424 lines
9.6 KiB
C++
424 lines
9.6 KiB
C++
/*
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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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/** \file
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* \ingroup freestyle
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* \brief Classes to define a silhouette structure
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*/
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#include "Silhouette.h"
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#include "ViewMap.h"
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namespace Freestyle {
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/**********************************/
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/* */
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/* */
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/* SVertex */
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/* */
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/* */
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/**********************************/
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Nature::VertexNature SVertex::getNature() const
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{
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Nature::VertexNature nature = Nature::S_VERTEX;
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if (_pViewVertex) {
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nature |= _pViewVertex->getNature();
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}
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return nature;
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}
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SVertex *SVertex::castToSVertex()
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{
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return this;
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}
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ViewVertex *SVertex::castToViewVertex()
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{
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return _pViewVertex;
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}
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NonTVertex *SVertex::castToNonTVertex()
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{
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return dynamic_cast<NonTVertex *>(_pViewVertex);
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}
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TVertex *SVertex::castToTVertex()
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{
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return dynamic_cast<TVertex *>(_pViewVertex);
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}
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float SVertex::shape_importance() const
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{
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return shape()->importance();
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}
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#if 0
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Material SVertex::material() const
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{
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return _Shape->material();
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}
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#endif
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Id SVertex::shape_id() const
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{
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return _Shape->getId();
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}
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const SShape *SVertex::shape() const
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{
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return _Shape;
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}
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int SVertex::qi() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->qi();
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}
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occluder_container::const_iterator SVertex::occluders_begin() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occluders_begin();
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}
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occluder_container::const_iterator SVertex::occluders_end() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occluders_end();
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}
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bool SVertex::occluders_empty() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occluders_empty();
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}
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int SVertex::occluders_size() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occluders_size();
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}
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const Polygon3r &SVertex::occludee() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occludee();
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}
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const SShape *SVertex::occluded_shape() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occluded_shape();
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}
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bool SVertex::occludee_empty() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->occludee_empty();
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}
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real SVertex::z_discontinuity() const
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{
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if (getNature() & Nature::T_VERTEX) {
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Exception::raiseException();
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}
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return (_FEdges[0])->z_discontinuity();
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}
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FEdge *SVertex::fedge()
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{
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if (getNature() & Nature::T_VERTEX) {
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return nullptr;
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}
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return _FEdges[0];
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}
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FEdge *SVertex::getFEdge(Interface0D &inter)
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{
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FEdge *result = nullptr;
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SVertex *iVertexB = dynamic_cast<SVertex *>(&inter);
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if (!iVertexB) {
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return result;
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}
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vector<FEdge *>::const_iterator fe = _FEdges.begin(), feend = _FEdges.end();
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for (; fe != feend; ++fe) {
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if ((((*fe)->vertexA() == this) && ((*fe)->vertexB() == iVertexB)) ||
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(((*fe)->vertexB() == this) && ((*fe)->vertexA() == iVertexB))) {
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result = (*fe);
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}
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}
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if ((result == nullptr) && (getNature() & Nature::T_VERTEX)) {
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SVertex *brother;
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ViewVertex *vvertex = viewvertex();
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TVertex *tvertex = dynamic_cast<TVertex *>(vvertex);
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if (tvertex) {
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brother = tvertex->frontSVertex();
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if (this == brother) {
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brother = tvertex->backSVertex();
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}
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const vector<FEdge *> &fedges = brother->fedges();
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for (fe = fedges.begin(), feend = fedges.end(); fe != feend; ++fe) {
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if ((((*fe)->vertexA() == brother) && ((*fe)->vertexB() == iVertexB)) ||
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(((*fe)->vertexB() == brother) && ((*fe)->vertexA() == iVertexB))) {
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result = (*fe);
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}
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}
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}
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}
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if ((result == nullptr) && (iVertexB->getNature() & Nature::T_VERTEX)) {
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SVertex *brother;
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ViewVertex *vvertex = iVertexB->viewvertex();
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TVertex *tvertex = dynamic_cast<TVertex *>(vvertex);
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if (tvertex) {
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brother = tvertex->frontSVertex();
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if (iVertexB == brother) {
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brother = tvertex->backSVertex();
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}
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for (fe = _FEdges.begin(), feend = _FEdges.end(); fe != feend; ++fe) {
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if ((((*fe)->vertexA() == this) && ((*fe)->vertexB() == brother)) ||
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(((*fe)->vertexB() == this) && ((*fe)->vertexA() == brother))) {
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result = (*fe);
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}
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}
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}
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}
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return result;
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}
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/**********************************/
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/* */
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/* */
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/* FEdge */
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/* */
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/* */
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/**********************************/
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int FEdge::viewedge_nature() const
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{
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return _ViewEdge->getNature();
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}
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#if 0
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float FEdge::viewedge_length() const
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{
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return _ViewEdge->viewedge_length();
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}
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#endif
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const SShape *FEdge::occluded_shape() const
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{
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ViewShape *aShape = _ViewEdge->aShape();
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if (aShape == nullptr) {
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return nullptr;
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}
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return aShape->sshape();
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}
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float FEdge::shape_importance() const
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{
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return _VertexA->shape()->importance();
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}
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int FEdge::invisibility() const
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{
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return _ViewEdge->qi();
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}
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occluder_container::const_iterator FEdge::occluders_begin() const
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{
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return _ViewEdge->occluders_begin();
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}
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occluder_container::const_iterator FEdge::occluders_end() const
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{
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return _ViewEdge->occluders_end();
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}
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bool FEdge::occluders_empty() const
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{
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return _ViewEdge->occluders_empty();
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}
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int FEdge::occluders_size() const
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{
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return _ViewEdge->occluders_size();
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}
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bool FEdge::occludee_empty() const
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{
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return _ViewEdge->occludee_empty();
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}
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Id FEdge::shape_id() const
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{
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return _VertexA->shape()->getId();
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}
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const SShape *FEdge::shape() const
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{
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return _VertexA->shape();
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}
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real FEdge::z_discontinuity() const
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{
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if (!(getNature() & Nature::SILHOUETTE) && !(getNature() & Nature::BORDER)) {
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return 0;
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}
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BBox<Vec3r> box = ViewMap::getInstance()->getScene3dBBox();
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Vec3r bbox_size_vec(box.getMax() - box.getMin());
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real bboxsize = bbox_size_vec.norm();
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if (occludee_empty()) {
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// return FLT_MAX;
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return 1.0;
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// return bboxsize;
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}
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#if 0
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real result;
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z_discontinuity_functor<SVertex> _functor;
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Evaluate<SVertex, z_discontinuity_functor<SVertex>>(&_functor, iCombination, result);
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#endif
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Vec3r middle((_VertexB->point3d() - _VertexA->point3d()));
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middle /= 2;
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Vec3r disc_vec(middle - _occludeeIntersection);
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real res = disc_vec.norm() / bboxsize;
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return res;
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// return fabs((middle.z() - _occludeeIntersection.z()));
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}
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#if 0
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float FEdge::local_average_depth(int iCombination) const
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{
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float result;
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local_average_depth_functor<SVertex> functor;
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Evaluate(&functor, iCombination, result);
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return result;
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}
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float FEdge::local_depth_variance(int iCombination) const
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{
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float result;
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local_depth_variance_functor<SVertex> functor;
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Evaluate(&functor, iCombination, result);
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return result;
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}
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real FEdge::local_average_density(float sigma, int iCombination) const
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{
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float result;
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density_functor<SVertex> functor(sigma);
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Evaluate(&functor, iCombination, result);
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return result;
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}
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Vec3r FEdge::normal(int &oException /* = Exception::NO_EXCEPTION */)
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{
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Vec3r Na = _VertexA->normal(oException);
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if (oException != Exception::NO_EXCEPTION) {
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return Na;
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}
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Vec3r Nb = _VertexB->normal(oException);
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if (oException != Exception::NO_EXCEPTION) {
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return Nb;
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}
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return (Na + Nb) / 2.0;
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}
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Vec3r FEdge::curvature2d_as_vector(int iCombination) const
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{
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Vec3r result;
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curvature2d_as_vector_functor<SVertex> _functor;
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Evaluate<Vec3r, curvature2d_as_vector_functor<SVertex>>(&_functor, iCombination, result);
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return result;
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}
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real FEdge::curvature2d_as_angle(int iCombination) const
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{
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real result;
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curvature2d_as_angle_functor<SVertex> _functor;
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Evaluate<real, curvature2d_as_angle_functor<SVertex>>(&_functor, iCombination, result);
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return result;
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}
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#endif
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/**********************************/
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/* */
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/* */
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/* FEdgeSharp */
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/* */
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/* */
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/**********************************/
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#if 0
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Material FEdge::material() const
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{
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return _VertexA->shape()->material();
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}
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#endif
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const FrsMaterial &FEdgeSharp::aFrsMaterial() const
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{
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return _VertexA->shape()->frs_material(_aFrsMaterialIndex);
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}
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const FrsMaterial &FEdgeSharp::bFrsMaterial() const
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{
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return _VertexA->shape()->frs_material(_bFrsMaterialIndex);
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}
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/**********************************/
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/* */
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/* */
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/* FEdgeSmooth */
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/* */
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/* */
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/**********************************/
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const FrsMaterial &FEdgeSmooth::frs_material() const
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{
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return _VertexA->shape()->frs_material(_FrsMaterialIndex);
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}
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} /* namespace Freestyle */
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