Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
204 lines
5.3 KiB
C++
204 lines
5.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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* \brief Class to define a cell grid surrounding the projected image of a scene
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*/
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#include <vector>
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#include "FRS_freestyle.h"
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#include "GeomUtils.h"
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#include "Polygon.h"
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#include "../winged_edge/WEdge.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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namespace Freestyle {
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namespace GridHelpers {
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/** Computes the distance from a point P to a segment AB */
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template<class T> T closestPointToSegment(const T &P, const T &A, const T &B, real &distance)
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{
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T AB, AP, BP;
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AB = B - A;
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AP = P - A;
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BP = P - B;
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real c1(AB * AP);
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if (c1 <= 0) {
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distance = AP.norm();
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return A; // A is closest point
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}
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real c2(AB * AB);
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if (c2 <= c1) {
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distance = BP.norm();
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return B; // B is closest point
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}
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real b = c1 / c2;
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T Pb, PPb;
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Pb = A + b * AB;
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PPb = P - Pb;
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distance = PPb.norm();
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return Pb; // closest point lies on AB
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}
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inline Vec3r closestPointOnPolygon(const Vec3r &point, const Polygon3r &poly)
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{
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// First cast a ray from the point onto the polygon plane
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// If the ray intersects the polygon, then the intersection point
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// is the closest point on the polygon
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real t, u, v;
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if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) {
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return point + poly.getNormal() * t;
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}
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// Otherwise, get the nearest point on each edge, and take the closest
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real distance;
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Vec3r closest = closestPointToSegment(
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point, poly.getVertices()[2], poly.getVertices()[0], distance);
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for (uint i = 0; i < 2; ++i) {
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real t;
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Vec3r p = closestPointToSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1], t);
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if (t < distance) {
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distance = t;
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closest = p;
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}
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}
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return closest;
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}
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inline real distancePointToPolygon(const Vec3r &point, const Polygon3r &poly)
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{
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// First cast a ray from the point onto the polygon plane
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// If the ray intersects the polygon, then the intersection point
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// is the closest point on the polygon
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real t, u, v;
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if (poly.rayIntersect(point, poly.getNormal(), t, u, v)) {
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return (t > 0.0) ? t : -t;
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}
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// Otherwise, get the nearest point on each edge, and take the closest
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real distance = GeomUtils::distPointSegment(point, poly.getVertices()[2], poly.getVertices()[0]);
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for (uint i = 0; i < 2; ++i) {
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real t = GeomUtils::distPointSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1]);
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if (t < distance) {
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distance = t;
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}
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}
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return distance;
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}
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class Transform {
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public:
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virtual ~Transform() = 0;
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virtual Vec3r operator()(const Vec3r &point) const = 0;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:GridHelpers:Transform")
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#endif
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};
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inline bool insideProscenium(const real proscenium[4], const Polygon3r &polygon)
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{
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// N.B. The bounding box check is redundant for inserting occluders into cells, because the cell
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// selection code in insertOccluders has already guaranteed that the bounding boxes will overlap.
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// First check the viewport edges, since they are the easiest case
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// Check if the bounding box is entirely outside the proscenium
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Vec3r bbMin, bbMax;
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polygon.getBBox(bbMin, bbMax);
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if (bbMax[0] < proscenium[0] || bbMin[0] > proscenium[1] || bbMax[1] < proscenium[2] ||
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bbMin[1] > proscenium[3])
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{
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return false;
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}
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Vec3r boxCenter(proscenium[0] + (proscenium[1] - proscenium[0]) / 2.0,
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proscenium[2] + (proscenium[3] - proscenium[2]) / 2.0,
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0.0);
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Vec3r boxHalfSize(
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(proscenium[1] - proscenium[0]) / 2.0, (proscenium[3] - proscenium[2]) / 2.0, 1.0);
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Vec3r triverts[3] = {
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Vec3r(polygon.getVertices()[0][0], polygon.getVertices()[0][1], 0.0),
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Vec3r(polygon.getVertices()[1][0], polygon.getVertices()[1][1], 0.0),
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Vec3r(polygon.getVertices()[2][0], polygon.getVertices()[2][1], 0.0),
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};
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return GeomUtils::overlapTriangleBox(boxCenter, boxHalfSize, triverts);
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}
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inline vector<Vec3r> enumerateVertices(const vector<WOEdge *> &fedges)
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{
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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 = fedges.begin(), woend = fedges.end(); woe != woend;
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woe++)
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{
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points.push_back((*woe)->GetaVertex()->GetVertex());
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}
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return points;
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}
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void getDefaultViewProscenium(real viewProscenium[4]);
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inline void expandProscenium(real proscenium[4], const Polygon3r &polygon)
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{
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Vec3r bbMin, bbMax;
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polygon.getBBox(bbMin, bbMax);
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const real epsilon = 1.0e-6;
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if (bbMin[0] <= proscenium[0]) {
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proscenium[0] = bbMin[0] - epsilon;
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}
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if (bbMin[1] <= proscenium[2]) {
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proscenium[2] = bbMin[1] - epsilon;
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}
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if (bbMax[0] >= proscenium[1]) {
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proscenium[1] = bbMax[0] + epsilon;
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}
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if (bbMax[1] >= proscenium[3]) {
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proscenium[3] = bbMax[1] + epsilon;
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}
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}
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inline void expandProscenium(real proscenium[4], const Vec3r &point)
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{
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const real epsilon = 1.0e-6;
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if (point[0] <= proscenium[0]) {
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proscenium[0] = point[0] - epsilon;
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}
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if (point[1] <= proscenium[2]) {
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proscenium[2] = point[1] - epsilon;
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}
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if (point[0] >= proscenium[1]) {
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proscenium[1] = point[0] + epsilon;
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}
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if (point[1] >= proscenium[3]) {
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proscenium[3] = point[1] + epsilon;
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}
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}
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}; // namespace GridHelpers
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} /* namespace Freestyle */
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