Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-01-02 05:55:30 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-01-02 05:55:30 +0400
commit699da2fb0d9012cef5e45cc1b547a01fd92dbc1c (patch)
treeeb6e3de1f90387af1a2628bbc79d51327e3ac248 /source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
parent520ab93465d8056bf6d4a4115743daaee4c2fd66 (diff)
Yet another big style clean-up patch by Bastien Montagne, thanks a lot!
Now the code style is acceptable for the merge now, according to Bastien. Thanks again Bastien for having this done! :)
Diffstat (limited to 'source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp')
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp3934
1 files changed, 1931 insertions, 2003 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp b/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
index d503daa3696..84cd166dca0 100644
--- a/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
+++ b/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
@@ -1,828 +1,827 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/freestyle/intern/view_map/ViewMapBuilder.cpp
+ * \ingroup freestyle
+ * \brief Class to build silhouette edges from a Winged-Edge structure
+ * \author Stephane Grabli
+ * \date 25/03/2002
+ */
-//
-// Copyright (C) : Please refer to the COPYRIGHT file distributed
-// with this source distribution.
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-//
-///////////////////////////////////////////////////////////////////////////////
-
-#include "ViewMapBuilder.h"
#include <algorithm>
-#include <stdexcept>
#include <memory>
-#include "../winged_edge/WFillGrid.h"
-#include "../../FRS_freestyle.h"
-#include "../geometry/GeomUtils.h"
-#include "../geometry/GridHelpers.h"
+#include <stdexcept>
+
+#include "FRS_freestyle.h"
+
#include "BoxGrid.h"
-#include "SphericalGrid.h"
-#include "OccluderSource.h"
#include "CulledOccluderSource.h"
#include "HeuristicGridDensityProviderFactory.h"
+#include "OccluderSource.h"
+#include "SphericalGrid.h"
+#include "ViewMapBuilder.h"
+
+#include "../geometry/GridHelpers.h"
+#include "../geometry/GeomUtils.h"
+
+#include "../winged_edge/WFillGrid.h"
-#define logging 0
+#define LOGGING FALSE
using namespace std;
template <typename G, typename I>
-static void findOccludee(FEdge *fe, G& grid, I& occluders, real epsilon, WFace** oaWFace,
- Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
+static void findOccludee(FEdge *fe, G& grid, I& occluders, real epsilon, WFace **oaWFace,
+ Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
{
- WFace *face = 0;
- if(fe->isSmooth()){
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
- WFace * oface;
- bool skipFace;
-
- WVertex::incoming_edge_iterator ie;
-
- *oaWFace = 0;
- if(((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER))
- {
- // we cast a ray from A in the same direction but looking behind
- Vec3r v(-u[0],-u[1],-u[2]);
- bool noIntersection = true;
- real mint=FLT_MAX;
-
- for( occluders.initAfterTarget(); occluders.validAfterTarget(); occluders.nextOccludee() )
- {
-#if logging > 0
- cout << "\t\tEvaluating intersection for occludee " << occluders.getWFace() << " and ray " << A << " * " << u << endl;
-#endif
- oface = occluders.getWFace();
- Polygon3r* p = occluders.getCameraSpacePolygon();
- real d = -((p->getVertices())[0] * p->getNormal());
- real t,t_u,t_v;
-
- if(0 != face)
- {
- skipFace = false;
-
- if(face == oface)
- continue;
-
- if(faceVertices.empty())
- continue;
-
- for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
- fv!=fvend;
- ++fv)
- {
- if((*fv)->isBoundary())
- continue;
- WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
- WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
- for(ie=iebegin;ie!=ieend; ++ie)
- {
- if((*ie) == 0)
- continue;
-
- WFace * sface = (*ie)->GetbFace();
- if(sface == oface)
- {
- skipFace = true;
- break;
- }
- }
- if(skipFace)
- break;
- }
- if(skipFace)
- continue;
- }
- else
- {
- // check whether the edge and the polygon plane are coincident:
- //-------------------------------------------------------------
- //first let us compute the plane equation.
- if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
-#if logging > 0
-cout << "\t\tRejecting occluder for target coincidence." << endl;
-#endif
- continue;
- }
- }
-
- if(p->rayIntersect(A, v, t, t_u, t_v))
- {
-#if logging > 0
-cout << "\t\tRay " << A << " * " << v << " intersects at time " << t << endl;
-#endif
-#if logging > 0
-cout << "\t\t(v * normal) == " << (v * p->getNormal()) << " for normal " << p->getNormal() << endl;
-#endif
- if (fabs(v * p->getNormal()) > 0.0001)
- if ((t>0.0)) // && (t<1.0))
- {
- if (t<mint)
- {
- *oaWFace = oface;
- mint = t;
- noIntersection = false;
- fe->setOccludeeIntersection(Vec3r(A+t*v));
-#if logging > 0
-cout << "\t\tIs occludee" << endl;
-#endif
- }
- }
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
+ }
+ WFace *oface;
+ bool skipFace;
+
+ WVertex::incoming_edge_iterator ie;
+
+ *oaWFace = NULL;
+ if (((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER)) {
+ // we cast a ray from A in the same direction but looking behind
+ Vec3r v(-u[0], -u[1], -u[2]);
+ bool noIntersection = true;
+ real mint = FLT_MAX;
+
+ for (occluders.initAfterTarget(); occluders.validAfterTarget(); occluders.nextOccludee()) {
+ #if LOGGING
+ cout << "\t\tEvaluating intersection for occludee " << occluders.getWFace() << " and ray " << A
+ << " * " << u << endl;
+ #endif
+ oface = occluders.getWFace();
+ Polygon3r *p = occluders.getCameraSpacePolygon();
+ real d = -((p->getVertices())[0] * p->getNormal());
+ real t, t_u, t_v;
+
+ if (0 != face) {
+ skipFace = false;
+
+ if (face == oface)
+ continue;
+
+ if (faceVertices.empty())
+ continue;
+
+ for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
+ fv != fvend;
+ ++fv)
+ {
+ if ((*fv)->isBoundary())
+ continue;
+ WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
+ WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
+ for (ie = iebegin; ie != ieend; ++ie) {
+ if ((*ie) == 0)
+ continue;
+
+ WFace *sface = (*ie)->GetbFace();
+ if (sface == oface) {
+ skipFace = true;
+ break;
+ }
+ }
+ if (skipFace)
+ break;
+ }
+ if (skipFace)
+ continue;
+ }
+ else {
+ // check whether the edge and the polygon plane are coincident:
+ //-------------------------------------------------------------
+ //first let us compute the plane equation.
+ if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon))
+ {
+ #if LOGGING
+ cout << "\t\tRejecting occluder for target coincidence." << endl;
+ #endif
+ continue;
+ }
+ }
- occluders.reportDepth(A, v, t);
- }
+ if (p->rayIntersect(A, v, t, t_u, t_v)) {
+ #if LOGGING
+ cout << "\t\tRay " << A << " * " << v << " intersects at time " << t << endl;
+ cout << "\t\t(v * normal) == " << (v * p->getNormal()) << " for normal " << p->getNormal() << endl;
+ #endif
+ if (fabs(v * p->getNormal()) > 0.0001) {
+ if ((t > 0.0)) { // && (t<1.0))
+ if (t < mint) {
+ *oaWFace = oface;
+ mint = t;
+ noIntersection = false;
+ fe->setOccludeeIntersection(Vec3r(A + t * v));
+ #if LOGGING
+ cout << "\t\tIs occludee" << endl;
+ #endif
+ }
+ }
+ }
- }
-
- if(noIntersection)
- *oaWFace = 0;
- }
+ occluders.reportDepth(A, v, t);
+ }
+ }
+
+ if (noIntersection)
+ *oaWFace = NULL;
+ }
}
template <typename G, typename I>
-static void findOccludee(FEdge *fe, G& grid, real epsilon, ViewEdge* ve, WFace** oaFace)
+static void findOccludee(FEdge *fe, G& grid, real epsilon, ViewEdge *ve, WFace **oaFace)
{
- Vec3r A;
- Vec3r edge;
- Vec3r origin;
- A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
- edge = Vec3r((fe)->vertexB()->point3D()-(fe)->vertexA()->point3D());
- origin = Vec3r((fe)->vertexA()->point3D());
- Vec3r u;
- if (grid.orthographicProjection()) {
- u = Vec3r(0.0, 0.0, grid.viewpoint().z()-A.z());
- } else {
- u = Vec3r(grid.viewpoint()-A);
- }
- u.normalize();
-
- vector<WVertex*> faceVertices;
-
- WFace *face = 0;
- if(fe->isSmooth()) {
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
-
- if(0 != face) {
- face->RetrieveVertexList(faceVertices);
- }
-
- I occluders(grid, A, epsilon);
- findOccludee<G, I>(fe, grid, occluders, epsilon, oaFace, u, A, origin, edge, faceVertices);
+ Vec3r A;
+ Vec3r edge;
+ Vec3r origin;
+ A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
+ edge = Vec3r((fe)->vertexB()->point3D() - (fe)->vertexA()->point3D());
+ origin = Vec3r((fe)->vertexA()->point3D());
+ Vec3r u;
+ if (grid.orthographicProjection()) {
+ u = Vec3r(0.0, 0.0, grid.viewpoint().z() - A.z());
+ }
+ else {
+ u = Vec3r(grid.viewpoint() - A);
+ }
+ u.normalize();
+
+ vector<WVertex*> faceVertices;
+
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
+ }
+
+ if (face) {
+ face->RetrieveVertexList(faceVertices);
+ }
+
+ I occluders(grid, A, epsilon);
+ findOccludee<G, I>(fe, grid, occluders, epsilon, oaFace, u, A, origin, edge, faceVertices);
}
// computeVisibility takes a pointer to foundOccluders, instead of using a reference,
// so that computeVeryFastVisibility can skip the AddOccluders step with minimal overhead.
template <typename G, typename I>
-static int computeVisibility(ViewMap* viewMap, FEdge *fe, G& grid, real epsilon, ViewEdge* ve, WFace** oaWFace, set<ViewShape*>* foundOccluders)
+static int computeVisibility(ViewMap *viewMap, FEdge *fe, G& grid, real epsilon, ViewEdge *ve, WFace **oaWFace,
+ set<ViewShape*> *foundOccluders)
{
- int qi = 0;
-
- Vec3r center;
- Vec3r edge;
- Vec3r origin;
-
- center = fe->center3d();
- edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
- origin = Vec3r(fe->vertexA()->point3D());
-
- Vec3r vp;
- if (grid.orthographicProjection()) {
- vp = Vec3r(center.x(), center.y(), grid.viewpoint().z());
- } else {
- vp = Vec3r(grid.viewpoint());
- }
- Vec3r u(vp - center);
- real raylength = u.norm();
- u.normalize();
-
- WFace *face = 0;
- if(fe->isSmooth()){
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
- vector<WVertex*> faceVertices;
- WVertex::incoming_edge_iterator ie;
-
- WFace * oface;
- bool skipFace;
-
- if(face)
- face->RetrieveVertexList(faceVertices);
-
- I occluders(grid, center, epsilon);
-
- for(occluders.initBeforeTarget(); occluders.validBeforeTarget(); occluders.nextOccluder())
- {
- // If we're dealing with an exact silhouette, check whether
- // we must take care of this occluder of not.
- // (Indeed, we don't consider the occluders that
- // share at least one vertex with the face containing
- // this edge).
- //-----------
- oface = occluders.getWFace();
- Polygon3r* p = occluders.getCameraSpacePolygon();
- real t, t_u, t_v;
-#if logging > 0
- cout << "\t\tEvaluating intersection for occluder " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
-#endif
+ int qi = 0;
-#if logging > 0
- Vec3r v(vp - center);
- real rl = v.norm();
- v.normalize();
- vector<Vec3r> points;
- // Iterate over vertices, storing projections in points
- for(vector<WOEdge*>::const_iterator woe=oface->getEdgeList().begin(), woend=oface->getEdgeList().end(); woe!=woend; woe++) {
- points.push_back(Vec3r((*woe)->GetaVertex()->GetVertex()));
- }
- Polygon3r p1(points, oface->GetNormal());
- Vec3r v1((p1.getVertices())[0]);
- real d = -(v1 * p->getNormal());
- cout << "\t\tp: " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << ", norm: " << p->getNormal() << endl;
- cout << "\t\tp1: " << (p1.getVertices())[0] << (p1.getVertices())[1] << (p1.getVertices())[2] << ", norm: " << p1.getNormal() << endl;
-#else
- real d = -((p->getVertices())[0] * p->getNormal());
-#endif
-
- if(0 != face)
- {
-#if logging > 0
-cout << "\t\tDetermining face adjacency...";
-#endif
- skipFace = false;
-
- if(face == oface) {
-#if logging > 0
-cout << " Rejecting occluder for face concurrency." << endl;
-#endif
- continue;
- }
-
-
- for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
- fv!=fvend;
- ++fv)
- {
- if((*fv)->isBoundary())
- continue;
-
- WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
- WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
- for(ie=iebegin;ie!=ieend; ++ie)
- {
- if((*ie) == 0)
- continue;
-
- WFace * sface = (*ie)->GetbFace();
- //WFace * sfacea = (*ie)->GetaFace();
- //if((sface == oface) || (sfacea == oface))
- if(sface == oface)
- {
- skipFace = true;
- break;
- }
- }
- if(skipFace)
- break;
- }
- if(skipFace) {
-#if logging > 0
-cout << " Rejecting occluder for face adjacency." << endl;
-#endif
- continue;
- }
- }
- else
- {
- // check whether the edge and the polygon plane are coincident:
- //-------------------------------------------------------------
- //first let us compute the plane equation.
-
- if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
-#if logging > 0
-cout << "\t\tRejecting occluder for target coincidence." << endl;
-#endif
- continue;
- }
- }
+ Vec3r center;
+ Vec3r edge;
+ Vec3r origin;
-#if logging > 0
+ center = fe->center3d();
+ edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
+ origin = Vec3r(fe->vertexA()->point3D());
- real x;
- if ( p1.rayIntersect(center, v, x, t_u, t_v) ) {
- cout << "\t\tRay should intersect at time " << (rl - x) << ". Center: " << center << ", V: " << v << ", RL: " << rl << ", T:" << x << endl;
- } else {
- cout << "\t\tRay should not intersect. Center: " << center << ", V: " << v << ", RL: " << rl << endl;
+ Vec3r vp;
+ if (grid.orthographicProjection()) {
+ vp = Vec3r(center.x(), center.y(), grid.viewpoint().z());
+ }
+ else {
+ vp = Vec3r(grid.viewpoint());
+ }
+ Vec3r u(vp - center);
+ real raylength = u.norm();
+ u.normalize();
+
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
}
+ vector<WVertex*> faceVertices;
+ WVertex::incoming_edge_iterator ie;
+
+ WFace *oface;
+ bool skipFace;
+
+ if (face)
+ face->RetrieveVertexList(faceVertices);
+
+ I occluders(grid, center, epsilon);
+
+ for (occluders.initBeforeTarget(); occluders.validBeforeTarget(); occluders.nextOccluder()) {
+ // If we're dealing with an exact silhouette, check whether we must take care of this occluder of not.
+ // (Indeed, we don't consider the occluders that share at least one vertex with the face containing this edge).
+ //-----------
+ oface = occluders.getWFace();
+ Polygon3r *p = occluders.getCameraSpacePolygon();
+ real t, t_u, t_v;
+ #if LOGGING
+ cout << "\t\tEvaluating intersection for occluder " << (p->getVertices())[0] << (p->getVertices())[1]
+ << (p->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")"
+ << endl;
+ #endif
+
+ #if LOGGING
+ Vec3r v(vp - center);
+ real rl = v.norm();
+ v.normalize();
+ vector<Vec3r> points;
+ // Iterate over vertices, storing projections in points
+ for (vector<WOEdge*>::const_iterator woe = oface->getEdgeList().begin(), woend = oface->getEdgeList().end();
+ woe != woend;
+ woe++)
+ {
+ points.push_back(Vec3r((*woe)->GetaVertex()->GetVertex()));
+ }
+ Polygon3r p1(points, oface->GetNormal());
+ Vec3r v1((p1.getVertices())[0]);
+ real d = -(v1 * p->getNormal());
+ cout << "\t\tp: " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << ", norm: "
+ << p->getNormal() << endl;
+ cout << "\t\tp1: " << (p1.getVertices())[0] << (p1.getVertices())[1] << (p1.getVertices())[2] << ", norm: "
+ << p1.getNormal() << endl;
+ #else
+ real d = -((p->getVertices())[0] * p->getNormal());
+ #endif
+
+ if (face)
+ {
+ #if LOGGING
+ cout << "\t\tDetermining face adjacency...";
+ #endif
+ skipFace = false;
+
+ if (face == oface) {
+ #if LOGGING
+ cout << " Rejecting occluder for face concurrency." << endl;
+ #endif
+ continue;
+ }
-#endif
- if(p->rayIntersect(center, u, t, t_u, t_v))
- {
-#if logging > 0
-cout << "\t\tRay " << center << " * " << u << " intersects at time " << t << " (raylength is " << raylength << ")" << endl;
-#endif
-#if logging > 0
-cout << "\t\t(u * normal) == " << (u * p->getNormal()) << " for normal " << p->getNormal() << endl;
-#endif
- if (fabs(u * p->getNormal()) > 0.0001)
- if ((t>0.0) && (t<raylength))
- {
-#if logging > 0
-cout << "\t\tIs occluder" << endl;
-#endif
- if ( foundOccluders != NULL ) {
- ViewShape *vshape = viewMap->viewShape(oface->GetVertex(0)->shape()->GetId());
- foundOccluders->insert(vshape);
- }
+ for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end(); fv != fvend; ++fv) {
+ if ((*fv)->isBoundary())
+ continue;
- ++qi;
+ WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
+ WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
+ for (ie = iebegin; ie != ieend; ++ie) {
+ if ((*ie) == 0)
+ continue;
+
+ WFace *sface = (*ie)->GetbFace();
+ //WFace *sfacea = (*ie)->GetaFace();
+ //if ((sface == oface) || (sfacea == oface))
+ if (sface == oface) {
+ skipFace = true;
+ break;
+ }
+ }
+ if (skipFace)
+ break;
+ }
+ if (skipFace) {
+ #if LOGGING
+ cout << " Rejecting occluder for face adjacency." << endl;
+ #endif
+ continue;
+ }
+ }
+ else {
+ // check whether the edge and the polygon plane are coincident:
+ //-------------------------------------------------------------
+ //first let us compute the plane equation.
+ if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
+ #if LOGGING
+ cout << "\t\tRejecting occluder for target coincidence." << endl;
+ #endif
+ continue;
+ }
+ }
- if(! grid.enableQI())
- break;
- }
+ #if LOGGING
+ real x;
+ if (p1.rayIntersect(center, v, x, t_u, t_v)) {
+ cout << "\t\tRay should intersect at time " << (rl - x) << ". Center: " << center << ", V: " << v
+ << ", RL: " << rl << ", T:" << x << endl;
+ }
+ else {
+ cout << "\t\tRay should not intersect. Center: " << center << ", V: " << v << ", RL: " << rl << endl;
+ }
+ #endif
+
+ if (p->rayIntersect(center, u, t, t_u, t_v)) {
+ #if LOGGING
+ cout << "\t\tRay " << center << " * " << u << " intersects at time " << t << " (raylength is "
+ << raylength << ")" << endl;
+ cout << "\t\t(u * normal) == " << (u * p->getNormal()) << " for normal " << p->getNormal() << endl;
+ #endif
+ if (fabs(u * p->getNormal()) > 0.0001) {
+ if ((t > 0.0) && (t < raylength)) {
+ #if LOGGING
+ cout << "\t\tIs occluder" << endl;
+ #endif
+ if ( foundOccluders != NULL ) {
+ ViewShape *vshape = viewMap->viewShape(oface->GetVertex(0)->shape()->GetId());
+ foundOccluders->insert(vshape);
+ }
+ ++qi;
+
+ if (! grid.enableQI())
+ break;
+ }
- occluders.reportDepth(center, u, t);
+ occluders.reportDepth(center, u, t);
+ }
+ }
}
- }
- // Find occludee
- findOccludee<G, I>(fe, grid, occluders, epsilon, oaWFace, u, center, origin, edge, faceVertices);
+ // Find occludee
+ findOccludee<G, I>(fe, grid, occluders, epsilon, oaWFace, u, center, origin, edge, faceVertices);
- return qi;
+ return qi;
}
-// computeCumulativeVisibility returns the lowest x such that the majority
-// of FEdges have QI <= x
+// computeCumulativeVisibility returns the lowest x such that the majority of FEdges have QI <= x
//
-// This was probably the original intention of the "normal" algorithm
-// on which computeDetailedVisibility is based. But because the "normal"
-// algorithm chooses the most popular QI, without considering any other
-// values, a ViewEdge with FEdges having QIs of 0, 21, 22, 23, 24 and 25
-// will end up having a total QI of 0, even though most of the FEdges are
-// heavily occluded. computeCumulativeVisibility will treat this case as
-// a QI of 22 because 3 out of 6 occluders have QI <= 22.
+// This was probably the original intention of the "normal" algorithm on which computeDetailedVisibility is based.
+// But because the "normal" algorithm chooses the most popular QI, without considering any other values, a ViewEdge
+// with FEdges having QIs of 0, 21, 22, 23, 24 and 25 will end up having a total QI of 0, even though most of the
+// FEdges are heavily occluded. computeCumulativeVisibility will treat this case as a QI of 22 because 3 out of
+// 6 occluders have QI <= 22.
template <typename G, typename I>
static void computeCumulativeVisibility(ViewMap *ioViewMap, G& grid, real epsilon, RenderMonitor *iRenderMonitor)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
-
- FEdge * fe, *festart;
- int nSamples = 0;
- vector<WFace*> wFaces;
- WFace *wFace = 0;
- unsigned tmpQI = 0;
- unsigned qiClasses[256];
- unsigned maxIndex, maxCard;
- unsigned qiMajority;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
- if (iRenderMonitor && iRenderMonitor->testBreak())
- break;
-#if logging > 0
-cout << "Processing ViewEdge " << (*ve)->getId() << endl;
-#endif
- // Find an edge to test
- if ( ! (*ve)->isInImage() ) {
- // This view edge has been proscenium culled
- (*ve)->setQI(255);
- (*ve)->setaShape(0);
-#if logging > 0
-cout << "\tCulled." << endl;
-#endif
- continue;
- }
-
- // Test edge
- festart = (*ve)->fedgeA();
- fe = (*ve)->fedgeA();
- qiMajority = 0;
- do {
- if ( fe != NULL && fe->isInImage() ) {
- qiMajority++;
- }
- fe = fe->nextEdge();
- } while (fe && fe != festart);
-
- if ( qiMajority == 0 ) {
- // There are no occludable FEdges on this ViewEdge
- // This should be impossible.
- cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
- // We can recover from this error:
- // Treat this edge as fully visible with no occludee
- (*ve)->setQI(0);
- (*ve)->setaShape(0);
- continue;
- } else {
- ++qiMajority;
- qiMajority >>= 1;
- }
-#if logging > 0
-cout << "\tqiMajority: " << qiMajority << endl;
-#endif
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- tmpQI = 0;
- maxIndex = 0;
- maxCard = 0;
- nSamples = 0;
- memset(qiClasses, 0, 256 * sizeof(*qiClasses));
- set<ViewShape*> foundOccluders;
-
- fe = (*ve)->fedgeA();
- do
- {
- if ( fe == NULL || ! fe->isInImage() ) {
- fe = fe->nextEdge();
- continue;
- }
- if((maxCard < qiMajority)) {
- tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
-#if logging > 0
-cout << "\tFEdge: visibility " << tmpQI << endl;
-#endif
-
- //ARB: This is an error condition, not an alert condition.
- // Some sort of recovery or abort is necessary.
- if(tmpQI >= 256) {
- cerr << "Warning: too many occluding levels" << endl;
- //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
- tmpQI = 255;
- }
-
- if (++qiClasses[tmpQI] > maxCard) {
- maxCard = qiClasses[tmpQI];
- maxIndex = tmpQI;
- }
- } else {
- //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
- findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
-#if logging > 0
-cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
-#endif
- }
-
- // Store test results
- if(wFace) {
- vector<Vec3r> vertices;
- for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
- vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
- }
- Polygon3r poly(vertices, wFace->GetNormal());
- poly.userdata = (void *) wFace;
- fe->setaFace(poly);
- wFaces.push_back(wFace);
- fe->setOccludeeEmpty(false);
-#if logging > 0
-cout << "\tFound occludee" << endl;
-#endif
- } else {
- fe->setOccludeeEmpty(true);
- }
-
- ++nSamples;
- fe = fe->nextEdge();
- }
- while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
-#if logging > 0
-cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
-#endif
+ FEdge *fe, *festart;
+ int nSamples = 0;
+ vector<WFace*> wFaces;
+ WFace *wFace = NULL;
+ unsigned tmpQI = 0;
+ unsigned qiClasses[256];
+ unsigned maxIndex, maxCard;
+ unsigned qiMajority;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ if (iRenderMonitor && iRenderMonitor->testBreak())
+ break;
+ #if LOGGING
+ cout << "Processing ViewEdge " << (*ve)->getId() << endl;
+ #endif
+ // Find an edge to test
+ if (!(*ve)->isInImage()) {
+ // This view edge has been proscenium culled
+ (*ve)->setQI(255);
+ (*ve)->setaShape(0);
+ #if LOGGING
+ cout << "\tCulled." << endl;
+ #endif
+ continue;
+ }
- // ViewEdge
- // qi --
- // Find the minimum value that is >= the majority of the QI
- for ( unsigned count = 0, i = 0; i < 256; ++i ) {
- count += qiClasses[i];
- if ( count >= qiMajority ) {
- (*ve)->setQI(i);
- break;
- }
- }
- // occluders --
- // I would rather not have to go through the effort of creating this
- // this set and then copying out its contents. Is there a reason why
- // ViewEdge::_Occluders cannot be converted to a set<>?
- for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
- (*ve)->AddOccluder((*o));
- }
-#if logging > 0
-cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
-#endif
- // occludee --
- if(!wFaces.empty())
- {
- if(wFaces.size() <= (float)nSamples/2.f)
- {
- (*ve)->setaShape(0);
- }
- else
- {
- ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
- (*ve)->setaShape(vshape);
- }
- }
-
- wFaces.clear();
- }
+ // Test edge
+ festart = (*ve)->fedgeA();
+ fe = (*ve)->fedgeA();
+ qiMajority = 0;
+ do {
+ if (fe != NULL && fe->isInImage()) {
+ qiMajority++;
+ }
+ fe = fe->nextEdge();
+ } while (fe && fe != festart);
+
+ if (qiMajority == 0) {
+ // There are no occludable FEdges on this ViewEdge
+ // This should be impossible.
+ cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
+ // We can recover from this error:
+ // Treat this edge as fully visible with no occludee
+ (*ve)->setQI(0);
+ (*ve)->setaShape(0);
+ continue;
+ }
+ else {
+ ++qiMajority;
+ qiMajority >>= 1;
+ }
+ #if LOGGING
+ cout << "\tqiMajority: " << qiMajority << endl;
+ #endif
+
+ tmpQI = 0;
+ maxIndex = 0;
+ maxCard = 0;
+ nSamples = 0;
+ memset(qiClasses, 0, 256 * sizeof(*qiClasses));
+ set<ViewShape*> foundOccluders;
+
+ fe = (*ve)->fedgeA();
+ do {
+ if (!fe || !fe->isInImage()) {
+ fe = fe->nextEdge();
+ continue;
+ }
+ if ((maxCard < qiMajority)) {
+ //ARB: change &wFace to wFace and use reference in called function
+ tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
+ #if LOGGING
+ cout << "\tFEdge: visibility " << tmpQI << endl;
+ #endif
+
+ //ARB: This is an error condition, not an alert condition.
+ // Some sort of recovery or abort is necessary.
+ if (tmpQI >= 256) {
+ cerr << "Warning: too many occluding levels" << endl;
+ //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
+ tmpQI = 255;
+ }
+
+ if (++qiClasses[tmpQI] > maxCard) {
+ maxCard = qiClasses[tmpQI];
+ maxIndex = tmpQI;
+ }
+ }
+ else {
+ //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
+ //ARB: change &wFace to wFace and use reference in called function
+ findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
+ #if LOGGING
+ cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
+ #endif
+ }
+
+ // Store test results
+ if (wFace) {
+ vector<Vec3r> vertices;
+ for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
+ vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
+ }
+ Polygon3r poly(vertices, wFace->GetNormal());
+ poly.userdata = (void *)wFace;
+ fe->setaFace(poly);
+ wFaces.push_back(wFace);
+ fe->setOccludeeEmpty(false);
+ #if LOGGING
+ cout << "\tFound occludee" << endl;
+ #endif
+ }
+ else {
+ fe->setOccludeeEmpty(true);
+ }
+
+ ++nSamples;
+ fe = fe->nextEdge();
+ } while ((maxCard < qiMajority) && (fe) && (fe != festart));
+
+ #if LOGGING
+ cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
+ #endif
+
+ // ViewEdge
+ // qi --
+ // Find the minimum value that is >= the majority of the QI
+ for (unsigned count = 0, i = 0; i < 256; ++i) {
+ count += qiClasses[i];
+ if (count >= qiMajority) {
+ (*ve)->setQI(i);
+ break;
+ }
+ }
+ // occluders --
+ // I would rather not have to go through the effort of creating this set and then copying out its contents.
+ // Is there a reason why ViewEdge::_Occluders cannot be converted to a set<>?
+ for (set<ViewShape*>::iterator o = foundOccluders.begin(), oend = foundOccluders.end(); o != oend; ++o) {
+ (*ve)->AddOccluder((*o));
+ }
+ #if LOGGING
+ cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
+ #endif
+ // occludee --
+ if (!wFaces.empty()) {
+ if (wFaces.size() <= (float)nSamples / 2.0f) {
+ (*ve)->setaShape(0);
+ }
+ else {
+ ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
+ (*ve)->setaShape(vshape);
+ }
+ }
+
+ wFaces.clear();
+ }
}
template <typename G, typename I>
static void computeDetailedVisibility(ViewMap *ioViewMap, G& grid, real epsilon, RenderMonitor *iRenderMonitor)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
-
- FEdge * fe, *festart;
- int nSamples = 0;
- vector<WFace*> wFaces;
- WFace *wFace = 0;
- unsigned tmpQI = 0;
- unsigned qiClasses[256];
- unsigned maxIndex, maxCard;
- unsigned qiMajority;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
- if (iRenderMonitor && iRenderMonitor->testBreak())
- break;
-#if logging > 0
-cout << "Processing ViewEdge " << (*ve)->getId() << endl;
-#endif
- // Find an edge to test
- if ( ! (*ve)->isInImage() ) {
- // This view edge has been proscenium culled
- (*ve)->setQI(255);
- (*ve)->setaShape(0);
-#if logging > 0
-cout << "\tCulled." << endl;
-#endif
- continue;
- }
-
- // Test edge
- festart = (*ve)->fedgeA();
- fe = (*ve)->fedgeA();
- qiMajority = 0;
- do {
- if ( fe != NULL && fe->isInImage() ) {
- qiMajority++;
- }
- fe = fe->nextEdge();
- } while (fe && fe != festart);
-
- if ( qiMajority == 0 ) {
- // There are no occludable FEdges on this ViewEdge
- // This should be impossible.
- cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
- // We can recover from this error:
- // Treat this edge as fully visible with no occludee
- (*ve)->setQI(0);
- (*ve)->setaShape(0);
- continue;
- } else {
- ++qiMajority;
- qiMajority >>= 1;
- }
-#if logging > 0
-cout << "\tqiMajority: " << qiMajority << endl;
-#endif
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- tmpQI = 0;
- maxIndex = 0;
- maxCard = 0;
- nSamples = 0;
- memset(qiClasses, 0, 256 * sizeof(*qiClasses));
- set<ViewShape*> foundOccluders;
-
- fe = (*ve)->fedgeA();
- do
- {
- if ( fe == NULL || ! fe->isInImage() ) {
- fe = fe->nextEdge();
- continue;
- }
- if((maxCard < qiMajority)) {
- tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
-#if logging > 0
-cout << "\tFEdge: visibility " << tmpQI << endl;
-#endif
-
- //ARB: This is an error condition, not an alert condition.
- // Some sort of recovery or abort is necessary.
- if(tmpQI >= 256) {
- cerr << "Warning: too many occluding levels" << endl;
- //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
- tmpQI = 255;
- }
-
- if (++qiClasses[tmpQI] > maxCard) {
- maxCard = qiClasses[tmpQI];
- maxIndex = tmpQI;
- }
- } else {
- //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
- findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
-#if logging > 0
-cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
-#endif
- }
-
- // Store test results
- if(wFace) {
- vector<Vec3r> vertices;
- for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
- vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
- }
- Polygon3r poly(vertices, wFace->GetNormal());
- poly.userdata = (void *) wFace;
- fe->setaFace(poly);
- wFaces.push_back(wFace);
- fe->setOccludeeEmpty(false);
-#if logging > 0
-cout << "\tFound occludee" << endl;
-#endif
- } else {
- fe->setOccludeeEmpty(true);
- }
-
- ++nSamples;
- fe = fe->nextEdge();
- }
- while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
-#if logging > 0
-cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
-#endif
+ FEdge *fe, *festart;
+ int nSamples = 0;
+ vector<WFace*> wFaces;
+ WFace *wFace = NULL;
+ unsigned tmpQI = 0;
+ unsigned qiClasses[256];
+ unsigned maxIndex, maxCard;
+ unsigned qiMajority;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ if (iRenderMonitor && iRenderMonitor->testBreak())
+ break;
+ #if LOGGING
+ cout << "Processing ViewEdge " << (*ve)->getId() << endl;
+ #endif
+ // Find an edge to test
+ if (!(*ve)->isInImage()) {
+ // This view edge has been proscenium culled
+ (*ve)->setQI(255);
+ (*ve)->setaShape(0);
+ #if LOGGING
+ cout << "\tCulled." << endl;
+ #endif
+ continue;
+ }
- // ViewEdge
- // qi --
- (*ve)->setQI(maxIndex);
- // occluders --
- // I would rather not have to go through the effort of creating this
- // this set and then copying out its contents. Is there a reason why
- // ViewEdge::_Occluders cannot be converted to a set<>?
- for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
- (*ve)->AddOccluder((*o));
- }
-#if logging > 0
-cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
-#endif
- // occludee --
- if(!wFaces.empty())
- {
- if(wFaces.size() <= (float)nSamples/2.f)
- {
- (*ve)->setaShape(0);
- }
- else
- {
- ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
- (*ve)->setaShape(vshape);
- }
- }
-
- wFaces.clear();
- }
+ // Test edge
+ festart = (*ve)->fedgeA();
+ fe = (*ve)->fedgeA();
+ qiMajority = 0;
+ do {
+ if (fe != NULL && fe->isInImage()) {
+ qiMajority++;
+ }
+ fe = fe->nextEdge();
+ } while (fe && fe != festart);
+
+ if (qiMajority == 0) {
+ // There are no occludable FEdges on this ViewEdge
+ // This should be impossible.
+ cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
+ // We can recover from this error:
+ // Treat this edge as fully visible with no occludee
+ (*ve)->setQI(0);
+ (*ve)->setaShape(0);
+ continue;
+ }
+ else {
+ ++qiMajority;
+ qiMajority >>= 1;
+ }
+ #if LOGGING
+ cout << "\tqiMajority: " << qiMajority << endl;
+ #endif
+
+ tmpQI = 0;
+ maxIndex = 0;
+ maxCard = 0;
+ nSamples = 0;
+ memset(qiClasses, 0, 256 * sizeof(*qiClasses));
+ set<ViewShape*> foundOccluders;
+
+ fe = (*ve)->fedgeA();
+ do {
+ if (fe == NULL || ! fe->isInImage()) {
+ fe = fe->nextEdge();
+ continue;
+ }
+ if ((maxCard < qiMajority)) {
+ //ARB: change &wFace to wFace and use reference in called function
+ tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
+ #if LOGGING
+ cout << "\tFEdge: visibility " << tmpQI << endl;
+ #endif
+
+ //ARB: This is an error condition, not an alert condition.
+ // Some sort of recovery or abort is necessary.
+ if (tmpQI >= 256) {
+ cerr << "Warning: too many occluding levels" << endl;
+ //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
+ tmpQI = 255;
+ }
+
+ if (++qiClasses[tmpQI] > maxCard) {
+ maxCard = qiClasses[tmpQI];
+ maxIndex = tmpQI;
+ }
+ }
+ else {
+ //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
+ //ARB: change &wFace to wFace and use reference in called function
+ findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
+ #if LOGGING
+ cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
+ #endif
+ }
+
+ // Store test results
+ if (wFace) {
+ vector<Vec3r> vertices;
+ for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
+ vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
+ }
+ Polygon3r poly(vertices, wFace->GetNormal());
+ poly.userdata = (void *)wFace;
+ fe->setaFace(poly);
+ wFaces.push_back(wFace);
+ fe->setOccludeeEmpty(false);
+ #if LOGGING
+ cout << "\tFound occludee" << endl;
+ #endif
+ }
+ else {
+ fe->setOccludeeEmpty(true);
+ }
+
+ ++nSamples;
+ fe = fe->nextEdge();
+ } while ((maxCard < qiMajority) && (fe) && (fe != festart));
+
+ #if LOGGING
+ cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
+ #endif
+
+ // ViewEdge
+ // qi --
+ (*ve)->setQI(maxIndex);
+ // occluders --
+ // I would rather not have to go through the effort of creating this this set and then copying out its contents.
+ // Is there a reason why ViewEdge::_Occluders cannot be converted to a set<>?
+ for (set<ViewShape*>::iterator o = foundOccluders.begin(), oend = foundOccluders.end(); o != oend; ++o) {
+ (*ve)->AddOccluder((*o));
+ }
+ #if LOGGING
+ cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
+ #endif
+ // occludee --
+ if (!wFaces.empty()) {
+ if (wFaces.size() <= (float)nSamples / 2.0f) {
+ (*ve)->setaShape(0);
+ }
+ else {
+ ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
+ (*ve)->setaShape(vshape);
+ }
+ }
+
+ wFaces.clear();
+ }
}
template <typename G, typename I>
static void computeFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
-
- FEdge * fe, *festart;
- unsigned nSamples = 0;
- vector<WFace*> wFaces;
- WFace *wFace = 0;
- unsigned tmpQI = 0;
- unsigned qiClasses[256];
- unsigned maxIndex, maxCard;
- unsigned qiMajority;
- bool even_test;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
- // Find an edge to test
- if ( ! (*ve)->isInImage() ) {
- // This view edge has been proscenium culled
- (*ve)->setQI(255);
- (*ve)->setaShape(0);
- continue;
- }
-
- // Test edge
- festart = (*ve)->fedgeA();
- fe = (*ve)->fedgeA();
-
- even_test = true;
- qiMajority = 0;
- do {
- if ( even_test && fe != NULL && fe->isInImage() ) {
- qiMajority++;
- even_test = ! even_test;
- }
- fe = fe->nextEdge();
- } while (fe && fe != festart);
-
- if (qiMajority == 0 ) {
- // There are no occludable FEdges on this ViewEdge
- // This should be impossible.
- cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
- // We can recover from this error:
- // Treat this edge as fully visible with no occludee
- (*ve)->setQI(0);
- (*ve)->setaShape(0);
- continue;
- } else {
- ++qiMajority;
- qiMajority >>= 1;
- }
-
- even_test = true;
- maxIndex = 0;
- maxCard = 0;
- nSamples = 0;
- memset(qiClasses, 0, 256 * sizeof(*qiClasses));
- set<ViewShape*> foundOccluders;
-
- fe = (*ve)->fedgeA();
- do
- {
- if ( fe == NULL || ! fe->isInImage() ) {
- fe = fe->nextEdge();
- continue;
- }
- if (even_test)
- {
- if((maxCard < qiMajority)) {
- tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
-
- //ARB: This is an error condition, not an alert condition.
- // Some sort of recovery or abort is necessary.
- if(tmpQI >= 256) {
- cerr << "Warning: too many occluding levels" << endl;
- //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
- tmpQI = 255;
- }
-
- if (++qiClasses[tmpQI] > maxCard) {
- maxCard = qiClasses[tmpQI];
- maxIndex = tmpQI;
- }
- } else {
- //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
- findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
- }
-
- if(wFace)
- {
- vector<Vec3r> vertices;
- for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
- vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
- }
- Polygon3r poly(vertices, wFace->GetNormal());
- poly.userdata = (void *) wFace;
- fe->setaFace(poly);
- wFaces.push_back(wFace);
- }
- ++nSamples;
- }
-
- even_test = ! even_test;
- fe = fe->nextEdge();
- } while ((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
-
- // qi --
- (*ve)->setQI(maxIndex);
-
- // occluders --
- for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
- (*ve)->AddOccluder((*o));
- }
-
- // occludee --
- if(!wFaces.empty())
- {
- if(wFaces.size() < nSamples / 2)
- {
- (*ve)->setaShape(0);
- }
- else
- {
- ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
- (*ve)->setaShape(vshape);
- }
- }
-
- wFaces.clear();
- }
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
+
+ FEdge *fe, *festart;
+ unsigned nSamples = 0;
+ vector<WFace*> wFaces;
+ WFace *wFace = NULL;
+ unsigned tmpQI = 0;
+ unsigned qiClasses[256];
+ unsigned maxIndex, maxCard;
+ unsigned qiMajority;
+ bool even_test;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ // Find an edge to test
+ if (!(*ve)->isInImage()) {
+ // This view edge has been proscenium culled
+ (*ve)->setQI(255);
+ (*ve)->setaShape(0);
+ continue;
+ }
+
+ // Test edge
+ festart = (*ve)->fedgeA();
+ fe = (*ve)->fedgeA();
+
+ even_test = true;
+ qiMajority = 0;
+ do {
+ if (even_test && fe && fe->isInImage()) {
+ qiMajority++;
+ even_test = !even_test;
+ }
+ fe = fe->nextEdge();
+ } while (fe && fe != festart);
+
+ if (qiMajority == 0 ) {
+ // There are no occludable FEdges on this ViewEdge
+ // This should be impossible.
+ cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
+ // We can recover from this error:
+ // Treat this edge as fully visible with no occludee
+ (*ve)->setQI(0);
+ (*ve)->setaShape(0);
+ continue;
+ }
+ else {
+ ++qiMajority;
+ qiMajority >>= 1;
+ }
+
+ even_test = true;
+ maxIndex = 0;
+ maxCard = 0;
+ nSamples = 0;
+ memset(qiClasses, 0, 256 * sizeof(*qiClasses));
+ set<ViewShape*> foundOccluders;
+
+ fe = (*ve)->fedgeA();
+ do {
+ if (!fe || !fe->isInImage()) {
+ fe = fe->nextEdge();
+ continue;
+ }
+ if (even_test) {
+ if ((maxCard < qiMajority)) {
+ //ARB: change &wFace to wFace and use reference in called function
+ tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
+
+ //ARB: This is an error condition, not an alert condition.
+ // Some sort of recovery or abort is necessary.
+ if (tmpQI >= 256) {
+ cerr << "Warning: too many occluding levels" << endl;
+ //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
+ tmpQI = 255;
+ }
+
+ if (++qiClasses[tmpQI] > maxCard) {
+ maxCard = qiClasses[tmpQI];
+ maxIndex = tmpQI;
+ }
+ }
+ else {
+ //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
+ //ARB: change &wFace to wFace and use reference in called function
+ findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
+ }
+
+ if (wFace) {
+ vector<Vec3r> vertices;
+ for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
+ vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
+ }
+ Polygon3r poly(vertices, wFace->GetNormal());
+ poly.userdata = (void *)wFace;
+ fe->setaFace(poly);
+ wFaces.push_back(wFace);
+ }
+ ++nSamples;
+ }
+
+ even_test = ! even_test;
+ fe = fe->nextEdge();
+ } while ((maxCard < qiMajority) && (fe) && (fe != festart));
+
+ // qi --
+ (*ve)->setQI(maxIndex);
+
+ // occluders --
+ for (set<ViewShape*>::iterator o = foundOccluders.begin(), oend = foundOccluders.end(); o != oend; ++o) {
+ (*ve)->AddOccluder((*o));
+ }
+
+ // occludee --
+ if (!wFaces.empty()) {
+ if (wFaces.size() < nSamples / 2) {
+ (*ve)->setaShape(0);
+ }
+ else {
+ ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
+ (*ve)->setaShape(vshape);
+ }
+ }
+
+ wFaces.clear();
+ }
}
template <typename G, typename I>
@@ -830,14 +829,13 @@ static void computeVeryFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- FEdge* fe;
+ FEdge *fe;
unsigned qi = 0;
- WFace* wFace = 0;
+ WFace *wFace = 0;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++)
- {
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
// Find an edge to test
- if ( ! (*ve)->isInImage() ) {
+ if (!(*ve)->isInImage()) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(0);
@@ -845,16 +843,13 @@ static void computeVeryFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
}
fe = (*ve)->fedgeA();
// Find a FEdge inside the occluder proscenium to test for visibility
- FEdge* festart = fe;
- while ( fe != NULL && ! fe->isInImage() ) {
+ FEdge *festart = fe;
+ while (fe && !fe->isInImage() && fe != festart) {
fe = fe->nextEdge();
- if ( fe == festart ) {
- break;
- }
}
// Test edge
- if ( fe == NULL || ! fe->isInImage() ) {
+ if (!fe || !fe->isInImage()) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
@@ -862,80 +857,81 @@ static void computeVeryFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
// Treat this edge as fully visible with no occludee
qi = 0;
wFace = NULL;
- } else {
+ }
+ else {
qi = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, NULL);
}
// Store test results
- if(wFace)
- {
+ if (wFace) {
vector<Vec3r> vertices;
- for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
+ for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
}
Polygon3r poly(vertices, wFace->GetNormal());
- poly.userdata = (void *) wFace;
+ poly.userdata = (void *)wFace;
fe->setaFace(poly); // This works because setaFace *copies* the polygon
ViewShape *vshape = ioViewMap->viewShape(wFace->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
- }
- else
- {
+ }
+ else {
(*ve)->setaShape(0);
}
(*ve)->setQI(qi);
- }
-
+ }
}
-void ViewMapBuilder::BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces) {
- _Grid->clear();
- Vec3r size;
- for(unsigned int i=0; i<3; i++)
- {
- size[i] = fabs(bbox.getMax()[i] - bbox.getMin()[i]);
- size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
- if(size[i]==0){
- cout << "Warning: the bbox size is 0 in dimension "<<i<<endl;
- }
- }
- _Grid->configure(Vec3r(bbox.getMin() - size / 20.0), size, sceneNumFaces);
-
- // Fill in the grid:
- WFillGrid fillGridRenderer(_Grid, &we);
- fillGridRenderer.fillGrid();
-
- // DEBUG
- _Grid->displayDebug();
+void ViewMapBuilder::BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces)
+{
+ _Grid->clear();
+ Vec3r size;
+ for (unsigned int i = 0; i < 3; i++) {
+ size[i] = fabs(bbox.getMax()[i] - bbox.getMin()[i]);
+ size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
+ if (size[i] == 0) {
+ cout << "Warning: the bbox size is 0 in dimension " << i << endl;
+ }
+ }
+ _Grid->configure(Vec3r(bbox.getMin() - size / 20.0), size, sceneNumFaces);
+
+ // Fill in the grid:
+ WFillGrid fillGridRenderer(_Grid, &we);
+ fillGridRenderer.fillGrid();
+
+ // DEBUG
+ _Grid->displayDebug();
}
-ViewMap* ViewMapBuilder::BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon,
- const BBox<Vec3r>& bbox, unsigned int sceneNumFaces) {
- _ViewMap = new ViewMap;
- _currentId = 1;
- _currentFId = 0;
- _currentSVertexId = 0;
-
- // Builds initial view edges
- computeInitialViewEdges(we);
-
- // Detects cusps
- computeCusps(_ViewMap);
-
- // Compute intersections
- ComputeIntersections(_ViewMap, sweep_line, epsilon);
-
- // Compute visibility
- ComputeEdgesVisibility(_ViewMap, we, bbox, sceneNumFaces, iAlgo, epsilon);
-
- return _ViewMap;
+ViewMap *ViewMapBuilder::BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon,
+ const BBox<Vec3r>& bbox, unsigned int sceneNumFaces)
+{
+ _ViewMap = new ViewMap;
+ _currentId = 1;
+ _currentFId = 0;
+ _currentSVertexId = 0;
+
+ // Builds initial view edges
+ computeInitialViewEdges(we);
+
+ // Detects cusps
+ computeCusps(_ViewMap);
+
+ // Compute intersections
+ ComputeIntersections(_ViewMap, sweep_line, epsilon);
+
+ // Compute visibility
+ ComputeEdgesVisibility(_ViewMap, we, bbox, sceneNumFaces, iAlgo, epsilon);
+
+ return _ViewMap;
}
-static inline real distance2D(const Vec3r & point, const real origin[2]) {
+static inline real distance2D(const Vec3r & point, const real origin[2])
+{
return ::hypot((point[0] - origin[0]), (point[1] - origin[1]));
}
-static inline bool crossesProscenium(real proscenium[4], FEdge *fe) {
+static inline bool crossesProscenium(real proscenium[4], FEdge *fe)
+{
Vec2r min(proscenium[0], proscenium[2]);
Vec2r max(proscenium[1], proscenium[3]);
Vec2r A(fe->vertexA()->getProjectedX(), fe->vertexA()->getProjectedY());
@@ -944,20 +940,21 @@ static inline bool crossesProscenium(real proscenium[4], FEdge *fe) {
return GeomUtils::intersect2dSeg2dArea (min, max, A, B);
}
-static inline bool insideProscenium(real proscenium[4], const Vec3r& point) {
- return ! ( point[0] < proscenium[0] || point[0] > proscenium[1] || point[1] < proscenium[2] || point[1] > proscenium[3] );
+static inline bool insideProscenium(real proscenium[4], const Vec3r& point)
+{
+ return !(point[0] < proscenium[0] || point[0] > proscenium[1] ||
+ point[1] < proscenium[2] || point[1] > proscenium[3]);
}
-void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4], bool extensiveFEdgeSearch) {
+void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4],
+ bool extensiveFEdgeSearch)
+{
// Cull view edges by marking them as non-displayable.
- // This avoids the complications of trying to delete
- // edges from the ViewMap.
+ // This avoids the complications of trying to delete edges from the ViewMap.
- // Non-displayable view edges will be skipped over during
- // visibility calculation.
+ // Non-displayable view edges will be skipped over during visibility calculation.
- // View edges will be culled according to their position
- // w.r.t. the viewport proscenium (viewport + 5% border,
+ // View edges will be culled according to their position w.r.t. the viewport proscenium (viewport + 5% border,
// or some such).
// Get proscenium boundary for culling
@@ -966,34 +963,30 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], r
prosceniumOrigin[0] = (viewProscenium[1] - viewProscenium[0]) / 2.0;
prosceniumOrigin[1] = (viewProscenium[3] - viewProscenium[2]) / 2.0;
cout << "Proscenium culling:" << endl;
- cout << "Proscenium: [" << viewProscenium[0] << ", " << viewProscenium[1] << ", " << viewProscenium[2] << ", " << viewProscenium[3] << "]"<< endl;
+ cout << "Proscenium: [" << viewProscenium[0] << ", " << viewProscenium[1] << ", " << viewProscenium[2]
+ << ", " << viewProscenium[3] << "]"<< endl;
cout << "Origin: [" << prosceniumOrigin[0] << ", " << prosceniumOrigin[1] << "]"<< endl;
-
- // A separate occluder proscenium will also be maintained,
- // starting out the same as the viewport proscenium, and
- // expanding as necessary so that it encompasses the center
- // point of at least one feature edge in each retained view
+
+ // A separate occluder proscenium will also be maintained, starting out the same as the viewport proscenium, and
+ // expanding as necessary so that it encompasses the center point of at least one feature edge in each retained view
// edge.
- // The occluder proscenium will be used later to cull occluding
- // triangles before they are inserted into the Grid.
- // The occluder proscenium starts out the same size as the view
- // proscenium
+ // The occluder proscenium will be used later to cull occluding triangles before they are inserted into the Grid.
+ // The occluder proscenium starts out the same size as the view proscenium
GridHelpers::getDefaultViewProscenium(occluderProscenium);
- // N.B. Freestyle is inconsistent in its use of ViewMap::viewedges_container
- // and vector<ViewEdge*>::iterator. Probably all occurences of vector<ViewEdge*>::iterator
- // should be replaced ViewMap::viewedges_container throughout the code.
+ // N.B. Freestyle is inconsistent in its use of ViewMap::viewedges_container and vector<ViewEdge*>::iterator.
+ // Probably all occurences of vector<ViewEdge*>::iterator should be replaced ViewMap::viewedges_container
+ // throughout the code.
// For each view edge
ViewMap::viewedges_container::iterator ve, veend;
- for(ve=ioViewMap->ViewEdges().begin(), veend=ioViewMap->ViewEdges().end(); ve!=veend; ve++) {
+ for (ve = ioViewMap->ViewEdges().begin(), veend = ioViewMap->ViewEdges().end(); ve != veend; ve++) {
// Overview:
// Search for a visible feature edge
// If none: mark view edge as non-displayable
// Otherwise:
// Find a feature edge with center point inside occluder proscenium.
- // If none exists, find the feature edge with center point
- // closest to viewport origin.
+ // If none exists, find the feature edge with center point closest to viewport origin.
// Expand occluder proscenium to enclose center point.
// For each feature edge, while bestOccluderTarget not found and view edge not visibile
@@ -1005,27 +998,26 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], r
// All ViewEdges start culled
(*ve)->setIsInImage(false);
- // For simple visibility calculation: mark a feature edge
- // that is known to have a center point inside the occluder proscenium.
- // Cull all other feature edges.
+ // For simple visibility calculation: mark a feature edge that is known to have a center point inside the
+ // occluder proscenium. Cull all other feature edges.
do {
// All FEdges start culled
fe->setIsInImage(false);
- // Look for the visible edge that can most easily be included
- // in the occluder proscenium.
- if ( ! bestOccluderTargetFound ) {
- // If center point is inside occluder proscenium,
- if ( insideProscenium(occluderProscenium, fe->center2d()) ) {
+ // Look for the visible edge that can most easily be included in the occluder proscenium.
+ if (!bestOccluderTargetFound) {
+ // If center point is inside occluder proscenium,
+ if (insideProscenium(occluderProscenium, fe->center2d())) {
// Use this feature edge for visibility deterimination
fe->setIsInImage(true);
// Mark bestOccluderTarget as found
bestOccluderTargetFound = true;
bestOccluderTarget = fe;
- } else {
+ }
+ else {
real d = distance2D(fe->center2d(), prosceniumOrigin);
// If center point is closer to viewport origin than current target
- if ( bestOccluderTarget == NULL || d < bestOccluderDistance ) {
+ if (bestOccluderTarget == NULL || d < bestOccluderDistance) {
// Then store as bestOccluderTarget
bestOccluderDistance = d;
bestOccluderTarget = fe;
@@ -1034,33 +1026,35 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], r
}
// If feature edge crosses the view proscenium
- if ( ! (*ve)->isInImage() && crossesProscenium(viewProscenium, fe) ) {
+ if (!(*ve)->isInImage() && crossesProscenium(viewProscenium, fe)) {
// Then the view edge will be included in the image
(*ve)->setIsInImage(true);
}
fe = fe->nextEdge();
- } while ( fe != NULL && fe != festart && ! ( bestOccluderTargetFound && (*ve)->isInImage() ) );
+ } while (fe && fe != festart && !(bestOccluderTargetFound && (*ve)->isInImage()));
// Either we have run out of FEdges, or we already have the one edge we need to determine visibility
// Cull all remaining edges.
- while ( fe != NULL && fe != festart ) {
+ while (fe && fe != festart) {
fe->setIsInImage(false);
fe = fe->nextEdge();
}
- // If bestOccluderTarget was not found inside the occluder proscenium,
- // we need to expand the occluder proscenium to include it.
- if ( (*ve)->isInImage() && bestOccluderTarget != NULL && ! bestOccluderTargetFound ) {
+ // If bestOccluderTarget was not found inside the occluder proscenium, we need to expand the occluder
+ // proscenium to include it.
+ if ((*ve)->isInImage() && bestOccluderTarget != NULL && !bestOccluderTargetFound) {
// Expand occluder proscenium to enclose bestOccluderTarget
Vec3r point = bestOccluderTarget->center2d();
- if ( point[0] < occluderProscenium[0] ) {
+ if (point[0] < occluderProscenium[0]) {
occluderProscenium[0] = point[0];
- } else if ( point[0] > occluderProscenium[1] ) {
+ }
+ else if (point[0] > occluderProscenium[1]) {
occluderProscenium[1] = point[0];
}
- if ( point[1] < occluderProscenium[2] ) {
+ if (point[1] < occluderProscenium[2]) {
occluderProscenium[2] = point[1];
- } else if ( point[1] > occluderProscenium[3] ) {
+ }
+ else if (point[1] > occluderProscenium[3]) {
occluderProscenium[3] = point[1];
}
// Use bestOccluderTarget for visibility determination
@@ -1078,22 +1072,18 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], r
// For "Normal" or "Fast" style visibility computation only:
- // For more detailed visibility calculation, make a second pass through
- // the view map, marking all feature edges with center points inside
- // the final occluder proscenium. All of these feature edges can be
- // considered during visibility calculation.
-
- // So far we have only found one FEdge per ViewEdge. The "Normal" and
- // "Fast" styles of visibility computation want to consider many
- // FEdges for each ViewEdge.
- // Here we re-scan the view map to find any usable FEdges that we
- // skipped on the first pass, or that have become usable because the
- // occluder proscenium has been expanded since the edge was visited
- // on the first pass.
- if ( extensiveFEdgeSearch ) {
+ // For more detailed visibility calculation, make a second pass through the view map, marking all feature edges
+ // with center points inside the final occluder proscenium. All of these feature edges can be considered during
+ // visibility calculation.
+
+ // So far we have only found one FEdge per ViewEdge. The "Normal" and "Fast" styles of visibility computation
+ // want to consider many FEdges for each ViewEdge.
+ // Here we re-scan the view map to find any usable FEdges that we skipped on the first pass, or that have become
+ // usable because the occluder proscenium has been expanded since the edge was visited on the first pass.
+ if (extensiveFEdgeSearch) {
// For each view edge,
- for(ve=ioViewMap->ViewEdges().begin(), veend=ioViewMap->ViewEdges().end(); ve!=veend; ve++) {
- if ( ! (*ve)->isInImage() ) {
+ for (ve = ioViewMap->ViewEdges().begin(), veend = ioViewMap->ViewEdges().end(); ve != veend; ve++) {
+ if (!(*ve)->isInImage()) {
continue;
}
// For each feature edge,
@@ -1101,255 +1091,257 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], r
FEdge *fe = festart;
do {
// If not (already) visible and center point inside occluder proscenium,
- if ( ! fe->isInImage() && insideProscenium(occluderProscenium, fe->center2d()) ) {
+ if (!fe->isInImage() && insideProscenium(occluderProscenium, fe->center2d())) {
// Use the feature edge for visibility determination
fe->setIsInImage(true);
}
fe = fe->nextEdge();
- } while ( fe != NULL && fe != festart );
+ } while (fe && fe != festart);
}
}
}
void ViewMapBuilder::computeInitialViewEdges(WingedEdge& we)
{
- vector<WShape*> wshapes = we.getWShapes();
- SShape* psShape;
-
- for (vector<WShape*>::const_iterator it = wshapes.begin();
- it != wshapes.end();
- it++) {
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
-
- // create the embedding
- psShape = new SShape;
- psShape->setId((*it)->GetId());
- psShape->setName((*it)->getName());
- psShape->setFrsMaterials((*it)->frs_materials()); // FIXME
-
- // create the view shape
- ViewShape * vshape = new ViewShape(psShape);
- // add this view shape to the view map:
- _ViewMap->AddViewShape(vshape);
-
- _pViewEdgeBuilder->setCurrentViewId(_currentId); // we want to number the view edges in a unique way for the while scene.
- _pViewEdgeBuilder->setCurrentFId(_currentFId); // we want to number the feature edges in a unique way for the while scene.
- _pViewEdgeBuilder->setCurrentSVertexId(_currentFId); // we want to number the SVertex in a unique way for the while scene.
- _pViewEdgeBuilder->BuildViewEdges(dynamic_cast<WXShape*>(*it), vshape,
- _ViewMap->ViewEdges(),
- _ViewMap->ViewVertices(),
- _ViewMap->FEdges(),
- _ViewMap->SVertices());
-
- _currentId = _pViewEdgeBuilder->currentViewId()+1;
- _currentFId = _pViewEdgeBuilder->currentFId()+1;
- _currentSVertexId = _pViewEdgeBuilder->currentSVertexId()+1;
-
- psShape->ComputeBBox();
- }
+ vector<WShape*> wshapes = we.getWShapes();
+ SShape *psShape;
+
+ for (vector<WShape*>::const_iterator it = wshapes.begin(); it != wshapes.end(); it++) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+
+ // create the embedding
+ psShape = new SShape;
+ psShape->setId((*it)->GetId());
+ psShape->setName((*it)->getName());
+ psShape->setFrsMaterials((*it)->frs_materials()); // FIXME
+
+ // create the view shape
+ ViewShape *vshape = new ViewShape(psShape);
+ // add this view shape to the view map:
+ _ViewMap->AddViewShape(vshape);
+
+ // we want to number the view edges in a unique way for the while scene.
+ _pViewEdgeBuilder->setCurrentViewId(_currentId);
+ // we want to number the feature edges in a unique way for the while scene.
+ _pViewEdgeBuilder->setCurrentFId(_currentFId);
+ // we want to number the SVertex in a unique way for the while scene.
+ _pViewEdgeBuilder->setCurrentSVertexId(_currentFId);
+ _pViewEdgeBuilder->BuildViewEdges(dynamic_cast<WXShape*>(*it), vshape, _ViewMap->ViewEdges(),
+ _ViewMap->ViewVertices(), _ViewMap->FEdges(), _ViewMap->SVertices());
+
+ _currentId = _pViewEdgeBuilder->currentViewId() + 1;
+ _currentFId = _pViewEdgeBuilder->currentFId() + 1;
+ _currentSVertexId = _pViewEdgeBuilder->currentSVertexId() + 1;
+
+ psShape->ComputeBBox();
+ }
}
-void ViewMapBuilder::computeCusps(ViewMap *ioViewMap){
- vector<ViewVertex*> newVVertices;
- vector<ViewEdge*> newVEdges;
- ViewMap::viewedges_container& vedges = ioViewMap->ViewEdges();
- ViewMap::viewedges_container::iterator ve=vedges.begin(), veend=vedges.end();
- for(;
- ve!=veend;
- ++ve){
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
- if((!((*ve)->getNature() & Nature::SILHOUETTE)) || (!((*ve)->fedgeA()->isSmooth())))
- continue;
- FEdge *fe = (*ve)->fedgeA();
- FEdge * fefirst = fe;
- bool first = true;
- bool positive = true;
- do{
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- Vec3r A((fes)->vertexA()->point3d());
- Vec3r B((fes)->vertexB()->point3d());
- Vec3r AB(B-A);
- AB.normalize();
- Vec3r m((A+B)/2.0);
- Vec3r crossP(AB^(fes)->normal());
- crossP.normalize();
- Vec3r viewvector;
- if (_orthographicProjection) {
- viewvector = Vec3r(0.0, 0.0, m.z()-_viewpoint.z());
- } else {
- viewvector = Vec3r(m-_viewpoint);
- }
- viewvector.normalize();
- if(first){
- if(((crossP)*(viewvector)) > 0)
- positive = true;
- else
- positive = false;
- first = false;
- }
- // If we're in a positive part, we need
- // a stronger negative value to change
- NonTVertex *cusp = 0;
- if(positive){
- if(((crossP)*(viewvector)) < -0.1){
- // state changes
- positive = false;
- // creates and insert cusp
- cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
- if(cusp!=0)
- cusp->setNature(cusp->getNature()|Nature::CUSP);
- }
-
- }else{
- // If we're in a negative part, we need
- // a stronger negative value to change
- if(((crossP)*(viewvector)) > 0.1){
- positive = true;
- cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
- if(cusp!=0)
- cusp->setNature(cusp->getNature()|Nature::CUSP);
- }
- }
- fe = fe->nextEdge();
- }while((fe!=0) && (fe!=fefirst));
- }
- for(ve=newVEdges.begin(), veend=newVEdges.end();
- ve!=veend;
- ++ve){
- (*ve)->viewShape()->AddEdge(*ve);
- vedges.push_back(*ve);
- }
+void ViewMapBuilder::computeCusps(ViewMap *ioViewMap)
+{
+ vector<ViewVertex*> newVVertices;
+ vector<ViewEdge*> newVEdges;
+ ViewMap::viewedges_container& vedges = ioViewMap->ViewEdges();
+ ViewMap::viewedges_container::iterator ve = vedges.begin(), veend = vedges.end();
+ for (; ve != veend; ++ve) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+ if ((!((*ve)->getNature() & Nature::SILHOUETTE)) || (!((*ve)->fedgeA()->isSmooth())))
+ continue;
+ FEdge *fe = (*ve)->fedgeA();
+ FEdge *fefirst = fe;
+ bool first = true;
+ bool positive = true;
+ do {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ Vec3r A((fes)->vertexA()->point3d());
+ Vec3r B((fes)->vertexB()->point3d());
+ Vec3r AB(B - A);
+ AB.normalize();
+ Vec3r m((A + B) / 2.0);
+ Vec3r crossP(AB ^ (fes)->normal());
+ crossP.normalize();
+ Vec3r viewvector;
+ if (_orthographicProjection) {
+ viewvector = Vec3r(0.0, 0.0, m.z() - _viewpoint.z());
+ }
+ else {
+ viewvector = Vec3r(m - _viewpoint);
+ }
+ viewvector.normalize();
+ if (first) {
+ if (((crossP) * (viewvector)) > 0)
+ positive = true;
+ else
+ positive = false;
+ first = false;
+ }
+ // If we're in a positive part, we need a stronger negative value to change
+ NonTVertex *cusp = NULL;
+ if (positive) {
+ if (((crossP) * (viewvector)) < -0.1) {
+ // state changes
+ positive = false;
+ // creates and insert cusp
+ cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
+ if (cusp)
+ cusp->setNature(cusp->getNature()|Nature::CUSP);
+ }
+ }
+ else {
+ // If we're in a negative part, we need a stronger negative value to change
+ if (((crossP) * (viewvector)) > 0.1) {
+ positive = true;
+ cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
+ if (cusp)
+ cusp->setNature(cusp->getNature()|Nature::CUSP);
+ }
+ }
+ fe = fe->nextEdge();
+ } while (fe && fe != fefirst);
+ }
+ for (ve = newVEdges.begin(), veend = newVEdges.end(); ve != veend; ++ve) {
+ (*ve)->viewShape()->AddEdge(*ve);
+ vedges.push_back(*ve);
+ }
}
-void ViewMapBuilder::ComputeCumulativeVisibility(ViewMap *ioViewMap,
- WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory)
+void ViewMapBuilder::ComputeCumulativeVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox,
+ real epsilon, bool cull, GridDensityProviderFactory& factory)
{
auto_ptr<GridHelpers::Transform> transform;
auto_ptr<OccluderSource> source;
- if ( _orthographicProjection ) {
+ if (_orthographicProjection) {
transform.reset(new BoxGrid::Transform);
- } else {
+ }
+ else {
transform.reset(new SphericalGrid::Transform);
}
- if ( cull ) {
+ if (cull) {
source.reset(new CulledOccluderSource(*transform, we, *ioViewMap, true));
- } else {
+ }
+ else {
source.reset(new OccluderSource(*transform, we));
}
auto_ptr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
- if ( _orthographicProjection ) {
+ if (_orthographicProjection) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<BoxGrid, BoxGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
- } else {
+ }
+ else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<SphericalGrid, SphericalGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
-void ViewMapBuilder::ComputeDetailedVisibility(ViewMap *ioViewMap,
- WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory)
+void ViewMapBuilder::ComputeDetailedVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox,
+ real epsilon, bool cull, GridDensityProviderFactory& factory)
{
auto_ptr<GridHelpers::Transform> transform;
auto_ptr<OccluderSource> source;
- if ( _orthographicProjection ) {
+ if (_orthographicProjection) {
transform.reset(new BoxGrid::Transform);
- } else {
+ }
+ else {
transform.reset(new SphericalGrid::Transform);
}
- if ( cull ) {
+ if (cull) {
source.reset(new CulledOccluderSource(*transform, we, *ioViewMap, true));
- } else {
+ }
+ else {
source.reset(new OccluderSource(*transform, we));
}
auto_ptr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
- if ( _orthographicProjection ) {
+ if (_orthographicProjection) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<BoxGrid, BoxGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
- } else {
+ }
+ else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<SphericalGrid, SphericalGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
-void ViewMapBuilder::ComputeEdgesVisibility(ViewMap *ioViewMap,
- WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces, visibility_algo iAlgo, real epsilon)
+void ViewMapBuilder::ComputeEdgesVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox,
+ unsigned int sceneNumFaces, visibility_algo iAlgo, real epsilon)
{
- switch(iAlgo)
- {
- case ray_casting:
- cout << "Using ordinary ray casting" << endl;
- BuildGrid(we, bbox, sceneNumFaces);
- ComputeRayCastingVisibility(ioViewMap, epsilon);
- break;
- case ray_casting_fast:
- cout << "Using fast ray casting" << endl;
- BuildGrid(we, bbox, sceneNumFaces);
- ComputeFastRayCastingVisibility(ioViewMap, epsilon);
- break;
- case ray_casting_very_fast:
- cout << "Using very fast ray casting" << endl;
- BuildGrid(we, bbox, sceneNumFaces);
- ComputeVeryFastRayCastingVisibility(ioViewMap, epsilon);
- break;
- case ray_casting_culled_adaptive_traditional:
- cout << "Using culled adaptive grid with heuristic density and traditional QI calculation" << endl;
- try {
- HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
- ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, true, factory);
- } catch (...) {
- // Last resort catch to make sure RAII semantics hold for OptimizedGrid
- // Can be replaced with try...catch block around main() if the program
- // as a whole is converted to RAII
-
- // This is the little-mentioned caveat of RAII: RAII does not work unless
- // destructors are always called, but destructors are only called if all
- // exceptions are caught (or std::terminate() is replaced).
-
- // We don't actually handle the exception here, so re-throw it
- // now that our destructors have had a chance to run.
- throw;
- }
- break;
- case ray_casting_adaptive_traditional:
- cout << "Using unculled adaptive grid with heuristic density and traditional QI calculation" << endl;
- try {
- HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
- ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, false, factory);
- } catch (...) {
- throw;
- }
- break;
- case ray_casting_culled_adaptive_cumulative:
- cout << "Using culled adaptive grid with heuristic density and cumulative QI calculation" << endl;
- try {
- HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
- ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, true, factory);
- } catch (...) {
- throw;
- }
- break;
- case ray_casting_adaptive_cumulative:
- cout << "Using unculled adaptive grid with heuristic density and cumulative QI calculation" << endl;
- try {
- HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
- ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, false, factory);
- } catch (...) {
- throw;
- }
- break;
- default:
- break;
- }
+ switch(iAlgo) {
+ case ray_casting:
+ cout << "Using ordinary ray casting" << endl;
+ BuildGrid(we, bbox, sceneNumFaces);
+ ComputeRayCastingVisibility(ioViewMap, epsilon);
+ break;
+ case ray_casting_fast:
+ cout << "Using fast ray casting" << endl;
+ BuildGrid(we, bbox, sceneNumFaces);
+ ComputeFastRayCastingVisibility(ioViewMap, epsilon);
+ break;
+ case ray_casting_very_fast:
+ cout << "Using very fast ray casting" << endl;
+ BuildGrid(we, bbox, sceneNumFaces);
+ ComputeVeryFastRayCastingVisibility(ioViewMap, epsilon);
+ break;
+ case ray_casting_culled_adaptive_traditional:
+ cout << "Using culled adaptive grid with heuristic density and traditional QI calculation" << endl;
+ try {
+ HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
+ ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, true, factory);
+ }
+ catch (...) {
+ // Last resort catch to make sure RAII semantics hold for OptimizedGrid. Can be replaced with
+ // try...catch block around main() if the program as a whole is converted to RAII
+
+ // This is the little-mentioned caveat of RAII: RAII does not work unless destructors are always
+ // called, but destructors are only called if all exceptions are caught (or std::terminate() is
+ // replaced).
+
+ // We don't actually handle the exception here, so re-throw it now that our destructors have had a
+ // chance to run.
+ throw;
+ }
+ break;
+ case ray_casting_adaptive_traditional:
+ cout << "Using unculled adaptive grid with heuristic density and traditional QI calculation" << endl;
+ try {
+ HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
+ ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, false, factory);
+ }
+ catch (...) {
+ throw;
+ }
+ break;
+ case ray_casting_culled_adaptive_cumulative:
+ cout << "Using culled adaptive grid with heuristic density and cumulative QI calculation" << endl;
+ try {
+ HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
+ ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, true, factory);
+ }
+ catch (...) {
+ throw;
+ }
+ break;
+ case ray_casting_adaptive_cumulative:
+ cout << "Using unculled adaptive grid with heuristic density and cumulative QI calculation" << endl;
+ try {
+ HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
+ ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, false, factory);
+ }
+ catch (...) {
+ throw;
+ }
+ break;
+ default:
+ break;
+ }
}
static const unsigned gProgressBarMaxSteps = 10;
@@ -1357,977 +1349,913 @@ static const unsigned gProgressBarMinSize = 2000;
void ViewMapBuilder::ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- bool progressBarDisplay = false;
- unsigned progressBarStep = 0;
- unsigned vEdgesSize = vedges.size();
- unsigned fEdgesSize = ioViewMap->FEdges().size();
-
- if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
- unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
- progressBarStep = vEdgesSize / progressBarSteps;
- _pProgressBar->reset();
- _pProgressBar->setLabelText("Computing Ray casting Visibility");
- _pProgressBar->setTotalSteps(progressBarSteps);
- _pProgressBar->setProgress(0);
- progressBarDisplay = true;
- }
-
- unsigned counter = progressBarStep;
- FEdge * fe, *festart;
- int nSamples = 0;
- vector<Polygon3r*> aFaces;
- Polygon3r *aFace = 0;
- unsigned tmpQI = 0;
- unsigned qiClasses[256];
- unsigned maxIndex, maxCard;
- unsigned qiMajority;
- static unsigned timestamp = 1;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
- ve!=veend;
- ve++)
- {
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
-#if logging > 0
-cout << "Processing ViewEdge " << (*ve)->getId() << endl;
-#endif
- festart = (*ve)->fedgeA();
- fe = (*ve)->fedgeA();
- qiMajority = 1;
- do {
- qiMajority++;
- fe = fe->nextEdge();
- } while (fe && fe != festart);
- qiMajority >>= 1;
-#if logging > 0
-cout << "\tqiMajority: " << qiMajority << endl;
-#endif
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
+ bool progressBarDisplay = false;
+ unsigned progressBarStep = 0;
+ unsigned vEdgesSize = vedges.size();
+ unsigned fEdgesSize = ioViewMap->FEdges().size();
+
+ if (_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
+ unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
+ progressBarStep = vEdgesSize / progressBarSteps;
+ _pProgressBar->reset();
+ _pProgressBar->setLabelText("Computing Ray casting Visibility");
+ _pProgressBar->setTotalSteps(progressBarSteps);
+ _pProgressBar->setProgress(0);
+ progressBarDisplay = true;
+ }
- tmpQI = 0;
- maxIndex = 0;
- maxCard = 0;
- nSamples = 0;
- fe = (*ve)->fedgeA();
- memset(qiClasses, 0, 256 * sizeof(*qiClasses));
- set<ViewShape*> occluders;
- do
- {
- if((maxCard < qiMajority)) {
- tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
-
-#if logging > 0
-cout << "\tFEdge: visibility " << tmpQI << endl;
-#endif
- //ARB: This is an error condition, not an alert condition.
- // Some sort of recovery or abort is necessary.
- if(tmpQI >= 256) {
- cerr << "Warning: too many occluding levels" << endl;
- //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
- tmpQI = 255;
- }
-
- if (++qiClasses[tmpQI] > maxCard) {
- maxCard = qiClasses[tmpQI];
- maxIndex = tmpQI;
- }
- } else {
- //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
- FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
-#if logging > 0
-cout << "\tFEdge: occludee only (" << (aFace != NULL ? "found" : "not found") << ")" << endl;
-#endif
- }
-
- if(aFace) {
- fe->setaFace(*aFace);
- aFaces.push_back(aFace);
- fe->setOccludeeEmpty(false);
-#if logging > 0
-cout << "\tFound occludee" << endl;
-#endif
- }
- else
- {
- //ARB: We are arbitrarily using the last observed value for occludee
- // (almost always the value observed for the edge before festart).
- // Is that meaningful?
- // ...in fact, _occludeeEmpty seems to be unused.
- fe->setOccludeeEmpty(true);
- }
-
- ++nSamples;
- fe = fe->nextEdge();
- }
- while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
-#if logging > 0
-cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
-#endif
+ unsigned counter = progressBarStep;
+ FEdge *fe, *festart;
+ int nSamples = 0;
+ vector<Polygon3r*> aFaces;
+ Polygon3r *aFace = NULL;
+ unsigned tmpQI = 0;
+ unsigned qiClasses[256];
+ unsigned maxIndex, maxCard;
+ unsigned qiMajority;
+ static unsigned timestamp = 1;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+ #if LOGGING
+ cout << "Processing ViewEdge " << (*ve)->getId() << endl;
+ #endif
+ festart = (*ve)->fedgeA();
+ fe = (*ve)->fedgeA();
+ qiMajority = 1;
+ do {
+ qiMajority++;
+ fe = fe->nextEdge();
+ } while (fe && fe != festart);
+ qiMajority >>= 1;
+ #if LOGGING
+ cout << "\tqiMajority: " << qiMajority << endl;
+ #endif
+
+ tmpQI = 0;
+ maxIndex = 0;
+ maxCard = 0;
+ nSamples = 0;
+ fe = (*ve)->fedgeA();
+ memset(qiClasses, 0, 256 * sizeof(*qiClasses));
+ set<ViewShape*> occluders;
+ do {
+ if ((maxCard < qiMajority)) {
+ tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
+
+ #if LOGGING
+ cout << "\tFEdge: visibility " << tmpQI << endl;
+ #endif
+ //ARB: This is an error condition, not an alert condition.
+ // Some sort of recovery or abort is necessary.
+ if (tmpQI >= 256) {
+ cerr << "Warning: too many occluding levels" << endl;
+ //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
+ tmpQI = 255;
+ }
- // ViewEdge
- // qi --
- (*ve)->setQI(maxIndex);
- // occluders --
- for(set<ViewShape*>::iterator o=occluders.begin(), oend=occluders.end();
- o!=oend;
- ++o)
- (*ve)->AddOccluder((*o));
-#if logging > 0
-cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
-#endif
- // occludee --
- if(!aFaces.empty())
- {
- if(aFaces.size() <= (float)nSamples/2.f)
- {
- (*ve)->setaShape(0);
- }
- else
- {
- vector<Polygon3r*>::iterator p = aFaces.begin();
- WFace * wface = (WFace*)((*p)->userdata);
- ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
- ++p;
- (*ve)->setaShape(vshape);
- }
- }
-
- if(progressBarDisplay) {
- counter--;
- if (counter <= 0) {
- counter = progressBarStep;
- _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
- }
- }
- aFaces.clear();
- }
+ if (++qiClasses[tmpQI] > maxCard) {
+ maxCard = qiClasses[tmpQI];
+ maxIndex = tmpQI;
+ }
+ }
+ else {
+ //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
+ FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
+ #if LOGGING
+ cout << "\tFEdge: occludee only (" << (aFace != NULL ? "found" : "not found") << ")" << endl;
+ #endif
+ }
+
+ if (aFace) {
+ fe->setaFace(*aFace);
+ aFaces.push_back(aFace);
+ fe->setOccludeeEmpty(false);
+ #if LOGGING
+ cout << "\tFound occludee" << endl;
+ #endif
+ }
+ else {
+ //ARB: We are arbitrarily using the last observed value for occludee (almost always the value observed
+ // for the edge before festart). Is that meaningful?
+ // ...in fact, _occludeeEmpty seems to be unused.
+ fe->setOccludeeEmpty(true);
+ }
+
+ ++nSamples;
+ fe = fe->nextEdge();
+ } while ((maxCard < qiMajority) && (fe) && (fe != festart));
+ #if LOGGING
+ cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
+ #endif
+
+ // ViewEdge
+ // qi --
+ (*ve)->setQI(maxIndex);
+ // occluders --
+ for (set<ViewShape*>::iterator o = occluders.begin(), oend = occluders.end(); o != oend; ++o)
+ (*ve)->AddOccluder((*o));
+ #if LOGGING
+ cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
+ #endif
+ // occludee --
+ if (!aFaces.empty()) {
+ if (aFaces.size() <= (float)nSamples / 2.0f) {
+ (*ve)->setaShape(0);
+ }
+ else {
+ vector<Polygon3r*>::iterator p = aFaces.begin();
+ WFace *wface = (WFace*)((*p)->userdata);
+ ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
+ ++p;
+ (*ve)->setaShape(vshape);
+ }
+ }
+
+ if (progressBarDisplay) {
+ counter--;
+ if (counter <= 0) {
+ counter = progressBarStep;
+ _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
+ }
+ }
+ aFaces.clear();
+ }
}
void ViewMapBuilder::ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- bool progressBarDisplay = false;
- unsigned progressBarStep = 0;
- unsigned vEdgesSize = vedges.size();
- unsigned fEdgesSize = ioViewMap->FEdges().size();
-
- if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
- unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
- progressBarStep = vEdgesSize / progressBarSteps;
- _pProgressBar->reset();
- _pProgressBar->setLabelText("Computing Ray casting Visibility");
- _pProgressBar->setTotalSteps(progressBarSteps);
- _pProgressBar->setProgress(0);
- progressBarDisplay = true;
- }
-
- unsigned counter = progressBarStep;
- FEdge * fe, *festart;
- unsigned nSamples = 0;
- vector<Polygon3r*> aFaces;
- Polygon3r *aFace = 0;
- unsigned tmpQI = 0;
- unsigned qiClasses[256];
- unsigned maxIndex, maxCard;
- unsigned qiMajority;
- static unsigned timestamp = 1;
- bool even_test;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
- ve!=veend;
- ve++)
- {
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
-
- festart = (*ve)->fedgeA();
- fe = (*ve)->fedgeA();
- qiMajority = 1;
- do {
- qiMajority++;
- fe = fe->nextEdge();
- } while (fe && fe != festart);
- if (qiMajority >= 4)
- qiMajority >>= 2;
- else
- qiMajority = 1;
-
- set<ViewShape*> occluders;
-
- even_test = true;
- maxIndex = 0;
- maxCard = 0;
- nSamples = 0;
- memset(qiClasses, 0, 256 * sizeof(*qiClasses));
- fe = (*ve)->fedgeA();
- do
- {
- if (even_test)
- {
- if((maxCard < qiMajority)) {
- tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
-
- //ARB: This is an error condition, not an alert condition.
- // Some sort of recovery or abort is necessary.
- if(tmpQI >= 256) {
- cerr << "Warning: too many occluding levels" << endl;
- //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
- tmpQI = 255;
- }
-
- if (++qiClasses[tmpQI] > maxCard) {
- maxCard = qiClasses[tmpQI];
- maxIndex = tmpQI;
- }
- } else {
- //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
- FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
- }
-
- if(aFace)
- {
- fe->setaFace(*aFace);
- aFaces.push_back(aFace);
- }
- ++nSamples;
- even_test = false;
- }
- else
- even_test = true;
- fe = fe->nextEdge();
- } while ((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
-
- (*ve)->setQI(maxIndex);
-
- if(!aFaces.empty())
- {
- if(aFaces.size() < nSamples / 2)
- {
- (*ve)->setaShape(0);
- }
- else
- {
- vector<Polygon3r*>::iterator p = aFaces.begin();
- WFace * wface = (WFace*)((*p)->userdata);
- ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
- ++p;
- // for(;
- // p!=pend;
- // ++p)
- // {
- // WFace *f = (WFace*)((*p)->userdata);
- // ViewShape *vs = ioViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
- // if(vs != vshape)
- // {
- // sameShape = false;
- // break;
- // }
- // }
- // if(sameShape)
- (*ve)->setaShape(vshape);
- }
- }
-
- //(*ve)->setaFace(aFace);
-
- if(progressBarDisplay) {
- counter--;
- if (counter <= 0) {
- counter = progressBarStep;
- _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
- }
- }
- aFaces.clear();
- }
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
+ bool progressBarDisplay = false;
+ unsigned progressBarStep = 0;
+ unsigned vEdgesSize = vedges.size();
+ unsigned fEdgesSize = ioViewMap->FEdges().size();
+
+ if (_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
+ unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
+ progressBarStep = vEdgesSize / progressBarSteps;
+ _pProgressBar->reset();
+ _pProgressBar->setLabelText("Computing Ray casting Visibility");
+ _pProgressBar->setTotalSteps(progressBarSteps);
+ _pProgressBar->setProgress(0);
+ progressBarDisplay = true;
+ }
+
+ unsigned counter = progressBarStep;
+ FEdge *fe, *festart;
+ unsigned nSamples = 0;
+ vector<Polygon3r*> aFaces;
+ Polygon3r *aFace = NULL;
+ unsigned tmpQI = 0;
+ unsigned qiClasses[256];
+ unsigned maxIndex, maxCard;
+ unsigned qiMajority;
+ static unsigned timestamp = 1;
+ bool even_test;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+
+ festart = (*ve)->fedgeA();
+ fe = (*ve)->fedgeA();
+ qiMajority = 1;
+ do {
+ qiMajority++;
+ fe = fe->nextEdge();
+ } while (fe && fe != festart);
+ if (qiMajority >= 4)
+ qiMajority >>= 2;
+ else
+ qiMajority = 1;
+
+ set<ViewShape*> occluders;
+
+ even_test = true;
+ maxIndex = 0;
+ maxCard = 0;
+ nSamples = 0;
+ memset(qiClasses, 0, 256 * sizeof(*qiClasses));
+ fe = (*ve)->fedgeA();
+ do {
+ if (even_test) {
+ if ((maxCard < qiMajority)) {
+ tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
+
+ //ARB: This is an error condition, not an alert condition.
+ // Some sort of recovery or abort is necessary.
+ if (tmpQI >= 256) {
+ cerr << "Warning: too many occluding levels" << endl;
+ //ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
+ tmpQI = 255;
+ }
+
+ if (++qiClasses[tmpQI] > maxCard) {
+ maxCard = qiClasses[tmpQI];
+ maxIndex = tmpQI;
+ }
+ }
+ else {
+ //ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
+ FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
+ }
+
+ if (aFace) {
+ fe->setaFace(*aFace);
+ aFaces.push_back(aFace);
+ }
+ ++nSamples;
+ even_test = false;
+ }
+ else {
+ even_test = true;
+ }
+ fe = fe->nextEdge();
+ } while ((maxCard < qiMajority) && (fe) && (fe != festart));
+
+ (*ve)->setQI(maxIndex);
+
+ if (!aFaces.empty()) {
+ if (aFaces.size() < nSamples / 2) {
+ (*ve)->setaShape(0);
+ }
+ else {
+ vector<Polygon3r*>::iterator p = aFaces.begin();
+ WFace *wface = (WFace*)((*p)->userdata);
+ ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
+ ++p;
+#if 0
+ for (; p != pend; ++p) {
+ WFace *f = (WFace*)((*p)->userdata);
+ ViewShape *vs = ioViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
+ if (vs != vshape) {
+ sameShape = false;
+ break;
+ }
+ }
+ if (sameShape)
+#endif
+ (*ve)->setaShape(vshape);
+ }
+ }
+
+ //(*ve)->setaFace(aFace);
+
+ if (progressBarDisplay) {
+ counter--;
+ if (counter <= 0) {
+ counter = progressBarStep;
+ _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
+ }
+ }
+ aFaces.clear();
+ }
}
void ViewMapBuilder::ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
- vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
- bool progressBarDisplay = false;
- unsigned progressBarStep = 0;
- unsigned vEdgesSize = vedges.size();
- unsigned fEdgesSize = ioViewMap->FEdges().size();
-
- if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
- unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
- progressBarStep = vEdgesSize / progressBarSteps;
- _pProgressBar->reset();
- _pProgressBar->setLabelText("Computing Ray casting Visibility");
- _pProgressBar->setTotalSteps(progressBarSteps);
- _pProgressBar->setProgress(0);
- progressBarDisplay = true;
- }
-
- unsigned counter = progressBarStep;
- FEdge* fe;
- unsigned qi = 0;
- Polygon3r *aFace = 0;
- static unsigned timestamp = 1;
- for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
- ve!=veend;
- ve++)
- {
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
-
- set<ViewShape*> occluders;
-
- fe = (*ve)->fedgeA();
- qi = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
- if(aFace)
- {
- fe->setaFace(*aFace);
- WFace * wface = (WFace*)(aFace->userdata);
- ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
- (*ve)->setaShape(vshape);
- }
- else
- {
- (*ve)->setaShape(0);
- }
-
- (*ve)->setQI(qi);
-
- if(progressBarDisplay) {
- counter--;
- if (counter <= 0) {
- counter = progressBarStep;
- _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
- }
- }
- }
+ vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
+ bool progressBarDisplay = false;
+ unsigned progressBarStep = 0;
+ unsigned vEdgesSize = vedges.size();
+ unsigned fEdgesSize = ioViewMap->FEdges().size();
+
+ if (_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
+ unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
+ progressBarStep = vEdgesSize / progressBarSteps;
+ _pProgressBar->reset();
+ _pProgressBar->setLabelText("Computing Ray casting Visibility");
+ _pProgressBar->setTotalSteps(progressBarSteps);
+ _pProgressBar->setProgress(0);
+ progressBarDisplay = true;
+ }
+
+ unsigned counter = progressBarStep;
+ FEdge *fe;
+ unsigned qi = 0;
+ Polygon3r *aFace = NULL;
+ static unsigned timestamp = 1;
+ for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+
+ set<ViewShape*> occluders;
+
+ fe = (*ve)->fedgeA();
+ qi = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
+ if (aFace) {
+ fe->setaFace(*aFace);
+ WFace *wface = (WFace*)(aFace->userdata);
+ ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
+ (*ve)->setaShape(vshape);
+ }
+ else {
+ (*ve)->setaShape(0);
+ }
+
+ (*ve)->setQI(qi);
+
+ if (progressBarDisplay) {
+ counter--;
+ if (counter <= 0) {
+ counter = progressBarStep;
+ _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
+ }
+ }
+ }
}
-void ViewMapBuilder::FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp,
- Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
+void ViewMapBuilder::FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp,
+ Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
{
- WFace *face = 0;
- if(fe->isSmooth()){
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
- OccludersSet occluders;
- WFace * oface;
- bool skipFace;
-
- WVertex::incoming_edge_iterator ie;
- OccludersSet::iterator p, pend;
-
- *oaPolygon = 0;
- if(((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER))
- {
- occluders.clear();
- // we cast a ray from A in the same direction but looking behind
- Vec3r v(-u[0],-u[1],-u[2]);
- iGrid->castInfiniteRay(A, v, occluders, timestamp);
-
- bool noIntersection = true;
- real mint=FLT_MAX;
- // we met some occluders, let us fill the aShape field
- // with the first intersected occluder
- for(p=occluders.begin(),pend=occluders.end();
- p!=pend;
- p++)
- {
- // check whether the edge and the polygon plane are coincident:
- //-------------------------------------------------------------
- //first let us compute the plane equation.
- oface = (WFace*)(*p)->userdata;
- Vec3r v1(((*p)->getVertices())[0]);
- Vec3r normal((*p)->getNormal());
- real d = -(v1 * normal);
- real t,t_u,t_v;
-
- if(0 != face)
- {
- skipFace = false;
-
- if(face == oface)
- continue;
-
- if(faceVertices.empty())
- continue;
-
- for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
- fv!=fvend;
- ++fv)
- {
- if((*fv)->isBoundary())
- continue;
- WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
- WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
- for(ie=iebegin;ie!=ieend; ++ie)
- {
- if((*ie) == 0)
- continue;
-
- WFace * sface = (*ie)->GetbFace();
- if(sface == oface)
- {
- skipFace = true;
- break;
- }
- }
- if(skipFace)
- break;
- }
- if(skipFace)
- continue;
- }
- else
- {
- if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon))
- continue;
- }
- if((*p)->rayIntersect(A, v, t,t_u,t_v))
- {
- if (fabs(v * normal) > 0.0001)
- if ((t>0.0)) // && (t<1.0))
- {
- if (t<mint)
- {
- *oaPolygon = (*p);
- mint = t;
- noIntersection = false;
- fe->setOccludeeIntersection(Vec3r(A+t*v));
- }
- }
- }
- }
-
- if(noIntersection)
- *oaPolygon = 0;
- }
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
+ }
+ OccludersSet occluders;
+ WFace *oface;
+ bool skipFace;
+
+ WVertex::incoming_edge_iterator ie;
+ OccludersSet::iterator p, pend;
+
+ *oaPolygon = NULL;
+ if (((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER)) {
+ occluders.clear();
+ // we cast a ray from A in the same direction but looking behind
+ Vec3r v(-u[0], -u[1], -u[2]);
+ iGrid->castInfiniteRay(A, v, occluders, timestamp);
+
+ bool noIntersection = true;
+ real mint = FLT_MAX;
+ // we met some occluders, let us fill the aShape field with the first intersected occluder
+ for (p = occluders.begin(), pend = occluders.end(); p != pend; p++) {
+ // check whether the edge and the polygon plane are coincident:
+ //-------------------------------------------------------------
+ //first let us compute the plane equation.
+ oface = (WFace*)(*p)->userdata;
+ Vec3r v1(((*p)->getVertices())[0]);
+ Vec3r normal((*p)->getNormal());
+ real d = -(v1 * normal);
+ real t, t_u, t_v;
+
+ if (face) {
+ skipFace = false;
+
+ if (face == oface)
+ continue;
+
+ if (faceVertices.empty())
+ continue;
+
+ for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
+ fv != fvend;
+ ++fv)
+ {
+ if ((*fv)->isBoundary())
+ continue;
+ WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
+ WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
+ for (ie = iebegin; ie != ieend; ++ie) {
+ if ((*ie) == 0)
+ continue;
+
+ WFace *sface = (*ie)->GetbFace();
+ if (sface == oface) {
+ skipFace = true;
+ break;
+ }
+ }
+ if (skipFace)
+ break;
+ }
+ if (skipFace)
+ continue;
+ }
+ else {
+ if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon))
+ continue;
+ }
+ if ((*p)->rayIntersect(A, v, t, t_u, t_v)) {
+ if (fabs(v * normal) > 0.0001) {
+ if (t > 0.0) { // && t < 1.0) {
+ if (t < mint) {
+ *oaPolygon = (*p);
+ mint = t;
+ noIntersection = false;
+ fe->setOccludeeIntersection(Vec3r(A + t * v));
+ }
+ }
+ }
+ }
+ }
+
+ if (noIntersection)
+ *oaPolygon = NULL;
+ }
}
-void ViewMapBuilder::FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp)
+void ViewMapBuilder::FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp)
{
- OccludersSet occluders;
-
- Vec3r A;
- Vec3r edge;
- Vec3r origin;
- A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D())/2.0);
- edge = Vec3r((fe)->vertexB()->point3D()-(fe)->vertexA()->point3D());
- origin = Vec3r((fe)->vertexA()->point3D());
- Vec3r u;
- if (_orthographicProjection) {
- u = Vec3r(0.0, 0.0, _viewpoint.z()-A.z());
- } else {
- u = Vec3r(_viewpoint-A);
- }
- u.normalize();
- if(A < iGrid->getOrigin())
- cerr << "Warning: point is out of the grid for fedge " << fe->getId().getFirst() << "-" << fe->getId().getSecond() << endl;
-
- vector<WVertex*> faceVertices;
-
- WFace *face = 0;
- if(fe->isSmooth()){
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
- if(0 != face)
- face->RetrieveVertexList(faceVertices);
-
- return FindOccludee(fe,iGrid, epsilon, oaPolygon, timestamp,
- u, A, origin, edge, faceVertices);
+ OccludersSet occluders;
+
+ Vec3r A;
+ Vec3r edge;
+ Vec3r origin;
+ A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
+ edge = Vec3r((fe)->vertexB()->point3D() - (fe)->vertexA()->point3D());
+ origin = Vec3r((fe)->vertexA()->point3D());
+ Vec3r u;
+ if (_orthographicProjection) {
+ u = Vec3r(0.0, 0.0, _viewpoint.z() - A.z());
+ }
+ else {
+ u = Vec3r(_viewpoint - A);
+ }
+ u.normalize();
+ if (A < iGrid->getOrigin())
+ cerr << "Warning: point is out of the grid for fedge " << fe->getId().getFirst() << "-"
+ << fe->getId().getSecond() << endl;
+
+ vector<WVertex*> faceVertices;
+
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
+ }
+ if (face)
+ face->RetrieveVertexList(faceVertices);
+
+ return FindOccludee(fe, iGrid, epsilon, oaPolygon, timestamp, u, A, origin, edge, faceVertices);
}
-int ViewMapBuilder::ComputeRayCastingVisibility(FEdge *fe, Grid* iGrid, real epsilon, set<ViewShape*>& oOccluders,
- Polygon3r** oaPolygon, unsigned timestamp)
+int ViewMapBuilder::ComputeRayCastingVisibility(FEdge *fe, Grid *iGrid, real epsilon, set<ViewShape*>& oOccluders,
+ Polygon3r **oaPolygon, unsigned timestamp)
{
- OccludersSet occluders;
- int qi = 0;
-
- Vec3r center;
- Vec3r edge;
- Vec3r origin;
-
- center = fe->center3d();
- edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
- origin = Vec3r(fe->vertexA()->point3D());
- //
- // // Is the edge outside the view frustum ?
- Vec3r gridOrigin(iGrid->getOrigin());
- Vec3r gridExtremity(iGrid->getOrigin()+iGrid->gridSize());
-
- if( (center.x() < gridOrigin.x()) || (center.y() < gridOrigin.y()) || (center.z() < gridOrigin.z())
- ||(center.x() > gridExtremity.x()) || (center.y() > gridExtremity.y()) || (center.z() > gridExtremity.z())){
- cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
- //return 0;
- }
-
-
- // Vec3r A(fe->vertexA()->point2d());
- // Vec3r B(fe->vertexB()->point2d());
- // int viewport[4];
- // SilhouetteGeomEngine::retrieveViewport(viewport);
- // if( (A.x() < viewport[0]) || (A.x() > viewport[2]) || (A.y() < viewport[1]) || (A.y() > viewport[3])
- // ||(B.x() < viewport[0]) || (B.x() > viewport[2]) || (B.y() < viewport[1]) || (B.y() > viewport[3])){
- // cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
- // //return 0;
- // }
-
- Vec3r vp;
- if (_orthographicProjection) {
- vp = Vec3r(center.x(), center.y(), _viewpoint.z());
- } else {
- vp = Vec3r(_viewpoint);
- }
- Vec3r u(vp - center);
- real raylength = u.norm();
- u.normalize();
- //cout << "grid origin " << iGrid->getOrigin().x() << "," << iGrid->getOrigin().y() << "," << iGrid->getOrigin().z() << endl;
- //cout << "center " << center.x() << "," << center.y() << "," << center.z() << endl;
-
- iGrid->castRay(center, vp, occluders, timestamp);
-
- WFace *face = 0;
- if(fe->isSmooth()){
- FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- face = (WFace*)fes->face();
- }
- vector<WVertex*> faceVertices;
- WVertex::incoming_edge_iterator ie;
-
- WFace * oface;
- bool skipFace;
- OccludersSet::iterator p, pend;
- if(face)
- face->RetrieveVertexList(faceVertices);
-
- for(p=occluders.begin(),pend=occluders.end();
- p!=pend;
- p++)
- {
- // If we're dealing with an exact silhouette, check whether
- // we must take care of this occluder of not.
- // (Indeed, we don't consider the occluders that
- // share at least one vertex with the face containing
- // this edge).
- //-----------
- oface = (WFace*)(*p)->userdata;
-#if logging > 1
-cout << "\t\tEvaluating intersection for occluder " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
-#endif
- Vec3r v1(((*p)->getVertices())[0]);
- Vec3r normal((*p)->getNormal());
- real d = -(v1 * normal);
- real t, t_u, t_v;
-
-#if logging > 1
-cout << "\t\tp: " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2] << ", norm: " << (*p)->getNormal() << endl;
-#endif
+ OccludersSet occluders;
+ int qi = 0;
+
+ Vec3r center;
+ Vec3r edge;
+ Vec3r origin;
+
+ center = fe->center3d();
+ edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
+ origin = Vec3r(fe->vertexA()->point3D());
+ // Is the edge outside the view frustum ?
+ Vec3r gridOrigin(iGrid->getOrigin());
+ Vec3r gridExtremity(iGrid->getOrigin() + iGrid->gridSize());
+
+ if ((center.x() < gridOrigin.x()) || (center.y() < gridOrigin.y()) || (center.z() < gridOrigin.z()) ||
+ (center.x() > gridExtremity.x()) || (center.y() > gridExtremity.y()) || (center.z() > gridExtremity.z())) {
+ cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
+ //return 0;
+ }
- if(0 != face)
- {
-#if logging > 1
-cout << "\t\tDetermining face adjacency...";
-#endif
- skipFace = false;
-
- if(face == oface) {
-#if logging > 1
-cout << " Rejecting occluder for face concurrency." << endl;
-#endif
- continue;
- }
-
-
- for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
- fv!=fvend;
- ++fv)
- {
- if((*fv)->isBoundary())
- continue;
-
- WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
- WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
- for(ie=iebegin;ie!=ieend; ++ie)
- {
- if((*ie) == 0)
- continue;
-
- WFace * sface = (*ie)->GetbFace();
- //WFace * sfacea = (*ie)->GetaFace();
- //if((sface == oface) || (sfacea == oface))
- if(sface == oface)
- {
- skipFace = true;
- break;
- }
- }
- if(skipFace)
- break;
- }
- if(skipFace) {
-#if logging > 1
-cout << " Rejecting occluder for face adjacency." << endl;
+#if 0
+ Vec3r A(fe->vertexA()->point2d());
+ Vec3r B(fe->vertexB()->point2d());
+ int viewport[4];
+ SilhouetteGeomEngine::retrieveViewport(viewport);
+ if ((A.x() < viewport[0]) || (A.x() > viewport[2]) || (A.y() < viewport[1]) || (A.y() > viewport[3]) ||
+ (B.x() < viewport[0]) || (B.x() > viewport[2]) || (B.y() < viewport[1]) || (B.y() > viewport[3])) {
+ cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
+ //return 0;
+ }
#endif
- continue;
- }
+
+ Vec3r vp;
+ if (_orthographicProjection) {
+ vp = Vec3r(center.x(), center.y(), _viewpoint.z());
}
- else
- {
- // check whether the edge and the polygon plane are coincident:
- //-------------------------------------------------------------
- //first let us compute the plane equation.
-
- if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon)) {
-#if logging > 1
-cout << "\t\tRejecting occluder for target coincidence." << endl;
+ else {
+ vp = Vec3r(_viewpoint);
+ }
+ Vec3r u(vp - center);
+ real raylength = u.norm();
+ u.normalize();
+#if 0
+ cout << "grid origin " << iGrid->getOrigin().x() << "," << iGrid->getOrigin().y() << ","
+ << iGrid->getOrigin().z() << endl;
+ cout << "center " << center.x() << "," << center.y() << "," << center.z() << endl;
#endif
- continue;
- }
+
+ iGrid->castRay(center, vp, occluders, timestamp);
+
+ WFace *face = NULL;
+ if (fe->isSmooth()) {
+ FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
+ face = (WFace*)fes->face();
}
+ vector<WVertex*> faceVertices;
+ WVertex::incoming_edge_iterator ie;
+
+ WFace *oface;
+ bool skipFace;
+ OccludersSet::iterator p, pend;
+ if (face)
+ face->RetrieveVertexList(faceVertices);
+
+ for (p = occluders.begin(), pend = occluders.end(); p != pend; p++) {
+ // If we're dealing with an exact silhouette, check whether we must take care of this occluder of not.
+ // (Indeed, we don't consider the occluders that share at least one vertex with the face containing this edge).
+ //-----------
+ oface = (WFace*)(*p)->userdata;
+ #if LOGGING
+ cout << "\t\tEvaluating intersection for occluder " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1]
+ << ((*p)->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center
+ << ")" << endl;
+ #endif
+ Vec3r v1(((*p)->getVertices())[0]);
+ Vec3r normal((*p)->getNormal());
+ real d = -(v1 * normal);
+ real t, t_u, t_v;
+
+ #if LOGGING
+ cout << "\t\tp: " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2]
+ << ", norm: " << (*p)->getNormal() << endl;
+ #endif
+
+ if (face) {
+ #if LOGGING
+ cout << "\t\tDetermining face adjacency...";
+ #endif
+ skipFace = false;
+
+ if (face == oface) {
+ #if LOGGING
+ cout << " Rejecting occluder for face concurrency." << endl;
+ #endif
+ continue;
+ }
- if((*p)->rayIntersect(center, u, t, t_u, t_v))
- {
-#if logging > 1
-cout << "\t\tRay " << vp << " * " << u << " intersects at time " << t << " (raylength is " << raylength << ")" << endl;
-#endif
-#if logging > 1
-cout << "\t\t(u * normal) == " << (u * normal) << " for normal " << normal << endl;
-#endif
- if (fabs(u * normal) > 0.0001)
- if ((t>0.0) && (t<raylength))
- {
-#if logging > 1
-cout << "\t\tIs occluder" << endl;
-#endif
- WFace *f = (WFace*)((*p)->userdata);
- ViewShape *vshape = _ViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
- oOccluders.insert(vshape);
- ++qi;
- if(!_EnableQI)
- break;
- }
+ for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
+ fv != fvend;
+ ++fv)
+ {
+ if ((*fv)->isBoundary())
+ continue;
+
+ WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
+ WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
+ for (ie = iebegin; ie != ieend; ++ie) {
+ if ((*ie) == 0)
+ continue;
+
+ WFace *sface = (*ie)->GetbFace();
+ //WFace *sfacea = (*ie)->GetaFace();
+ //if ((sface == oface) || (sfacea == oface)) {
+ if (sface == oface) {
+ skipFace = true;
+ break;
+ }
+ }
+ if (skipFace)
+ break;
+ }
+ if (skipFace) {
+ #if LOGGING
+ cout << " Rejecting occluder for face adjacency." << endl;
+ #endif
+ continue;
+ }
+ }
+ else {
+ // check whether the edge and the polygon plane are coincident:
+ //-------------------------------------------------------------
+ //first let us compute the plane equation.
+
+ if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon)) {
+ #if LOGGING
+ cout << "\t\tRejecting occluder for target coincidence." << endl;
+ #endif
+ continue;
+ }
+ }
+
+ if ((*p)->rayIntersect(center, u, t, t_u, t_v)) {
+ #if LOGGING
+ cout << "\t\tRay " << vp << " * " << u << " intersects at time " << t << " (raylength is "
+ << raylength << ")" << endl;
+ cout << "\t\t(u * normal) == " << (u * normal) << " for normal " << normal << endl;
+ #endif
+ if (fabs(u * normal) > 0.0001) {
+ if ((t>0.0) && (t<raylength)) {
+ #if LOGGING
+ cout << "\t\tIs occluder" << endl;
+ #endif
+ WFace *f = (WFace*)((*p)->userdata);
+ ViewShape *vshape = _ViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
+ oOccluders.insert(vshape);
+ ++qi;
+ if (!_EnableQI)
+ break;
+ }
+ }
+ }
}
- }
- // Find occludee
- FindOccludee(fe,iGrid, epsilon, oaPolygon, timestamp,
- u, center, edge, origin, faceVertices);
+ // Find occludee
+ FindOccludee(fe, iGrid, epsilon, oaPolygon, timestamp, u, center, edge, origin, faceVertices);
- return qi;
+ return qi;
}
void ViewMapBuilder::ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo, real epsilon)
{
- switch(iAlgo)
- {
- case sweep_line:
- ComputeSweepLineIntersections(ioViewMap, epsilon);
- break;
- default:
- break;
- }
- ViewMap::viewvertices_container& vvertices = ioViewMap->ViewVertices();
- for(ViewMap::viewvertices_container::iterator vv=vvertices.begin(), vvend=vvertices.end();
- vv!=vvend;
- ++vv)
- {
- if((*vv)->getNature() == Nature::T_VERTEX)
- {
- TVertex *tvertex = (TVertex*)(*vv);
- cout << "TVertex " << tvertex->getId() << " has :" << endl;
- cout << "FrontEdgeA: " << tvertex->frontEdgeA().first << endl;
- cout << "FrontEdgeB: " << tvertex->frontEdgeB().first << endl;
- cout << "BackEdgeA: " << tvertex->backEdgeA().first << endl;
- cout << "BackEdgeB: " << tvertex->backEdgeB().first << endl << endl;
- }
- }
+ switch (iAlgo) {
+ case sweep_line:
+ ComputeSweepLineIntersections(ioViewMap, epsilon);
+ break;
+ default:
+ break;
+ }
+ ViewMap::viewvertices_container& vvertices = ioViewMap->ViewVertices();
+ for (ViewMap::viewvertices_container::iterator vv = vvertices.begin(), vvend = vvertices.end();
+ vv != vvend;
+ ++vv)
+ {
+ if ((*vv)->getNature() == Nature::T_VERTEX) {
+ TVertex *tvertex = (TVertex*)(*vv);
+ cout << "TVertex " << tvertex->getId() << " has :" << endl;
+ cout << "FrontEdgeA: " << tvertex->frontEdgeA().first << endl;
+ cout << "FrontEdgeB: " << tvertex->frontEdgeB().first << endl;
+ cout << "BackEdgeA: " << tvertex->backEdgeA().first << endl;
+ cout << "BackEdgeB: " << tvertex->backEdgeB().first << endl << endl;
+ }
+ }
}
-struct less_SVertex2D : public binary_function<SVertex*, SVertex*, bool>
+struct less_SVertex2D : public binary_function<SVertex*, SVertex*, bool>
{
- real epsilon;
- less_SVertex2D(real eps)
- : binary_function<SVertex*,SVertex*,bool>()
- {
- epsilon = eps;
- }
- bool operator()(SVertex* x, SVertex* y)
- {
- Vec3r A = x->point2D();
- Vec3r B = y->point2D();
- for(unsigned int i=0; i<3; i++)
- {
- if((fabs(A[i] - B[i])) < epsilon)
- continue;
- if(A[i] < B[i])
- return true;
- if(A[i] > B[i])
- return false;
- }
-
- return false;
- }
+ real epsilon;
+
+ less_SVertex2D(real eps) : binary_function<SVertex*, SVertex*, bool>()
+ {
+ epsilon = eps;
+ }
+
+ bool operator()(SVertex *x, SVertex *y)
+ {
+ Vec3r A = x->point2D();
+ Vec3r B = y->point2D();
+ for (unsigned int i = 0; i < 3; i++) {
+ if ((fabs(A[i] - B[i])) < epsilon)
+ continue;
+ if (A[i] < B[i])
+ return true;
+ if (A[i] > B[i])
+ return false;
+ }
+ return false;
+ }
};
-typedef Segment<FEdge*,Vec3r > segment;
+typedef Segment<FEdge*, Vec3r> segment;
typedef Intersection<segment> intersection;
-struct less_Intersection : public binary_function<intersection*, intersection*, bool>
+struct less_Intersection : public binary_function<intersection*, intersection*, bool>
{
- segment *edge;
- less_Intersection(segment *iEdge)
- : binary_function<intersection*,intersection*,bool>()
- {
- edge = iEdge;
- }
- bool operator()(intersection* x, intersection* y)
- {
- real tx = x->getParameter(edge);
- real ty = y->getParameter(edge);
- if(tx > ty)
- return true;
- return false;
- }
+ segment *edge;
+
+ less_Intersection(segment *iEdge) : binary_function<intersection*, intersection*, bool>()
+ {
+ edge = iEdge;
+ }
+
+ bool operator()(intersection *x, intersection *y)
+ {
+ real tx = x->getParameter(edge);
+ real ty = y->getParameter(edge);
+ if (tx > ty)
+ return true;
+ return false;
+ }
};
-struct silhouette_binary_rule : public binary_rule<segment,segment>
+struct silhouette_binary_rule : public binary_rule<segment, segment>
{
- silhouette_binary_rule() : binary_rule<segment,segment>() {}
- virtual bool operator() (segment& s1, segment& s2)
- {
- FEdge * f1 = s1.edge();
- FEdge * f2 = s2.edge();
-
- if((!(((f1)->getNature() & Nature::SILHOUETTE) || ((f1)->getNature() & Nature::BORDER))) && (!(((f2)->getNature() & Nature::SILHOUETTE) || ((f2)->getNature() & Nature::BORDER))))
- return false;
-
- return true;
- }
+ silhouette_binary_rule() : binary_rule<segment,segment>() {}
+
+ virtual bool operator()(segment& s1, segment& s2)
+ {
+ FEdge *f1 = s1.edge();
+ FEdge *f2 = s2.edge();
+
+ if ((!(((f1)->getNature() & Nature::SILHOUETTE) || ((f1)->getNature() & Nature::BORDER))) &&
+ (!(((f2)->getNature() & Nature::SILHOUETTE) || ((f2)->getNature() & Nature::BORDER))))
+ {
+ return false;
+ }
+
+ return true;
+ }
};
void ViewMapBuilder::ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon)
{
- vector<SVertex*>& svertices = ioViewMap->SVertices();
- bool progressBarDisplay = false;
- unsigned sVerticesSize = svertices.size();
- unsigned fEdgesSize = ioViewMap->FEdges().size();
- // ViewMap::fedges_container& fedges = ioViewMap->FEdges();
- // for(ViewMap::fedges_container::const_iterator f=fedges.begin(), end=fedges.end();
- // f!=end;
- // ++f){
- // cout << (*f)->aMaterialIndex() << "-" << (*f)->bMaterialIndex() << endl;
- // }
-
- unsigned progressBarStep = 0;
-
- if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
- unsigned progressBarSteps = min(gProgressBarMaxSteps, sVerticesSize);
- progressBarStep = sVerticesSize / progressBarSteps;
- _pProgressBar->reset();
- _pProgressBar->setLabelText("Computing Sweep Line Intersections");
- _pProgressBar->setTotalSteps(progressBarSteps);
- _pProgressBar->setProgress(0);
- progressBarDisplay = true;
- }
-
- unsigned counter = progressBarStep;
-
- sort(svertices.begin(), svertices.end(), less_SVertex2D(epsilon));
-
- SweepLine<FEdge*,Vec3r> SL;
-
- vector<FEdge*>& ioEdges = ioViewMap->FEdges();
-
- vector<segment* > segments;
-
- vector<FEdge*>::iterator fe,fend;
-
- for(fe=ioEdges.begin(), fend=ioEdges.end();
- fe!=fend;
- fe++)
- {
- segment * s = new segment((*fe), (*fe)->vertexA()->point2D(), (*fe)->vertexB()->point2D());
- (*fe)->userdata = s;
- segments.push_back(s);
- }
-
- vector<segment*> vsegments;
- for(vector<SVertex*>::iterator sv=svertices.begin(),svend=svertices.end();
- sv!=svend;
- sv++)
- {
- if (_pRenderMonitor && _pRenderMonitor->testBreak())
- break;
-
- const vector<FEdge*>& vedges = (*sv)->fedges();
-
- for(vector<FEdge*>::const_iterator sve=vedges.begin(), sveend=vedges.end();
- sve!=sveend;
- sve++)
- {
- vsegments.push_back((segment*)((*sve)->userdata));
- }
-
- Vec3r evt((*sv)->point2D());
- silhouette_binary_rule sbr;
- SL.process(evt, vsegments, sbr, epsilon);
-
- if(progressBarDisplay) {
- counter--;
- if (counter <= 0) {
- counter = progressBarStep;
- _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
- }
- }
- vsegments.clear();
- }
-
- if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
- // delete segments
- if(!segments.empty()){
- vector<segment* >::iterator s, send;
- for(s=segments.begin(),send=segments.end();
- s!=send;
- s++){
- delete *s;
- }
- }
- return;
- }
-
- // reset userdata:
- for(fe=ioEdges.begin(), fend=ioEdges.end();
- fe!=fend;
- fe++)
- (*fe)->userdata = NULL;
-
- // list containing the new edges resulting from splitting operations.
- vector<FEdge*> newEdges;
-
- // retrieve the intersected edges:
- vector<segment* >& iedges = SL.intersectedEdges();
- // retrieve the intersections:
- vector<intersection*>& intersections = SL.intersections();
-
- int id=0;
- // create a view vertex for each intersection and linked this one
- // with the intersection object
- vector<intersection*>::iterator i, iend;
- for(i=intersections.begin(),iend=intersections.end();
- i!=iend;
- i++)
- {
- FEdge *fA = (*i)->EdgeA->edge();
- FEdge *fB = (*i)->EdgeB->edge();
-
- Vec3r A1 = fA->vertexA()->point3D();
- Vec3r A2 = fA->vertexB()->point3D();
- Vec3r B1 = fB->vertexA()->point3D();
- Vec3r B2 = fB->vertexB()->point3D();
-
- Vec3r a1 = fA->vertexA()->point2D();
- Vec3r a2 = fA->vertexB()->point2D();
- Vec3r b1 = fB->vertexA()->point2D();
- Vec3r b2 = fB->vertexB()->point2D();
-
- real ta = (*i)->tA;
- real tb = (*i)->tB;
-
- if((ta < -epsilon) || (ta > 1+epsilon))
- cerr << "Warning: 2D intersection out of range for edge " << fA->vertexA()->getId() << " - " << fA->vertexB()->getId() << endl;
-
- if((tb < -epsilon) || (tb > 1+epsilon))
- cerr << "Warning: 2D intersection out of range for edge " << fB->vertexA()->getId() << " - " << fB->vertexB()->getId() << endl;
-
- real Ta = SilhouetteGeomEngine::ImageToWorldParameter(fA, ta);
- real Tb = SilhouetteGeomEngine::ImageToWorldParameter(fB, tb);
-
- if((Ta < -epsilon) || (Ta > 1+epsilon))
- cerr << "Warning: 3D intersection out of range for edge " << fA->vertexA()->getId() << " - " << fA->vertexB()->getId() << endl;
-
- if((Tb < -epsilon) || (Tb > 1+epsilon))
- cerr << "Warning: 3D intersection out of range for edge " << fB->vertexA()->getId() << " - " << fB->vertexB()->getId() << endl;
+ vector<SVertex*>& svertices = ioViewMap->SVertices();
+ bool progressBarDisplay = false;
+ unsigned sVerticesSize = svertices.size();
+ unsigned fEdgesSize = ioViewMap->FEdges().size();
+#if 0
+ ViewMap::fedges_container& fedges = ioViewMap->FEdges();
+ for (ViewMap::fedges_container::const_iterator f = fedges.begin(), end = fedges.end(); f != end; ++f) {
+ cout << (*f)->aMaterialIndex() << "-" << (*f)->bMaterialIndex() << endl;
+ }
+#endif
+ unsigned progressBarStep = 0;
+
+ if (_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
+ unsigned progressBarSteps = min(gProgressBarMaxSteps, sVerticesSize);
+ progressBarStep = sVerticesSize / progressBarSteps;
+ _pProgressBar->reset();
+ _pProgressBar->setLabelText("Computing Sweep Line Intersections");
+ _pProgressBar->setTotalSteps(progressBarSteps);
+ _pProgressBar->setProgress(0);
+ progressBarDisplay = true;
+ }
+
+ unsigned counter = progressBarStep;
+
+ sort(svertices.begin(), svertices.end(), less_SVertex2D(epsilon));
+
+ SweepLine<FEdge*, Vec3r> SL;
+
+ vector<FEdge*>& ioEdges = ioViewMap->FEdges();
+
+ vector<segment*> segments;
+
+ vector<FEdge*>::iterator fe, fend;
+
+ for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++) {
+ segment *s = new segment((*fe), (*fe)->vertexA()->point2D(), (*fe)->vertexB()->point2D());
+ (*fe)->userdata = s;
+ segments.push_back(s);
+ }
+
+ vector<segment*> vsegments;
+ for (vector<SVertex*>::iterator sv = svertices.begin(), svend = svertices.end(); sv != svend; sv++) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak())
+ break;
+
+ const vector<FEdge*>& vedges = (*sv)->fedges();
+
+ for (vector<FEdge*>::const_iterator sve = vedges.begin(), sveend = vedges.end(); sve != sveend; sve++) {
+ vsegments.push_back((segment*)((*sve)->userdata));
+ }
+
+ Vec3r evt((*sv)->point2D());
+ silhouette_binary_rule sbr;
+ SL.process(evt, vsegments, sbr, epsilon);
+
+ if (progressBarDisplay) {
+ counter--;
+ if (counter <= 0) {
+ counter = progressBarStep;
+ _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
+ }
+ }
+ vsegments.clear();
+ }
+
+ if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
+ // delete segments
+ if (!segments.empty()) {
+ vector<segment*>::iterator s, send;
+ for (s = segments.begin(), send = segments.end(); s != send; s++) {
+ delete *s;
+ }
+ }
+ return;
+ }
+
+ // reset userdata:
+ for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++)
+ (*fe)->userdata = NULL;
+
+ // list containing the new edges resulting from splitting operations.
+ vector<FEdge*> newEdges;
+
+ // retrieve the intersected edges:
+ vector<segment*>& iedges = SL.intersectedEdges();
+ // retrieve the intersections:
+ vector<intersection*>& intersections = SL.intersections();
+
+ int id = 0;
+ // create a view vertex for each intersection and linked this one with the intersection object
+ vector<intersection*>::iterator i, iend;
+ for (i = intersections.begin(), iend = intersections.end(); i != iend; i++) {
+ FEdge *fA = (*i)->EdgeA->edge();
+ FEdge *fB = (*i)->EdgeB->edge();
+
+ Vec3r A1 = fA->vertexA()->point3D();
+ Vec3r A2 = fA->vertexB()->point3D();
+ Vec3r B1 = fB->vertexA()->point3D();
+ Vec3r B2 = fB->vertexB()->point3D();
+
+ Vec3r a1 = fA->vertexA()->point2D();
+ Vec3r a2 = fA->vertexB()->point2D();
+ Vec3r b1 = fB->vertexA()->point2D();
+ Vec3r b2 = fB->vertexB()->point2D();
+
+ real ta = (*i)->tA;
+ real tb = (*i)->tB;
+
+ if ((ta < -epsilon) || (ta > 1+epsilon))
+ cerr << "Warning: 2D intersection out of range for edge " << fA->vertexA()->getId() << " - "
+ << fA->vertexB()->getId() << endl;
+
+ if ((tb < -epsilon) || (tb > 1+epsilon))
+ cerr << "Warning: 2D intersection out of range for edge " << fB->vertexA()->getId() << " - "
+ << fB->vertexB()->getId() << endl;
+
+ real Ta = SilhouetteGeomEngine::ImageToWorldParameter(fA, ta);
+ real Tb = SilhouetteGeomEngine::ImageToWorldParameter(fB, tb);
+
+ if ((Ta < -epsilon) || (Ta > 1 + epsilon))
+ cerr << "Warning: 3D intersection out of range for edge " << fA->vertexA()->getId() << " - "
+ << fA->vertexB()->getId() << endl;
+
+ if ((Tb < -epsilon) || (Tb > 1 + epsilon))
+ cerr << "Warning: 3D intersection out of range for edge " << fB->vertexA()->getId() << " - "
+ << fB->vertexB()->getId() << endl;
#if 0
- if((Ta < -epsilon) || (Ta > 1+epsilon) || (Tb < -epsilon) || (Tb > 1+epsilon)) {
- printf("ta %.12e\n", ta);
- printf("tb %.12e\n", tb);
- printf("a1 %e, %e -- b1 %e, %e\n", a1[0], a1[1], b1[0], b1[1]);
- printf("a2 %e, %e -- b2 %e, %e\n", a2[0], a2[1], b2[0], b2[1]);
- if((Ta < -epsilon) || (Ta > 1+epsilon))
- printf("Ta %.12e\n", Ta);
- if((Tb < -epsilon) || (Tb > 1+epsilon))
- printf("Tb %.12e\n", Tb);
- printf("A1 %e, %e, %e -- B1 %e, %e, %e\n", A1[0], A1[1], A1[2], B1[0], B1[1], B1[2]);
- printf("A2 %e, %e, %e -- B2 %e, %e, %e\n", A2[0], A2[1], A2[2], B2[0], B2[1], B2[2]);
- }
+ if ((Ta < -epsilon) || (Ta > 1 + epsilon) || (Tb < -epsilon) || (Tb > 1 + epsilon)) {
+ printf("ta %.12e\n", ta);
+ printf("tb %.12e\n", tb);
+ printf("a1 %e, %e -- b1 %e, %e\n", a1[0], a1[1], b1[0], b1[1]);
+ printf("a2 %e, %e -- b2 %e, %e\n", a2[0], a2[1], b2[0], b2[1]);
+ if ((Ta < -epsilon) || (Ta > 1 + epsilon))
+ printf("Ta %.12e\n", Ta);
+ if ((Tb < -epsilon) || (Tb > 1 + epsilon))
+ printf("Tb %.12e\n", Tb);
+ printf("A1 %e, %e, %e -- B1 %e, %e, %e\n", A1[0], A1[1], A1[2], B1[0], B1[1], B1[2]);
+ printf("A2 %e, %e, %e -- B2 %e, %e, %e\n", A2[0], A2[1], A2[2], B2[0], B2[1], B2[2]);
+ }
#endif
- TVertex * tvertex = ioViewMap->CreateTVertex(Vec3r(A1 + Ta*(A2-A1)), Vec3r(a1 + ta*(a2-a1)), fA,
- Vec3r(B1 + Tb*(B2-B1)), Vec3r(b1 + tb*(b2-b1)), fB, id);
-
- (*i)->userdata = tvertex;
- ++id;
- }
-
- progressBarStep = 0;
-
- if(progressBarDisplay) {
- unsigned iEdgesSize = iedges.size();
- unsigned progressBarSteps = min(gProgressBarMaxSteps, iEdgesSize);
- progressBarStep = iEdgesSize / progressBarSteps;
- _pProgressBar->reset();
- _pProgressBar->setLabelText("Splitting intersected edges");
- _pProgressBar->setTotalSteps(progressBarSteps);
- _pProgressBar->setProgress(0);
- }
-
- counter = progressBarStep;
-
- vector<TVertex*> edgeVVertices;
- vector<ViewEdge*> newVEdges;
- vector<segment* >::iterator s, send;
- for(s=iedges.begin(),send=iedges.end();
- s!=send;
- s++)
- {
- edgeVVertices.clear();
- newEdges.clear();
- newVEdges.clear();
-
- FEdge* fedge = (*s)->edge();
- ViewEdge *vEdge = fedge->viewedge();
- ViewShape *shape = vEdge->viewShape();
-
- vector<intersection*>& eIntersections = (*s)->intersections();
- // we first need to sort these intersections from farther to closer to A
- sort(eIntersections.begin(), eIntersections.end(), less_Intersection(*s));
- for(i=eIntersections.begin(),iend=eIntersections.end();
- i!=iend;
- i++)
- edgeVVertices.push_back((TVertex*)(*i)->userdata);
-
- shape->SplitEdge(fedge, edgeVVertices, ioViewMap->FEdges(), ioViewMap->ViewEdges());
-
- if(progressBarDisplay) {
- counter--;
- if (counter <= 0) {
+ TVertex *tvertex = ioViewMap->CreateTVertex(Vec3r(A1 + Ta * (A2 - A1)), Vec3r(a1 + ta * (a2 - a1)), fA,
+ Vec3r(B1 + Tb * (B2 - B1)), Vec3r(b1 + tb * (b2 - b1)), fB, id);
+
+ (*i)->userdata = tvertex;
+ ++id;
+ }
+
+ progressBarStep = 0;
+
+ if (progressBarDisplay) {
+ unsigned iEdgesSize = iedges.size();
+ unsigned progressBarSteps = min(gProgressBarMaxSteps, iEdgesSize);
+ progressBarStep = iEdgesSize / progressBarSteps;
+ _pProgressBar->reset();
+ _pProgressBar->setLabelText("Splitting intersected edges");
+ _pProgressBar->setTotalSteps(progressBarSteps);
+ _pProgressBar->setProgress(0);
+ }
+
counter = progressBarStep;
- _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
- }
- }
- }
-
- // reset userdata:
- for(fe=ioEdges.begin(), fend=ioEdges.end();
- fe!=fend;
- fe++)
- (*fe)->userdata = NULL;
-
- // delete segments
- if(!segments.empty()){
- for(s=segments.begin(),send=segments.end();
- s!=send;
- s++){
- delete *s;
- }
- }
-}
+ vector<TVertex*> edgeVVertices;
+ vector<ViewEdge*> newVEdges;
+ vector<segment*>::iterator s, send;
+ for (s = iedges.begin(), send = iedges.end(); s != send; s++) {
+ edgeVVertices.clear();
+ newEdges.clear();
+ newVEdges.clear();
+
+ FEdge *fedge = (*s)->edge();
+ ViewEdge *vEdge = fedge->viewedge();
+ ViewShape *shape = vEdge->viewShape();
+
+ vector<intersection*>& eIntersections = (*s)->intersections();
+ // we first need to sort these intersections from farther to closer to A
+ sort(eIntersections.begin(), eIntersections.end(), less_Intersection(*s));
+ for (i = eIntersections.begin(), iend = eIntersections.end(); i != iend; i++)
+ edgeVVertices.push_back((TVertex*)(*i)->userdata);
+
+ shape->SplitEdge(fedge, edgeVVertices, ioViewMap->FEdges(), ioViewMap->ViewEdges());
+
+ if (progressBarDisplay) {
+ counter--;
+ if (counter <= 0) {
+ counter = progressBarStep;
+ _pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
+ }
+ }
+ }
+
+ // reset userdata:
+ for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++)
+ (*fe)->userdata = NULL;
+
+ // delete segments
+ if (!segments.empty()) {
+ for (s = segments.begin(), send = segments.end(); s != send; s++) {
+ delete *s;
+ }
+ }
+}