/* * ***** 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/Silhouette.cpp * \ingroup freestyle * \brief Classes to define a silhouette structure * \author Stephane Grabli * \date 25/03/2002 */ #include "Silhouette.h" #include "ViewMap.h" namespace Freestyle { /**********************************/ /* */ /* */ /* SVertex */ /* */ /* */ /**********************************/ Nature::VertexNature SVertex::getNature() const { Nature::VertexNature nature = Nature::S_VERTEX; if (_pViewVertex) nature |= _pViewVertex->getNature(); return nature; } SVertex *SVertex::castToSVertex() { return this; } ViewVertex *SVertex::castToViewVertex() { return _pViewVertex; } NonTVertex *SVertex::castToNonTVertex() { return dynamic_cast(_pViewVertex); } TVertex *SVertex::castToTVertex() { return dynamic_cast(_pViewVertex); } float SVertex::shape_importance() const { return shape()->importance(); } #if 0 Material SVertex::material() const { return _Shape->material(); } #endif Id SVertex::shape_id() const { return _Shape->getId(); } const SShape *SVertex::shape() const { return _Shape; } const int SVertex::qi() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->qi(); } occluder_container::const_iterator SVertex::occluders_begin() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occluders_begin(); } occluder_container::const_iterator SVertex::occluders_end() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occluders_end(); } bool SVertex::occluders_empty() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occluders_empty(); } int SVertex::occluders_size() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occluders_size(); } const Polygon3r& SVertex::occludee() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occludee(); } const SShape *SVertex::occluded_shape() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occluded_shape(); } const bool SVertex::occludee_empty() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->occludee_empty(); } real SVertex::z_discontinuity() const { if (getNature() & Nature::T_VERTEX) Exception::raiseException(); return (_FEdges[0])->z_discontinuity(); } FEdge *SVertex::fedge() { if (getNature() & Nature::T_VERTEX) return NULL; return _FEdges[0]; } FEdge *SVertex::getFEdge(Interface0D& inter) { FEdge *result = NULL; SVertex *iVertexB = dynamic_cast(&inter); if (!iVertexB) return result; vector::const_iterator fe = _FEdges.begin(), feend = _FEdges.end(); for (; fe != feend; ++fe) { if ((((*fe)->vertexA() == this) && ((*fe)->vertexB() == iVertexB)) || (((*fe)->vertexB() == this) && ((*fe)->vertexA() == iVertexB))) { result = (*fe); } } if ((result == 0) && (getNature() & Nature::T_VERTEX)) { SVertex *brother; ViewVertex *vvertex = viewvertex(); TVertex *tvertex = dynamic_cast(vvertex); if (tvertex) { brother = tvertex->frontSVertex(); if (this == brother) brother = tvertex->backSVertex(); const vector& fedges = brother->fedges(); for (fe = fedges.begin(), feend = fedges.end(); fe != feend; ++fe) { if ((((*fe)->vertexA() == brother) && ((*fe)->vertexB() == iVertexB)) || (((*fe)->vertexB() == brother) && ((*fe)->vertexA() == iVertexB))) { result = (*fe); } } } } if ((result == 0) && (iVertexB->getNature() & Nature::T_VERTEX)) { SVertex *brother; ViewVertex *vvertex = iVertexB->viewvertex(); TVertex *tvertex = dynamic_cast(vvertex); if (tvertex) { brother = tvertex->frontSVertex(); if (iVertexB == brother) brother = tvertex->backSVertex(); for (fe = _FEdges.begin(), feend = _FEdges.end(); fe != feend; ++fe) { if ((((*fe)->vertexA() == this) && ((*fe)->vertexB() == brother)) || (((*fe)->vertexB() == this) && ((*fe)->vertexA() == brother))) { result = (*fe); } } } } return result; } /**********************************/ /* */ /* */ /* FEdge */ /* */ /* */ /**********************************/ int FEdge::viewedge_nature() const { return _ViewEdge->getNature(); } #if 0 float FEdge::viewedge_length() const { return _ViewEdge->viewedge_length(); } #endif const SShape *FEdge::occluded_shape() const { ViewShape *aShape = _ViewEdge->aShape(); if (aShape == 0) return 0; return aShape->sshape(); } float FEdge::shape_importance() const { return _VertexA->shape()->importance(); } int FEdge::invisibility() const { return _ViewEdge->qi(); } occluder_container::const_iterator FEdge::occluders_begin() const { return _ViewEdge->occluders_begin(); } occluder_container::const_iterator FEdge::occluders_end() const { return _ViewEdge->occluders_end(); } bool FEdge::occluders_empty() const { return _ViewEdge->occluders_empty(); } int FEdge::occluders_size() const { return _ViewEdge->occluders_size(); } const bool FEdge::occludee_empty() const { return _ViewEdge->occludee_empty(); } Id FEdge::shape_id() const { return _VertexA->shape()->getId(); } const SShape *FEdge::shape() const { return _VertexA->shape(); } real FEdge::z_discontinuity() const { if (!(getNature() & Nature::SILHOUETTE) && !(getNature() & Nature::BORDER)) { return 0; } BBox box = ViewMap::getInstance()->getScene3dBBox(); Vec3r bbox_size_vec(box.getMax() - box.getMin()); real bboxsize = bbox_size_vec.norm(); if (occludee_empty()) { //return FLT_MAX; return 1.0; //return bboxsize; } #if 0 real result; z_discontinuity_functor _functor; Evaluate >(&_functor, iCombination, result); #endif Vec3r middle((_VertexB->point3d() - _VertexA->point3d())); middle /= 2; Vec3r disc_vec(middle - _occludeeIntersection); real res = disc_vec.norm() / bboxsize; return res; //return fabs((middle.z() - _occludeeIntersection.z())); } #if 0 float FEdge::local_average_depth(int iCombination ) const { float result; local_average_depth_functor functor; Evaluate(&functor, iCombination, result); return result; } float FEdge::local_depth_variance(int iCombination ) const { float result; local_depth_variance_functor functor; Evaluate(&functor, iCombination, result); return result; } real FEdge::local_average_density( float sigma, int iCombination) const { float result; density_functor functor(sigma); Evaluate(&functor, iCombination, result); return result; } Vec3r FEdge::normal(int& oException /* = Exception::NO_EXCEPTION */) { Vec3r Na = _VertexA->normal(oException); if (oException != Exception::NO_EXCEPTION) return Na; Vec3r Nb = _VertexB->normal(oException); if (oException != Exception::NO_EXCEPTION) return Nb; return (Na + Nb) / 2.0; } Vec3r FEdge::curvature2d_as_vector(int iCombination) const { Vec3r result; curvature2d_as_vector_functor _functor; Evaluate >(&_functor, iCombination, result); return result; } real FEdge::curvature2d_as_angle(int iCombination) const { real result; curvature2d_as_angle_functor _functor; Evaluate >(&_functor, iCombination, result); return result; } #endif /**********************************/ /* */ /* */ /* FEdgeSharp */ /* */ /* */ /**********************************/ #if 0 Material FEdge::material() const { return _VertexA->shape()->material(); } #endif const FrsMaterial& FEdgeSharp::aFrsMaterial() const { return _VertexA->shape()->frs_material(_aFrsMaterialIndex); } const FrsMaterial& FEdgeSharp::bFrsMaterial() const { return _VertexA->shape()->frs_material(_bFrsMaterialIndex); } /**********************************/ /* */ /* */ /* FEdgeSmooth */ /* */ /* */ /**********************************/ const FrsMaterial& FEdgeSmooth::frs_material() const { return _VertexA->shape()->frs_material(_FrsMaterialIndex); } } /* namespace Freestyle */