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Diffstat (limited to 'source/blender/freestyle/intern/geometry/GridHelpers.h')
-rw-r--r-- | source/blender/freestyle/intern/geometry/GridHelpers.h | 215 |
1 files changed, 215 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/geometry/GridHelpers.h b/source/blender/freestyle/intern/geometry/GridHelpers.h new file mode 100644 index 00000000000..4391b4f61a3 --- /dev/null +++ b/source/blender/freestyle/intern/geometry/GridHelpers.h @@ -0,0 +1,215 @@ +/* + * ***** 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 __GRIDHELPERS_H__ +#define __GRIDHELPERS_H__ + +/** \file blender/freestyle/intern/geometry/GridHelpers.h + * \ingroup freestyle + * \brief Class to define a cell grid surrounding the projected image of a scene + * \author Alexander Beels + * \date 2010-12-13 + */ + +#include <vector> + +#include "FRS_freestyle.h" + +#include "GeomUtils.h" +#include "Polygon.h" + +#include "../winged_edge/WEdge.h" + +namespace GridHelpers { + +/*! Computes the distance from a point P to a segment AB */ +template<class T> +T closestPointToSegment(const T& P, const T& A , const T& B, real& distance) +{ + T AB, AP, BP; + AB = B - A; + AP = P - A; + BP = P - B; + + real c1(AB * AP); + if (c1 <= 0) { + distance = AP.norm(); + return A; // A is closest point + } + + real c2(AB * AB); + if (c2 <= c1) { + distance = BP.norm(); + return B; // B is closest point + } + + real b = c1 / c2; + T Pb, PPb; + Pb = A + b * AB; + PPb = P - Pb; + + distance = PPb.norm(); + return Pb; // closest point lies on AB +} + +inline Vec3r closestPointOnPolygon(const Vec3r& point, const Polygon3r& poly) +{ + // First cast a ray from the point onto the polygon plane + // If the ray intersects the polygon, then the intersection point + // is the closest point on the polygon + real t, u, v; + if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) { + return point + poly.getNormal() * t; + } + + // Otherwise, get the nearest point on each edge, and take the closest + real distance; + Vec3r closest = closestPointToSegment(point, poly.getVertices()[2], poly.getVertices()[0], distance); + for (unsigned int i = 0; i < 2; ++i) { + real t; + Vec3r p = closestPointToSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1], t); + if (t < distance) { + distance = t; + closest = p; + } + } + return closest; +} + +inline real distancePointToPolygon(const Vec3r& point, const Polygon3r& poly) +{ + // First cast a ray from the point onto the polygon plane + // If the ray intersects the polygon, then the intersection point + // is the closest point on the polygon + real t, u, v; + if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) { + return (t > 0.0) ? t : -t; + } + + // Otherwise, get the nearest point on each edge, and take the closest + real distance = GeomUtils::distPointSegment(point, poly.getVertices()[2], poly.getVertices()[0]); + for (unsigned int i = 0; i < 2; ++i) { + real t = GeomUtils::distPointSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1]); + if (t < distance) { + distance = t; + } + } + return distance; +} + +class Transform +{ +public: + virtual ~Transform () = 0; + virtual Vec3r operator()(const Vec3r& point) const = 0; +}; + +inline bool insideProscenium (const real proscenium[4], const Polygon3r& polygon) +{ + // N.B. The bounding box check is redundant for inserting occluders into cells, because the cell selection code + // in insertOccluders has already guaranteed that the bounding boxes will overlap. + // First check the viewport edges, since they are the easiest case + // Check if the bounding box is entirely outside the proscenium + Vec3r bbMin, bbMax; + polygon.getBBox(bbMin, bbMax); + if (bbMax[0] < proscenium[0] || bbMin[0] > proscenium[1] || bbMax[1] < proscenium[2] || bbMin[1] > proscenium[3]) { + return false; + } + + Vec3r boxCenter(proscenium[0] + (proscenium[1] - proscenium[0]) / 2.0, + proscenium[2] + (proscenium[3] - proscenium[2]) / 2.0, 0.0); + Vec3r boxHalfSize((proscenium[1] - proscenium[0]) / 2.0, + (proscenium[3] - proscenium[2]) / 2.0, 1.0); + Vec3r triverts[3] = { + Vec3r(polygon.getVertices()[0][0], polygon.getVertices()[0][1], 0.0), + Vec3r(polygon.getVertices()[1][0], polygon.getVertices()[1][1], 0.0), + Vec3r(polygon.getVertices()[2][0], polygon.getVertices()[2][1], 0.0) + }; + return GeomUtils::overlapTriangleBox(boxCenter, boxHalfSize, triverts); +} + +inline vector<Vec3r> enumerateVertices(const vector<WOEdge*>& fedges) +{ + vector<Vec3r> points; + // Iterate over vertices, storing projections in points + for (vector<WOEdge*>::const_iterator woe = fedges.begin(), woend = fedges.end(); woe != woend; woe++) { + points.push_back((*woe)->GetaVertex()->GetVertex()); + } + + return points; +} + +void getDefaultViewProscenium(real viewProscenium[4]); + +inline void expandProscenium (real proscenium[4], const Polygon3r& polygon) +{ + Vec3r bbMin, bbMax; + polygon.getBBox(bbMin, bbMax); + + const real epsilon = 1.0e-6; + + if (bbMin[0] <= proscenium[0]) { + proscenium[0] = bbMin[0] - epsilon; + } + + if (bbMin[1] <= proscenium[2]) { + proscenium[2] = bbMin[1] - epsilon; + } + + if (bbMax[0] >= proscenium[1]) { + proscenium[1] = bbMax[0] + epsilon; + } + + if (bbMax[1] >= proscenium[3]) { + proscenium[3] = bbMax[1] + epsilon; + } +} + +inline void expandProscenium (real proscenium[4], const Vec3r& point) +{ + const real epsilon = 1.0e-6; + + if (point[0] <= proscenium[0]) { + proscenium[0] = point[0] - epsilon; + } + + if (point[1] <= proscenium[2]) { + proscenium[2] = point[1] - epsilon; + } + + if (point[0] >= proscenium[1]) { + proscenium[1] = point[0] + epsilon; + } + + if (point[1] >= proscenium[3]) { + proscenium[3] = point[1] + epsilon; + } +} + +}; // GridHelpers namespace + +#endif // __GRIDHELPERS_H__ |