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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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __FREESTYLE_SILHOUETTE_H__
#define __FREESTYLE_SILHOUETTE_H__
/** \file blender/freestyle/intern/view_map/Silhouette.h
* \ingroup freestyle
* \brief Classes to define a silhouette structure
* \author Stephane Grabli
* \date 25/03/2002
*/
#include <float.h>
#include <iostream>
#include <set>
#include <string>
#include <vector>
#include "Interface0D.h"
#include "Interface1D.h"
#include "../geometry/BBox.h"
#include "../geometry/Geom.h"
#include "../geometry/Polygon.h"
#include "../scene_graph/FrsMaterial.h"
#include "../system/Exception.h"
#include "../system/FreestyleConfig.h"
#include "../winged_edge/Curvature.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
using namespace std;
namespace Freestyle {
using namespace Geometry;
class ViewShape;
typedef vector<ViewShape*> occluder_container;
/**********************************/
/* */
/* */
/* SVertex */
/* */
/* */
/**********************************/
class FEdge;
class ViewVertex;
class SShape;
/*! Class to define a vertex of the embedding. */
class SVertex : public Interface0D
{
public: // Implementation of Interface0D
/*! Returns the string "SVertex" .*/
virtual string getExactTypeName() const
{
return "SVertex";
}
// Data access methods
/*! Returns the 3D x coordinate of the vertex .*/
virtual real getX() const
{
return _Point3D.x();
}
/*! Returns the 3D y coordinate of the vertex .*/
virtual real getY() const
{
return _Point3D.y();
}
/*! Returns the 3D z coordinate of the vertex .*/
virtual real getZ() const
{
return _Point3D.z();
}
/*! Returns the 3D point. */
virtual Vec3r getPoint3D() const
{
return _Point3D;
}
/*! Returns the projected 3D x coordinate of the vertex .*/
virtual real getProjectedX() const
{
return _Point2D.x();
}
/*! Returns the projected 3D y coordinate of the vertex .*/
virtual real getProjectedY() const
{
return _Point2D.y();
}
/*! Returns the projected 3D z coordinate of the vertex .*/
virtual real getProjectedZ() const
{
return _Point2D.z();
}
/*! Returns the 2D point. */
virtual Vec2r getPoint2D() const
{
return Vec2f(_Point2D.x(), _Point2D.y());
}
/*! Returns the FEdge that lies between this Svertex and the Interface0D given as argument. */
virtual FEdge *getFEdge(Interface0D&);
/*! Returns the Id of the vertex .*/
virtual Id getId() const
{
return _Id;
}
/*! Returns the nature of the vertex .*/
virtual Nature::VertexNature getNature() const;
/*! Cast the Interface0D in SVertex if it can be. */
virtual SVertex *castToSVertex();
/*! Cast the Interface0D in ViewVertex if it can be. */
virtual ViewVertex *castToViewVertex();
/*! Cast the Interface0D in NonTVertex if it can be. */
virtual NonTVertex *castToNonTVertex();
/*! Cast the Interface0D in TVertex if it can be. */
virtual TVertex *castToTVertex();
public:
typedef vector<FEdge*> fedges_container;
private:
Id _Id;
Vec3r _Point3D;
Vec3r _Point2D;
set<Vec3r> _Normals;
vector<FEdge*> _FEdges; // the edges containing this vertex
SShape *_Shape; // the shape to which belongs the vertex
ViewVertex *_pViewVertex; // The associated viewvertex, in case there is one.
#if 0
real _curvatureFredo;
Vec2r _directionFredo;
#endif
CurvatureInfo *_curvature_info;
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
*/
void *userdata;
/*! Default constructor.*/
inline SVertex()
{
_Id = 0;
userdata = NULL;
_Shape = NULL;
_pViewVertex = 0;
_curvature_info = 0;
}
/*! Builds a SVertex from 3D coordinates and an Id. */
inline SVertex(const Vec3r &iPoint3D, const Id& id)
{
_Point3D = iPoint3D;
_Id = id;
userdata = NULL;
_Shape = NULL;
_pViewVertex = 0;
_curvature_info = 0;
}
/*! Copy constructor. */
inline SVertex(SVertex& iBrother)
{
_Id = iBrother._Id;
_Point3D = iBrother.point3D();
_Point2D = iBrother.point2D();
_Normals = iBrother._Normals;
_FEdges = iBrother.fedges();
_Shape = iBrother.shape();
_pViewVertex = iBrother._pViewVertex;
if (!(iBrother._curvature_info))
_curvature_info = 0;
else
_curvature_info = new CurvatureInfo(*(iBrother._curvature_info));
iBrother.userdata = this;
userdata = 0;
}
/*! Destructor. */
virtual ~SVertex()
{
if (_curvature_info)
delete _curvature_info;
}
/*! Cloning method. */
virtual SVertex *duplicate()
{
SVertex *clone = new SVertex(*this);
return clone;
}
/*! operator == */
virtual bool operator==(const SVertex& iBrother)
{
return ((_Point2D == iBrother._Point2D) && (_Point3D == iBrother._Point3D));
}
/* accessors */
inline const Vec3r& point3D() const
{
return _Point3D;
}
inline const Vec3r& point2D() const
{
return _Point2D;
}
/*! Returns the set of normals for this Vertex.
* In a smooth surface, a vertex has exactly one normal.
* In a sharp surface, a vertex can have any number of normals.
*/
inline set<Vec3r> normals()
{
return _Normals;
}
/*! Returns the number of different normals for this vertex. */
inline unsigned normalsSize() const
{
return _Normals.size();
}
inline const vector<FEdge*>& fedges()
{
return _FEdges;
}
inline fedges_container::iterator fedges_begin()
{
return _FEdges.begin();
}
inline fedges_container::iterator fedges_end()
{
return _FEdges.end();
}
inline SShape *shape()
{
return _Shape;
}
inline real z() const
{
return _Point2D[2];
}
/*! If this SVertex is also a ViewVertex, this method returns a pointer onto this ViewVertex.
* 0 is returned otherwise.
*/
inline ViewVertex *viewvertex()
{
return _pViewVertex;
}
/*! modifiers */
/*! Sets the 3D coordinates of the SVertex. */
inline void setPoint3D(const Vec3r &iPoint3D)
{
_Point3D = iPoint3D;
}
/*! Sets the 3D projected coordinates of the SVertex. */
inline void setPoint2D(const Vec3r &iPoint2D)
{
_Point2D = iPoint2D;
}
/*! Adds a normal to the Svertex's set of normals. If the same normal is already in the set, nothing changes. */
inline void AddNormal(const Vec3r& iNormal)
{
_Normals.insert(iNormal); // if iNormal in the set already exists, nothing is done
}
void setCurvatureInfo(CurvatureInfo *ci)
{
if (_curvature_info) // Q. is this an error condition? (T.K. 02-May-2011)
delete _curvature_info;
_curvature_info = ci;
}
const CurvatureInfo *getCurvatureInfo() const
{
return _curvature_info;
}
#if 0
/* Fredo's normal and curvature*/
void setCurvatureFredo(real c)
{
_curvatureFredo = c;
}
void setDirectionFredo(Vec2r d)
{
_directionFredo = d;
}
real curvatureFredo ()
{
return _curvatureFredo;
}
const Vec2r directionFredo ()
{
return _directionFredo;
}
#endif
/*! Sets the Id */
inline void setId(const Id& id)
{
_Id = id;
}
inline void setFEdges(const vector<FEdge*>& iFEdges)
{
_FEdges = iFEdges;
}
inline void setShape(SShape *iShape)
{
_Shape = iShape;
}
inline void setViewVertex(ViewVertex *iViewVertex)
{
_pViewVertex = iViewVertex;
}
/*! Add an FEdge to the list of edges emanating from this SVertex. */
inline void AddFEdge(FEdge *iFEdge)
{
_FEdges.push_back(iFEdge);
}
/* replaces edge 1 by edge 2 in the list of edges */
inline void Replace(FEdge *e1, FEdge *e2)
{
vector<FEdge *>::iterator insertedfe;
for (vector<FEdge *>::iterator fe = _FEdges.begin(), fend = _FEdges.end(); fe != fend; fe++) {
if ((*fe) == e1) {
insertedfe = _FEdges.insert(fe, e2);// inserts e2 before fe.
// returns an iterator pointing toward e2. fe is invalidated.
// we want to remove e1, but we can't use fe anymore:
++insertedfe; // insertedfe points now to e1
_FEdges.erase(insertedfe);
return;
}
}
}
public:
/* Information access interface */
FEdge *fedge(); // for non T vertex
inline const Vec3r& point2d() const
{
return point2D();
}
inline const Vec3r& point3d() const
{
return point3D();
}
inline Vec3r normal() const
{
if (_Normals.size() == 1)
return (*(_Normals.begin()));
Exception::raiseException();
return *(_Normals.begin());
}
//Material material() const ;
Id shape_id() const;
const SShape *shape() const;
float shape_importance() const;
const int qi() const;
occluder_container::const_iterator occluders_begin() const;
occluder_container::const_iterator occluders_end() const;
bool occluders_empty() const;
int occluders_size() const;
const Polygon3r& occludee() const;
const SShape *occluded_shape() const;
const bool occludee_empty() const;
real z_discontinuity() const;
#if 0
inline float local_average_depth() const;
inline float local_depth_variance() const;
inline real local_average_density(float sigma = 2.3f) const;
inline Vec3r shaded_color() const;
inline Vec3r orientation2d() const;
inline Vec3r orientation3d() const;
inline Vec3r curvature2d_as_vector() const;
/*! angle in radians */
inline real curvature2d_as_angle() const;
#endif
};
/**********************************/
/* */
/* */
/* FEdge */
/* */
/* */
/**********************************/
class ViewEdge;
/*! Base Class for feature edges.
* This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive contour.
* For silhouettes, the FEdge is oriented such as, the visible face lies on the left of the edge.
* For borders, the FEdge is oriented such as, the face lies on the left of the edge.
* An FEdge can represent an initial edge of the mesh or runs accross a face of the initial mesh depending
* on the smoothness or sharpness of the mesh.
* This class is specialized into a smooth and a sharp version since their properties slightly vary from
* one to the other.
*/
class FEdge : public Interface1D
{
public: // Implementation of Interface0D
/*! Returns the string "FEdge". */
virtual string getExactTypeName() const
{
return "FEdge";
}
// Data access methods
/*! Returns the 2D length of the FEdge. */
virtual real getLength2D() const
{
if (!_VertexA || !_VertexB)
return 0;
return (_VertexB->getPoint2D() - _VertexA->getPoint2D()).norm();
}
/*! Returns the Id of the FEdge. */
virtual Id getId() const
{
return _Id;
}
public:
// An edge can only be of one kind (SILHOUETTE or BORDER, etc...)
// For an multi-nature edge there must be several different FEdge.
// DEBUG:
// Vec3r A;
// Vec3r u;
// vector<Polygon3r> _Occludees;
// Vec3r intersection;
// vector<Vec3i> _Cells;
protected:
SVertex *_VertexA;
SVertex *_VertexB;
Id _Id;
Nature::EdgeNature _Nature;
//vector<Polygon3r> _Occluders; // visibility // NOT HANDLED BY THE COPY CONSTRUCTOR!!
FEdge *_NextEdge; // next edge on the chain
FEdge *_PreviousEdge;
ViewEdge *_ViewEdge;
// Sometimes we need to deport the visibility computation onto another edge. For example the exact edges use
// edges of the mesh to compute their visibility
Polygon3r _aFace; // The occluded face which lies on the right of a silhouette edge
Vec3r _occludeeIntersection;
bool _occludeeEmpty;
bool _isSmooth;
bool _isInImage;
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
*/
void *userdata;
/*! Default constructor */
inline FEdge()
{
userdata = NULL;
_VertexA = NULL;
_VertexB = NULL;
_Nature = Nature::NO_FEATURE;
_NextEdge = NULL;
_PreviousEdge = NULL;
_ViewEdge = NULL;
//_hasVisibilityPoint = false;
_occludeeEmpty = true;
_isSmooth = false;
_isInImage = true;
}
/*! Builds an FEdge going from vA to vB. */
inline FEdge(SVertex *vA, SVertex *vB)
{
userdata = NULL;
_VertexA = vA;
_VertexB = vB;
_Nature = Nature::NO_FEATURE;
_NextEdge = NULL;
_PreviousEdge = NULL;
_ViewEdge = NULL;
//_hasVisibilityPoint = false;
_occludeeEmpty = true;
_isSmooth = false;
_isInImage = true;
}
/*! Copy constructor */
inline FEdge(FEdge& iBrother)
{
_VertexA = iBrother.vertexA();
_VertexB = iBrother.vertexB();
_NextEdge = iBrother.nextEdge();
_PreviousEdge = iBrother._PreviousEdge;
_Nature = iBrother.getNature();
_Id = iBrother._Id;
_ViewEdge = iBrother._ViewEdge;
//_hasVisibilityPoint = iBrother._hasVisibilityPoint;
//_VisibilityPointA = iBrother._VisibilityPointA;
//_VisibilityPointB = iBrother._VisibilityPointB;
_aFace = iBrother._aFace;
_occludeeEmpty = iBrother._occludeeEmpty;
_isSmooth = iBrother._isSmooth;
_isInImage = iBrother._isInImage;
iBrother.userdata = this;
userdata = 0;
}
/*! Destructor */
virtual ~FEdge() {}
/*! Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdge(*this);
return clone;
}
/* accessors */
/*! Returns the first SVertex. */
inline SVertex *vertexA()
{
return _VertexA;
}
/*! Returns the second SVertex. */
inline SVertex *vertexB()
{
return _VertexB;
}
/*! Returns the first SVertex if i=0, the seccond SVertex if i=1. */
inline SVertex *operator[](const unsigned short int& i) const
{
return (i % 2 == 0) ? _VertexA : _VertexB;
}
/*! Returns the nature of the FEdge. */
inline Nature::EdgeNature getNature() const
{
return _Nature;
}
/*! Returns the FEdge following this one in the ViewEdge.
* If this FEdge is the last of the ViewEdge, 0 is returned.
*/
inline FEdge *nextEdge()
{
return _NextEdge;
}
/*! Returns the Edge preceding this one in the ViewEdge.
* If this FEdge is the first one of the ViewEdge, 0 is returned.
*/
inline FEdge *previousEdge()
{
return _PreviousEdge;
}
inline SShape *shape()
{
return _VertexA->shape();
}
#if 0
inline int invisibility() const
{
return _Occluders.size();
}
#endif
int invisibility() const;
#if 0
inline const vector<Polygon3r>& occluders() const
{
return _Occluders;
}
#endif
/*! Returns a pointer to the ViewEdge to which this FEdge belongs to. */
inline ViewEdge *viewedge() const
{
return _ViewEdge;
}
inline Vec3r center3d()
{
return Vec3r((_VertexA->point3D() + _VertexB->point3D()) / 2.0);
}
inline Vec3r center2d()
{
return Vec3r((_VertexA->point2D() + _VertexB->point2D()) / 2.0);
}
#if 0
inline bool hasVisibilityPoint() const
{
return _hasVisibilityPoint;
}
inline Vec3r visibilityPointA() const
{
return _VisibilityPointA;
}
inline Vec3r visibilityPointB() const
{
return _VisibilityPointB;
}
#endif
inline const Polygon3r& aFace() const
{
return _aFace;
}
inline const Vec3r& getOccludeeIntersection()
{
return _occludeeIntersection;
}
inline bool getOccludeeEmpty()
{
return _occludeeEmpty;
}
/*! Returns true if this FEdge is a smooth FEdge. */
inline bool isSmooth() const
{
return _isSmooth;
}
inline bool isInImage () const
{
return _isInImage;
}
/* modifiers */
/*! Sets the first SVertex. */
inline void setVertexA(SVertex *vA)
{
_VertexA = vA;
}
/*! Sets the second SVertex. */
inline void setVertexB(SVertex *vB)
{
_VertexB = vB;
}
/*! Sets the FEdge Id . */
inline void setId(const Id& id)
{
_Id = id;
}
/*! Sets the pointer to the next FEdge. */
inline void setNextEdge(FEdge *iEdge)
{
_NextEdge = iEdge;
}
/*! Sets the pointer to the previous FEdge. */
inline void setPreviousEdge(FEdge *iEdge)
{
_PreviousEdge = iEdge;
}
/*! Sets the nature of this FEdge. */
inline void setNature(Nature::EdgeNature iNature)
{
_Nature = iNature;
}
#if 0
inline void AddOccluder(Polygon3r& iPolygon)
{
_Occluders.push_back(iPolygon);
}
#endif
/*! Sets the ViewEdge to which this FEdge belongs to. */
inline void setViewEdge(ViewEdge *iViewEdge)
{
_ViewEdge = iViewEdge;
}
#if 0
inline void setHasVisibilityPoint(bool iBool)
{
_hasVisibilityPoint = iBool;
}
inline void setVisibilityPointA(const Vec3r& iPoint)
{
_VisibilityPointA = iPoint;
}
inline void setVisibilityPointB(const Vec3r& iPoint)
{
_VisibilityPointB = iPoint;
}
#endif
inline void setaFace(Polygon3r& iFace)
{
_aFace = iFace;
}
inline void setOccludeeIntersection(const Vec3r& iPoint)
{
_occludeeIntersection = iPoint;
}
inline void setOccludeeEmpty(bool iempty)
{
_occludeeEmpty = iempty;
}
/*! Sets the flag telling whether this FEdge is smooth or sharp.
* true for Smooth, false for Sharp.
*/
inline void setSmooth(bool iFlag)
{
_isSmooth = iFlag;
}
inline void setIsInImage (bool iFlag)
{
_isInImage = iFlag;
}
/* checks whether two FEdge have a common vertex.
* Returns a pointer on the common vertex if it exists, NULL otherwise.
*/
static inline SVertex *CommonVertex(FEdge *iEdge1, FEdge *iEdge2)
{
if ((NULL == iEdge1) || (NULL == iEdge2))
return NULL;
SVertex *sv1 = iEdge1->vertexA();
SVertex *sv2 = iEdge1->vertexB();
SVertex *sv3 = iEdge2->vertexA();
SVertex *sv4 = iEdge2->vertexB();
if ((sv1 == sv3) || (sv1 == sv4)) {
return sv1;
}
else if ((sv2 == sv3) || (sv2 == sv4)) {
return sv2;
}
return NULL;
}
inline const SVertex *min2d() const
{
if (_VertexA->point2D() < _VertexB->point2D())
return _VertexA;
else
return _VertexB;
}
inline const SVertex *max2d() const
{
if (_VertexA->point2D() < _VertexB->point2D())
return _VertexB;
else
return _VertexA;
}
/* Information access interface */
//Material material() const;
Id shape_id() const;
const SShape *shape() const;
float shape_importance() const;
inline const int qi() const
{
return invisibility();
}
occluder_container::const_iterator occluders_begin() const;
occluder_container::const_iterator occluders_end() const;
bool occluders_empty() const;
int occluders_size() const;
inline const Polygon3r& occludee() const
{
return aFace();
}
const SShape *occluded_shape() const;
#if 0
inline const bool occludee_empty() const
{
return _occludeeEmpty;
}
#endif
const bool occludee_empty() const;
real z_discontinuity() const;
#if 0
inline float local_average_depth(int iCombination = 0) const;
inline float local_depth_variance(int iCombination = 0) const;
inline real local_average_density(float sigma = 2.3f, int iCombination = 0) const;
inline Vec3r shaded_color(int iCombination = 0) const {}
#endif
int viewedge_nature() const;
//float viewedge_length() const;
inline Vec3r orientation2d() const
{
return Vec3r(_VertexB->point2d() - _VertexA->point2d());
}
inline Vec3r orientation3d() const
{
return Vec3r(_VertexB->point3d() - _VertexA->point3d());
}
#if 0
inline real curvature2d() const
{
return viewedge()->curvature2d((_VertexA->point2d() + _VertexB->point2d()) / 2.0);
}
inline Vec3r curvature2d_as_vector(int iCombination = 0) const;
/* angle in degrees*/
inline real curvature2d_as_angle(int iCombination = 0) const;
#endif
// Iterator access (Interface1D)
/*! Returns an iterator over the 2 (!) SVertex pointing to the first SVertex. */
virtual inline Interface0DIterator verticesBegin();
/*! Returns an iterator over the 2 (!) SVertex pointing after the last SVertex. */
virtual inline Interface0DIterator verticesEnd();
/*! Returns an iterator over the FEdge points, pointing to the first point. The difference with verticesBegin()
* is that here we can iterate over points of the FEdge at a any given sampling.
* Indeed, for each iteration, a virtual point is created.
* \param t
* The sampling with which we want to iterate over points of this FEdge.
*/
virtual inline Interface0DIterator pointsBegin(float t = 0.0f);
/*! Returns an iterator over the FEdge points, pointing after the last point. The difference with verticesEnd()
* is that here we can iterate over points of the FEdge at a any given sampling.
* Indeed, for each iteration, a virtual point is created.
* \param t
* The sampling with which we want to iterate over points of this FEdge.
*/
virtual inline Interface0DIterator pointsEnd(float t = 0.0f);
};
//
// SVertexIterator
//
/////////////////////////////////////////////////
namespace FEdgeInternal {
class SVertexIterator : public Interface0DIteratorNested
{
public:
SVertexIterator()
{
_vertex = NULL;
_edge = NULL;
}
SVertexIterator(const SVertexIterator& vi)
{
_vertex = vi._vertex;
_edge = vi._edge;
}
SVertexIterator(SVertex *v, FEdge *edge)
{
_vertex = v;
_edge = edge;
}
SVertexIterator& operator=(const SVertexIterator& vi)
{
_vertex = vi._vertex;
_edge = vi._edge;
return *this;
}
virtual string getExactTypeName() const
{
return "SVertexIterator";
}
virtual SVertex& operator*()
{
return *_vertex;
}
virtual SVertex *operator->()
{
return &(operator*());
}
virtual SVertexIterator& operator++()
{
increment();
return *this;
}
virtual SVertexIterator operator++(int)
{
SVertexIterator ret(*this);
increment();
return ret;
}
virtual SVertexIterator& operator--()
{
decrement();
return *this;
}
virtual SVertexIterator operator--(int)
{
SVertexIterator ret(*this);
decrement();
return ret;
}
virtual int increment()
{
if (_vertex == _edge->vertexB()) {
_vertex = 0;
return 0;
}
_vertex = _edge->vertexB();
return 0;
}
virtual int decrement()
{
if (_vertex == _edge->vertexA()) {
_vertex = 0;
return 0;
}
_vertex = _edge->vertexA();
return 0;
}
virtual bool isBegin() const
{
return _vertex == _edge->vertexA();
}
virtual bool isEnd() const
{
return _vertex == _edge->vertexB();
}
virtual bool operator==(const Interface0DIteratorNested& it) const
{
const SVertexIterator *it_exact = dynamic_cast<const SVertexIterator*>(&it);
if (!it_exact)
return false;
return ((_vertex == it_exact->_vertex) && (_edge == it_exact->_edge));
}
virtual float t() const
{
if (_vertex == _edge->vertexA()) {
return 0.0f;
}
return ((float)_edge->getLength2D());
}
virtual float u() const
{
if (_vertex == _edge->vertexA()) {
return 0.0f;
}
return 1.0f;
}
virtual SVertexIterator *copy() const
{
return new SVertexIterator(*this);
}
private:
SVertex *_vertex;
FEdge *_edge;
};
} // end of namespace FEdgeInternal
// Iterator access (implementation)
Interface0DIterator FEdge::verticesBegin()
{
Interface0DIterator ret(new FEdgeInternal::SVertexIterator(_VertexA, this));
return ret;
}
Interface0DIterator FEdge::verticesEnd()
{
Interface0DIterator ret(new FEdgeInternal::SVertexIterator(0, this));
return ret;
}
Interface0DIterator FEdge::pointsBegin(float t)
{
return verticesBegin();
}
Interface0DIterator FEdge::pointsEnd(float t)
{
return verticesEnd();
}
/*! Class defining a sharp FEdge. A Sharp FEdge corresponds to an initial edge of the input mesh.
* It can be a silhouette, a crease or a border. If it is a crease edge, then it is borded
* by two faces of the mesh. Face a lies on its right whereas Face b lies on its left.
* If it is a border edge, then it doesn't have any face on its right, and thus Face a = 0.
*/
class FEdgeSharp : public FEdge
{
protected:
Vec3r _aNormal; // When following the edge, normal of the right face
Vec3r _bNormal; // When following the edge, normal of the left face
unsigned _aFrsMaterialIndex;
unsigned _bFrsMaterialIndex;
bool _aFaceMark;
bool _bFaceMark;
public:
/*! Returns the string "FEdgeSharp" . */
virtual string getExactTypeName() const
{
return "FEdgeSharp";
}
/*! Default constructor. */
inline FEdgeSharp() : FEdge()
{
_aFrsMaterialIndex = _bFrsMaterialIndex = 0;
_aFaceMark = _bFaceMark = false;
}
/*! Builds an FEdgeSharp going from vA to vB. */
inline FEdgeSharp(SVertex *vA, SVertex *vB) : FEdge(vA, vB)
{
_aFrsMaterialIndex = _bFrsMaterialIndex = 0;
_aFaceMark = _bFaceMark = false;
}
/*! Copy constructor. */
inline FEdgeSharp(FEdgeSharp& iBrother) : FEdge(iBrother)
{
_aNormal = iBrother._aNormal;
_bNormal = iBrother._bNormal;
_aFrsMaterialIndex = iBrother._aFrsMaterialIndex;
_bFrsMaterialIndex = iBrother._bFrsMaterialIndex;
_aFaceMark = iBrother._aFaceMark;
_bFaceMark = iBrother._bFaceMark;
}
/*! Destructor. */
virtual ~FEdgeSharp() {}
/*! Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdgeSharp(*this);
return clone;
}
/*! Returns the normal to the face lying on the right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no normal.
*/
inline const Vec3r& normalA()
{
return _aNormal;
}
/*! Returns the normal to the face lying on the left of the FEdge. */
inline const Vec3r& normalB()
{
return _bNormal;
}
/*! Returns the index of the material of the face lying on the
* right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
inline unsigned aFrsMaterialIndex() const
{
return _aFrsMaterialIndex;
}
/*! Returns the material of the face lying on the right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
const FrsMaterial& aFrsMaterial() const;
/*! Returns the index of the material of the face lying on the left of the FEdge. */
inline unsigned bFrsMaterialIndex() const
{
return _bFrsMaterialIndex;
}
/*! Returns the material of the face lying on the left of the FEdge. */
const FrsMaterial& bFrsMaterial() const;
/*! Returns the face mark of the face lying on the right of the FEdge.
* If this FEdge is a border, it has no Face on its right and thus false is returned.
*/
inline bool aFaceMark() const
{
return _aFaceMark;
}
/*! Returns the face mark of the face lying on the left of the FEdge. */
inline bool bFaceMark() const
{
return _bFaceMark;
}
/*! Sets the normal to the face lying on the right of the FEdge. */
inline void setNormalA(const Vec3r& iNormal)
{
_aNormal = iNormal;
}
/*! Sets the normal to the face lying on the left of the FEdge. */
inline void setNormalB(const Vec3r& iNormal)
{
_bNormal = iNormal;
}
/*! Sets the index of the material lying on the right of the FEdge.*/
inline void setaFrsMaterialIndex(unsigned i)
{
_aFrsMaterialIndex = i;
}
/*! Sets the index of the material lying on the left of the FEdge.*/
inline void setbFrsMaterialIndex(unsigned i)
{
_bFrsMaterialIndex = i;
}
/*! Sets the face mark of the face lying on the right of the FEdge. */
inline void setaFaceMark(bool iFaceMark)
{
_aFaceMark = iFaceMark;
}
/*! Sets the face mark of the face lying on the left of the FEdge. */
inline void setbFaceMark(bool iFaceMark)
{
_bFaceMark = iFaceMark;
}
};
/*! Class defining a smooth edge. This kind of edge typically runs across a face of the input mesh. It can be
* a silhouette, a ridge or valley, a suggestive contour.
*/
class FEdgeSmooth : public FEdge
{
protected:
Vec3r _Normal;
unsigned _FrsMaterialIndex;
#if 0
bool _hasVisibilityPoint;
Vec3r _VisibilityPointA; // The edge on which the visibility will be computed represented
Vec3r _VisibilityPointB; // using its 2 extremity points A and B
#endif
void *_Face; // In case of exact silhouette, Face is the WFace crossed by Fedge
// NOT HANDLED BY THE COPY CONSTRUCTEUR
bool _FaceMark;
public:
/*! Returns the string "FEdgeSmooth" . */
virtual string getExactTypeName() const
{
return "FEdgeSmooth";
}
/*! Default constructor. */
inline FEdgeSmooth() : FEdge()
{
_Face = NULL;
_FaceMark = false;
_FrsMaterialIndex = 0;
_isSmooth = true;
}
/*! Builds an FEdgeSmooth going from vA to vB. */
inline FEdgeSmooth(SVertex *vA, SVertex *vB) : FEdge(vA, vB)
{
_Face = NULL;
_FaceMark = false;
_FrsMaterialIndex = 0;
_isSmooth = true;
}
/*! Copy constructor. */
inline FEdgeSmooth(FEdgeSmooth& iBrother) : FEdge(iBrother)
{
_Normal = iBrother._Normal;
_Face = iBrother._Face;
_FaceMark = iBrother._FaceMark;
_FrsMaterialIndex = iBrother._FrsMaterialIndex;
_isSmooth = true;
}
/*! Destructor. */
virtual ~FEdgeSmooth() {}
/*! Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdgeSmooth(*this);
return clone;
}
inline void *face() const
{
return _Face;
}
/*! Returns the face mark of the face it is running across. */
inline bool faceMark() const
{
return _FaceMark;
}
/*! Returns the normal to the Face it is running accross. */
inline const Vec3r& normal()
{
return _Normal;
}
/*! Returns the index of the material of the face it is running accross. */
inline unsigned frs_materialIndex() const
{
return _FrsMaterialIndex;
}
/*! Returns the material of the face it is running accross. */
const FrsMaterial& frs_material() const;
inline void setFace(void *iFace)
{
_Face = iFace;
}
/*! Sets the face mark of the face it is running across. */
inline void setFaceMark(bool iFaceMark)
{
_FaceMark = iFaceMark;
}
/*! Sets the normal to the Face it is running accross. */
inline void setNormal(const Vec3r& iNormal)
{
_Normal = iNormal;
}
/*! Sets the index of the material of the face it is running accross. */
inline void setFrsMaterialIndex(unsigned i)
{
_FrsMaterialIndex = i;
}
};
/**********************************/
/* */
/* */
/* SShape */
/* */
/* */
/**********************************/
/*! Class to define a feature shape. It is the gathering of feature elements from an identified input shape */
class SShape
{
private:
vector<FEdge*> _chains; // list of fedges that are chains starting points.
vector<SVertex*> _verticesList; // list of all vertices
vector<FEdge*> _edgesList; // list of all edges
Id _Id;
string _Name;
BBox<Vec3r> _BBox;
vector<FrsMaterial> _FrsMaterials;
float _importance;
ViewShape *_ViewShape;
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
*/
void *userdata; // added by E.T.
/*! Default constructor */
inline SShape()
{
userdata = NULL;
_importance = 0.0f;
_ViewShape = NULL;
}
/*! Copy constructor */
inline SShape(SShape& iBrother)
{
userdata = NULL;
_Id = iBrother._Id;
_Name = iBrother._Name;
_BBox = iBrother.bbox();
_FrsMaterials = iBrother._FrsMaterials;
_importance = iBrother._importance;
_ViewShape = iBrother._ViewShape;
//---------
// vertices
//---------
vector<SVertex*>::iterator sv, svend;
vector<SVertex*>& verticesList = iBrother.getVertexList();
for (sv = verticesList.begin(), svend = verticesList.end(); sv != svend; sv++) {
SVertex *newv = new SVertex(*(*sv));
newv->setShape(this);
_verticesList.push_back(newv);
}
//------
// edges
//------
vector<FEdge*>::iterator e, eend;
vector<FEdge*>& edgesList = iBrother.getEdgeList();
for (e = edgesList.begin(), eend = edgesList.end(); e != eend; e++) {
FEdge *newe = (*e)->duplicate();
_edgesList.push_back(newe);
}
//-------------------------
// starting chain edges
//-------------------------
vector<FEdge*>::iterator fe, fend;
vector<FEdge*>& fedges = iBrother.getChains();
for (fe = fedges.begin(), fend = fedges.end(); fe != fend; fe++) {
_chains.push_back((FEdge *)((*fe)->userdata));
}
//-------------------------
// remap edges in vertices:
//-------------------------
for (sv = _verticesList.begin(), svend = _verticesList.end(); sv != svend; sv++) {
const vector<FEdge*>& fedgeList = (*sv)->fedges();
vector<FEdge*> newfedgelist;
for (vector<FEdge*>::const_iterator fed = fedgeList.begin(), fedend = fedgeList.end();
fed != fedend;
fed++)
{
FEdge *current = *fed;
newfedgelist.push_back((FEdge *)current->userdata);
}
(*sv)->setFEdges(newfedgelist);
}
//-------------------------------------
// remap vertices and nextedge in edges:
//-------------------------------------
for (e = _edgesList.begin(), eend = _edgesList.end(); e != eend; e++) {
(*e)->setVertexA((SVertex *)((*e)->vertexA()->userdata));
(*e)->setVertexB((SVertex *)((*e)->vertexB()->userdata));
(*e)->setNextEdge((FEdge *)((*e)->nextEdge()->userdata));
(*e)->setPreviousEdge((FEdge *)((*e)->previousEdge()->userdata));
}
// reset all brothers userdata to NULL:
//-------------------------------------
//---------
// vertices
//---------
for (sv = _verticesList.begin(), svend = _verticesList.end(); sv != svend; sv++) {
(*sv)->userdata = NULL;
}
//------
// edges
//------
for (e = _edgesList.begin(), eend = _edgesList.end(); e != eend; e++) {
(*e)->userdata = NULL;
}
}
/*! Cloning method. */
virtual SShape *duplicate()
{
SShape *clone = new SShape(*this);
return clone;
}
/*! Destructor. */
virtual inline ~SShape()
{
vector<SVertex*>::iterator sv, svend;
vector<FEdge*>::iterator e, eend;
if (0 != _verticesList.size()) {
for (sv = _verticesList.begin(), svend = _verticesList.end(); sv != svend; sv++) {
delete (*sv);
}
_verticesList.clear();
}
if (0 != _edgesList.size()) {
for (e = _edgesList.begin(), eend = _edgesList.end(); e != eend; e++) {
delete (*e);
}
_edgesList.clear();
}
//! Clear the chains list
//-----------------------
if (0 != _chains.size()) {
_chains.clear();
}
}
/*! Adds a FEdge to the list of FEdges. */
inline void AddEdge(FEdge *iEdge)
{
_edgesList.push_back(iEdge);
}
/*! Adds a SVertex to the list of SVertex of this Shape.
* The SShape attribute of the SVertex is also set to 'this'.
*/
inline void AddNewVertex(SVertex *iv)
{
iv->setShape(this);
_verticesList.push_back(iv);
}
inline void AddChain(FEdge *iEdge)
{
_chains.push_back(iEdge);
}
inline SVertex *CreateSVertex(const Vec3r& P3D, const Vec3r& P2D, const Id& id)
{
SVertex *Ia = new SVertex(P3D, id);
Ia->setPoint2D(P2D);
AddNewVertex(Ia);
return Ia;
}
/*! Splits an edge into several edges.
* The edge's vertices are passed rather than the edge itself. This way, all feature edges (SILHOUETTE,
* CREASE, BORDER) are splitted in the same time.
* The processed edges are flagged as done (using the userdata flag).One single new vertex is created whereas
* several splitted edges might created for the different kinds of edges. These new elements are added to the lists
* maintained by the shape.
* New chains are also created.
* ioA
* The first vertex for the edge that gets splitted
* ioB
* The second vertex for the edge that gets splitted
* iParameters
* A vector containing 2D real vectors indicating the parameters giving the intersections coordinates in
* 3D and in 2D. These intersections points must be sorted from B to A.
* Each parameter defines the intersection point I as I=A+T*AB. T<0 and T>1 are then incorrect insofar as
* they give intersections points that lie outside the segment.
* ioNewEdges
* The edges that are newly created (the initial edges are not included) are added to this list.
*/
inline void SplitEdge(FEdge *fe, const vector<Vec2r>& iParameters, vector<FEdge*>& ioNewEdges)
{
SVertex *ioA = fe->vertexA();
SVertex *ioB = fe->vertexB();
Vec3r A = ioA->point3D();
Vec3r B = ioB->point3D();
Vec3r a = ioA->point2D();
Vec3r b = ioB->point2D();
Vec3r newpoint3d, newpoint2d;
vector<SVertex*> intersections;
real t, T;
for (vector<Vec2r>::const_iterator p = iParameters.begin(), pend = iParameters.end(); p != pend; p++) {
T = (*p)[0];
t = (*p)[1];
if ((t < 0) || (t > 1))
cerr << "Warning: Intersection out of range for edge " << ioA->getId() << " - " << ioB->getId() << endl;
// compute the 3D and 2D coordinates for the intersections points:
newpoint3d = Vec3r(A + T * (B - A));
newpoint2d = Vec3r(a + t * (b - a));
// create new SVertex:
// (we keep B's id)
SVertex *newVertex = new SVertex(newpoint3d, ioB->getId());
newVertex->setPoint2D(newpoint2d);
// Add this vertex to the intersections list:
intersections.push_back(newVertex);
// Add this vertex to this sshape:
AddNewVertex(newVertex);
}
for (vector<SVertex*>::iterator sv = intersections.begin(), svend = intersections.end(); sv != svend; sv++) {
//SVertex *svA = fe->vertexA();
SVertex *svB = fe->vertexB();
// We split edge AB into AA' and A'B. A' and A'B are created.
// AB becomes (address speaking) AA'. B is updated.
//--------------------------------------------------
// The edge AB becomes edge AA'.
(fe)->setVertexB((*sv));
// a new edge, A'B is created.
FEdge *newEdge;
if (fe->isSmooth()) {
newEdge = new FEdgeSmooth((*sv), svB);
FEdgeSmooth *se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
se->setFrsMaterialIndex(fes->frs_materialIndex());
}
else {
newEdge = new FEdgeSharp((*sv), svB);
FEdgeSharp *se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp *fes = dynamic_cast<FEdgeSharp*>(fe);
se->setaFrsMaterialIndex(fes->aFrsMaterialIndex());
se->setbFrsMaterialIndex(fes->bFrsMaterialIndex());
}
newEdge->setNature((fe)->getNature());
// to build a new chain:
AddChain(newEdge);
// add the new edge to the sshape edges list.
AddEdge(newEdge);
// add new edge to the list of new edges passed as argument:
ioNewEdges.push_back(newEdge);
// update edge A'B for the next pointing edge
newEdge->setNextEdge((fe)->nextEdge());
fe->nextEdge()->setPreviousEdge(newEdge);
Id id(fe->getId().getFirst(), fe->getId().getSecond() + 1);
newEdge->setId(fe->getId());
fe->setId(id);
// update edge AA' for the next pointing edge
//ioEdge->setNextEdge(newEdge);
(fe)->setNextEdge(NULL);
// update vertex pointing edges list:
// -- vertex B --
svB->Replace((fe), newEdge);
// -- vertex A' --
(*sv)->AddFEdge((fe));
(*sv)->AddFEdge(newEdge);
}
}
/* splits an edge into 2 edges. The new vertex and edge are added to the sshape list of vertices and edges
* a new chain is also created.
* returns the new edge.
* ioEdge
* The edge that gets splitted
* newpoint
* x,y,z coordinates of the new point.
*/
inline FEdge *SplitEdgeIn2(FEdge *ioEdge, SVertex *ioNewVertex)
{
//soc unused - SVertex *A = ioEdge->vertexA();
SVertex *B = ioEdge->vertexB();
// We split edge AB into AA' and A'B. A' and A'B are created.
// AB becomes (address speaking) AA'. B is updated.
//--------------------------------------------------
// a new edge, A'B is created.
FEdge *newEdge;
if (ioEdge->isSmooth()) {
newEdge = new FEdgeSmooth(ioNewVertex, B);
FEdgeSmooth *se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(ioEdge);
se->setNormal(fes->normal());
se->setFrsMaterialIndex(fes->frs_materialIndex());
se->setFaceMark(fes->faceMark());
}
else {
newEdge = new FEdgeSharp(ioNewVertex, B);
FEdgeSharp *se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp *fes = dynamic_cast<FEdgeSharp*>(ioEdge);
se->setNormalA(fes->normalA());
se->setNormalB(fes->normalB());
se->setaFrsMaterialIndex(fes->aFrsMaterialIndex());
se->setbFrsMaterialIndex(fes->bFrsMaterialIndex());
se->setaFaceMark(fes->aFaceMark());
se->setbFaceMark(fes->bFaceMark());
}
newEdge->setNature(ioEdge->getNature());
if (ioEdge->nextEdge() != 0)
ioEdge->nextEdge()->setPreviousEdge(newEdge);
// update edge A'B for the next pointing edge
newEdge->setNextEdge(ioEdge->nextEdge());
// update edge A'B for the previous pointing edge
newEdge->setPreviousEdge(0); // because it is now a TVertex
Id id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond() + 1);
newEdge->setId(ioEdge->getId());
ioEdge->setId(id);
// update edge AA' for the next pointing edge
ioEdge->setNextEdge(0); // because it is now a TVertex
// update vertex pointing edges list:
// -- vertex B --
B->Replace(ioEdge, newEdge);
// -- vertex A' --
ioNewVertex->AddFEdge(ioEdge);
ioNewVertex->AddFEdge(newEdge);
// to build a new chain:
AddChain(newEdge);
AddEdge(newEdge); // FIXME ??
// The edge AB becomes edge AA'.
ioEdge->setVertexB(ioNewVertex);
if (ioEdge->isSmooth()) {
((FEdgeSmooth *)newEdge)->setFace(((FEdgeSmooth *)ioEdge)->face());
}
return newEdge;
}
/*! Sets the Bounding Box of the Shape */
inline void setBBox(const BBox<Vec3r>& iBBox)
{
_BBox = iBBox;
}
/*! Compute the bbox of the sshape */
inline void ComputeBBox()
{
if (0 == _verticesList.size())
return;
Vec3r firstVertex = _verticesList[0]->point3D();
real XMax = firstVertex[0];
real YMax = firstVertex[1];
real ZMax = firstVertex[2];
real XMin = firstVertex[0];
real YMin = firstVertex[1];
real ZMin = firstVertex[2];
vector<SVertex*>::iterator v, vend;
// parse all the coordinates to find the Xmax, YMax, ZMax
for (v = _verticesList.begin(), vend = _verticesList.end(); v != vend; v++) {
Vec3r vertex = (*v)->point3D();
// X
real x = vertex[0];
if (x > XMax)
XMax = x;
else if (x < XMin)
XMin = x;
// Y
real y = vertex[1];
if (y > YMax)
YMax = y;
else if (y < YMin)
YMin = y;
// Z
real z = vertex[2];
if (z > ZMax)
ZMax = z;
else if (z < ZMin)
ZMin = z;
}
setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
}
inline void RemoveEdgeFromChain(FEdge *iEdge)
{
for (vector<FEdge*>::iterator fe = _chains.begin(), feend = _chains.end(); fe != feend; fe++) {
if (iEdge == (*fe)) {
_chains.erase(fe);
break;
}
}
}
inline void RemoveEdge(FEdge *iEdge)
{
for (vector<FEdge*>::iterator fe = _edgesList.begin(), feend = _edgesList.end(); fe != feend; fe++) {
if (iEdge == (*fe)) {
_edgesList.erase(fe);
break;
}
}
}
/* accessors */
/*! Returns the list of SVertex of the Shape. */
inline vector<SVertex*>& getVertexList()
{
return _verticesList;
}
/*! Returns the list of FEdges of the Shape. */
inline vector<FEdge*>& getEdgeList()
{
return _edgesList;
}
inline vector<FEdge*>& getChains()
{
return _chains;
}
/*! Returns the bounding box of the shape. */
inline const BBox<Vec3r>& bbox()
{
return _BBox;
}
/*! Returns the ith material of the shape. */
inline const FrsMaterial& frs_material(unsigned i) const
{
return _FrsMaterials[i];
}
/*! Returns the list of materials of the Shape. */
inline const vector<FrsMaterial>& frs_materials() const
{
return _FrsMaterials;
}
inline ViewShape *viewShape()
{
return _ViewShape;
}
inline float importance() const
{
return _importance;
}
/*! Returns the Id of the Shape. */
inline Id getId() const
{
return _Id;
}
/*! Returns the name of the Shape. */
inline const string& getName() const
{
return _Name;
}
/* Modififers */
/*! Sets the Id of the shape.*/
inline void setId(Id id)
{
_Id = id;
}
/*! Sets the name of the shape.*/
inline void setName(const string& name)
{
_Name = name;
}
/*! Sets the list of materials for the shape */
inline void setFrsMaterials(const vector<FrsMaterial>& iMaterials)
{
_FrsMaterials = iMaterials;
}
inline void setViewShape(ViewShape *iShape)
{
_ViewShape = iShape;
}
inline void setImportance(float importance)
{
_importance = importance;
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:SShape")
#endif
};
} /* namespace Freestyle */
#endif // __FREESTYLE_SILHOUETTE_H__
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