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Unified Diff: source/blender/freestyle/intern/geometry/GridHelpers.h

Issue 7416049: Freestyle r54826 branch review Base URL: https://svn.blender.org/svnroot/bf-blender/trunk/blender/
Patch Set: Created 11 years ago
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Index: source/blender/freestyle/intern/geometry/GridHelpers.h
===================================================================
--- source/blender/freestyle/intern/geometry/GridHelpers.h (revision 0)
+++ source/blender/freestyle/intern/geometry/GridHelpers.h (working copy)
@@ -0,0 +1,215 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __GRIDHELPERS_H__
+#define __GRIDHELPERS_H__
+
+/** \file blender/freestyle/intern/geometry/GridHelpers.h
+ * \ingroup freestyle
+ * \brief Class to define a cell grid surrounding the projected image of a scene
+ * \author Alexander Beels
+ * \date 2010-12-13
+ */
+
+#include <vector>
+
+#include "FRS_freestyle.h"
+
+#include "GeomUtils.h"
+#include "Polygon.h"
+
+#include "../winged_edge/WEdge.h"
+
+namespace GridHelpers {
+
+/*! Computes the distance from a point P to a segment AB */
+template<class T>
+T closestPointToSegment(const T& P, const T& A , const T& B, real& distance)
+{
+ T AB, AP, BP;
+ AB = B - A;
+ AP = P - A;
+ BP = P - B;
+
+ real c1(AB * AP);
+ if (c1 <= 0) {
+ distance = AP.norm();
+ return A; // A is closest point
+ }
+
+ real c2(AB * AB);
+ if (c2 <= c1) {
+ distance = BP.norm();
+ return B; // B is closest point
+ }
+
+ real b = c1 / c2;
+ T Pb, PPb;
+ Pb = A + b * AB;
+ PPb = P - Pb;
+
+ distance = PPb.norm();
+ return Pb; // closest point lies on AB
+}
+
+inline Vec3r closestPointOnPolygon(const Vec3r& point, const Polygon3r& poly)
+{
+ // First cast a ray from the point onto the polygon plane
+ // If the ray intersects the polygon, then the intersection point
+ // is the closest point on the polygon
+ real t, u, v;
+ if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) {
+ return point + poly.getNormal() * t;
+ }
+
+ // Otherwise, get the nearest point on each edge, and take the closest
+ real distance;
+ Vec3r closest = closestPointToSegment(point, poly.getVertices()[2], poly.getVertices()[0], distance);
+ for (unsigned int i = 0; i < 2; ++i) {
+ real t;
+ Vec3r p = closestPointToSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1], t);
+ if (t < distance) {
+ distance = t;
+ closest = p;
+ }
+ }
+ return closest;
+}
+
+inline real distancePointToPolygon(const Vec3r& point, const Polygon3r& poly)
+{
+ // First cast a ray from the point onto the polygon plane
+ // If the ray intersects the polygon, then the intersection point
+ // is the closest point on the polygon
+ real t, u, v;
+ if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) {
+ return (t > 0.0) ? t : -t;
+ }
+
+ // Otherwise, get the nearest point on each edge, and take the closest
+ real distance = GeomUtils::distPointSegment(point, poly.getVertices()[2], poly.getVertices()[0]);
+ for (unsigned int i = 0; i < 2; ++i) {
+ real t = GeomUtils::distPointSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1]);
+ if (t < distance) {
+ distance = t;
+ }
+ }
+ return distance;
+}
+
+class Transform
+{
+public:
+ virtual ~Transform () = 0;
+ virtual Vec3r operator()(const Vec3r& point) const = 0;
+};
+
+inline bool insideProscenium (const real proscenium[4], const Polygon3r& polygon)
+{
+ // N.B. The bounding box check is redundant for inserting occluders into cells, because the cell selection code
+ // in insertOccluders has already guaranteed that the bounding boxes will overlap.
+ // First check the viewport edges, since they are the easiest case
+ // Check if the bounding box is entirely outside the proscenium
+ Vec3r bbMin, bbMax;
+ polygon.getBBox(bbMin, bbMax);
+ if (bbMax[0] < proscenium[0] || bbMin[0] > proscenium[1] || bbMax[1] < proscenium[2] || bbMin[1] > proscenium[3]) {
+ return false;
+ }
+
+ Vec3r boxCenter(proscenium[0] + (proscenium[1] - proscenium[0]) / 2.0,
+ proscenium[2] + (proscenium[3] - proscenium[2]) / 2.0, 0.0);
+ Vec3r boxHalfSize((proscenium[1] - proscenium[0]) / 2.0,
+ (proscenium[3] - proscenium[2]) / 2.0, 1.0);
+ Vec3r triverts[3] = {
+ Vec3r(polygon.getVertices()[0][0], polygon.getVertices()[0][1], 0.0),
+ Vec3r(polygon.getVertices()[1][0], polygon.getVertices()[1][1], 0.0),
+ Vec3r(polygon.getVertices()[2][0], polygon.getVertices()[2][1], 0.0)
+ };
+ return GeomUtils::overlapTriangleBox(boxCenter, boxHalfSize, triverts);
+}
+
+inline vector<Vec3r> enumerateVertices(const vector<WOEdge*>& fedges)
+{
+ vector<Vec3r> points;
+ // Iterate over vertices, storing projections in points
+ for (vector<WOEdge*>::const_iterator woe = fedges.begin(), woend = fedges.end(); woe != woend; woe++) {
+ points.push_back((*woe)->GetaVertex()->GetVertex());
+ }
+
+ return points;
+}
+
+void getDefaultViewProscenium(real viewProscenium[4]);
+
+inline void expandProscenium (real proscenium[4], const Polygon3r& polygon)
+{
+ Vec3r bbMin, bbMax;
+ polygon.getBBox(bbMin, bbMax);
+
+ const real epsilon = 1.0e-6;
+
+ if (bbMin[0] <= proscenium[0]) {
+ proscenium[0] = bbMin[0] - epsilon;
+ }
+
+ if (bbMin[1] <= proscenium[2]) {
+ proscenium[2] = bbMin[1] - epsilon;
+ }
+
+ if (bbMax[0] >= proscenium[1]) {
+ proscenium[1] = bbMax[0] + epsilon;
+ }
+
+ if (bbMax[1] >= proscenium[3]) {
+ proscenium[3] = bbMax[1] + epsilon;
+ }
+}
+
+inline void expandProscenium (real proscenium[4], const Vec3r& point)
+{
+ const real epsilon = 1.0e-6;
+
+ if (point[0] <= proscenium[0]) {
+ proscenium[0] = point[0] - epsilon;
+ }
+
+ if (point[1] <= proscenium[2]) {
+ proscenium[2] = point[1] - epsilon;
+ }
+
+ if (point[0] >= proscenium[1]) {
+ proscenium[1] = point[0] + epsilon;
+ }
+
+ if (point[1] >= proscenium[3]) {
+ proscenium[3] = point[1] + epsilon;
+ }
+}
+
+}; // GridHelpers namespace
+
+#endif // __GRIDHELPERS_H__

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