All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
371 lines
10 KiB
C++
Executable File
371 lines
10 KiB
C++
Executable File
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//
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// Copyright (C) : Please refer to the COPYRIGHT file distributed
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// with this source distribution.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "Silhouette.h"
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#include "ViewMap.h"
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/**********************************/
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/* */
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/* */
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/* SVertex */
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/* */
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/* */
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/**********************************/
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Nature::VertexNature SVertex::getNature() const {
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Nature::VertexNature nature = Nature::S_VERTEX;
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if (_pViewVertex)
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nature |= _pViewVertex->getNature();
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return nature;
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}
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SVertex * SVertex::castToSVertex(){
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return this;
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}
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ViewVertex * SVertex::castToViewVertex(){
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return _pViewVertex;
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}
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NonTVertex * SVertex::castToNonTVertex(){
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return dynamic_cast<NonTVertex*>(_pViewVertex);
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}
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TVertex * SVertex::castToTVertex(){
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return dynamic_cast<TVertex*>(_pViewVertex);
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}
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float SVertex::shape_importance() const
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{
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return shape()->importance();
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}
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//Material SVertex::material() const {return _Shape->material();}
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Id SVertex::shape_id() const {return _Shape->getId();}
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const SShape * SVertex::shape() const {return _Shape;}
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const int SVertex::qi() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->qi();
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}
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occluder_container::const_iterator SVertex::occluders_begin() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occluders_begin();
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}
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occluder_container::const_iterator SVertex::occluders_end() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occluders_end();
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}
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bool SVertex::occluders_empty() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occluders_empty();
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}
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int SVertex::occluders_size() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occluders_size();
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}
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const Polygon3r& SVertex::occludee() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occludee();
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}
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const SShape* SVertex::occluded_shape() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occluded_shape();
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}
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const bool SVertex::occludee_empty() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->occludee_empty();
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}
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real SVertex::z_discontinuity() const
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{
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if (getNature() & Nature::T_VERTEX)
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Exception::raiseException();
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return (_FEdges[0])->z_discontinuity();
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}
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FEdge* SVertex::fedge()
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{
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if (getNature() & Nature::T_VERTEX)
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return 0;
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return _FEdges[0];
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}
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FEdge* SVertex::getFEdge(Interface0D& inter)
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{
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FEdge * result = 0;
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SVertex* iVertexB = dynamic_cast<SVertex*>(&inter);
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if (!iVertexB)
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return result;
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vector<FEdge*>::const_iterator fe=_FEdges.begin(), feend=_FEdges.end();
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for(;
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fe!=feend;
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++fe)
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{
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if( (((*fe)->vertexA() == this) && ((*fe)->vertexB() == iVertexB))
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|| (((*fe)->vertexB() == this) && ((*fe)->vertexA() == iVertexB)))
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result = (*fe);
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}
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if((result == 0) && (getNature() & Nature::T_VERTEX))
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{
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SVertex *brother;
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ViewVertex *vvertex = viewvertex();
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TVertex * tvertex = dynamic_cast<TVertex*>(vvertex);
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if(tvertex)
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{
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brother = tvertex->frontSVertex();
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if(this == brother)
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brother = tvertex->backSVertex();
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const vector<FEdge*>& fedges = brother->fedges();
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for(fe=fedges.begin(),feend=fedges.end();
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fe!=feend;
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++fe)
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{
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if( (((*fe)->vertexA() == brother) && ((*fe)->vertexB() == iVertexB))
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|| (((*fe)->vertexB() == brother) && ((*fe)->vertexA() == iVertexB)))
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result = (*fe);
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}
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}
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}
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if((result == 0) && (iVertexB->getNature() & Nature::T_VERTEX))
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{
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SVertex *brother;
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ViewVertex *vvertex = iVertexB->viewvertex();
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TVertex * tvertex = dynamic_cast<TVertex*>(vvertex);
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if(tvertex)
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{
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brother = tvertex->frontSVertex();
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if(iVertexB == brother)
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brother = tvertex->backSVertex();
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for(fe=_FEdges.begin(),feend=_FEdges.end();
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fe!=feend;
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++fe)
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{
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if( (((*fe)->vertexA() == this) && ((*fe)->vertexB() == brother))
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|| (((*fe)->vertexB() == this) && ((*fe)->vertexA() == brother)))
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result = (*fe);
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}
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}
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}
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return result;
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}
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/**********************************/
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/* */
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/* */
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/* FEdge */
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/* */
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/* */
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/**********************************/
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int FEdge::viewedge_nature() const {return _ViewEdge->getNature();}
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//float FEdge::viewedge_length() const {return _ViewEdge->viewedge_length();}
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const SShape* FEdge::occluded_shape() const
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{
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ViewShape * aShape = _ViewEdge->aShape();
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if(aShape == 0)
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return 0;
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return aShape->sshape();
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}
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float FEdge::shape_importance() const
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{
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return _VertexA->shape()->importance();
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}
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int FEdge::invisibility() const
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{
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return _ViewEdge->qi();
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}
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occluder_container::const_iterator FEdge::occluders_begin() const {return _ViewEdge->occluders_begin();}
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occluder_container::const_iterator FEdge::occluders_end() const {return _ViewEdge->occluders_end();}
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bool FEdge::occluders_empty() const {return _ViewEdge->occluders_empty();}
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int FEdge::occluders_size() const {return _ViewEdge->occluders_size();}
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const bool FEdge::occludee_empty() const
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{
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return _ViewEdge->occludee_empty();
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}
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Id FEdge::shape_id() const
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{
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return _VertexA->shape()->getId();
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}
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const SShape* FEdge::shape() const
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{
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return _VertexA->shape();
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}
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real FEdge::z_discontinuity() const
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{
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if(!(getNature() & Nature::SILHOUETTE) && !(getNature() & Nature::BORDER))
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{
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return 0;
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}
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BBox<Vec3r> box = ViewMap::getInstance()->getScene3dBBox();
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Vec3r bbox_size_vec(box.getMax() - box.getMin());
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real bboxsize = bbox_size_vec.norm();
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if(occludee_empty())
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{
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//return FLT_MAX;
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return 1.0;
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//return bboxsize;
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}
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// real result;
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// z_discontinuity_functor<SVertex> _functor;
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// Evaluate<SVertex,z_discontinuity_functor<SVertex> >(&_functor, iCombination, result )
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Vec3r middle((_VertexB->point3d()-_VertexA->point3d()));
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middle /= 2;
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Vec3r disc_vec(middle - _occludeeIntersection);
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real res = disc_vec.norm() / bboxsize;
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return res;
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//return fabs((middle.z()-_occludeeIntersection.z()));
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}
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//float FEdge::local_average_depth(int iCombination ) const
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//{
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//
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// float result;
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// local_average_depth_functor<SVertex> functor;
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// Evaluate(&functor, iCombination, result);
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//
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// return result;
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//}
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//float FEdge::local_depth_variance(int iCombination ) const
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//{
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// float result;
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//
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// local_depth_variance_functor<SVertex> functor;
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//
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// Evaluate(&functor, iCombination, result);
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//
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// return result;
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//}
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//
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//
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//real FEdge::local_average_density( float sigma, int iCombination) const
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//{
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// float result;
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//
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// density_functor<SVertex> functor(sigma);
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//
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// Evaluate(&functor, iCombination, result);
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//
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// return result;
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//}
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//
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////Vec3r FEdge::normal(int& oException /* = Exception::NO_EXCEPTION */)
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////{
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//// Vec3r Na = _VertexA->normal(oException);
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//// if(oException != Exception::NO_EXCEPTION)
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//// return Na;
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//// Vec3r Nb = _VertexB->normal(oException);
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//// if(oException != Exception::NO_EXCEPTION)
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//// return Nb;
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//// return (Na+Nb)/2.0;
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////}
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//
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//Vec3r FEdge::curvature2d_as_vector(int iCombination) const
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//{
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// Vec3r result;
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// curvature2d_as_vector_functor<SVertex> _functor;
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// Evaluate<Vec3r,curvature2d_as_vector_functor<SVertex> >(&_functor, iCombination, result );
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// return result;
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//}
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//
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//real FEdge::curvature2d_as_angle(int iCombination) const
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//{
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// real result;
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// curvature2d_as_angle_functor<SVertex> _functor;
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// Evaluate<real,curvature2d_as_angle_functor<SVertex> >(&_functor, iCombination, result );
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// return result;
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//}
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/**********************************/
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/* */
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/* */
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/* FEdgeSharp */
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/* */
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/* */
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/**********************************/
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//Material FEdge::material() const
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//{
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// return _VertexA->shape()->material();
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//}
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const FrsMaterial& FEdgeSharp::aFrsMaterial() const {
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return _VertexA->shape()->frs_material(_aFrsMaterialIndex);
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}
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const FrsMaterial& FEdgeSharp::bFrsMaterial() const {
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return _VertexA->shape()->frs_material(_bFrsMaterialIndex);
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}
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/**********************************/
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/* */
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/* */
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/* FEdgeSmooth */
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/* */
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/* */
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/**********************************/
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const FrsMaterial& FEdgeSmooth::frs_material() const {
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return _VertexA->shape()->frs_material(_FrsMaterialIndex);
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}
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