0;
+					med->flag   = 0;
+					med->v1     = indices[ 2*i ];

@@ Diff output truncated at 10240 characters. @@



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