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/*
* 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.
*/
/** \file \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
*/
#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<Vec3r>& 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 () {}
AutoPtr<GridDensityProvider>
Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const real proscenium[4])
{
return AutoPtr<GridDensityProvider>(new Pow23GridDensityProvider(source, proscenium, numFaces));
}
AutoPtr<GridDensityProvider>
Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const BBox<Vec3r>& bbox,
const GridHelpers::Transform& transform)
{
return AutoPtr<GridDensityProvider>(new Pow23GridDensityProvider(source, bbox, transform, numFaces));
}
AutoPtr<GridDensityProvider> Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source)
{
return AutoPtr<GridDensityProvider>(new Pow23GridDensityProvider(source, numFaces));
}
} /* namespace Freestyle */
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