2413 lines
72 KiB
C++
2413 lines
72 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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 Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/view_map/ViewMapBuilder.cpp
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* \ingroup freestyle
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* \brief Class to build silhouette edges from a Winged-Edge structure
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* \author Stephane Grabli
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* \date 25/03/2002
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*/
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#include <algorithm>
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#include <memory>
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#include <stdexcept>
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#include <sstream>
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#include "FRS_freestyle.h"
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#include "BoxGrid.h"
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#include "CulledOccluderSource.h"
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#include "HeuristicGridDensityProviderFactory.h"
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#include "OccluderSource.h"
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#include "SphericalGrid.h"
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#include "ViewMapBuilder.h"
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#include "../geometry/GridHelpers.h"
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#include "../geometry/GeomUtils.h"
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#include "../winged_edge/WFillGrid.h"
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#include "BKE_global.h"
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namespace Freestyle {
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// XXX Grmll... G is used as template's typename parameter :/
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static const Global &_global = G;
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#define LOGGING 0
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using namespace std;
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template <typename G, typename I>
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static void findOccludee(FEdge *fe, G& /*grid*/, I& occluders, real epsilon, WFace **oaWFace,
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Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edge, vector<WVertex*>& faceVertices)
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{
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WFace *face = NULL;
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if (fe->isSmooth()) {
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FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
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face = (WFace *)fes->face();
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}
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WFace *oface;
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bool skipFace;
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WVertex::incoming_edge_iterator ie;
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*oaWFace = NULL;
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if (((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER)) {
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// we cast a ray from A in the same direction but looking behind
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Vec3r v(-u[0], -u[1], -u[2]);
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bool noIntersection = true;
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real mint = FLT_MAX;
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for (occluders.initAfterTarget(); occluders.validAfterTarget(); occluders.nextOccludee()) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tEvaluating intersection for occludee " << occluders.getWFace() << " and ray " << A <<
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" * " << u << endl;
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}
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#endif
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oface = occluders.getWFace();
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Polygon3r *p = occluders.getCameraSpacePolygon();
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real d = -((p->getVertices())[0] * p->getNormal());
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real t, t_u, t_v;
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if (0 != face) {
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skipFace = false;
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if (face == oface)
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continue;
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if (faceVertices.empty())
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continue;
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for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
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fv != fvend;
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++fv)
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{
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if ((*fv)->isBoundary())
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continue;
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WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
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WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
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for (ie = iebegin; ie != ieend; ++ie) {
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if ((*ie) == 0)
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continue;
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WFace *sface = (*ie)->GetbFace();
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if (sface == oface) {
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skipFace = true;
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break;
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}
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}
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if (skipFace)
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break;
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}
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if (skipFace)
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continue;
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}
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else {
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// check whether the edge and the polygon plane are coincident:
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//-------------------------------------------------------------
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//first let us compute the plane equation.
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if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon))
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{
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tRejecting occluder for target coincidence." << endl;
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}
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#endif
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continue;
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}
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}
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if (p->rayIntersect(A, v, t, t_u, t_v)) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tRay " << A << " * " << v << " intersects at time " << t << endl;
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cout << "\t\t(v * normal) == " << (v * p->getNormal()) << " for normal " << p->getNormal() << endl;
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}
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#endif
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if (fabs(v * p->getNormal()) > 0.0001) {
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if ((t > 0.0)) { // && (t<1.0))
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if (t < mint) {
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*oaWFace = oface;
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mint = t;
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noIntersection = false;
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fe->setOccludeeIntersection(Vec3r(A + t * v));
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tIs occludee" << endl;
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}
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#endif
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}
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}
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}
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occluders.reportDepth(A, v, t);
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}
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}
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if (noIntersection)
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*oaWFace = NULL;
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}
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}
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template <typename G, typename I>
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static void findOccludee(FEdge *fe, G& grid, real epsilon, ViewEdge * /*ve*/, WFace **oaFace)
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{
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Vec3r A;
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Vec3r edge;
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Vec3r origin;
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A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
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edge = Vec3r((fe)->vertexB()->point3D() - (fe)->vertexA()->point3D());
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origin = Vec3r((fe)->vertexA()->point3D());
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Vec3r u;
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if (grid.orthographicProjection()) {
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u = Vec3r(0.0, 0.0, grid.viewpoint().z() - A.z());
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}
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else {
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u = Vec3r(grid.viewpoint() - A);
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}
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u.normalize();
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vector<WVertex*> faceVertices;
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WFace *face = NULL;
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if (fe->isSmooth()) {
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FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
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face = (WFace *)fes->face();
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}
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if (face) {
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face->RetrieveVertexList(faceVertices);
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}
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I occluders(grid, A, epsilon);
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findOccludee<G, I>(fe, grid, occluders, epsilon, oaFace, u, A, origin, edge, faceVertices);
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}
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// computeVisibility takes a pointer to foundOccluders, instead of using a reference,
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// so that computeVeryFastVisibility can skip the AddOccluders step with minimal overhead.
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template <typename G, typename I>
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static int computeVisibility(ViewMap *viewMap, FEdge *fe, G& grid, real epsilon, ViewEdge * /*ve*/, WFace **oaWFace,
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set<ViewShape*> *foundOccluders)
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{
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int qi = 0;
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Vec3r center;
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Vec3r edge;
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Vec3r origin;
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center = fe->center3d();
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edge = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
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origin = Vec3r(fe->vertexA()->point3D());
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Vec3r vp;
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if (grid.orthographicProjection()) {
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vp = Vec3r(center.x(), center.y(), grid.viewpoint().z());
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}
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else {
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vp = Vec3r(grid.viewpoint());
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}
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Vec3r u(vp - center);
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real raylength = u.norm();
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u.normalize();
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WFace *face = NULL;
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if (fe->isSmooth()) {
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FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
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face = (WFace *)fes->face();
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}
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vector<WVertex*> faceVertices;
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WVertex::incoming_edge_iterator ie;
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WFace *oface;
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bool skipFace;
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if (face)
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face->RetrieveVertexList(faceVertices);
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I occluders(grid, center, epsilon);
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for (occluders.initBeforeTarget(); occluders.validBeforeTarget(); occluders.nextOccluder()) {
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// If we're dealing with an exact silhouette, check whether we must take care of this occluder of not.
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// (Indeed, we don't consider the occluders that share at least one vertex with the face containing this edge).
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//-----------
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oface = occluders.getWFace();
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Polygon3r *p = occluders.getCameraSpacePolygon();
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real t, t_u, t_v;
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tEvaluating intersection for occluder " << (p->getVertices())[0] << (p->getVertices())[1] <<
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(p->getVertices())[2] << endl << "\t\t\tand ray " << vp << " * " << u << " (center " << center <<
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")" << endl;
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}
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#endif
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#if LOGGING
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Vec3r v(vp - center);
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real rl = v.norm();
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v.normalize();
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vector<Vec3r> points;
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// Iterate over vertices, storing projections in points
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for (vector<WOEdge*>::const_iterator woe = oface->getEdgeList().begin(), woend = oface->getEdgeList().end();
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woe != woend;
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woe++)
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{
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points.push_back(Vec3r((*woe)->GetaVertex()->GetVertex()));
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}
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Polygon3r p1(points, oface->GetNormal());
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Vec3r v1((p1.getVertices())[0]);
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real d = -(v1 * p->getNormal());
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tp: " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2] << ", norm: " <<
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p->getNormal() << endl;
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cout << "\t\tp1: " << (p1.getVertices())[0] << (p1.getVertices())[1] << (p1.getVertices())[2] << ", norm: " <<
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p1.getNormal() << endl;
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}
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#else
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real d = -((p->getVertices())[0] * p->getNormal());
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#endif
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if (face) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tDetermining face adjacency...";
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}
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#endif
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skipFace = false;
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if (face == oface) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << " Rejecting occluder for face concurrency." << endl;
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}
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#endif
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continue;
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}
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for (vector<WVertex*>::iterator fv = faceVertices.begin(), fvend = faceVertices.end(); fv != fvend; ++fv) {
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if ((*fv)->isBoundary())
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continue;
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WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
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WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
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for (ie = iebegin; ie != ieend; ++ie) {
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if ((*ie) == 0)
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continue;
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WFace *sface = (*ie)->GetbFace();
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//WFace *sfacea = (*ie)->GetaFace();
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//if ((sface == oface) || (sfacea == oface))
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if (sface == oface) {
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skipFace = true;
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break;
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}
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}
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if (skipFace)
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break;
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}
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if (skipFace) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << " Rejecting occluder for face adjacency." << endl;
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}
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#endif
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continue;
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}
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}
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else {
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// check whether the edge and the polygon plane are coincident:
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//-------------------------------------------------------------
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//first let us compute the plane equation.
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if (GeomUtils::COINCIDENT == GeomUtils::intersectRayPlane(origin, edge, p->getNormal(), d, t, epsilon)) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tRejecting occluder for target coincidence." << endl;
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}
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#endif
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continue;
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}
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}
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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real x;
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if (p1.rayIntersect(center, v, x, t_u, t_v)) {
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cout << "\t\tRay should intersect at time " << (rl - x) << ". Center: " << center << ", V: " << v <<
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", RL: " << rl << ", T:" << x << endl;
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}
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else {
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cout << "\t\tRay should not intersect. Center: " << center << ", V: " << v << ", RL: " << rl << endl;
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}
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}
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#endif
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if (p->rayIntersect(center, u, t, t_u, t_v)) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tRay " << center << " * " << u << " intersects at time " << t << " (raylength is " <<
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raylength << ")" << endl;
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cout << "\t\t(u * normal) == " << (u * p->getNormal()) << " for normal " << p->getNormal() << endl;
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}
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#endif
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if (fabs(u * p->getNormal()) > 0.0001) {
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if ((t > 0.0) && (t < raylength)) {
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\t\tIs occluder" << endl;
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}
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#endif
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if ( foundOccluders != NULL ) {
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ViewShape *vshape = viewMap->viewShape(oface->GetVertex(0)->shape()->GetId());
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foundOccluders->insert(vshape);
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}
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++qi;
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if (! grid.enableQI())
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break;
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}
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occluders.reportDepth(center, u, t);
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}
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}
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}
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// Find occludee
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findOccludee<G, I>(fe, grid, occluders, epsilon, oaWFace, u, center, origin, edge, faceVertices);
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return qi;
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}
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// computeCumulativeVisibility returns the lowest x such that the majority of FEdges have QI <= x
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//
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// This was probably the original intention of the "normal" algorithm on which computeDetailedVisibility is based.
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// But because the "normal" algorithm chooses the most popular QI, without considering any other values, a ViewEdge
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// 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
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// FEdges are heavily occluded. computeCumulativeVisibility will treat this case as a QI of 22 because 3 out of
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// 6 occluders have QI <= 22.
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template <typename G, typename I>
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static void computeCumulativeVisibility(ViewMap *ioViewMap, G& grid, real epsilon, RenderMonitor *iRenderMonitor)
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{
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vector<ViewEdge*>& vedges = ioViewMap->ViewEdges();
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FEdge *fe, *festart;
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int nSamples = 0;
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vector<WFace*> wFaces;
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WFace *wFace = NULL;
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unsigned cnt = 0;
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unsigned cntStep = (unsigned)ceil(0.01f * vedges.size());
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unsigned tmpQI = 0;
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unsigned qiClasses[256];
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unsigned maxIndex, maxCard;
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unsigned qiMajority;
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for (vector<ViewEdge*>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
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if (iRenderMonitor) {
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if (iRenderMonitor->testBreak())
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break;
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if (cnt % cntStep == 0) {
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stringstream ss;
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ss << "Freestyle: Visibility computations " << (100 * cnt / vedges.size()) << "%";
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iRenderMonitor->setInfo(ss.str());
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iRenderMonitor->progress((float)cnt / vedges.size());
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}
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cnt++;
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}
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "Processing ViewEdge " << (*ve)->getId() << endl;
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}
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#endif
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// Find an edge to test
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if (!(*ve)->isInImage()) {
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// This view edge has been proscenium culled
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(*ve)->setQI(255);
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(*ve)->setaShape(0);
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\tCulled." << endl;
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}
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#endif
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continue;
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}
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// Test edge
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festart = (*ve)->fedgeA();
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fe = (*ve)->fedgeA();
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qiMajority = 0;
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do {
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if (fe != NULL && fe->isInImage()) {
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qiMajority++;
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}
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fe = fe->nextEdge();
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} while (fe && fe != festart);
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if (qiMajority == 0) {
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// There are no occludable FEdges on this ViewEdge
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// This should be impossible.
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
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}
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// We can recover from this error:
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// Treat this edge as fully visible with no occludee
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(*ve)->setQI(0);
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(*ve)->setaShape(0);
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continue;
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}
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else {
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++qiMajority;
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qiMajority >>= 1;
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}
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#if LOGGING
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if (_global.debug & G_DEBUG_FREESTYLE) {
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cout << "\tqiMajority: " << qiMajority << endl;
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}
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#endif
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tmpQI = 0;
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maxIndex = 0;
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maxCard = 0;
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nSamples = 0;
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memset(qiClasses, 0, 256 * sizeof(*qiClasses));
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set<ViewShape*> foundOccluders;
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fe = (*ve)->fedgeA();
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do {
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if (!fe || !fe->isInImage()) {
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fe = fe->nextEdge();
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continue;
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}
|
|
if ((maxCard < qiMajority)) {
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\tFound occludee" << endl;
|
|
}
|
|
#endif
|
|
}
|
|
else {
|
|
fe->setOccludeeEmpty(true);
|
|
}
|
|
|
|
++nSamples;
|
|
fe = fe->nextEdge();
|
|
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
|
|
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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 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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
|
|
}
|
|
#else
|
|
(void)maxIndex;
|
|
#endif
|
|
// occludee --
|
|
if (!wFaces.empty()) {
|
|
if (wFaces.size() <= (float)nSamples / 2.0f) {
|
|
(*ve)->setaShape(0);
|
|
}
|
|
else {
|
|
ViewShape *vshape = ioViewMap->viewShape((*wFaces.begin())->GetVertex(0)->shape()->GetId());
|
|
(*ve)->setaShape(vshape);
|
|
}
|
|
}
|
|
|
|
wFaces.clear();
|
|
}
|
|
if (iRenderMonitor && vedges.size()) {
|
|
stringstream ss;
|
|
ss << "Freestyle: Visibility computations " << (100 * cnt / vedges.size()) << "%";
|
|
iRenderMonitor->setInfo(ss.str());
|
|
iRenderMonitor->progress((float)cnt / vedges.size());
|
|
}
|
|
}
|
|
|
|
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 = NULL;
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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.
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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)) {
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\tFound occludee" << endl;
|
|
}
|
|
#endif
|
|
}
|
|
else {
|
|
fe->setOccludeeEmpty(true);
|
|
}
|
|
|
|
++nSamples;
|
|
fe = fe->nextEdge();
|
|
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
|
|
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
|
|
}
|
|
#endif
|
|
// occludee --
|
|
if (!wFaces.empty()) {
|
|
if (wFaces.size() <= (float)nSamples / 2.0f) {
|
|
(*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 = NULL;
|
|
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 && 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.
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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 || !fe->isInImage()) {
|
|
fe = fe->nextEdge();
|
|
continue;
|
|
}
|
|
if (even_test) {
|
|
if ((maxCard < qiMajority)) {
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
tmpQI = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
|
|
|
|
//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
|
|
//ARB: change &wFace to wFace and use reference in called function
|
|
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
|
|
}
|
|
|
|
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) && (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 && !fe->isInImage() && fe != festart) {
|
|
fe = fe->nextEdge();
|
|
}
|
|
|
|
// Test edge
|
|
if (!fe || !fe->isInImage()) {
|
|
// There are no occludable FEdges on this ViewEdge
|
|
// This should be impossible.
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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]);
|
|
// let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections.
|
|
size[i] += size[i] / 10.0;
|
|
if (size[i] == 0) {
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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;
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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 && 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 && 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 && 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);
|
|
|
|
// we want to number the view edges in a unique way for the while scene.
|
|
_pViewEdgeBuilder->setCurrentViewId(_currentId);
|
|
// we want to number the feature edges in a unique way for the while scene.
|
|
_pViewEdgeBuilder->setCurrentFId(_currentFId);
|
|
// we want to number the SVertex in a unique way for the while scene.
|
|
_pViewEdgeBuilder->setCurrentSVertexId(_currentFId);
|
|
_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 = NULL;
|
|
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)
|
|
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)
|
|
cusp->setNature(cusp->getNature() | Nature::CUSP);
|
|
}
|
|
}
|
|
fe = fe->nextEdge();
|
|
} while (fe && 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)
|
|
{
|
|
AutoPtr<GridHelpers::Transform> transform;
|
|
AutoPtr<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));
|
|
}
|
|
|
|
AutoPtr<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)
|
|
{
|
|
AutoPtr<GridHelpers::Transform> transform;
|
|
AutoPtr<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));
|
|
}
|
|
|
|
AutoPtr<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)
|
|
{
|
|
#if 0
|
|
iAlgo = ray_casting; // for testing algorithms equivalence
|
|
#endif
|
|
switch (iAlgo) {
|
|
case ray_casting:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "Using ordinary ray casting" << endl;
|
|
}
|
|
BuildGrid(we, bbox, sceneNumFaces);
|
|
ComputeRayCastingVisibility(ioViewMap, epsilon);
|
|
break;
|
|
case ray_casting_fast:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "Using fast ray casting" << endl;
|
|
}
|
|
BuildGrid(we, bbox, sceneNumFaces);
|
|
ComputeFastRayCastingVisibility(ioViewMap, epsilon);
|
|
break;
|
|
case ray_casting_very_fast:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "Using very fast ray casting" << endl;
|
|
}
|
|
BuildGrid(we, bbox, sceneNumFaces);
|
|
ComputeVeryFastRayCastingVisibility(ioViewMap, epsilon);
|
|
break;
|
|
case ray_casting_culled_adaptive_traditional:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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:
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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 = NULL;
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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) && (fe) && (fe != festart));
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders." << endl;
|
|
}
|
|
#endif
|
|
// occludee --
|
|
if (!aFaces.empty()) {
|
|
if (aFaces.size() <= (float)nSamples / 2.0f) {
|
|
(*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 = NULL;
|
|
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) && (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;
|
|
#if 0
|
|
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)
|
|
#endif
|
|
(*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 = NULL;
|
|
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 = NULL;
|
|
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 = NULL;
|
|
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 (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 = NULL;
|
|
}
|
|
}
|
|
|
|
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 = NULL;
|
|
if (fe->isSmooth()) {
|
|
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth*>(fe);
|
|
face = (WFace *)fes->face();
|
|
}
|
|
if (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;
|
|
}
|
|
|
|
#if 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;
|
|
}
|
|
#endif
|
|
|
|
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();
|
|
#if 0
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "grid origin " << iGrid->getOrigin().x() << "," << iGrid->getOrigin().y() << ","
|
|
<< iGrid->getOrigin().z() << endl;
|
|
cout << "center " << center.x() << "," << center.y() << "," << center.z() << endl;
|
|
}
|
|
#endif
|
|
|
|
iGrid->castRay(center, vp, occluders, timestamp);
|
|
|
|
WFace *face = NULL;
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\t\tp: " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1] << ((*p)->getVertices())[2] <<
|
|
", norm: " << (*p)->getNormal() << endl;
|
|
}
|
|
#endif
|
|
|
|
if (face) {
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\t\tDetermining face adjacency...";
|
|
}
|
|
#endif
|
|
skipFace = false;
|
|
|
|
if (face == oface) {
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\t\tRejecting occluder for target coincidence." << endl;
|
|
}
|
|
#endif
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ((*p)->rayIntersect(center, u, t, t_u, t_v)) {
|
|
#if LOGGING
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
cout << "\t\tRay " << vp << " * " << u << " intersects at time " << t << " (raylength is " <<
|
|
raylength << ")" << endl;
|
|
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
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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;
|
|
}
|
|
#if 0
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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();
|
|
#if 0
|
|
if (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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;
|
|
}
|
|
}
|
|
#endif
|
|
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 (_global.debug & G_DEBUG_FREESTYLE) {
|
|
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 -- a2 %e, %e\n", a1[0], a1[1], a2[0], a2[1]);
|
|
printf("b1 %e, %e -- b2 %e, %e\n", b1[0], b1[1], b2[0], b2[1]);
|
|
//printf("line([%e, %e], [%e, %e]);\n", a1[0], a2[0], a1[1], a2[1]);
|
|
//printf("line([%e, %e], [%e, %e]);\n", b1[0], b2[0], b1[1], 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 -- A2 %e, %e, %e\n", A1[0], A1[1], A1[2], A2[0], A2[1], A2[2]);
|
|
printf("B1 %e, %e, %e -- B2 %e, %e, %e\n", B1[0], B1[1], B1[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;
|
|
}
|
|
}
|
|
}
|
|
|
|
} /* namespace Freestyle */
|