/* * ***** 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. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/freestyle/intern/view_map/Pow23GridDensityProvider.cpp * \ingroup freestyle * \brief Class to define a cell grid surrounding the projected image of a scene * \author Alexander Beels * \date 2011-2-8 */ #include "Pow23GridDensityProvider.h" #include "BKE_global.h" namespace Freestyle { Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const real proscenium[4], unsigned numFaces) : GridDensityProvider(source), numFaces(numFaces) { initialize (proscenium); } Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const BBox& bbox, const GridHelpers::Transform& transform, unsigned numFaces) : GridDensityProvider(source), numFaces(numFaces) { real proscenium[4]; calculateQuickProscenium(transform, bbox, proscenium); initialize (proscenium); } Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, unsigned numFaces) : GridDensityProvider(source), numFaces(numFaces) { real proscenium[4]; calculateOptimalProscenium(source, proscenium); initialize (proscenium); } Pow23GridDensityProvider::~Pow23GridDensityProvider () {} void Pow23GridDensityProvider::initialize(const real proscenium[4]) { float prosceniumWidth = (proscenium[1] - proscenium[0]); float prosceniumHeight = (proscenium[3] - proscenium[2]); real cellArea = prosceniumWidth * prosceniumHeight / pow(numFaces, 2.0f / 3.0f); if (G.debug & G_DEBUG_FREESTYLE) { cout << prosceniumWidth << " x " << prosceniumHeight << " grid with cells of area " << cellArea << "." << endl; } _cellSize = sqrt(cellArea); // Now we know how many cells make each side of our grid _cellsX = ceil(prosceniumWidth / _cellSize); _cellsY = ceil(prosceniumHeight / _cellSize); if (G.debug & G_DEBUG_FREESTYLE) { cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl; } // Make sure the grid exceeds the proscenium by a small amount float safetyZone = 0.1; if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) { _cellsX = ceil(prosceniumWidth * (1.0 + safetyZone) / _cellSize); } if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) { _cellsY = ceil(prosceniumHeight * (1.0 + safetyZone) / _cellSize); } if (G.debug & G_DEBUG_FREESTYLE) { cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl; } // Find grid origin _cellOrigin[0] = ((proscenium[0] + proscenium[1]) / 2.0) - (_cellsX / 2.0) * _cellSize; _cellOrigin[1] = ((proscenium[2] + proscenium[3]) / 2.0) - (_cellsY / 2.0) * _cellSize; } Pow23GridDensityProviderFactory::Pow23GridDensityProviderFactory(unsigned numFaces) : numFaces(numFaces) { } Pow23GridDensityProviderFactory::~Pow23GridDensityProviderFactory () {} auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const real proscenium[4]) { return auto_ptr(new Pow23GridDensityProvider(source, proscenium, numFaces)); } auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const BBox& bbox, const GridHelpers::Transform& transform) { return auto_ptr(new Pow23GridDensityProvider(source, bbox, transform, numFaces)); } auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source) { return auto_ptr(new Pow23GridDensityProvider(source, numFaces)); } } /* namespace Freestyle */