// // Filename : ViewMapBuilder.h // Author(s) : Stephane Grabli // Purpose : Class to build silhouette edges from a // Winged-Edge 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 VIEWMAPBUILDER_H # define VIEWMAPBUILDER_H # include "Silhouette.h" # include # include "../system/FreestyleConfig.h" # include "../geometry/Geom.h" # include "../scene_graph/NodeGroup.h" # include "../winged_edge/WXEdge.h" # include "../geometry/GeomUtils.h" # include "../geometry/Grid.h" # include "../system/ProgressBar.h" # include "../geometry/SweepLine.h" # include "ViewMap.h" # include "SilhouetteGeomEngine.h" # include "../scene_graph/TriangleRep.h" # include "../winged_edge/WEdge.h" # include "ViewEdgeXBuilder.h" using namespace Geometry; class LIB_VIEW_MAP_EXPORT ViewMapBuilder { private: ViewMap * _ViewMap; // result //SilhouetteGeomEngine _GeomEngine; ProgressBar *_pProgressBar; Vec3r _viewpoint; bool _orthographicProjection; Grid* _Grid; ViewEdgeXBuilder *_pViewEdgeBuilder; bool _EnableQI; double _epsilon; // tmp values: int _currentId; int _currentFId; int _currentSVertexId; public: typedef enum { sweep_line } intersection_algo; typedef enum { ray_casting, ray_casting_fast, ray_casting_very_fast } visibility_algo; inline ViewMapBuilder() { _pProgressBar = 0; _Grid = 0; _currentId = 1; _currentFId = 0; _currentSVertexId = 0; _pViewEdgeBuilder = new ViewEdgeXBuilder; _EnableQI = true; } inline ~ViewMapBuilder() { if(_pViewEdgeBuilder){ delete _pViewEdgeBuilder; _pViewEdgeBuilder = 0; } } /*! Compute Shapes from a WingedEdge containing a list of WShapes */ void computeInitialViewEdges(WingedEdge&); /*! Compute Cusps */ void computeCusps(ViewMap *ioViewMap); /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of * each cusp SVertex * We use a hysteresis approach to avoid noise. */ void DetectCusps(ViewEdge *ioEdge); /*! Sets the current viewpoint */ inline void setViewpoint(const Vec3r& ivp) {_viewpoint = ivp; SilhouetteGeomEngine::setViewpoint(ivp);} /*! Sets the current transformation * iModelViewMatrix * The 4x4 model view matrix, in column major order (openGL like). * iProjection matrix * The 4x4 projection matrix, in column major order (openGL like). * iViewport * The viewport. 4 real array: origin.x, origin.y, width, length */ inline void setTransform(const real iModelViewMatrix[4][4], const real iProjectionMatrix[4][4], const int iViewport[4], real iFocalLength, real iAspect, real iFovy) { _orthographicProjection = (iProjectionMatrix[3][3] != 0.0); SilhouetteGeomEngine::setTransform(iModelViewMatrix, iProjectionMatrix, iViewport, iFocalLength); } inline void setFrustum(real iZnear, real iZfar) { SilhouetteGeomEngine::setFrustum(iZnear, iZfar); } /*! Builds the scene view map * returns the list the view map * it is up to the caller to delete this ViewMap * iWRoot * The root group node containing the WEdge structured scene */ ViewMap* BuildViewMap(WingedEdge& we, visibility_algo iAlgo = ray_casting, real epsilon=1e-06) ; /*! computes the intersection between all 2D * feature edges of the scene. * ioViewMap * The view map. It is modified by the method. * The list of all features edges of the scene. * Each time an intersection is found, the 2 intersecting * edges are splitted (creating 2 new vertices) * At the end, this list is updated with the adding * of all new created edges (resulting from splitting). * iAlgo * The algo to use for computing the intersections */ void ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo = sweep_line, real epsilon=1e-06); /*! Computes the 2D scene silhouette edges visibility * iGrid * For the Ray Casting algorithm. */ void ComputeEdgesVisibility(ViewMap *ioViewMap, visibility_algo iAlgo= ray_casting, Grid* iGrid = 0, real epsilon=1e-6); void setGrid(Grid *iGrid) {_Grid = iGrid;} /*! accessors */ /*! Modifiers */ inline void setProgressBar(ProgressBar *iProgressBar) {_pProgressBar = iProgressBar;} inline void setEnableQI(bool iBool) {_EnableQI = iBool;} protected: /*! Computes intersections on all edges of the scene using a sweep line * algorithm*/ void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1e-6); /*! Computes the 2D scene silhouette edges visibility * using a ray casting. On each edge, a ray is cast * to check its quantitative invisibility. The list * of occluders are each time stored in the tested edge. * ioViewMap * The view map. * The 2D scene silhouette edges as FEdges. * These edges have already been splitted at their intersections points. * Thus, these edges do not intersect anymore. * The visibility corresponding to each edge of ioScene is set is this * edge. */ void ComputeRayCastingVisibility(ViewMap *ioViewMap, Grid *iGrid, real epsilon=1e-6); void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, Grid *iGrid, real epsilon=1e-6); void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, Grid *iGrid, real epsilon=1e-6); /*! Compute the visibility for the FEdge fe. * The occluders are added to fe occluders list. * fe * The FEdge * iGrid * The grid used to compute the ray casting visibility * epsilon * The epsilon used for computation * oShapeId * fe is the border (in 2D) between 2 2D spaces. * if fe is a silhouette, * One of these 2D spaces is occupied by the shape * to which fe belongs (on its left) and the other one is either occupied * by another shape or empty or occupied by the same shape. * We use this ray csating operation to determine which shape * lies on fe's right. * The result is the shape id stored in oShapeId */ int ComputeRayCastingVisibility(FEdge *fe, Grid* iGrid, real epsilon, set& oOccluders, Polygon3r** oaPolygon, unsigned timestamp); // FIXME void FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp); void FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp, Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector& faceVertices); }; #endif // VIEWMAPBUILDER_H