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/*
* ***** 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.
*
* The Original Code is Copyright (C) 2010 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/freestyle/intern/view_map/AverageAreaGridDensityProvider.cpp
* \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
* \author Alexander Beels
* \date 2011-2-9
*/
#include "AverageAreaGridDensityProvider.h"
AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource& source, const real proscenium[4],
real sizeFactor)
: GridDensityProvider(source)
{
initialize (proscenium, sizeFactor);
}
AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource& source, const BBox<Vec3r>& bbox,
const GridHelpers::Transform& transform, real sizeFactor)
: GridDensityProvider(source)
{
real proscenium[4];
calculateQuickProscenium(transform, bbox, proscenium);
initialize(proscenium, sizeFactor);
}
AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource& source, real sizeFactor)
: GridDensityProvider(source)
{
real proscenium[4];
calculateOptimalProscenium(source, proscenium);
initialize(proscenium, sizeFactor);
}
AverageAreaGridDensityProvider::~AverageAreaGridDensityProvider() {}
void AverageAreaGridDensityProvider::initialize(const real proscenium[4], real sizeFactor)
{
float prosceniumWidth = (proscenium[1] - proscenium[0]);
float prosceniumHeight = (proscenium[3] - proscenium[2]);
real cellArea = 0.0;
unsigned numFaces = 0;
for (source.begin(); source.isValid(); source.next()) {
Polygon3r& poly(source.getGridSpacePolygon());
Vec3r min, max;
poly.getBBox(min, max);
cellArea += (max[0] - min[0]) * (max[1] - min[1]);
++numFaces;
}
cout << "Total area: " << cellArea << ". Number of faces: " << numFaces << "." << endl;
cellArea /= numFaces;
cellArea *= sizeFactor;
cout << "Building grid with average 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);
cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
// Make sure the grid exceeds the proscenium by a small amount
float safetyZone = 0.1f;
if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
_cellsX = prosceniumWidth * (1.0 + safetyZone) / _cellSize;
}
if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
_cellsY = prosceniumHeight * (1.0 + safetyZone) / _cellSize;
}
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;
}
AverageAreaGridDensityProviderFactory::AverageAreaGridDensityProviderFactory(real sizeFactor)
: sizeFactor(sizeFactor)
{
}
AverageAreaGridDensityProviderFactory::~AverageAreaGridDensityProviderFactory() {}
auto_ptr<GridDensityProvider>
AverageAreaGridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const real proscenium[4])
{
return auto_ptr<GridDensityProvider>(new AverageAreaGridDensityProvider(source, proscenium, sizeFactor));
}
auto_ptr<GridDensityProvider>
AverageAreaGridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const BBox<Vec3r>& bbox,
const GridHelpers::Transform& transform)
{
return auto_ptr<GridDensityProvider>(new AverageAreaGridDensityProvider(source, bbox, transform, sizeFactor));
}
auto_ptr<GridDensityProvider> AverageAreaGridDensityProviderFactory::newGridDensityProvider(OccluderSource& source)
{
return auto_ptr<GridDensityProvider>(new AverageAreaGridDensityProvider(source, sizeFactor));
}
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