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blender-archive/source/blender/freestyle/intern/view_map/ArbitraryGridDensityProvider.cpp
Brecht Van Lommel 1840f44666 Fix build error on Windows without precompiled headers
Recent refactoring to use uint relied on indirect includes and precompiled
headers for uint to be defined. Explicitly include BLI_sys_types where this
type is used now.
2022-10-26 19:59:55 +02:00

106 lines
3.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
*/
#include "ArbitraryGridDensityProvider.h"
#include "BLI_sys_types.h"
#include "BKE_global.h"
namespace Freestyle {
ArbitraryGridDensityProvider::ArbitraryGridDensityProvider(OccluderSource &source,
const real proscenium[4],
uint numCells)
: GridDensityProvider(source), numCells(numCells)
{
initialize(proscenium);
}
ArbitraryGridDensityProvider::ArbitraryGridDensityProvider(OccluderSource &source,
const BBox<Vec3r> &bbox,
const GridHelpers::Transform &transform,
uint numCells)
: GridDensityProvider(source), numCells(numCells)
{
real proscenium[4];
calculateQuickProscenium(transform, bbox, proscenium);
initialize(proscenium);
}
ArbitraryGridDensityProvider::ArbitraryGridDensityProvider(OccluderSource &source, uint numCells)
: GridDensityProvider(source), numCells(numCells)
{
real proscenium[4];
calculateOptimalProscenium(source, proscenium);
initialize(proscenium);
}
void ArbitraryGridDensityProvider::initialize(const real proscenium[4])
{
float prosceniumWidth = (proscenium[1] - proscenium[0]);
float prosceniumHeight = (proscenium[3] - proscenium[2]);
real cellArea = prosceniumWidth * prosceniumHeight / numCells;
if (G.debug & G_DEBUG_FREESTYLE) {
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);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
}
// Make sure the grid exceeds the proscenium by a small amount
float safetyZone = 0.1f;
if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
_cellsX = ceil(prosceniumWidth * (1.0 + safetyZone) / _cellSize);
}
if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
_cellsY = ceil(prosceniumHeight * (1.0 + safetyZone) / _cellSize);
}
if (G.debug & G_DEBUG_FREESTYLE) {
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;
}
ArbitraryGridDensityProviderFactory::ArbitraryGridDensityProviderFactory(uint numCells)
: numCells(numCells)
{
}
AutoPtr<GridDensityProvider> ArbitraryGridDensityProviderFactory::newGridDensityProvider(
OccluderSource &source, const real proscenium[4])
{
return AutoPtr<GridDensityProvider>(
new ArbitraryGridDensityProvider(source, proscenium, numCells));
}
AutoPtr<GridDensityProvider> ArbitraryGridDensityProviderFactory::newGridDensityProvider(
OccluderSource &source, const BBox<Vec3r> &bbox, const GridHelpers::Transform &transform)
{
return AutoPtr<GridDensityProvider>(
new ArbitraryGridDensityProvider(source, bbox, transform, numCells));
}
AutoPtr<GridDensityProvider> ArbitraryGridDensityProviderFactory::newGridDensityProvider(
OccluderSource &source)
{
return AutoPtr<GridDensityProvider>(new ArbitraryGridDensityProvider(source, numCells));
}
} /* namespace Freestyle */