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//
//  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 <vector>
# include "../system/FreestyleConfig.h"
# include "../geometry/Geom.h"
# include "../scene_graph/NodeGroup.h"
# include "../winged_edge/WXEdge.h"
# include "Silhouette.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;
  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) {
    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<ViewShape*>& 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<WVertex*>& faceVertices);

};

#endif // VIEWMAPBUILDER_H