diff options
author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2013-01-02 05:55:30 +0400 |
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committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2013-01-02 05:55:30 +0400 |
commit | 699da2fb0d9012cef5e45cc1b547a01fd92dbc1c (patch) | |
tree | eb6e3de1f90387af1a2628bbc79d51327e3ac248 /source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp | |
parent | 520ab93465d8056bf6d4a4115743daaee4c2fd66 (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.cpp | 3934 |
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; + } + } +} |