// // Filename : GridDensityProvider.h // Author(s) : Alexander Beels // Purpose : Class to define a cell grid surrounding // the projected image of a scene // Date of creation : 2011-2-5 // /////////////////////////////////////////////////////////////////////////////// // // 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 GRIDDENSITYPROVIDER_H #define GRIDDENSITYPROVIDER_H #include #include #include "OccluderSource.h" #include "../geometry/BBox.h" class GridDensityProvider { // Disallow copying and assignment GridDensityProvider (const GridDensityProvider& other); GridDensityProvider& operator= (const GridDensityProvider& other); public: GridDensityProvider (OccluderSource& source) : source(source) { } virtual ~GridDensityProvider() {}; float cellSize() { return _cellSize; } unsigned cellsX() { return _cellsX; } unsigned cellsY() { return _cellsY; } float cellOrigin(int index) { if ( index < 2 ) { return _cellOrigin[index]; } else { throw new out_of_range("GridDensityProvider::cellOrigin can take only indexes of 0 or 1."); } } static void calculateOptimalProscenium(OccluderSource& source, real proscenium[4]) { source.begin(); if ( source.isValid() ) { const Vec3r& initialPoint = source.getGridSpacePolygon().getVertices()[0]; proscenium[0] = proscenium[1] = initialPoint[0]; proscenium[2] = proscenium[3] = initialPoint[1]; while ( source.isValid() ) { GridHelpers::expandProscenium (proscenium, source.getGridSpacePolygon()); source.next(); } } cout << "Proscenium: (" << proscenium[0] << ", " << proscenium[1] << ", " << proscenium[2] << ", " << proscenium[3] << ")" << endl; } static void calculateQuickProscenium(const GridHelpers::Transform& transform, const BBox& bbox, real proscenium[4]) { real z; // We want to use the z-coordinate closest to the camera to determine the proscenium face if ( ::fabs(bbox.getMin()[2]) < ::fabs(bbox.getMax()[2]) ) { z = bbox.getMin()[2]; } else { z = bbox.getMax()[2]; } // Now calculate the proscenium according to the min and max values of the x and y coordinates Vec3r minPoint = transform(Vec3r(bbox.getMin()[0], bbox.getMin()[1], z)); Vec3r maxPoint = transform(Vec3r(bbox.getMax()[0], bbox.getMax()[1], z)); cout << "Bounding box: " << minPoint << " to " << maxPoint << endl; proscenium[0] = std::min(minPoint[0], maxPoint[0]); proscenium[1] = std::max(minPoint[0], maxPoint[0]); proscenium[2] = std::min(minPoint[1], maxPoint[1]); proscenium[3] = std::max(minPoint[1], maxPoint[1]); cout << "Proscenium : " << proscenium[0] << ", " << proscenium[1] << ", " << proscenium[2] << ", " << proscenium[3] << endl; } protected: OccluderSource& source; unsigned _cellsX, _cellsY; float _cellSize; float _cellOrigin[2]; }; class GridDensityProviderFactory { // Disallow copying and assignment GridDensityProviderFactory (const GridDensityProviderFactory& other); GridDensityProviderFactory& operator= (const GridDensityProviderFactory& other); public: GridDensityProviderFactory() { } virtual auto_ptr newGridDensityProvider(OccluderSource& source, const real proscenium[4]) =0; virtual auto_ptr newGridDensityProvider(OccluderSource& source, const BBox& bbox, const GridHelpers::Transform& transform) =0; virtual auto_ptr newGridDensityProvider(OccluderSource& source) =0; virtual ~GridDensityProviderFactory () {} }; #endif // GRIDDENSITYPROVIDER_H