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Diffstat (limited to 'source/blender/freestyle/intern/view_map/Silhouette.h')
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diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h new file mode 100755 index 00000000000..e7533f659d6 --- /dev/null +++ b/source/blender/freestyle/intern/view_map/Silhouette.h @@ -0,0 +1,1444 @@ +// +// Filename : Silhouette.h +// Author(s) : Stephane Grabli +// Purpose : Classes to define a silhouette 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 SILHOUETTE_H +# define SILHOUETTE_H + +# include "Interface0D.h" +# include "Interface1D.h" +# include <iostream> +# include <string> +# include <vector> +# include <set> +# include <float.h> +# include "../system/FreestyleConfig.h" +# include "../geometry/Geom.h" +# include "../geometry/BBox.h" +# include "../scene_graph/FrsMaterial.h" +# include "../geometry/Polygon.h" +# include "../system/Exception.h" +# include "../winged_edge/Curvature.h" + +using namespace std; +using namespace Geometry; + +class ViewShape; +typedef vector<ViewShape*> occluder_container; + + /**********************************/ + /* */ + /* */ + /* SVertex */ + /* */ + /* */ + /**********************************/ + +class FEdge; +class ViewVertex; +class SShape; + +/*! Class to define a vertex of the embedding. */ +class LIB_VIEW_MAP_EXPORT SVertex : public Interface0D +{ +public: // Implementation of Interface0D + + /*! Returns the string "SVertex" .*/ + virtual string getExactTypeName() const { + return "SVertex"; + } + + // Data access methods + + /*! Returns the 3D x coordinate of the vertex .*/ + virtual real getX() const { + return _Point3D.x(); + } + + /*! Returns the 3D y coordinate of the vertex .*/ + virtual real getY() const { + return _Point3D.y(); + } + + /*! Returns the 3D z coordinate of the vertex .*/ + virtual real getZ() const { + return _Point3D.z(); + } + + /*! Returns the 3D point. */ + virtual Vec3f getPoint3D() const { + return _Point3D; + } + + /*! Returns the projected 3D x coordinate of the vertex .*/ + virtual real getProjectedX() const { + return _Point2D.x(); + } + + /*! Returns the projected 3D y coordinate of the vertex .*/ + virtual real getProjectedY() const { + return _Point2D.y(); + } + + /*! Returns the projected 3D z coordinate of the vertex .*/ + virtual real getProjectedZ() const { + return _Point2D.z(); + } + + /*! Returns the 2D point. */ + virtual Vec2f getPoint2D() const { + return Vec2f((float)_Point2D.x(),(float)_Point2D.y()); + } + + /*! Returns the FEdge that lies between this Svertex and the + * Interface0D given as argument. */ + virtual FEdge* getFEdge(Interface0D&); + + /*! Returns the Id of the vertex .*/ + virtual Id getId() const { + return _Id; + } + + /*! Returns the nature of the vertex .*/ + virtual Nature::VertexNature getNature() const; + + /*! Cast the Interface0D in SVertex if it can be. */ + virtual SVertex * castToSVertex(); + + /*! Cast the Interface0D in ViewVertex if it can be. */ + virtual ViewVertex * castToViewVertex(); + + /*! Cast the Interface0D in NonTVertex if it can be. */ + virtual NonTVertex * castToNonTVertex(); + + /*! Cast the Interface0D in TVertex if it can be. */ + virtual TVertex * castToTVertex(); + +public: + + typedef vector<FEdge*> fedges_container; + +private: + + Id _Id; + Vec3r _Point3D; + Vec3r _Point2D; + set<Vec3r> _Normals; + vector<FEdge*> _FEdges; // the edges containing this vertex + SShape *_Shape; // the shape to which belongs the vertex + ViewVertex *_pViewVertex; // The associated viewvertex, in case there is one. + real _curvatureFredo; + Vec2r _directionFredo; + CurvatureInfo* _curvature_info; + +public: + + /*! A field that can be used by the user to store any data. + * This field must be reseted afterwards using ResetUserData(). + */ + void *userdata; + + /*! Default constructor.*/ + inline SVertex() { + _Id = 0; + userdata = NULL; + _Shape = NULL; + _pViewVertex = 0; + _curvature_info = 0; + } + + /*! Builds a SVertex from 3D coordinates and an Id. */ + inline SVertex(const Vec3r &iPoint3D, const Id& id) { + _Point3D = iPoint3D; + _Id=id; + userdata = NULL; + _Shape = NULL; + _pViewVertex=0; + _curvature_info = 0; + } + + /*! Copy constructor. */ + inline SVertex(SVertex& iBrother) { + _Id = iBrother._Id; + _Point3D = iBrother.point3D(); + _Point2D = iBrother.point2D(); + _Normals = iBrother._Normals; + _FEdges = iBrother.fedges(); + _Shape = iBrother.shape(); + _pViewVertex = iBrother._pViewVertex; + if (!(iBrother._curvature_info)) + _curvature_info = 0; + else + _curvature_info = new CurvatureInfo(*(iBrother._curvature_info)); + iBrother.userdata = this; + userdata = 0; + } + + /*! Destructor. */ + virtual ~SVertex() { + if (_curvature_info) + delete _curvature_info; + } + + /*! Cloning method. */ + virtual SVertex * duplicate() { + SVertex *clone = new SVertex(*this); + return clone; + } + + /*! operator == */ + virtual bool operator==(const SVertex& iBrother) { + return ((_Point2D == iBrother._Point2D) && + (_Point3D == iBrother._Point3D)); + } + + /* accessors */ + inline const Vec3r& point3D() const {return _Point3D;} + inline const Vec3r& point2D() const {return _Point2D;} + /*! Returns the set of normals for this Vertex. + * In a smooth surface, a vertex has exactly one normal. + * In a sharp surface, a vertex can have any number of normals. + */ + inline set<Vec3r> normals() {return _Normals;} + /*! Returns the number of different normals for this vertex. */ + inline unsigned normalsSize() const {return _Normals.size();} + inline const vector<FEdge*>& fedges() {return _FEdges;} + inline fedges_container::iterator fedges_begin() {return _FEdges.begin();} + inline fedges_container::iterator fedges_end() {return _FEdges.end();} + inline SShape * shape() {return _Shape;} + inline real z() const {return _Point2D[2];} + /*! If this SVertex is also a ViewVertex, this method + * returns a pointer onto this ViewVertex. 0 is returned + * otherwise. + */ + inline ViewVertex * viewvertex() {return _pViewVertex;} + + /*! modifiers */ + /*! Sets the 3D coordinates of the SVertex. */ + inline void setPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;} + /*! Sets the 3D projected coordinates of the SVertex. */ + inline void setPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;} + /*! Adds a normal to the Svertex's set of normals. If the same + * normal is already in the set, nothing changes. + */ + inline void AddNormal(const Vec3r& iNormal) + { + _Normals.insert(iNormal); // if iNormal in the set already exists, nothing is done + } + + void setCurvatureInfo(CurvatureInfo* ci) { + if (_curvature_info) // Q. is this an error condition? (T.K. 02-May-2011) + delete _curvature_info; + _curvature_info = ci; + } + + const CurvatureInfo* getCurvatureInfo() const { + return _curvature_info; + } + + /* Fredo's normal and curvature*/ + void setCurvatureFredo(real c) {_curvatureFredo=c;} + void setDirectionFredo(Vec2r d) {_directionFredo=d;} + real curvatureFredo () {return _curvatureFredo;} + const Vec2r directionFredo () {return _directionFredo;} + + /*! Sets the Id */ + inline void setId(const Id& id) {_Id = id;} + inline void setFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;} + inline void setShape(SShape *iShape) {_Shape = iShape;} + inline void setViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;} + /*! Add an FEdge to the list of edges emanating from this SVertex. */ + inline void AddFEdge(FEdge* iFEdge) {_FEdges.push_back(iFEdge);} + /* replaces edge 1 by edge 2 in the list of edges */ + inline void Replace(FEdge *e1, FEdge *e2) + { + vector<FEdge*>::iterator insertedfe; + for(vector<FEdge*>::iterator fe=_FEdges.begin(),fend=_FEdges.end(); + fe!=fend; + fe++) + { + if((*fe) == e1) + { + insertedfe = _FEdges.insert(fe, e2);// inserts e2 before fe. + // returns an iterator pointing toward e2. fe is invalidated. + // we want to remove e1, but we can't use fe anymore: + insertedfe++; // insertedfe points now to e1 + _FEdges.erase(insertedfe); + return; + } + } + } + +public: + + /* Information access interface */ + + FEdge *fedge() ; // for non T vertex + inline const Vec3r& point2d() const {return point2D();} + inline const Vec3r& point3d() const {return point3D();} + inline Vec3r normal() const {if(_Normals.size() == 1) return (*(_Normals.begin())); Exception::raiseException(); return *(_Normals.begin());} + //Material material() const ; + Id shape_id() const ; + const SShape* shape() const ; + float shape_importance() const ; + + const int qi() const ; + occluder_container::const_iterator occluders_begin() const ; + occluder_container::const_iterator occluders_end() const ; + bool occluders_empty() const ; + int occluders_size() const ; + const Polygon3r& occludee() const ; + const SShape * occluded_shape() const ; + const bool occludee_empty() const ; + real z_discontinuity() const ; + //inline float local_average_depth() const ; + // inline float local_depth_variance() const ; + // inline real local_average_density(float sigma = 2.3f) const ; + //inline Vec3r shaded_color() const ; + // inline Vec3r orientation2d() const ; + // inline Vec3r orientation3d() const ; + // inline Vec3r curvature2d_as_vector() const ; + /*! angle in radians */ + // inline real curvature2d_as_angle() const ; + +}; + + /**********************************/ + /* */ + /* */ + /* FEdge */ + /* */ + /* */ + /**********************************/ + + +class ViewEdge; +/*! Base Class for feature edges. + * This FEdge can represent a silhouette, a crease, + * a ridge/valley, a border or a suggestive contour. + * For silhouettes, the FEdge is oriented + * such as, the visible face lies on the left of the edge. + * For borders, the FEdge is oriented + * such as, the face lies on the left of the edge. + * An FEdge can represent an initial edge of the mesh + * or runs accross a face of the initial mesh depending + * on the smoothness or sharpness of the mesh. + * This class is specialized into a smooth and a sharp + * version since their properties slightly vary from + * one to the other. + */ +class LIB_VIEW_MAP_EXPORT FEdge : public Interface1D +{ +public: // Implementation of Interface0D + + /*! Returns the string "FEdge" . */ + virtual string getExactTypeName() const { + return "FEdge"; + } + + // Data access methods + + /*! Returns the 2D length of the FEdge. */ + virtual real getLength2D() const { + if (!_VertexA || !_VertexB) + return 0; + return (_VertexB->getPoint2D() - _VertexA->getPoint2D()).norm(); + } + + /*! Returns the Id of the FEdge. */ + virtual Id getId() const { + return _Id; + } + +public: + + // An edge can only be of one kind (SILHOUETTE or BORDER, etc...) + // For an multi-nature edge there must be several different FEdge. + // DEBUG: + // Vec3r A; + // Vec3r u; + // vector<Polygon3r> _Occludees; + // Vec3r intersection; + // vector<Vec3i> _Cells; + +protected: + SVertex *_VertexA; + SVertex *_VertexB; + Id _Id; + Nature::EdgeNature _Nature; + //vector<Polygon3r> _Occluders; // visibility // NON GERE PAR LE COPY CONSTRUCTOR!! + + FEdge *_NextEdge; // next edge on the chain + FEdge *_PreviousEdge; + ViewEdge *_ViewEdge; + // Sometimes we need to deport the visibility computation onto another + // edge. For example the exact edges use edges of the mesh to + // compute their visibility + + Polygon3r _aFace; // The occluded face which lies on the right of a silhouette edge + Vec3r _occludeeIntersection; + bool _occludeeEmpty; + + bool _isSmooth; + + bool _isInImage; + +public: + /*! A field that can be used by the user to store any data. + * This field must be reseted afterwards using ResetUserData(). + */ + void *userdata; + /*! Default constructor */ + inline FEdge() { + userdata = NULL; + _VertexA = NULL; + _VertexB = NULL; + _Nature = Nature::NO_FEATURE; + _NextEdge = NULL; + _PreviousEdge = NULL; + _ViewEdge = NULL; + //_hasVisibilityPoint=false; + _occludeeEmpty = true; + _isSmooth = false; + _isInImage = true; + } + /*! Builds an FEdge going from vA to vB. */ + inline FEdge(SVertex *vA, SVertex *vB) { + userdata = NULL; + _VertexA = vA; + _VertexB = vB; + _Nature = Nature::NO_FEATURE; + _NextEdge=NULL; + _PreviousEdge=NULL; + _ViewEdge = NULL; + //_hasVisibilityPoint=false; + _occludeeEmpty = true; + _isSmooth = false; + _isInImage = true; + } + /*! Copy constructor */ + inline FEdge(FEdge& iBrother) + { + _VertexA = iBrother.vertexA(); + _VertexB = iBrother.vertexB(); + _NextEdge = iBrother.nextEdge(); + _PreviousEdge = iBrother._PreviousEdge; + _Nature = iBrother.getNature(); + _Id = iBrother._Id; + _ViewEdge = iBrother._ViewEdge; + //_hasVisibilityPoint = iBrother._hasVisibilityPoint; + //_VisibilityPointA = iBrother._VisibilityPointA; + //_VisibilityPointB = iBrother._VisibilityPointB; + _aFace = iBrother._aFace; + _occludeeEmpty = iBrother._occludeeEmpty; + _isSmooth = iBrother._isSmooth; + _isInImage = iBrother._isInImage; + iBrother.userdata = this; + userdata = 0; + } + /*! Destructor */ + virtual ~FEdge() {} + /*! Cloning method. */ + virtual FEdge* duplicate() + { + FEdge *clone = new FEdge(*this); + return clone; + } + /* accessors */ + /*! Returns the first SVertex. */ + inline SVertex* vertexA() {return _VertexA;} + /*! Returns the second SVertex. */ + inline SVertex* vertexB() {return _VertexB;} + /*! Returns the first SVertex if i=0, the seccond SVertex + * if i=1. */ + inline SVertex* operator[](const unsigned short int& i) const{ + return i%2==0 ? _VertexA : _VertexB; + } + /*! Returns the nature of the FEdge. */ + inline Nature::EdgeNature getNature() const {return _Nature;} + /*! Returns the FEdge following this one in the ViewEdge. + * If this FEdge is the last of the ViewEdge, 0 is returned. + */ + inline FEdge * nextEdge() {return _NextEdge;} + /*! Returns the Edge preceding this one in the ViewEdge. + * If this FEdge is the first one of the ViewEdge, 0 is returned. + */ + inline FEdge * previousEdge() {return _PreviousEdge;} + inline SShape * shape() {return _VertexA->shape();} + //inline int invisibility() const {return _Occluders.size();} + int invisibility() const ; + //inline const vector<Polygon3r>& occluders() const {return _Occluders;} + /*! Returns a pointer to the ViewEdge to which this FEdge belongs to. */ + inline ViewEdge * viewedge() const {return _ViewEdge;} + inline Vec3r center3d() {return Vec3r((_VertexA->point3D()+_VertexB->point3D())/2.0);} + inline Vec3r center2d() {return Vec3r((_VertexA->point2D()+_VertexB->point2D())/2.0);} + // inline bool hasVisibilityPoint() const {return _hasVisibilityPoint;} + // inline Vec3r visibilityPointA() const {return _VisibilityPointA;} + // inline Vec3r visibilityPointB() const {return _VisibilityPointB;} + inline const Polygon3r& aFace() const {return _aFace;} + inline const Vec3r& getOccludeeIntersection() { return _occludeeIntersection; } + inline bool getOccludeeEmpty() { return _occludeeEmpty; } + /*! Returns true if this FEdge is a smooth FEdge. */ + inline bool isSmooth() const {return _isSmooth;} + inline bool isInImage () const { return _isInImage; } + + /* modifiers */ + /*! Sets the first SVertex. */ + inline void setVertexA(SVertex *vA) {_VertexA = vA;} + /*! Sets the second SVertex. */ + inline void setVertexB(SVertex *vB) {_VertexB = vB;} + /*! Sets the FEdge Id . */ + inline void setId(const Id& id) {_Id = id;} + /*! Sets the pointer to the next FEdge. */ + inline void setNextEdge(FEdge* iEdge) {_NextEdge = iEdge;} + /*! Sets the pointer to the previous FEdge. */ + inline void setPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;} + /*! Sets the nature of this FEdge. */ + inline void setNature(Nature::EdgeNature iNature) {_Nature = iNature;} + //inline void AddOccluder(Polygon3r& iPolygon) {_Occluders.push_back(iPolygon);} + /*! Sets the ViewEdge to which this FEdge belongs to. */ + inline void setViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;} + // inline void setHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;} + // inline void setVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;} + // inline void setVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;} + inline void setaFace(Polygon3r& iFace) {_aFace = iFace;} + inline void setOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;} + inline void setOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;} + /*! Sets the flag telling whether this FEdge is smooth or sharp. + * true for Smooth, false for Sharp. + */ + inline void setSmooth(bool iFlag) {_isSmooth = iFlag;} + inline void setIsInImage (bool iFlag) { _isInImage = iFlag; } + + /* checks whether two FEdge have a common vertex. + * Returns a pointer on the common vertex if it exists, + * NULL otherwise. + */ + static inline SVertex* CommonVertex(FEdge *iEdge1, FEdge* iEdge2) + { + if((NULL == iEdge1) || (NULL == iEdge2)) + return NULL; + + SVertex *sv1 = iEdge1->vertexA(); + SVertex *sv2 = iEdge1->vertexB(); + SVertex *sv3 = iEdge2->vertexA(); + SVertex *sv4 = iEdge2->vertexB(); + + if((sv1 == sv3) || (sv1 == sv4)) + { + return sv1; + } + else if((sv2 == sv3) || (sv2 == sv4)) + { + return sv2; + } + + return NULL; + } + + inline const SVertex* min2d() const + { + if(_VertexA->point2D() < _VertexB->point2D()) + return _VertexA; + else + return _VertexB; + } + inline const SVertex* max2d() const + { + if(_VertexA->point2D() < _VertexB->point2D()) + return _VertexB; + else + return _VertexA; + } + + /* Information access interface */ + /* Information access interface */ + + //Material material() const ; + Id shape_id() const ; + const SShape * shape() const ; + float shape_importance() const ; + inline const int qi() const {return invisibility();} + occluder_container::const_iterator occluders_begin() const ; + occluder_container::const_iterator occluders_end() const ; + bool occluders_empty() const ; + int occluders_size() const ; + inline const Polygon3r& occludee() const {return aFace();} + const SShape * occluded_shape() const ; + //inline const bool occludee_empty() const {return _occludeeEmpty;} + const bool occludee_empty() const ; + real z_discontinuity() const ; + // inline float local_average_depth(int iCombination = 0) const ; + // inline float local_depth_variance(int iCombination = 0) const ; + // inline real local_average_density(float sigma = 2.3f, int iCombination = 0) const ; + //inline Vec3r shaded_color(int iCombination = 0) const {} + int viewedge_nature() const ; + //float viewedge_length() const ; + inline Vec3r orientation2d() const {return Vec3r(_VertexB->point2d()-_VertexA->point2d());} + inline Vec3r orientation3d() const {return Vec3r(_VertexB->point3d()-_VertexA->point3d());} + // //inline real curvature2d() const {return viewedge()->curvature2d((_VertexA->point2d()+_VertexB->point2d())/2.0);} + // inline Vec3r curvature2d_as_vector(int iCombination = 0) const ; + // /* angle in degrees*/ + // inline real curvature2d_as_angle(int iCombination = 0) const ; + + + // Iterator access (Interface1D) + /*! Returns an iterator over the 2 (!) SVertex + * pointing to the first SVertex. */ + virtual inline Interface0DIterator verticesBegin(); + /*! Returns an iterator over the 2 (!) SVertex + * pointing after the last SVertex. */ + virtual inline Interface0DIterator verticesEnd(); + + /*! Returns an iterator over the FEdge points, + * pointing to the first point. The difference with + * verticesBegin() is that here we can iterate over + * points of the FEdge at a any given sampling. + * Indeed, for each iteration, a virtual point is created. + * \param t + * The sampling with which we want to iterate over points of + * this FEdge. + */ + virtual inline Interface0DIterator pointsBegin(float t=0.f); + /*! Returns an iterator over the FEdge points, + * pointing after the last point. The difference with + * verticesEnd() is that here we can iterate over + * points of the FEdge at a any given sampling. + * Indeed, for each iteration, a virtual point is created. + * \param t + * The sampling with which we want to iterate over points of + * this FEdge. + */ + virtual inline Interface0DIterator pointsEnd(float t=0.f); +}; + +// +// SVertexIterator +// +///////////////////////////////////////////////// + +namespace FEdgeInternal { + + class SVertexIterator : public Interface0DIteratorNested + { + public: + + SVertexIterator() { + _vertex = NULL; + _edge = NULL; + } + + SVertexIterator(const SVertexIterator& vi) { + _vertex = vi._vertex; + _edge = vi._edge; + } + + SVertexIterator(SVertex* v, FEdge* edge) { + _vertex = v; + _edge = edge; + } + + SVertexIterator& operator=(const SVertexIterator& vi) { + _vertex = vi._vertex; + _edge = vi._edge; + return *this; + } + + virtual string getExactTypeName() const { + return "SVertexIterator"; + } + + virtual SVertex& operator*() { + return *_vertex; + } + + virtual SVertex* operator->() { + return &(operator*()); + } + + virtual SVertexIterator& operator++() { + increment(); + return *this; + } + + virtual SVertexIterator operator++(int) { + SVertexIterator ret(*this); + increment(); + return ret; + } + + virtual SVertexIterator& operator--() { + decrement(); + return *this; + } + + virtual SVertexIterator operator--(int) { + SVertexIterator ret(*this); + decrement(); + return ret; + } + + virtual int increment() { + if (_vertex == _edge->vertexB()) { + _vertex = 0; + return 0; + } + + _vertex = _edge->vertexB(); + return 0; + } + + virtual int decrement() { + if (_vertex == _edge->vertexA()) { + _vertex = 0; + return 0; + } + _vertex = _edge->vertexA(); + return 0; + } + + virtual bool isBegin() const { + return _vertex == _edge->vertexA(); + } + + virtual bool isEnd() const { + return _vertex == _edge->vertexB(); + } + + virtual bool operator==(const Interface0DIteratorNested& it) const { + const SVertexIterator* it_exact = dynamic_cast<const SVertexIterator*>(&it); + if (!it_exact) + return false; + return ((_vertex == it_exact->_vertex) && + (_edge == it_exact->_edge)); + } + + virtual float t() const{ + if(_vertex == _edge->vertexA()){ + return 0; + } + return ((float)_edge->getLength2D()); + } + virtual float u() const{ + if(_vertex == _edge->vertexA()){ + return 0; + } + return 1.0; + } + virtual SVertexIterator* copy() const { + return new SVertexIterator(*this); + } + + private: + + SVertex* _vertex; + FEdge* _edge; + }; + +} // end of namespace FEdgeInternal + +// Iterator access (implementation) + +Interface0DIterator FEdge::verticesBegin() { + Interface0DIterator ret(new FEdgeInternal::SVertexIterator(_VertexA, this)); + return ret; +} + +Interface0DIterator FEdge::verticesEnd() { + Interface0DIterator ret(new FEdgeInternal::SVertexIterator(0, this)); + return ret; +} + +Interface0DIterator FEdge::pointsBegin(float t) { + return verticesBegin(); +} + +Interface0DIterator FEdge::pointsEnd(float t) { + return verticesEnd(); +} + +/*! Class defining a sharp FEdge. A Sharp FEdge + * corresponds to an initial edge of the input mesh. + * It can be a silhouette, a crease or a border. + * If it is a crease edge, then it is borded + * by two faces of the mesh. Face a lies on its right + * whereas Face b lies on its left. + * If it is a border edge, then it doesn't have any + * face on its right, and thus Face a = 0. + */ +class LIB_VIEW_MAP_EXPORT FEdgeSharp : public FEdge +{ +protected: + Vec3r _aNormal; // When following the edge, normal of the right face + Vec3r _bNormal; // When following the edge, normal of the left face + unsigned _aFrsMaterialIndex; + unsigned _bFrsMaterialIndex; + +public: + /*! Returns the string "FEdgeSharp" . */ + virtual string getExactTypeName() const { + return "FEdgeSharp"; + } + /*! Default constructor. */ + inline FEdgeSharp() : FEdge(){ + _aFrsMaterialIndex = _bFrsMaterialIndex = 0; + } + /*! Builds an FEdgeSharp going from vA to vB. */ + inline FEdgeSharp(SVertex *vA, SVertex *vB) : FEdge(vA, vB){ + _aFrsMaterialIndex = _bFrsMaterialIndex = 0; + } + /*! Copy constructor. */ + inline FEdgeSharp(FEdgeSharp& iBrother) : FEdge(iBrother){ + _aNormal = iBrother._aNormal; + _bNormal = iBrother._bNormal; + _aFrsMaterialIndex = iBrother._aFrsMaterialIndex; + _bFrsMaterialIndex = iBrother._bFrsMaterialIndex; + } + /*! Destructor. */ + virtual ~FEdgeSharp() {} + /*! Cloning method. */ + virtual FEdge* duplicate(){ + FEdge *clone = new FEdgeSharp(*this); + return clone; + } + /*! Returns the normal to the face lying on the + * right of the FEdge. If this FEdge is a border, + * it has no Face on its right and therefore, no normal. + */ + inline const Vec3r& normalA() {return _aNormal;} + /*! Returns the normal to the face lying on the + * left of the FEdge. + */ + inline const Vec3r& normalB() {return _bNormal;} + /*! Returns the index of the material of the face lying on the + * right of the FEdge. If this FEdge is a border, + * it has no Face on its right and therefore, no material. + */ + inline unsigned aFrsMaterialIndex() const {return _aFrsMaterialIndex;} + /*! Returns the material of the face lying on the + * right of the FEdge. If this FEdge is a border, + * it has no Face on its right and therefore, no material. + */ + const FrsMaterial& aFrsMaterial() const ; + /*! Returns the index of the material of the face lying on the + * left of the FEdge. + */ + inline unsigned bFrsMaterialIndex() const {return _bFrsMaterialIndex;} + /*! Returns the material of the face lying on the + * left of the FEdge. + */ + const FrsMaterial& bFrsMaterial() const ; + + /*! Sets the normal to the face lying on the right of the FEdge. */ + inline void setNormalA(const Vec3r& iNormal) {_aNormal = iNormal;} + /*! Sets the normal to the face lying on the left of the FEdge. */ + inline void setNormalB(const Vec3r& iNormal) {_bNormal = iNormal;} + /*! Sets the index of the material lying on the right of the FEdge.*/ + inline void setaFrsMaterialIndex(unsigned i) {_aFrsMaterialIndex = i;} + /*! Sets the index of the material lying on the left of the FEdge.*/ + inline void setbFrsMaterialIndex(unsigned i) {_bFrsMaterialIndex = i;} + +}; + +/*! Class defining a smooth edge. This kind of edge typically + * runs across a face of the input mesh. It can be + * a silhouette, a ridge or valley, a suggestive contour. + */ +class LIB_VIEW_MAP_EXPORT FEdgeSmooth : public FEdge +{ +protected: + Vec3r _Normal; + unsigned _FrsMaterialIndex; + // bool _hasVisibilityPoint; + // Vec3r _VisibilityPointA; // The edge on which the visibility will be computed represented + // Vec3r _VisibilityPointB; // using its 2 extremity points A and B + void * _Face; // In case of exact silhouette, Face is the WFace crossed by Fedge + // NON GERE PAR LE COPY CONSTRUCTEUR +public: + /*! Returns the string "FEdgeSmooth" . */ + virtual string getExactTypeName() const { + return "FEdgeSmooth"; + } + /*! Default constructor. */ + inline FEdgeSmooth() : FEdge(){ + _Face=0; + _FrsMaterialIndex = 0; + _isSmooth = true; + } + /*! Builds an FEdgeSmooth going from vA to vB. */ + inline FEdgeSmooth(SVertex *vA, SVertex *vB) : FEdge(vA, vB){ + _Face=0; + _FrsMaterialIndex = 0; + _isSmooth = true; + + } + /*! Copy constructor. */ + inline FEdgeSmooth(FEdgeSmooth& iBrother) : FEdge(iBrother){ + _Normal = iBrother._Normal; + _Face = iBrother._Face; + _FrsMaterialIndex = iBrother._FrsMaterialIndex; + _isSmooth = true; + } + /*! Destructor. */ + virtual ~FEdgeSmooth() {} + /*! Cloning method. */ + virtual FEdge* duplicate(){ + FEdge *clone = new FEdgeSmooth(*this); + return clone; + } + + inline void * face() const {return _Face;} + /*! Returns the normal to the Face it is running accross. */ + inline const Vec3r& normal() {return _Normal;} + /*! Returns the index of the material of the face it is running accross. */ + inline unsigned frs_materialIndex() const {return _FrsMaterialIndex;} + /*! Returns the material of the face it is running accross. */ + const FrsMaterial& frs_material() const ; + + inline void setFace(void * iFace) {_Face = iFace;} + /*! Sets the normal to the Face it is running accross. */ + inline void setNormal(const Vec3r& iNormal) {_Normal = iNormal;} + /*! Sets the index of the material of the face it is running accross. */ + inline void setFrsMaterialIndex(unsigned i) {_FrsMaterialIndex = i;} +}; + /**********************************/ + /* */ + /* */ + /* SShape */ + /* */ + /* */ + /**********************************/ + + +/*! Class to define a feature shape. It is the gathering + * of feature elements from an identified input shape + */ +class LIB_VIEW_MAP_EXPORT SShape +{ +private: + vector<FEdge*> _chains; // list of fedges that are chains starting points. + vector<SVertex*> _verticesList; // list of all vertices + vector<FEdge*> _edgesList; // list of all edges + Id _Id; + string _Name; + BBox<Vec3r> _BBox; + vector<FrsMaterial> _FrsMaterials; + + float _importance; + + ViewShape *_ViewShape; + +public: + /*! A field that can be used by the user to store any data. + * This field must be reseted afterwards using ResetUserData(). + */ + void* userdata; // added by E.T. + /*! Default constructor */ + inline SShape() + { + userdata = 0; + + _importance = 0.f; + _ViewShape = 0; + } + /*! Copy constructor */ + inline SShape(SShape& iBrother) + { + userdata = 0; + _Id = iBrother._Id; + _Name = iBrother._Name; + _BBox = iBrother.bbox(); + _FrsMaterials = iBrother._FrsMaterials; + + _importance = iBrother._importance; + + _ViewShape = iBrother._ViewShape; + + + //--------- + // vertices + //--------- + vector<SVertex*>::iterator sv,svend; + vector<SVertex*>& verticesList = iBrother.getVertexList(); + for(sv=verticesList.begin(), svend=verticesList.end(); + sv!=svend; + sv++) + { + SVertex *newv = new SVertex(*(*sv)); + newv->setShape(this); + _verticesList.push_back(newv); + } + + //------ + // edges + //------ + vector<FEdge*>::iterator e,eend; + vector<FEdge*>& edgesList = iBrother.getEdgeList(); + for(e=edgesList.begin(),eend=edgesList.end(); + e!=eend; + e++) + { + FEdge *newe = (*e)->duplicate(); + _edgesList.push_back(newe); + } + + //------------------------- + // starting chain edges + //------------------------- + vector<FEdge*>::iterator fe,fend; + vector<FEdge*>& fedges = iBrother.getChains(); + for(fe=fedges.begin(),fend=fedges.end(); + fe!=fend; + fe++) + { + _chains.push_back((FEdge*)((*fe)->userdata)); + } + + + //------------------------- + // remap edges in vertices: + //------------------------- + for(sv=_verticesList.begin(),svend=_verticesList.end(); + sv!=svend; + sv++) + { + const vector<FEdge*>& fedgeList = (*sv)->fedges(); + vector<FEdge*> newfedgelist; + for(vector<FEdge*>::const_iterator fed=fedgeList.begin(),fedend=fedgeList.end(); + fed!=fedend; + fed++) + { + FEdge *current = *fed; + newfedgelist.push_back((FEdge*)current->userdata); + } + (*sv)->setFEdges(newfedgelist); + } + + //------------------------------------- + // remap vertices and nextedge in edges: + //------------------------------------- + for(e=_edgesList.begin(),eend=_edgesList.end(); + e!=eend; + e++) + { + (*e)->setVertexA((SVertex*)((*e)->vertexA()->userdata)); + (*e)->setVertexB((SVertex*)((*e)->vertexB()->userdata)); + (*e)->setNextEdge((FEdge*)((*e)->nextEdge()->userdata)); + (*e)->setPreviousEdge((FEdge*)((*e)->previousEdge()->userdata)); + } + + + // reset all brothers userdata to NULL: + //------------------------------------- + //--------- + // vertices + //--------- + for(sv=_verticesList.begin(),svend=_verticesList.end(); + sv!=svend; + sv++) + { + (*sv)->userdata = NULL; + } + + //------ + // edges + //------ + for(e=_edgesList.begin(),eend=_edgesList.end(); + e!=eend; + e++) + { + (*e)->userdata = NULL; + } + } + /*! Cloning method. */ + virtual SShape * duplicate() + { + SShape *clone = new SShape(*this); + return clone; + } + /*! Destructor. */ + virtual inline ~SShape() + { + vector<SVertex*>::iterator sv,svend; + vector<FEdge*>::iterator e,eend; + if(0 != _verticesList.size()) + { + for(sv=_verticesList.begin(),svend=_verticesList.end(); + sv!=svend; + sv++) + { + delete (*sv); + } + _verticesList.clear(); + } + + if(0 != _edgesList.size()) + { + for(e=_edgesList.begin(),eend=_edgesList.end(); + e!=eend; + e++) + { + delete (*e); + } + _edgesList.clear(); + } + + //! Clear the chains list + //----------------------- + if(0 != _chains.size()) + { + _chains.clear(); + } + } + + /*! Adds a FEdge to the list of FEdges. */ + inline void AddEdge(FEdge *iEdge) + { + _edgesList.push_back(iEdge); + } + + /*! Adds a SVertex to the list of SVertex of this Shape. + * The SShape attribute of the SVertex is also set to 'this'. + */ + inline void AddNewVertex(SVertex* iv) {iv->setShape(this);_verticesList.push_back(iv);} + inline void AddChain(FEdge *iEdge){ + _chains.push_back(iEdge); + } + + inline SVertex * CreateSVertex(const Vec3r& P3D, const Vec3r& P2D, const Id& id) + { + SVertex *Ia = new SVertex(P3D, id); + Ia->setPoint2D(P2D); + AddNewVertex(Ia); + return Ia; + } + /* splits an edge into several edges. + * The edge's vertices are passed rather than + * the edge itself. This way, all feature edges (SILHOUETTE, + * CREASE, BORDER) are splitted in the same time. + * The processed edges are flagged as done (using the userdata + * flag).One single new vertex is created whereas + * several splitted edges might created for the different + * kinds of edges. These new elements are added to the lists + * maintained by the shape. + * new chains are also created. + * ioA + * The first vertex for the edge that gets splitted + * ioB + * The second vertex for the edge that gets splitted + * iParameters + * A vector containing 2D real vectors indicating the parameters + * giving the intersections coordinates in 3D and in 2D. + * These intersections points must be sorted from B to A. + * Each parameter defines the intersection point I as I=A+T*AB. + * T<0 and T>1 are then incorrect insofar as they give intersections + * points that lie outside the segment. + * ioNewEdges + * The edges that are newly created (the initial edges are not + * included) are added to this list. + */ + inline void SplitEdge(FEdge *fe, const vector<Vec2r>& iParameters, vector<FEdge*>& ioNewEdges) + { + + SVertex *ioA = fe->vertexA(); + SVertex *ioB = fe->vertexB(); + Vec3r A = ioA->point3D(); + Vec3r B = ioB->point3D(); + Vec3r a = ioA->point2D(); + Vec3r b = ioB->point2D(); + SVertex *svA, *svB; + + Vec3r newpoint3d,newpoint2d; + vector<SVertex*> intersections; + real t,T; + for(vector<Vec2r>::const_iterator p=iParameters.begin(),pend=iParameters.end(); + p!=pend; + p++) + { + T=(*p)[0]; + t=(*p)[1]; + + if((t < 0) || (t > 1)) + cerr << "Warning: Intersection out of range for edge " << ioA->getId() << " - " << ioB->getId() << endl; + + // compute the 3D and 2D coordinates for the intersections points: + newpoint3d = Vec3r(A + T*(B-A)); + newpoint2d = Vec3r(a + t*(b-a)); + + // create new SVertex: + // (we keep B's id) + SVertex* newVertex = new SVertex(newpoint3d, ioB->getId()); + newVertex->setPoint2D(newpoint2d); + + // Add this vertex to the intersections list: + intersections.push_back(newVertex); + + // Add this vertex to this sshape: + AddNewVertex(newVertex); + } + + for(vector<SVertex*>::iterator sv=intersections.begin(),svend=intersections.end(); + sv!=svend; + sv++) + { + svA = fe->vertexA(); + svB = fe->vertexB(); + + // We split edge AB into AA' and A'B. A' and A'B are created. + // AB becomes (address speaking) AA'. B is updated. + //-------------------------------------------------- + // The edge AB becomes edge AA'. + (fe)->setVertexB((*sv)); + // a new edge, A'B is created. + FEdge *newEdge; + if(fe->isSmooth()){ + newEdge = new FEdgeSmooth((*sv), svB); + FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge); + FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe); + se->setFrsMaterialIndex(fes->frs_materialIndex()); + }else{ + newEdge = new FEdgeSharp((*sv), svB); + FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge); + FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(fe); + se->setaFrsMaterialIndex(fes->aFrsMaterialIndex()); + se->setbFrsMaterialIndex(fes->bFrsMaterialIndex()); + } + + newEdge->setNature((fe)->getNature()); + + + // to build a new chain: + AddChain(newEdge); + // add the new edge to the sshape edges list. + AddEdge(newEdge); + // add new edge to the list of new edges passed as argument: + ioNewEdges.push_back(newEdge); + + // update edge A'B for the next pointing edge + newEdge->setNextEdge((fe)->nextEdge()); + fe->nextEdge()->setPreviousEdge(newEdge); + Id id(fe->getId().getFirst(), fe->getId().getSecond()+1); + newEdge->setId(fe->getId()); + fe->setId(id); + + // update edge AA' for the next pointing edge + //ioEdge->setNextEdge(newEdge); + (fe)->setNextEdge(NULL); + + // update vertex pointing edges list: + // -- vertex B -- + svB->Replace((fe), newEdge); + // -- vertex A' -- + (*sv)->AddFEdge((fe)); + (*sv)->AddFEdge(newEdge); + } + + } + + /* splits an edge into 2 edges. The new vertex and edge are added + * to the sshape list of vertices and edges + * a new chain is also created. + * returns the new edge. + * ioEdge + * The edge that gets splitted + * newpoint + * x,y,z coordinates of the new point. + */ + inline FEdge* SplitEdgeIn2(FEdge* ioEdge, SVertex * ioNewVertex) + { + //soc unused - SVertex *A = ioEdge->vertexA(); + SVertex *B = ioEdge->vertexB(); + + + // We split edge AB into AA' and A'B. A' and A'B are created. + // AB becomes (address speaking) AA'. B is updated. + //-------------------------------------------------- + + // a new edge, A'B is created. + FEdge *newEdge; + if(ioEdge->isSmooth()){ + newEdge = new FEdgeSmooth(ioNewVertex, B); + FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge); + FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(ioEdge); + se->setFrsMaterialIndex(fes->frs_materialIndex()); + }else{ + newEdge = new FEdgeSharp(ioNewVertex, B); + FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge); + FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(ioEdge); + se->setaFrsMaterialIndex(fes->aFrsMaterialIndex()); + se->setbFrsMaterialIndex(fes->bFrsMaterialIndex()); + } + newEdge->setNature(ioEdge->getNature()); + + + if(ioEdge->nextEdge() != 0) + ioEdge->nextEdge()->setPreviousEdge(newEdge); + + // update edge A'B for the next pointing edge + newEdge->setNextEdge(ioEdge->nextEdge()); + // update edge A'B for the previous pointing edge + newEdge->setPreviousEdge(0); // because it is now a TVertex + Id id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond()+1); + newEdge->setId(ioEdge->getId()); + ioEdge->setId(id); + + // update edge AA' for the next pointing edge + ioEdge->setNextEdge(0); // because it is now a TVertex + + // update vertex pointing edges list: + // -- vertex B -- + B->Replace(ioEdge, newEdge); + // -- vertex A' -- + ioNewVertex->AddFEdge(ioEdge); + ioNewVertex->AddFEdge(newEdge); + + // to build a new chain: + AddChain(newEdge); + AddEdge(newEdge); // FIXME ?? + + // The edge AB becomes edge AA'. + ioEdge->setVertexB(ioNewVertex); + + if(ioEdge->isSmooth()){ + ((FEdgeSmooth*)newEdge)->setFace(((FEdgeSmooth*)ioEdge)->face()); + } + + return newEdge; + } + + /*! Sets the Bounding Box of the Shape */ + inline void setBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;} + + /*! Compute the bbox of the sshape */ + inline void ComputeBBox() + { + if(0 == _verticesList.size()) + return; + + Vec3r firstVertex = _verticesList[0]->point3D(); + real XMax = firstVertex[0]; + real YMax = firstVertex[1]; + real ZMax = firstVertex[2]; + + real XMin = firstVertex[0]; + real YMin = firstVertex[1]; + real ZMin = firstVertex[2]; + + vector<SVertex*>::iterator v,vend; + // parse all the coordinates to find + // the Xmax, YMax, ZMax + for(v=_verticesList.begin(),vend=_verticesList.end(); + v!=vend; + v++) + { + Vec3r vertex = (*v)->point3D(); + // X + real x = vertex[0]; + if(x > XMax) + XMax = x; + if(x < XMin) + XMin = x; + + // Y + real y = vertex[1]; + if(y > YMax) + YMax = y; + if(y < YMin) + YMin = y; + + // Z + real z = vertex[2]; + if(z > ZMax) + ZMax = z; + if(z < ZMin) + ZMin = z; + } + + + setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax))); + } + + inline void RemoveEdgeFromChain(FEdge *iEdge) + { + for(vector<FEdge*>::iterator fe=_chains.begin(), feend=_chains.end(); + fe!=feend; + fe++) + { + if(iEdge == (*fe)) + { + _chains.erase(fe); + break; + } + } + } + + inline void RemoveEdge(FEdge *iEdge) + { + for(vector<FEdge*>::iterator fe=_edgesList.begin(), feend=_edgesList.end(); + fe!=feend; + fe++) + { + if(iEdge == (*fe)) + { + _edgesList.erase(fe); + break; + } + } + } + + /* accessors */ + /*! Returns the list of SVertex of the Shape. */ + inline vector<SVertex*>& getVertexList() {return _verticesList;} // Get vertices list + /*! Returns the list of FEdges of the Shape. */ + inline vector<FEdge*>& getEdgeList() {return _edgesList;} // Get edges list + inline vector<FEdge*>& getChains() {return _chains;} + /*! Returns the bounding box of the shape. */ + inline const BBox<Vec3r>& bbox() {return _BBox;} + /*! Returns the ith material of the shape. */ + inline const FrsMaterial& frs_material(unsigned i) const {return _FrsMaterials[i];} + /*! Returns the list of materials of the Shape. */ + inline const vector<FrsMaterial>& frs_materials() const {return _FrsMaterials;} + inline ViewShape * viewShape() {return _ViewShape;} + inline float importance() const {return _importance;} + /*! Returns the Id of the Shape. */ + inline Id getId() const { return _Id; } + /*! Returns the name of the Shape. */ + inline const string& getName() const { return _Name; } + + /* Modififers */ + /*! Sets the Id of the shape.*/ + inline void setId(Id id) {_Id = id;} + /*! Sets the name of the shape.*/ + inline void setName(const string& name) {_Name = name;} + /*! Sets the list of materials for the shape */ + inline void setFrsMaterials(const vector<FrsMaterial>& iMaterials) {_FrsMaterials = iMaterials;} + inline void setViewShape(ViewShape *iShape) {_ViewShape = iShape;} + inline void setImportance(float importance){_importance = importance;} +}; + +#endif // SILHOUETTE_H |