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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-01-02 05:55:30 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-01-02 05:55:30 +0400
commit699da2fb0d9012cef5e45cc1b547a01fd92dbc1c (patch)
treeeb6e3de1f90387af1a2628bbc79d51327e3ac248 /source/blender/freestyle/intern/view_map/ViewMapBuilder.h
parent520ab93465d8056bf6d4a4115743daaee4c2fd66 (diff)
Yet another big style clean-up patch by Bastien Montagne, thanks a lot!
Now the code style is acceptable for the merge now, according to Bastien. Thanks again Bastien for having this done! :)
Diffstat (limited to 'source/blender/freestyle/intern/view_map/ViewMapBuilder.h')
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMapBuilder.h471
1 files changed, 240 insertions, 231 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
index a41df92062e..2d5d24a0ffe 100644
--- a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
+++ b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
@@ -1,248 +1,257 @@
-//
-// Filename : ViewMapBuilder.h
-// Author(s) : Stephane Grabli
-// Purpose : Class to build silhouette edges from a
-// Winged-Edge structure
-// Date of creation : 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.
-//
-///////////////////////////////////////////////////////////////////////////////
-
-#ifndef VIEWMAPBUILDER_H
-# define VIEWMAPBUILDER_H
-
-# include "Silhouette.h"
-# include <vector>
-# include "../system/FreestyleConfig.h"
-# include "../geometry/Geom.h"
-# include "../scene_graph/NodeGroup.h"
-# include "../winged_edge/WXEdge.h"
-# include "../geometry/GeomUtils.h"
-# include "../geometry/Grid.h"
-# include "../system/ProgressBar.h"
-# include "../system/RenderMonitor.h"
-# include "../geometry/SweepLine.h"
-# include "ViewMap.h"
-# include "SilhouetteGeomEngine.h"
-# include "../scene_graph/TriangleRep.h"
-# include "../winged_edge/WEdge.h"
-# include "ViewEdgeXBuilder.h"
-# include "../system/TimeUtils.h"
-# include "GridDensityProvider.h"
+/*
+ * ***** 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 *****
+ */
+
+#ifndef __FREESTYLE_VIEW_MAP_BUILDER_H__
+#define __FREESTYLE_VIEW_MAP_BUILDER_H__
+
+/** \file blender/freestyle/intern/view_map/ViewMapBuilder.h
+ * \ingroup freestyle
+ * \brief Class to build silhouette edges from a Winged-Edge structure
+ * \author Stephane Grabli
+ * \date 25/03/2002
+ */
+
+#include <vector>
+
+#include "GridDensityProvider.h"
+#include "Silhouette.h"
+#include "SilhouetteGeomEngine.h"
+#include "ViewEdgeXBuilder.h"
+#include "ViewMap.h"
+
+#include "../geometry/Geom.h"
+#include "../geometry/GeomUtils.h"
+#include "../geometry/Grid.h"
+#include "../geometry/SweepLine.h"
+
+#include "../scene_graph/NodeGroup.h"
+#include "../scene_graph/TriangleRep.h"
+
+#include "../system/FreestyleConfig.h"
+#include "../system/ProgressBar.h"
+#include "../system/RenderMonitor.h"
+#include "../system/TimeUtils.h"
+
+#include "../winged_edge/WEdge.h"
+#include "../winged_edge/WXEdge.h"
using namespace Geometry;
class LIB_VIEW_MAP_EXPORT ViewMapBuilder
{
private:
+ ViewMap *_ViewMap; // result
+ //SilhouetteGeomEngine _GeomEngine;
+ ProgressBar *_pProgressBar;
+ RenderMonitor *_pRenderMonitor;
+ Vec3r _viewpoint;
+ bool _orthographicProjection;
+ Grid *_Grid;
+ ViewEdgeXBuilder *_pViewEdgeBuilder;
+ bool _EnableQI;
+ double _epsilon;
+
+ // tmp values:
+ int _currentId;
+ int _currentFId;
+ int _currentSVertexId;
- ViewMap * _ViewMap; // result
- //SilhouetteGeomEngine _GeomEngine;
- ProgressBar *_pProgressBar;
- RenderMonitor *_pRenderMonitor;
- Vec3r _viewpoint;
- bool _orthographicProjection;
- Grid* _Grid;
- ViewEdgeXBuilder *_pViewEdgeBuilder;
- bool _EnableQI;
- double _epsilon;
+public:
+ typedef enum {
+ sweep_line,
+ } intersection_algo;
+ typedef enum {
+ ray_casting,
+ ray_casting_fast,
+ ray_casting_very_fast,
+ ray_casting_culled_adaptive_traditional,
+ ray_casting_adaptive_traditional,
+ ray_casting_culled_adaptive_cumulative,
+ ray_casting_adaptive_cumulative,
+ } visibility_algo;
- // tmp values:
- int _currentId;
- int _currentFId;
- int _currentSVertexId;
-
+ inline ViewMapBuilder()
+ {
+ _pProgressBar = NULL;
+ _pRenderMonitor = NULL;
+ _Grid = NULL;
+ _currentId = 1;
+ _currentFId = 0;
+ _currentSVertexId = 0;
+ _pViewEdgeBuilder = new ViewEdgeXBuilder;
+ _EnableQI = true;
+ }
-public:
+ inline ~ViewMapBuilder()
+ {
+ if (_pViewEdgeBuilder) {
+ delete _pViewEdgeBuilder;
+ _pViewEdgeBuilder = NULL;
+ }
+ }
+
+ /* Build Grid for ray casting */
+ /*! Build non-culled Grid in camera space for ray casting */
+ void BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces);
+
+ /*! Compute Shapes from a WingedEdge containing a list of WShapes */
+ void computeInitialViewEdges(WingedEdge&);
+
+ /*! Compute Cusps */
+ void computeCusps(ViewMap *ioViewMap);
- typedef enum {
- sweep_line
- } intersection_algo;
-
- typedef enum {
- ray_casting,
- ray_casting_fast,
- ray_casting_very_fast,
- ray_casting_culled_adaptive_traditional,
- ray_casting_adaptive_traditional,
- ray_casting_culled_adaptive_cumulative,
- ray_casting_adaptive_cumulative
- } visibility_algo;
-
- inline ViewMapBuilder()
- {
- _pProgressBar = 0;
- _pRenderMonitor = 0;
- _Grid = 0;
- _currentId = 1;
- _currentFId = 0;
- _currentSVertexId = 0;
- _pViewEdgeBuilder = new ViewEdgeXBuilder;
- _EnableQI = true;
- }
-
- inline ~ViewMapBuilder()
- {
- if(_pViewEdgeBuilder){
- delete _pViewEdgeBuilder;
- _pViewEdgeBuilder = 0;
- }
- }
-
- /* Build Grid for ray casting */
- /*! Build non-culled Grid in camera space for ray casting */
- void BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces);
-
- /*! Compute Shapes from a WingedEdge containing a list of WShapes */
- void computeInitialViewEdges(WingedEdge&);
-
- /*! Compute Cusps */
- void computeCusps(ViewMap *ioViewMap);
- /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of
- * each cusp SVertex
- * We use a hysteresis approach to avoid noise.
- */
- void DetectCusps(ViewEdge *ioEdge);
-
-
- /*! Sets the current viewpoint */
- inline void setViewpoint(const Vec3r& ivp) {_viewpoint = ivp; SilhouetteGeomEngine::setViewpoint(ivp);}
-
- /*! Sets the current transformation
- * iModelViewMatrix
- * The 4x4 model view matrix, in column major order (openGL like).
- * iProjection matrix
- * The 4x4 projection matrix, in column major order (openGL like).
- * iViewport
- * The viewport. 4 real array: origin.x, origin.y, width, length
- */
- inline void setTransform(const real iModelViewMatrix[4][4],
- const real iProjectionMatrix[4][4],
- const int iViewport[4],
- real iFocalLength,
- real iAspect,
- real iFovy) {
- _orthographicProjection = (iProjectionMatrix[3][3] != 0.0);
- SilhouetteGeomEngine::setTransform(iModelViewMatrix, iProjectionMatrix, iViewport, iFocalLength);
- }
-
- inline void setFrustum(real iZnear, real iZfar) {
- SilhouetteGeomEngine::setFrustum(iZnear, iZfar);
- }
-
- /*! Builds the scene view map
- * returns the list the view map
- * it is up to the caller to delete this ViewMap
- * iWRoot
- * The root group node containing the WEdge structured scene
- */
-
- ViewMap* BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon,
- const BBox<Vec3r>& bbox, unsigned int sceneNumFaces);
- void CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4], bool extensiveFEdgeSearch = true);
- /*! computes the intersection between all 2D
- * feature edges of the scene.
- * ioViewMap
- * The view map. It is modified by the method.
- * The list of all features edges of the scene.
- * Each time an intersection is found, the 2 intersecting
- * edges are splitted (creating 2 new vertices)
- * At the end, this list is updated with the adding
- * of all new created edges (resulting from splitting).
- * iAlgo
- * The algo to use for computing the intersections
- */
- void ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo = sweep_line, real epsilon=1e-06);
-
- /*! Computes the 2D scene silhouette edges visibility
- * iGrid
- * For the Ray Casting algorithm.
- */
- void ComputeEdgesVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces,
- visibility_algo iAlgo= ray_casting, real epsilon=1e-6);
-
- void setGrid(Grid *iGrid) {_Grid = iGrid;}
-
- /*! accessors */
-
- /*! Modifiers */
- inline void setProgressBar(ProgressBar *iProgressBar) {_pProgressBar = iProgressBar;}
- inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
- inline void setEnableQI(bool iBool) {_EnableQI = iBool;}
+ /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of each cusp SVertex
+ * We use a hysteresis approach to avoid noise.
+ */
+ void DetectCusps(ViewEdge *ioEdge);
+
+ /*! Sets the current viewpoint */
+ inline void setViewpoint(const Vec3r& ivp)
+ {
+ _viewpoint = ivp;
+ SilhouetteGeomEngine::setViewpoint(ivp);
+ }
+
+ /*! Sets the current transformation
+ * iModelViewMatrix
+ * The 4x4 model view matrix, in column major order (openGL like).
+ * iProjection matrix
+ * The 4x4 projection matrix, in column major order (openGL like).
+ * iViewport
+ * The viewport. 4 real array: origin.x, origin.y, width, length
+ */
+ inline void setTransform(const real iModelViewMatrix[4][4], const real iProjectionMatrix[4][4],
+ const int iViewport[4], real iFocalLength, real iAspect, real iFovy)
+ {
+ _orthographicProjection = (iProjectionMatrix[3][3] != 0.0);
+ SilhouetteGeomEngine::setTransform(iModelViewMatrix, iProjectionMatrix, iViewport, iFocalLength);
+ }
+
+ inline void setFrustum(real iZnear, real iZfar)
+ {
+ SilhouetteGeomEngine::setFrustum(iZnear, iZfar);
+ }
+
+ /*! Builds the scene view map returns the list the view map
+ * it is up to the caller to delete this ViewMap
+ * iWRoot
+ * The root group node containing the WEdge structured scene
+ */
+ ViewMap *BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon, const BBox<Vec3r>& bbox,
+ unsigned int sceneNumFaces);
+
+ void CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4],
+ bool extensiveFEdgeSearch = true);
+
+ /*! computes the intersection between all 2D feature edges of the scene.
+ * ioViewMap
+ * The view map. It is modified by the method.
+ * The list of all features edges of the scene.
+ * Each time an intersection is found, the 2 intersecting edges are splitted (creating 2 new vertices)
+ * At the end, this list is updated with the adding of all new created edges (resulting from splitting).
+ * iAlgo
+ * The algo to use for computing the intersections
+ */
+ void ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo = sweep_line, real epsilon = 1.0e-06);
+
+ /*! Computes the 2D scene silhouette edges visibility
+ * iGrid
+ * For the Ray Casting algorithm.
+ */
+ void ComputeEdgesVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces,
+ visibility_algo iAlgo = ray_casting, real epsilon = 1.0e-6);
+
+ void setGrid(Grid *iGrid)
+ {
+ _Grid = iGrid;
+ }
+
+ /*! accessors */
+
+ /*! Modifiers */
+ inline void setProgressBar(ProgressBar *iProgressBar)
+ {
+ _pProgressBar = iProgressBar;
+ }
+
+ inline void setRenderMonitor(RenderMonitor *iRenderMonitor)
+ {
+ _pRenderMonitor = iRenderMonitor;
+ }
+
+ inline void setEnableQI(bool iBool)
+ {
+ _EnableQI = iBool;
+ }
protected:
+ /*! Computes intersections on all edges of the scene using a sweep line algorithm */
+ void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+
+ /*! Computes the 2D scene silhouette edges visibility using a ray casting. On each edge, a ray is cast
+ * to check its quantitative invisibility. The list of occluders are each time stored in the tested edge.
+ * ioViewMap
+ * The view map.
+ * The 2D scene silhouette edges as FEdges.
+ * These edges have already been splitted at their intersections points.
+ * Thus, these edges do not intersect anymore.
+ * The visibility corresponding to each edge of ioScene is set is this edge.
+ */
+ void ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+ void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+ void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
- /*! Computes intersections on all edges of the scene using a sweep line
- * algorithm*/
- void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1e-6);
-
- /*! Computes the 2D scene silhouette edges visibility
- * using a ray casting. On each edge, a ray is cast
- * to check its quantitative invisibility. The list
- * of occluders are each time stored in the tested edge.
- * ioViewMap
- * The view map.
- * The 2D scene silhouette edges as FEdges.
- * These edges have already been splitted at their intersections points.
- * Thus, these edges do not intersect anymore.
- * The visibility corresponding to each edge of ioScene is set is this
- * edge.
- */
- void ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon=1e-6);
- void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon=1e-6);
- void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon=1e-6);
-
-void ComputeCumulativeVisibility(ViewMap *ioViewMap, WingedEdge& we,
- const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory);
-void ComputeDetailedVisibility(ViewMap *ioViewMap, WingedEdge& we,
- const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory);
-
- /*! Compute the visibility for the FEdge fe.
- * The occluders are added to fe occluders list.
- * fe
- * The FEdge
- * iGrid
- * The grid used to compute the ray casting visibility
- * epsilon
- * The epsilon used for computation
- * oShapeId
- * fe is the border (in 2D) between 2 2D spaces.
- * if fe is a silhouette,
- * One of these 2D spaces is occupied by the shape
- * to which fe belongs (on its left) and the other one is either occupied
- * by another shape or empty or occupied by the same shape.
- * We use this ray csating operation to determine which shape
- * lies on fe's right.
- * The result is the shape id stored in oShapeId
- */
- int ComputeRayCastingVisibility(FEdge *fe, Grid* iGrid, real epsilon, set<ViewShape*>& oOccluders,
- Polygon3r** oaPolygon, unsigned timestamp);
- // FIXME
- void FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp);
- void FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp,
- Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices);
+ void ComputeCumulativeVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon,
+ bool cull, GridDensityProviderFactory& factory);
+ void ComputeDetailedVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon,
+ bool cull, GridDensityProviderFactory& factory);
+ /*! Compute the visibility for the FEdge fe.
+ * The occluders are added to fe occluders list.
+ * fe
+ * The FEdge
+ * iGrid
+ * The grid used to compute the ray casting visibility
+ * epsilon
+ * The epsilon used for computation
+ * oShapeId
+ * fe is the border (in 2D) between 2 2D spaces.
+ * if fe is a silhouette, One of these 2D spaces is occupied by the shape to which fe belongs (on its left)
+ * and the other one is either occupied by another shape or empty or occupied by the same shape.
+ * We use this ray csating operation to determine which shape lies on fe's right.
+ * The result is the shape id stored in oShapeId
+ */
+ int ComputeRayCastingVisibility(FEdge *fe, Grid *iGrid, real epsilon, set<ViewShape*>& oOccluders,
+ Polygon3r **oaPolygon, unsigned timestamp);
+ // FIXME
+ void FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp);
+ void FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp,
+ Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices);
};
-#endif // VIEWMAPBUILDER_H
+#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__