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blender-archive/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
Tamito Kajiyama 5a581c1fd1 Better handling of the ESC key during Freestyle rendering.
This commit is meant to improve the response of the ESC key for stopping Freestyle rendering
throughout the rendering process.  The rendering with Freestyle consists of several steps
including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection,
(4) view map construction, and (5) stroke drawing.  All these steps have been extended to
frequently check if the ESC key is pressed, so that users can abort time-consuming rendering
at any point of time.
2012-07-16 23:29:12 +00:00

2334 lines
71 KiB
C++
Executable File

//
// 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 "ViewMapBuilder.h"
#include <algorithm>
#include <stdexcept>
#include <memory>
#include "../winged_edge/WFillGrid.h"
#include "../../FRS_freestyle.h"
#include "../geometry/GeomUtils.h"
#include "../geometry/GridHelpers.h"
#include "BoxGrid.h"
#include "SphericalGrid.h"
#include "OccluderSource.h"
#include "CulledOccluderSource.h"
#include "HeuristicGridDensityProviderFactory.h"
#define logging 0
using namespace std;
template <typename G, typename I>
static void findOccludee(FEdge *fe, G& grid, I& occluders, real epsilon, WFace** oaWFace,
Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
{
WFace *face = 0;
if(fe->isSmooth()){
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
WFace * oface;
bool skipFace;
WVertex::incoming_edge_iterator ie;
*oaWFace = 0;
if(((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER))
{
// we cast a ray from A in the same direction but looking behind
Vec3r v(-u[0],-u[1],-u[2]);
bool noIntersection = true;
real mint=FLT_MAX;
for( occluders.initAfterTarget(); occluders.validAfterTarget(); occluders.nextOccludee() )
{
#if logging > 0
cout << "\t\tEvaluating intersection for occludee " << occluders.getWFace() << " and ray " << A << " * " << u << endl;
#endif
oface = occluders.getWFace();
Polygon3r* p = occluders.getCameraSpacePolygon();
real d = -((p->getVertices())[0] * p->getNormal());
real t,t_u,t_v;
if(0 != face)
{
skipFace = false;
if(face == oface)
continue;
if(faceVertices.empty())
continue;
for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
fv!=fvend;
++fv)
{
if((*fv)->isBoundary())
continue;
WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
for(ie=iebegin;ie!=ieend; ++ie)
{
if((*ie) == 0)
continue;
WFace * sface = (*ie)->GetbFace();
if(sface == oface)
{
skipFace = true;
break;
}
}
if(skipFace)
break;
}
if(skipFace)
continue;
}
else
{
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
//first let us compute the plane equation.
if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
#if logging > 0
cout << "\t\tRejecting occluder for target coincidence." << endl;
#endif
continue;
}
}
if(p->rayIntersect(A, v, t, t_u, t_v))
{
#if logging > 0
cout << "\t\tRay " << A << " * " << v << " intersects at time " << t << endl;
#endif
#if logging > 0
cout << "\t\t(v * normal) == " << (v * p->getNormal()) << " for normal " << p->getNormal() << endl;
#endif
if (fabs(v * p->getNormal()) > 0.0001)
if ((t>0.0)) // && (t<1.0))
{
if (t<mint)
{
*oaWFace = oface;
mint = t;
noIntersection = false;
fe->setOccludeeIntersection(Vec3r(A+t*v));
#if logging > 0
cout << "\t\tIs occludee" << endl;
#endif
}
}
occluders.reportDepth(A, v, t);
}
}
if(noIntersection)
*oaWFace = 0;
}
}
template <typename G, typename I>
static void findOccludee(FEdge *fe, G& grid, real epsilon, ViewEdge* ve, WFace** oaFace)
{
Vec3r A;
Vec3r edge;
Vec3r origin;
A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
edge = Vec3r((fe)->vertexB()->point3D()-(fe)->vertexA()->point3D());
origin = Vec3r((fe)->vertexA()->point3D());
Vec3r u;
if (grid.orthographicProjection()) {
u = Vec3r(0.0, 0.0, grid.viewpoint().z()-A.z());
} else {
u = Vec3r(grid.viewpoint()-A);
}
u.normalize();
vector<WVertex*> faceVertices;
WFace *face = 0;
if(fe->isSmooth()) {
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
if(0 != face) {
face->RetrieveVertexList(faceVertices);
}
I occluders(grid, A, epsilon);
findOccludee<G, I>(fe, grid, occluders, epsilon, oaFace, u, A, origin, edge, faceVertices);
}
// computeVisibility takes a pointer to foundOccluders, instead of using a reference,
// so that computeVeryFastVisibility can skip the AddOccluders step with minimal overhead.
template <typename G, typename I>
static int computeVisibility(ViewMap* viewMap, FEdge *fe, G& grid, real epsilon, ViewEdge* ve, WFace** oaWFace, set<ViewShape*>* foundOccluders)
{
int qi = 0;
Vec3r center;
Vec3r edge;
Vec3r origin;
center = fe->center3d();
edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
origin = Vec3r(fe->vertexA()->point3D());
Vec3r vp;
if (grid.orthographicProjection()) {
vp = Vec3r(center.x(), center.y(), grid.viewpoint().z());
} else {
vp = Vec3r(grid.viewpoint());
}
Vec3r u(vp - center);
real raylength = u.norm();
u.normalize();
WFace *face = 0;
if(fe->isSmooth()){
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
vector<WVertex*> faceVertices;
WVertex::incoming_edge_iterator ie;
WFace * oface;
bool skipFace;
if(face)
face->RetrieveVertexList(faceVertices);
I occluders(grid, center, epsilon);
for(occluders.initBeforeTarget(); occluders.validBeforeTarget(); occluders.nextOccluder())
{
// If we're dealing with an exact silhouette, check whether
// we must take care of this occluder of not.
// (Indeed, we don't consider the occluders that
// share at least one vertex with the face containing
// this edge).
//-----------
oface = occluders.getWFace();
Polygon3r* p = occluders.getCameraSpacePolygon();
real t, t_u, t_v;
#if logging > 0
cout << "\t\tEvaluating intersection for occluder " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
#endif
#if logging > 0
Vec3r v(vp - center);
real rl = v.norm();
v.normalize();
vector<Vec3r> points;
// Iterate over vertices, storing projections in points
for(vector<WOEdge*>::const_iterator woe=oface->getEdgeList().begin(), woend=oface->getEdgeList().end(); woe!=woend; woe++) {
points.push_back(Vec3r((*woe)->GetaVertex()->GetVertex()));
}
Polygon3r p1(points, oface->GetNormal());
Vec3r v1((p1.getVertices())[0]);
real d = -(v1 * p->getNormal());
cout << "\t\tp: " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << ", norm: " << p->getNormal() << endl;
cout << "\t\tp1: " << (p1.getVertices())[0] << (p1.getVertices())[1] << (p1.getVertices())[2] << ", norm: " << p1.getNormal() << endl;
#else
real d = -((p->getVertices())[0] * p->getNormal());
#endif
if(0 != face)
{
#if logging > 0
cout << "\t\tDetermining face adjacency...";
#endif
skipFace = false;
if(face == oface) {
#if logging > 0
cout << " Rejecting occluder for face concurrency." << endl;
#endif
continue;
}
for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
fv!=fvend;
++fv)
{
if((*fv)->isBoundary())
continue;
WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
for(ie=iebegin;ie!=ieend; ++ie)
{
if((*ie) == 0)
continue;
WFace * sface = (*ie)->GetbFace();
//WFace * sfacea = (*ie)->GetaFace();
//if((sface == oface) || (sfacea == oface))
if(sface == oface)
{
skipFace = true;
break;
}
}
if(skipFace)
break;
}
if(skipFace) {
#if logging > 0
cout << " Rejecting occluder for face adjacency." << endl;
#endif
continue;
}
}
else
{
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
//first let us compute the plane equation.
if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
#if logging > 0
cout << "\t\tRejecting occluder for target coincidence." << endl;
#endif
continue;
}
}
#if logging > 0
real x;
if ( p1.rayIntersect(center, v, x, t_u, t_v) ) {
cout << "\t\tRay should intersect at time " << (rl - x) << ". Center: " << center << ", V: " << v << ", RL: " << rl << ", T:" << x << endl;
} else {
cout << "\t\tRay should not intersect. Center: " << center << ", V: " << v << ", RL: " << rl << endl;
}
#endif
if(p->rayIntersect(center, u, t, t_u, t_v))
{
#if logging > 0
cout << "\t\tRay " << center << " * " << u << " intersects at time " << t << " (raylength is " << raylength << ")" << endl;
#endif
#if logging > 0
cout << "\t\t(u * normal) == " << (u * p->getNormal()) << " for normal " << p->getNormal() << endl;
#endif
if (fabs(u * p->getNormal()) > 0.0001)
if ((t>0.0) && (t<raylength))
{
#if logging > 0
cout << "\t\tIs occluder" << endl;
#endif
if ( foundOccluders != NULL ) {
ViewShape *vshape = viewMap->viewShape(oface->GetVertex(0)->shape()->GetId());
foundOccluders->insert(vshape);
}
++qi;
if(! grid.enableQI())
break;
}
occluders.reportDepth(center, u, t);
}
}
// Find occludee
findOccludee<G, I>(fe, grid, occluders, epsilon, oaWFace, u, center, origin, edge, faceVertices);
return qi;
}
// computeCumulativeVisibility returns the lowest x such that the majority
// of FEdges have QI <= x
//
// This was probably the original intention of the "normal" algorithm
// on which computeDetailedVisibility is based. But because the "normal"
// algorithm chooses the most popular QI, without considering any other
// values, a ViewEdge with FEdges having QIs of 0, 21, 22, 23, 24 and 25
// will end up having a total QI of 0, even though most of the FEdges are
// heavily occluded. computeCumulativeVisibility will treat this case as
// a QI of 22 because 3 out of 6 occluders have QI <= 22.
template <typename G, typename I>
static void computeCumulativeVisibility(ViewMap *ioViewMap, G& grid, real epsilon, RenderMonitor *iRenderMonitor)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
FEdge * fe, *festart;
int nSamples = 0;
vector<WFace*> wFaces;
WFace *wFace = 0;
unsigned tmpQI = 0;
unsigned qiClasses[256];
unsigned maxIndex, maxCard;
unsigned qiMajority;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
if (iRenderMonitor && iRenderMonitor->testBreak())
break;
#if logging > 0
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
#endif
// Find an edge to test
if ( ! (*ve)->isInImage() ) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(0);
#if logging > 0
cout << "\tCulled." << endl;
#endif
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 0;
do {
if ( fe != NULL && fe->isInImage() ) {
qiMajority++;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if ( qiMajority == 0 ) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(0);
continue;
} else {
++qiMajority;
qiMajority >>= 1;
}
#if logging > 0
cout << "\tqiMajority: " << qiMajority << endl;
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape*> foundOccluders;
fe = (*ve)->fedgeA();
do
{
if ( fe == NULL || ! fe->isInImage() ) {
fe = fe->nextEdge();
continue;
}
if((maxCard < qiMajority)) {
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
#if logging > 0
cout << "\tFEdge: visibility " << tmpQI << endl;
#endif
//ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if(tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
//ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
} else {
//ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
#if logging > 0
cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
#endif
}
// Store test results
if(wFace) {
vector<Vec3r> vertices;
for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *) wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
fe->setOccludeeEmpty(false);
#if logging > 0
cout << "\tFound occludee" << endl;
#endif
} else {
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
}
while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
#if logging > 0
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
#endif
// ViewEdge
// qi --
// Find the minimum value that is >= the majority of the QI
for ( unsigned count = 0, i = 0; i < 256; ++i ) {
count += qiClasses[i];
if ( count >= qiMajority ) {
(*ve)->setQI(i);
break;
}
}
// occluders --
// I would rather not have to go through the effort of creating this
// this set and then copying out its contents. Is there a reason why
// ViewEdge::_Occluders cannot be converted to a set<>?
for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
(*ve)->AddOccluder((*o));
}
#if logging > 0
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
#endif
// occludee --
if(!wFaces.empty())
{
if(wFaces.size() <= (float)nSamples/2.f)
{
(*ve)->setaShape(0);
}
else
{
ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
}
template <typename G, typename I>
static void computeDetailedVisibility(ViewMap *ioViewMap, G& grid, real epsilon, RenderMonitor *iRenderMonitor)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
FEdge * fe, *festart;
int nSamples = 0;
vector<WFace*> wFaces;
WFace *wFace = 0;
unsigned tmpQI = 0;
unsigned qiClasses[256];
unsigned maxIndex, maxCard;
unsigned qiMajority;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
if (iRenderMonitor && iRenderMonitor->testBreak())
break;
#if logging > 0
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
#endif
// Find an edge to test
if ( ! (*ve)->isInImage() ) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(0);
#if logging > 0
cout << "\tCulled." << endl;
#endif
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 0;
do {
if ( fe != NULL && fe->isInImage() ) {
qiMajority++;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if ( qiMajority == 0 ) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(0);
continue;
} else {
++qiMajority;
qiMajority >>= 1;
}
#if logging > 0
cout << "\tqiMajority: " << qiMajority << endl;
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape*> foundOccluders;
fe = (*ve)->fedgeA();
do
{
if ( fe == NULL || ! fe->isInImage() ) {
fe = fe->nextEdge();
continue;
}
if((maxCard < qiMajority)) {
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
#if logging > 0
cout << "\tFEdge: visibility " << tmpQI << endl;
#endif
//ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if(tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
//ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
} else {
//ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
#if logging > 0
cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")" << endl;
#endif
}
// Store test results
if(wFace) {
vector<Vec3r> vertices;
for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *) wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
fe->setOccludeeEmpty(false);
#if logging > 0
cout << "\tFound occludee" << endl;
#endif
} else {
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
}
while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
#if logging > 0
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
#endif
// ViewEdge
// qi --
(*ve)->setQI(maxIndex);
// occluders --
// I would rather not have to go through the effort of creating this
// this set and then copying out its contents. Is there a reason why
// ViewEdge::_Occluders cannot be converted to a set<>?
for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
(*ve)->AddOccluder((*o));
}
#if logging > 0
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
#endif
// occludee --
if(!wFaces.empty())
{
if(wFaces.size() <= (float)nSamples/2.f)
{
(*ve)->setaShape(0);
}
else
{
ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
}
template <typename G, typename I>
static void computeFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
FEdge * fe, *festart;
unsigned nSamples = 0;
vector<WFace*> wFaces;
WFace *wFace = 0;
unsigned tmpQI = 0;
unsigned qiClasses[256];
unsigned maxIndex, maxCard;
unsigned qiMajority;
bool even_test;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++) {
// Find an edge to test
if ( ! (*ve)->isInImage() ) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(0);
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
even_test = true;
qiMajority = 0;
do {
if ( even_test && fe != NULL && fe->isInImage() ) {
qiMajority++;
even_test = ! even_test;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority == 0 ) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(0);
continue;
} else {
++qiMajority;
qiMajority >>= 1;
}
even_test = true;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape*> foundOccluders;
fe = (*ve)->fedgeA();
do
{
if ( fe == NULL || ! fe->isInImage() ) {
fe = fe->nextEdge();
continue;
}
if (even_test)
{
if((maxCard < qiMajority)) {
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders); //ARB: change &wFace to wFace and use reference in called function
//ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if(tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
//ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
} else {
//ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace); //ARB: change &wFace to wFace and use reference in called function
}
if(wFace)
{
vector<Vec3r> vertices;
for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *) wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
}
++nSamples;
}
even_test = ! even_test;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
// qi --
(*ve)->setQI(maxIndex);
// occluders --
for(set<ViewShape*>::iterator o=foundOccluders.begin(), oend=foundOccluders.end(); o!=oend; ++o) {
(*ve)->AddOccluder((*o));
}
// occludee --
if(!wFaces.empty())
{
if(wFaces.size() < nSamples / 2)
{
(*ve)->setaShape(0);
}
else
{
ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
}
template <typename G, typename I>
static void computeVeryFastVisibility(ViewMap *ioViewMap, G& grid, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
FEdge* fe;
unsigned qi = 0;
WFace* wFace = 0;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end(); ve!=veend; ve++)
{
// Find an edge to test
if ( ! (*ve)->isInImage() ) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(0);
continue;
}
fe = (*ve)->fedgeA();
// Find a FEdge inside the occluder proscenium to test for visibility
FEdge* festart = fe;
while ( fe != NULL && ! fe->isInImage() ) {
fe = fe->nextEdge();
if ( fe == festart ) {
break;
}
}
// Test edge
if ( fe == NULL || ! fe->isInImage() ) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
// We can recover from this error:
// Treat this edge as fully visible with no occludee
qi = 0;
wFace = NULL;
} else {
qi = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, NULL);
}
// Store test results
if(wFace)
{
vector<Vec3r> vertices;
for ( int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i ) {
vertices.push_back(Vec3r(wFace->GetVertex(i)->GetVertex()));
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *) wFace;
fe->setaFace(poly); // This works because setaFace *copies* the polygon
ViewShape *vshape = ioViewMap->viewShape(wFace->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
else
{
(*ve)->setaShape(0);
}
(*ve)->setQI(qi);
}
}
void ViewMapBuilder::BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces) {
_Grid->clear();
Vec3r size;
for(unsigned int i=0; i<3; i++)
{
size[i] = fabs(bbox.getMax()[i] - bbox.getMin()[i]);
size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
if(size[i]==0){
cout << "Warning: the bbox size is 0 in dimension "<<i<<endl;
}
}
_Grid->configure(Vec3r(bbox.getMin() - size / 20.0), size, sceneNumFaces);
// Fill in the grid:
WFillGrid fillGridRenderer(_Grid, &we);
fillGridRenderer.fillGrid();
// DEBUG
_Grid->displayDebug();
}
ViewMap* ViewMapBuilder::BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon,
const BBox<Vec3r>& bbox, unsigned int sceneNumFaces) {
_ViewMap = new ViewMap;
_currentId = 1;
_currentFId = 0;
_currentSVertexId = 0;
// Builds initial view edges
computeInitialViewEdges(we);
// Detects cusps
computeCusps(_ViewMap);
// Compute intersections
ComputeIntersections(_ViewMap, sweep_line, epsilon);
// Compute visibility
ComputeEdgesVisibility(_ViewMap, we, bbox, sceneNumFaces, iAlgo, epsilon);
return _ViewMap;
}
static inline real distance2D(const Vec3r & point, const real origin[2]) {
return ::hypot((point[0] - origin[0]), (point[1] - origin[1]));
}
static inline bool crossesProscenium(real proscenium[4], FEdge *fe) {
Vec2r min(proscenium[0], proscenium[2]);
Vec2r max(proscenium[1], proscenium[3]);
Vec2r A(fe->vertexA()->getProjectedX(), fe->vertexA()->getProjectedY());
Vec2r B(fe->vertexB()->getProjectedX(), fe->vertexB()->getProjectedY());
return GeomUtils::intersect2dSeg2dArea (min, max, A, B);
}
static inline bool insideProscenium(real proscenium[4], const Vec3r& point) {
return ! ( point[0] < proscenium[0] || point[0] > proscenium[1] || point[1] < proscenium[2] || point[1] > proscenium[3] );
}
void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4], bool extensiveFEdgeSearch) {
// Cull view edges by marking them as non-displayable.
// This avoids the complications of trying to delete
// edges from the ViewMap.
// Non-displayable view edges will be skipped over during
// visibility calculation.
// View edges will be culled according to their position
// w.r.t. the viewport proscenium (viewport + 5% border,
// or some such).
// Get proscenium boundary for culling
GridHelpers::getDefaultViewProscenium(viewProscenium);
real prosceniumOrigin[2];
prosceniumOrigin[0] = (viewProscenium[1] - viewProscenium[0]) / 2.0;
prosceniumOrigin[1] = (viewProscenium[3] - viewProscenium[2]) / 2.0;
cout << "Proscenium culling:" << endl;
cout << "Proscenium: [" << viewProscenium[0] << ", " << viewProscenium[1] << ", " << viewProscenium[2] << ", " << viewProscenium[3] << "]"<< endl;
cout << "Origin: [" << prosceniumOrigin[0] << ", " << prosceniumOrigin[1] << "]"<< endl;
// A separate occluder proscenium will also be maintained,
// starting out the same as the viewport proscenium, and
// expanding as necessary so that it encompasses the center
// point of at least one feature edge in each retained view
// edge.
// The occluder proscenium will be used later to cull occluding
// triangles before they are inserted into the Grid.
// The occluder proscenium starts out the same size as the view
// proscenium
GridHelpers::getDefaultViewProscenium(occluderProscenium);
// N.B. Freestyle is inconsistent in its use of ViewMap::viewedges_container
// and vector<ViewEdge*>::iterator. Probably all occurences of vector<ViewEdge*>::iterator
// should be replaced ViewMap::viewedges_container throughout the code.
// For each view edge
ViewMap::viewedges_container::iterator ve, veend;
for(ve=ioViewMap->ViewEdges().begin(), veend=ioViewMap->ViewEdges().end(); ve!=veend; ve++) {
// Overview:
// Search for a visible feature edge
// If none: mark view edge as non-displayable
// Otherwise:
// Find a feature edge with center point inside occluder proscenium.
// If none exists, find the feature edge with center point
// closest to viewport origin.
// Expand occluder proscenium to enclose center point.
// For each feature edge, while bestOccluderTarget not found and view edge not visibile
bool bestOccluderTargetFound = false;
FEdge *bestOccluderTarget = NULL;
real bestOccluderDistance = 0.0;
FEdge *festart = (*ve)->fedgeA();
FEdge *fe = festart;
// All ViewEdges start culled
(*ve)->setIsInImage(false);
// For simple visibility calculation: mark a feature edge
// that is known to have a center point inside the occluder proscenium.
// Cull all other feature edges.
do {
// All FEdges start culled
fe->setIsInImage(false);
// Look for the visible edge that can most easily be included
// in the occluder proscenium.
if ( ! bestOccluderTargetFound ) {
// If center point is inside occluder proscenium,
if ( insideProscenium(occluderProscenium, fe->center2d()) ) {
// Use this feature edge for visibility deterimination
fe->setIsInImage(true);
// Mark bestOccluderTarget as found
bestOccluderTargetFound = true;
bestOccluderTarget = fe;
} else {
real d = distance2D(fe->center2d(), prosceniumOrigin);
// If center point is closer to viewport origin than current target
if ( bestOccluderTarget == NULL || d < bestOccluderDistance ) {
// Then store as bestOccluderTarget
bestOccluderDistance = d;
bestOccluderTarget = fe;
}
}
}
// If feature edge crosses the view proscenium
if ( ! (*ve)->isInImage() && crossesProscenium(viewProscenium, fe) ) {
// Then the view edge will be included in the image
(*ve)->setIsInImage(true);
}
fe = fe->nextEdge();
} while ( fe != NULL && fe != festart && ! ( bestOccluderTargetFound && (*ve)->isInImage() ) );
// Either we have run out of FEdges, or we already have the one edge we need to determine visibility
// Cull all remaining edges.
while ( fe != NULL && fe != festart ) {
fe->setIsInImage(false);
fe = fe->nextEdge();
}
// If bestOccluderTarget was not found inside the occluder proscenium,
// we need to expand the occluder proscenium to include it.
if ( (*ve)->isInImage() && bestOccluderTarget != NULL && ! bestOccluderTargetFound ) {
// Expand occluder proscenium to enclose bestOccluderTarget
Vec3r point = bestOccluderTarget->center2d();
if ( point[0] < occluderProscenium[0] ) {
occluderProscenium[0] = point[0];
} else if ( point[0] > occluderProscenium[1] ) {
occluderProscenium[1] = point[0];
}
if ( point[1] < occluderProscenium[2] ) {
occluderProscenium[2] = point[1];
} else if ( point[1] > occluderProscenium[3] ) {
occluderProscenium[3] = point[1];
}
// Use bestOccluderTarget for visibility determination
bestOccluderTarget->setIsInImage(true);
}
}
// We are done calculating the occluder proscenium.
// Expand the occluder proscenium by an epsilon to avoid rounding errors.
const real epsilon = 1.0e-6;
occluderProscenium[0] -= epsilon;
occluderProscenium[1] += epsilon;
occluderProscenium[2] -= epsilon;
occluderProscenium[3] += epsilon;
// For "Normal" or "Fast" style visibility computation only:
// For more detailed visibility calculation, make a second pass through
// the view map, marking all feature edges with center points inside
// the final occluder proscenium. All of these feature edges can be
// considered during visibility calculation.
// So far we have only found one FEdge per ViewEdge. The "Normal" and
// "Fast" styles of visibility computation want to consider many
// FEdges for each ViewEdge.
// Here we re-scan the view map to find any usable FEdges that we
// skipped on the first pass, or that have become usable because the
// occluder proscenium has been expanded since the edge was visited
// on the first pass.
if ( extensiveFEdgeSearch ) {
// For each view edge,
for(ve=ioViewMap->ViewEdges().begin(), veend=ioViewMap->ViewEdges().end(); ve!=veend; ve++) {
if ( ! (*ve)->isInImage() ) {
continue;
}
// For each feature edge,
FEdge *festart = (*ve)->fedgeA();
FEdge *fe = festart;
do {
// If not (already) visible and center point inside occluder proscenium,
if ( ! fe->isInImage() && insideProscenium(occluderProscenium, fe->center2d()) ) {
// Use the feature edge for visibility determination
fe->setIsInImage(true);
}
fe = fe->nextEdge();
} while ( fe != NULL && fe != festart );
}
}
}
void ViewMapBuilder::computeInitialViewEdges(WingedEdge& we)
{
vector<WShape*> wshapes = we.getWShapes();
SShape* psShape;
for (vector<WShape*>::const_iterator it = wshapes.begin();
it != wshapes.end();
it++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
// create the embedding
psShape = new SShape;
psShape->setId((*it)->GetId());
psShape->setName((*it)->getName());
psShape->setFrsMaterials((*it)->frs_materials()); // FIXME
// create the view shape
ViewShape * vshape = new ViewShape(psShape);
// add this view shape to the view map:
_ViewMap->AddViewShape(vshape);
_pViewEdgeBuilder->setCurrentViewId(_currentId); // we want to number the view edges in a unique way for the while scene.
_pViewEdgeBuilder->setCurrentFId(_currentFId); // we want to number the feature edges in a unique way for the while scene.
_pViewEdgeBuilder->setCurrentSVertexId(_currentFId); // we want to number the SVertex in a unique way for the while scene.
_pViewEdgeBuilder->BuildViewEdges(dynamic_cast<WXShape*>(*it), vshape,
_ViewMap->ViewEdges(),
_ViewMap->ViewVertices(),
_ViewMap->FEdges(),
_ViewMap->SVertices());
_currentId = _pViewEdgeBuilder->currentViewId()+1;
_currentFId = _pViewEdgeBuilder->currentFId()+1;
_currentSVertexId = _pViewEdgeBuilder->currentSVertexId()+1;
psShape->ComputeBBox();
}
}
void ViewMapBuilder::computeCusps(ViewMap *ioViewMap){
vector<ViewVertex*> newVVertices;
vector<ViewEdge*> newVEdges;
ViewMap::viewedges_container& vedges = ioViewMap->ViewEdges();
ViewMap::viewedges_container::iterator ve=vedges.begin(), veend=vedges.end();
for(;
ve!=veend;
++ve){
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
if((!((*ve)->getNature() & Nature::SILHOUETTE)) || (!((*ve)->fedgeA()->isSmooth())))
continue;
FEdge *fe = (*ve)->fedgeA();
FEdge * fefirst = fe;
bool first = true;
bool positive = true;
do{
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
Vec3r A((fes)->vertexA()->point3d());
Vec3r B((fes)->vertexB()->point3d());
Vec3r AB(B-A);
AB.normalize();
Vec3r m((A+B)/2.0);
Vec3r crossP(AB^(fes)->normal());
crossP.normalize();
Vec3r viewvector;
if (_orthographicProjection) {
viewvector = Vec3r(0.0, 0.0, m.z()-_viewpoint.z());
} else {
viewvector = Vec3r(m-_viewpoint);
}
viewvector.normalize();
if(first){
if(((crossP)*(viewvector)) > 0)
positive = true;
else
positive = false;
first = false;
}
// If we're in a positive part, we need
// a stronger negative value to change
NonTVertex *cusp = 0;
if(positive){
if(((crossP)*(viewvector)) < -0.1){
// state changes
positive = false;
// creates and insert cusp
cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
if(cusp!=0)
cusp->setNature(cusp->getNature()|Nature::CUSP);
}
}else{
// If we're in a negative part, we need
// a stronger negative value to change
if(((crossP)*(viewvector)) > 0.1){
positive = true;
cusp = dynamic_cast<NonTVertex*>(ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
if(cusp!=0)
cusp->setNature(cusp->getNature()|Nature::CUSP);
}
}
fe = fe->nextEdge();
}while((fe!=0) && (fe!=fefirst));
}
for(ve=newVEdges.begin(), veend=newVEdges.end();
ve!=veend;
++ve){
(*ve)->viewShape()->AddEdge(*ve);
vedges.push_back(*ve);
}
}
void ViewMapBuilder::ComputeCumulativeVisibility(ViewMap *ioViewMap,
WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory)
{
auto_ptr<GridHelpers::Transform> transform;
auto_ptr<OccluderSource> source;
if ( _orthographicProjection ) {
transform.reset(new BoxGrid::Transform);
} else {
transform.reset(new SphericalGrid::Transform);
}
if ( cull ) {
source.reset(new CulledOccluderSource(*transform, we, *ioViewMap, true));
} else {
source.reset(new OccluderSource(*transform, we));
}
auto_ptr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
if ( _orthographicProjection ) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<BoxGrid, BoxGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
} else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<SphericalGrid, SphericalGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
void ViewMapBuilder::ComputeDetailedVisibility(ViewMap *ioViewMap,
WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon, bool cull, GridDensityProviderFactory& factory)
{
auto_ptr<GridHelpers::Transform> transform;
auto_ptr<OccluderSource> source;
if ( _orthographicProjection ) {
transform.reset(new BoxGrid::Transform);
} else {
transform.reset(new SphericalGrid::Transform);
}
if ( cull ) {
source.reset(new CulledOccluderSource(*transform, we, *ioViewMap, true));
} else {
source.reset(new OccluderSource(*transform, we));
}
auto_ptr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
if ( _orthographicProjection ) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<BoxGrid, BoxGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
} else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<SphericalGrid, SphericalGrid::Iterator>(ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
void ViewMapBuilder::ComputeEdgesVisibility(ViewMap *ioViewMap,
WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces, visibility_algo iAlgo, real epsilon)
{
switch(iAlgo)
{
case ray_casting:
cout << "Using ordinary ray casting" << endl;
BuildGrid(we, bbox, sceneNumFaces);
ComputeRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_fast:
cout << "Using fast ray casting" << endl;
BuildGrid(we, bbox, sceneNumFaces);
ComputeFastRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_very_fast:
cout << "Using very fast ray casting" << endl;
BuildGrid(we, bbox, sceneNumFaces);
ComputeVeryFastRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_culled_adaptive_traditional:
cout << "Using culled adaptive grid with heuristic density and traditional QI calculation" << endl;
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, true, factory);
} catch (...) {
// Last resort catch to make sure RAII semantics hold for OptimizedGrid
// Can be replaced with try...catch block around main() if the program
// as a whole is converted to RAII
// This is the little-mentioned caveat of RAII: RAII does not work unless
// destructors are always called, but destructors are only called if all
// exceptions are caught (or std::terminate() is replaced).
// We don't actually handle the exception here, so re-throw it
// now that our destructors have had a chance to run.
throw;
}
break;
case ray_casting_adaptive_traditional:
cout << "Using unculled adaptive grid with heuristic density and traditional QI calculation" << endl;
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, false, factory);
} catch (...) {
throw;
}
break;
case ray_casting_culled_adaptive_cumulative:
cout << "Using culled adaptive grid with heuristic density and cumulative QI calculation" << endl;
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, true, factory);
} catch (...) {
throw;
}
break;
case ray_casting_adaptive_cumulative:
cout << "Using unculled adaptive grid with heuristic density and cumulative QI calculation" << endl;
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, false, factory);
} catch (...) {
throw;
}
break;
default:
break;
}
}
static const unsigned gProgressBarMaxSteps = 10;
static const unsigned gProgressBarMinSize = 2000;
void ViewMapBuilder::ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
unsigned progressBarStep = 0;
unsigned vEdgesSize = vedges.size();
unsigned fEdgesSize = ioViewMap->FEdges().size();
if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
unsigned counter = progressBarStep;
FEdge * fe, *festart;
int nSamples = 0;
vector<Polygon3r*> aFaces;
Polygon3r *aFace = 0;
unsigned tmpQI = 0;
unsigned qiClasses[256];
unsigned maxIndex, maxCard;
unsigned qiMajority;
static unsigned timestamp = 1;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
ve!=veend;
ve++)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
#if logging > 0
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
#endif
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 1;
do {
qiMajority++;
fe = fe->nextEdge();
} while (fe && fe != festart);
qiMajority >>= 1;
#if logging > 0
cout << "\tqiMajority: " << qiMajority << endl;
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
fe = (*ve)->fedgeA();
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape*> occluders;
do
{
if((maxCard < qiMajority)) {
tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
#if logging > 0
cout << "\tFEdge: visibility " << tmpQI << endl;
#endif
//ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if(tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
//ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
} else {
//ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
#if logging > 0
cout << "\tFEdge: occludee only (" << (aFace != NULL ? "found" : "not found") << ")" << endl;
#endif
}
if(aFace) {
fe->setaFace(*aFace);
aFaces.push_back(aFace);
fe->setOccludeeEmpty(false);
#if logging > 0
cout << "\tFound occludee" << endl;
#endif
}
else
{
//ARB: We are arbitrarily using the last observed value for occludee
// (almost always the value observed for the edge before festart).
// Is that meaningful?
// ...in fact, _occludeeEmpty seems to be unused.
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
}
while((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
#if logging > 0
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
#endif
// ViewEdge
// qi --
(*ve)->setQI(maxIndex);
// occluders --
for(set<ViewShape*>::iterator o=occluders.begin(), oend=occluders.end();
o!=oend;
++o)
(*ve)->AddOccluder((*o));
#if logging > 0
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
#endif
// occludee --
if(!aFaces.empty())
{
if(aFaces.size() <= (float)nSamples/2.f)
{
(*ve)->setaShape(0);
}
else
{
vector<Polygon3r*>::iterator p = aFaces.begin();
WFace * wface = (WFace*)((*p)->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
++p;
(*ve)->setaShape(vshape);
}
}
if(progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
aFaces.clear();
}
}
void ViewMapBuilder::ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
unsigned progressBarStep = 0;
unsigned vEdgesSize = vedges.size();
unsigned fEdgesSize = ioViewMap->FEdges().size();
if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
unsigned counter = progressBarStep;
FEdge * fe, *festart;
unsigned nSamples = 0;
vector<Polygon3r*> aFaces;
Polygon3r *aFace = 0;
unsigned tmpQI = 0;
unsigned qiClasses[256];
unsigned maxIndex, maxCard;
unsigned qiMajority;
static unsigned timestamp = 1;
bool even_test;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
ve!=veend;
ve++)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 1;
do {
qiMajority++;
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority >= 4)
qiMajority >>= 2;
else
qiMajority = 1;
set<ViewShape*> occluders;
even_test = true;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
fe = (*ve)->fedgeA();
do
{
if (even_test)
{
if((maxCard < qiMajority)) {
tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
//ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if(tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
//ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
} else {
//ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
}
if(aFace)
{
fe->setaFace(*aFace);
aFaces.push_back(aFace);
}
++nSamples;
even_test = false;
}
else
even_test = true;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (0!=fe) && (fe!=festart));
(*ve)->setQI(maxIndex);
if(!aFaces.empty())
{
if(aFaces.size() < nSamples / 2)
{
(*ve)->setaShape(0);
}
else
{
vector<Polygon3r*>::iterator p = aFaces.begin();
WFace * wface = (WFace*)((*p)->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
++p;
// for(;
// p!=pend;
// ++p)
// {
// WFace *f = (WFace*)((*p)->userdata);
// ViewShape *vs = ioViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
// if(vs != vshape)
// {
// sameShape = false;
// break;
// }
// }
// if(sameShape)
(*ve)->setaShape(vshape);
}
}
//(*ve)->setaFace(aFace);
if(progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
aFaces.clear();
}
}
void ViewMapBuilder::ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
unsigned progressBarStep = 0;
unsigned vEdgesSize = vedges.size();
unsigned fEdgesSize = ioViewMap->FEdges().size();
if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
unsigned progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
unsigned counter = progressBarStep;
FEdge* fe;
unsigned qi = 0;
Polygon3r *aFace = 0;
static unsigned timestamp = 1;
for(vector<ViewEdge*>::iterator ve=vedges.begin(), veend=vedges.end();
ve!=veend;
ve++)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
set<ViewShape*> occluders;
fe = (*ve)->fedgeA();
qi = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
if(aFace)
{
fe->setaFace(*aFace);
WFace * wface = (WFace*)(aFace->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
else
{
(*ve)->setaShape(0);
}
(*ve)->setQI(qi);
if(progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
}
}
void ViewMapBuilder::FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp,
Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
{
WFace *face = 0;
if(fe->isSmooth()){
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
OccludersSet occluders;
WFace * oface;
bool skipFace;
WVertex::incoming_edge_iterator ie;
OccludersSet::iterator p, pend;
*oaPolygon = 0;
if(((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER))
{
occluders.clear();
// we cast a ray from A in the same direction but looking behind
Vec3r v(-u[0],-u[1],-u[2]);
iGrid->castInfiniteRay(A, v, occluders, timestamp);
bool noIntersection = true;
real mint=FLT_MAX;
// we met some occluders, let us fill the aShape field
// with the first intersected occluder
for(p=occluders.begin(),pend=occluders.end();
p!=pend;
p++)
{
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
//first let us compute the plane equation.
oface = (WFace*)(*p)->userdata;
Vec3r v1(((*p)->getVertices())[0]);
Vec3r normal((*p)->getNormal());
real d = -(v1 * normal);
real t,t_u,t_v;
if(0 != face)
{
skipFace = false;
if(face == oface)
continue;
if(faceVertices.empty())
continue;
for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
fv!=fvend;
++fv)
{
if((*fv)->isBoundary())
continue;
WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
for(ie=iebegin;ie!=ieend; ++ie)
{
if((*ie) == 0)
continue;
WFace * sface = (*ie)->GetbFace();
if(sface == oface)
{
skipFace = true;
break;
}
}
if(skipFace)
break;
}
if(skipFace)
continue;
}
else
{
if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon))
continue;
}
if((*p)->rayIntersect(A, v, t,t_u,t_v))
{
if (fabs(v * normal) > 0.0001)
if ((t>0.0)) // && (t<1.0))
{
if (t<mint)
{
*oaPolygon = (*p);
mint = t;
noIntersection = false;
fe->setOccludeeIntersection(Vec3r(A+t*v));
}
}
}
}
if(noIntersection)
*oaPolygon = 0;
}
}
void ViewMapBuilder::FindOccludee(FEdge *fe, Grid* iGrid, real epsilon, Polygon3r** oaPolygon, unsigned timestamp)
{
OccludersSet occluders;
Vec3r A;
Vec3r edge;
Vec3r origin;
A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D())/2.0);
edge = Vec3r((fe)->vertexB()->point3D()-(fe)->vertexA()->point3D());
origin = Vec3r((fe)->vertexA()->point3D());
Vec3r u;
if (_orthographicProjection) {
u = Vec3r(0.0, 0.0, _viewpoint.z()-A.z());
} else {
u = Vec3r(_viewpoint-A);
}
u.normalize();
if(A < iGrid->getOrigin())
cerr << "Warning: point is out of the grid for fedge " << fe->getId().getFirst() << "-" << fe->getId().getSecond() << endl;
vector<WVertex*> faceVertices;
WFace *face = 0;
if(fe->isSmooth()){
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
if(0 != face)
face->RetrieveVertexList(faceVertices);
return FindOccludee(fe,iGrid, epsilon, oaPolygon, timestamp,
u, A, origin, edge, faceVertices);
}
int ViewMapBuilder::ComputeRayCastingVisibility(FEdge *fe, Grid* iGrid, real epsilon, set<ViewShape*>& oOccluders,
Polygon3r** oaPolygon, unsigned timestamp)
{
OccludersSet occluders;
int qi = 0;
Vec3r center;
Vec3r edge;
Vec3r origin;
center = fe->center3d();
edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
origin = Vec3r(fe->vertexA()->point3D());
//
// // Is the edge outside the view frustum ?
Vec3r gridOrigin(iGrid->getOrigin());
Vec3r gridExtremity(iGrid->getOrigin()+iGrid->gridSize());
if( (center.x() < gridOrigin.x()) || (center.y() < gridOrigin.y()) || (center.z() < gridOrigin.z())
||(center.x() > gridExtremity.x()) || (center.y() > gridExtremity.y()) || (center.z() > gridExtremity.z())){
cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
//return 0;
}
// Vec3r A(fe->vertexA()->point2d());
// Vec3r B(fe->vertexB()->point2d());
// int viewport[4];
// SilhouetteGeomEngine::retrieveViewport(viewport);
// if( (A.x() < viewport[0]) || (A.x() > viewport[2]) || (A.y() < viewport[1]) || (A.y() > viewport[3])
// ||(B.x() < viewport[0]) || (B.x() > viewport[2]) || (B.y() < viewport[1]) || (B.y() > viewport[3])){
// cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
// //return 0;
// }
Vec3r vp;
if (_orthographicProjection) {
vp = Vec3r(center.x(), center.y(), _viewpoint.z());
} else {
vp = Vec3r(_viewpoint);
}
Vec3r u(vp - center);
real raylength = u.norm();
u.normalize();
//cout << "grid origin " << iGrid->getOrigin().x() << "," << iGrid->getOrigin().y() << "," << iGrid->getOrigin().z() << endl;
//cout << "center " << center.x() << "," << center.y() << "," << center.z() << endl;
iGrid->castRay(center, vp, occluders, timestamp);
WFace *face = 0;
if(fe->isSmooth()){
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
face = (WFace*)fes->face();
}
vector<WVertex*> faceVertices;
WVertex::incoming_edge_iterator ie;
WFace * oface;
bool skipFace;
OccludersSet::iterator p, pend;
if(face)
face->RetrieveVertexList(faceVertices);
for(p=occluders.begin(),pend=occluders.end();
p!=pend;
p++)
{
// If we're dealing with an exact silhouette, check whether
// we must take care of this occluder of not.
// (Indeed, we don't consider the occluders that
// share at least one vertex with the face containing
// this edge).
//-----------
oface = (WFace*)(*p)->userdata;
#if logging > 1
cout << "\t\tEvaluating intersection for occluder " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
#endif
Vec3r v1(((*p)->getVertices())[0]);
Vec3r normal((*p)->getNormal());
real d = -(v1 * normal);
real t, t_u, t_v;
#if logging > 1
cout << "\t\tp: " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2] << ", norm: " << (*p)->getNormal() << endl;
#endif
if(0 != face)
{
#if logging > 1
cout << "\t\tDetermining face adjacency...";
#endif
skipFace = false;
if(face == oface) {
#if logging > 1
cout << " Rejecting occluder for face concurrency." << endl;
#endif
continue;
}
for(vector<WVertex*>::iterator fv=faceVertices.begin(), fvend=faceVertices.end();
fv!=fvend;
++fv)
{
if((*fv)->isBoundary())
continue;
WVertex::incoming_edge_iterator iebegin=(*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend=(*fv)->incoming_edges_end();
for(ie=iebegin;ie!=ieend; ++ie)
{
if((*ie) == 0)
continue;
WFace * sface = (*ie)->GetbFace();
//WFace * sfacea = (*ie)->GetaFace();
//if((sface == oface) || (sfacea == oface))
if(sface == oface)
{
skipFace = true;
break;
}
}
if(skipFace)
break;
}
if(skipFace) {
#if logging > 1
cout << " Rejecting occluder for face adjacency." << endl;
#endif
continue;
}
}
else
{
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
//first let us compute the plane equation.
if(GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, normal, d, t, epsilon)) {
#if logging > 1
cout << "\t\tRejecting occluder for target coincidence." << endl;
#endif
continue;
}
}
if((*p)->rayIntersect(center, u, t, t_u, t_v))
{
#if logging > 1
cout << "\t\tRay " << vp << " * " << u << " intersects at time " << t << " (raylength is " << raylength << ")" << endl;
#endif
#if logging > 1
cout << "\t\t(u * normal) == " << (u * normal) << " for normal " << normal << endl;
#endif
if (fabs(u * normal) > 0.0001)
if ((t>0.0) && (t<raylength))
{
#if logging > 1
cout << "\t\tIs occluder" << endl;
#endif
WFace *f = (WFace*)((*p)->userdata);
ViewShape *vshape = _ViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
oOccluders.insert(vshape);
++qi;
if(!_EnableQI)
break;
}
}
}
// Find occludee
FindOccludee(fe,iGrid, epsilon, oaPolygon, timestamp,
u, center, edge, origin, faceVertices);
return qi;
}
void ViewMapBuilder::ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo, real epsilon)
{
switch(iAlgo)
{
case sweep_line:
ComputeSweepLineIntersections(ioViewMap, epsilon);
break;
default:
break;
}
ViewMap::viewvertices_container& vvertices = ioViewMap->ViewVertices();
for(ViewMap::viewvertices_container::iterator vv=vvertices.begin(), vvend=vvertices.end();
vv!=vvend;
++vv)
{
if((*vv)->getNature() == Nature::T_VERTEX)
{
TVertex *tvertex = (TVertex*)(*vv);
cout << "TVertex " << tvertex->getId() << " has :" << endl;
cout << "FrontEdgeA: " << tvertex->frontEdgeA().first << endl;
cout << "FrontEdgeB: " << tvertex->frontEdgeB().first << endl;
cout << "BackEdgeA: " << tvertex->backEdgeA().first << endl;
cout << "BackEdgeB: " << tvertex->backEdgeB().first << endl << endl;
}
}
}
struct less_SVertex2D : public binary_function<SVertex*, SVertex*, bool>
{
real epsilon;
less_SVertex2D(real eps)
: binary_function<SVertex*,SVertex*,bool>()
{
epsilon = eps;
}
bool operator()(SVertex* x, SVertex* y)
{
Vec3r A = x->point2D();
Vec3r B = y->point2D();
for(unsigned int i=0; i<3; i++)
{
if((fabs(A[i] - B[i])) < epsilon)
continue;
if(A[i] < B[i])
return true;
if(A[i] > B[i])
return false;
}
return false;
}
};
typedef Segment<FEdge*,Vec3r > segment;
typedef Intersection<segment> intersection;
struct less_Intersection : public binary_function<intersection*, intersection*, bool>
{
segment *edge;
less_Intersection(segment *iEdge)
: binary_function<intersection*,intersection*,bool>()
{
edge = iEdge;
}
bool operator()(intersection* x, intersection* y)
{
real tx = x->getParameter(edge);
real ty = y->getParameter(edge);
if(tx > ty)
return true;
return false;
}
};
struct silhouette_binary_rule : public binary_rule<segment,segment>
{
silhouette_binary_rule() : binary_rule<segment,segment>() {}
virtual bool operator() (segment& s1, segment& s2)
{
FEdge * f1 = s1.edge();
FEdge * f2 = s2.edge();
if((!(((f1)->getNature() & Nature::SILHOUETTE) || ((f1)->getNature() & Nature::BORDER))) && (!(((f2)->getNature() & Nature::SILHOUETTE) || ((f2)->getNature() & Nature::BORDER))))
return false;
return true;
}
};
void ViewMapBuilder::ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon)
{
vector<SVertex*>& svertices = ioViewMap->SVertices();
bool progressBarDisplay = false;
unsigned sVerticesSize = svertices.size();
unsigned fEdgesSize = ioViewMap->FEdges().size();
// ViewMap::fedges_container& fedges = ioViewMap->FEdges();
// for(ViewMap::fedges_container::const_iterator f=fedges.begin(), end=fedges.end();
// f!=end;
// ++f){
// cout << (*f)->aMaterialIndex() << "-" << (*f)->bMaterialIndex() << endl;
// }
unsigned progressBarStep = 0;
if(_pProgressBar != NULL && fEdgesSize > gProgressBarMinSize) {
unsigned progressBarSteps = min(gProgressBarMaxSteps, sVerticesSize);
progressBarStep = sVerticesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Sweep Line Intersections");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
unsigned counter = progressBarStep;
sort(svertices.begin(), svertices.end(), less_SVertex2D(epsilon));
SweepLine<FEdge*,Vec3r> SL;
vector<FEdge*>& ioEdges = ioViewMap->FEdges();
vector<segment* > segments;
vector<FEdge*>::iterator fe,fend;
for(fe=ioEdges.begin(), fend=ioEdges.end();
fe!=fend;
fe++)
{
segment * s = new segment((*fe), (*fe)->vertexA()->point2D(), (*fe)->vertexB()->point2D());
(*fe)->userdata = s;
segments.push_back(s);
}
vector<segment*> vsegments;
for(vector<SVertex*>::iterator sv=svertices.begin(),svend=svertices.end();
sv!=svend;
sv++)
{
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
const vector<FEdge*>& vedges = (*sv)->fedges();
for(vector<FEdge*>::const_iterator sve=vedges.begin(), sveend=vedges.end();
sve!=sveend;
sve++)
{
vsegments.push_back((segment*)((*sve)->userdata));
}
Vec3r evt((*sv)->point2D());
silhouette_binary_rule sbr;
SL.process(evt, vsegments, sbr, epsilon);
if(progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
vsegments.clear();
}
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
// delete segments
if(!segments.empty()){
vector<segment* >::iterator s, send;
for(s=segments.begin(),send=segments.end();
s!=send;
s++){
delete *s;
}
}
return;
}
// reset userdata:
for(fe=ioEdges.begin(), fend=ioEdges.end();
fe!=fend;
fe++)
(*fe)->userdata = NULL;
// list containing the new edges resulting from splitting operations.
vector<FEdge*> newEdges;
// retrieve the intersected edges:
vector<segment* >& iedges = SL.intersectedEdges();
// retrieve the intersections:
vector<intersection*>& intersections = SL.intersections();
int id=0;
// create a view vertex for each intersection and linked this one
// with the intersection object
vector<intersection*>::iterator i, iend;
for(i=intersections.begin(),iend=intersections.end();
i!=iend;
i++)
{
FEdge *fA = (*i)->EdgeA->edge();
FEdge *fB = (*i)->EdgeB->edge();
Vec3r A1 = fA->vertexA()->point3D();
Vec3r A2 = fA->vertexB()->point3D();
Vec3r B1 = fB->vertexA()->point3D();
Vec3r B2 = fB->vertexB()->point3D();
Vec3r a1 = fA->vertexA()->point2D();
Vec3r a2 = fA->vertexB()->point2D();
Vec3r b1 = fB->vertexA()->point2D();
Vec3r b2 = fB->vertexB()->point2D();
real ta = (*i)->tA;
real tb = (*i)->tB;
if((ta < -epsilon) || (ta > 1+epsilon))
cerr << "Warning: 2D intersection out of range for edge " << fA->vertexA()->getId() << " - " << fA->vertexB()->getId() << endl;
if((tb < -epsilon) || (tb > 1+epsilon))
cerr << "Warning: 2D intersection out of range for edge " << fB->vertexA()->getId() << " - " << fB->vertexB()->getId() << endl;
real Ta = SilhouetteGeomEngine::ImageToWorldParameter(fA, ta);
real Tb = SilhouetteGeomEngine::ImageToWorldParameter(fB, tb);
if((Ta < -epsilon) || (Ta > 1+epsilon))
cerr << "Warning: 3D intersection out of range for edge " << fA->vertexA()->getId() << " - " << fA->vertexB()->getId() << endl;
if((Tb < -epsilon) || (Tb > 1+epsilon))
cerr << "Warning: 3D intersection out of range for edge " << fB->vertexA()->getId() << " - " << fB->vertexB()->getId() << endl;
#if 0
if((Ta < -epsilon) || (Ta > 1+epsilon) || (Tb < -epsilon) || (Tb > 1+epsilon)) {
printf("ta %.12e\n", ta);
printf("tb %.12e\n", tb);
printf("a1 %e, %e -- b1 %e, %e\n", a1[0], a1[1], b1[0], b1[1]);
printf("a2 %e, %e -- b2 %e, %e\n", a2[0], a2[1], b2[0], b2[1]);
if((Ta < -epsilon) || (Ta > 1+epsilon))
printf("Ta %.12e\n", Ta);
if((Tb < -epsilon) || (Tb > 1+epsilon))
printf("Tb %.12e\n", Tb);
printf("A1 %e, %e, %e -- B1 %e, %e, %e\n", A1[0], A1[1], A1[2], B1[0], B1[1], B1[2]);
printf("A2 %e, %e, %e -- B2 %e, %e, %e\n", A2[0], A2[1], A2[2], B2[0], B2[1], B2[2]);
}
#endif
TVertex * tvertex = ioViewMap->CreateTVertex(Vec3r(A1 + Ta*(A2-A1)), Vec3r(a1 + ta*(a2-a1)), fA,
Vec3r(B1 + Tb*(B2-B1)), Vec3r(b1 + tb*(b2-b1)), fB, id);
(*i)->userdata = tvertex;
++id;
}
progressBarStep = 0;
if(progressBarDisplay) {
unsigned iEdgesSize = iedges.size();
unsigned progressBarSteps = min(gProgressBarMaxSteps, iEdgesSize);
progressBarStep = iEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Splitting intersected edges");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
}
counter = progressBarStep;
vector<TVertex*> edgeVVertices;
vector<ViewEdge*> newVEdges;
vector<segment* >::iterator s, send;
for(s=iedges.begin(),send=iedges.end();
s!=send;
s++)
{
edgeVVertices.clear();
newEdges.clear();
newVEdges.clear();
FEdge* fedge = (*s)->edge();
ViewEdge *vEdge = fedge->viewedge();
ViewShape *shape = vEdge->viewShape();
vector<intersection*>& eIntersections = (*s)->intersections();
// we first need to sort these intersections from farther to closer to A
sort(eIntersections.begin(), eIntersections.end(), less_Intersection(*s));
for(i=eIntersections.begin(),iend=eIntersections.end();
i!=iend;
i++)
edgeVVertices.push_back((TVertex*)(*i)->userdata);
shape->SplitEdge(fedge, edgeVVertices, ioViewMap->FEdges(), ioViewMap->ViewEdges());
if(progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
}
// reset userdata:
for(fe=ioEdges.begin(), fend=ioEdges.end();
fe!=fend;
fe++)
(*fe)->userdata = NULL;
// delete segments
if(!segments.empty()){
for(s=segments.begin(),send=segments.end();
s!=send;
s++){
delete *s;
}
}
}