// // Filename : Pow23GridDensityProvider.cpp // Author(s) : Alexander Beels // Purpose : Class to define a cell grid surrounding // the projected image of a scene // Date of creation : 2011-2-8 // /////////////////////////////////////////////////////////////////////////////// // // 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. // /////////////////////////////////////////////////////////////////////////////// #include "Pow23GridDensityProvider.h" Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const real proscenium[4], unsigned numFaces) : GridDensityProvider(source), numFaces(numFaces) { initialize (proscenium); } Pow23GridDensityProvider::Pow23GridDensityProvider(OccluderSource& source, const BBox& 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); 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); 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 = 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; } Pow23GridDensityProviderFactory::Pow23GridDensityProviderFactory(unsigned numFaces) : numFaces(numFaces) { } Pow23GridDensityProviderFactory::~Pow23GridDensityProviderFactory () {} auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const real proscenium[4]) { return auto_ptr(new Pow23GridDensityProvider(source, proscenium, numFaces)); } auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source, const BBox& bbox, const GridHelpers::Transform& transform) { return auto_ptr(new Pow23GridDensityProvider(source, bbox, transform, numFaces)); } auto_ptr Pow23GridDensityProviderFactory::newGridDensityProvider(OccluderSource& source) { return auto_ptr(new Pow23GridDensityProvider(source, numFaces)); }