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test2/source/blender/freestyle/intern/geometry/GridHelpers.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

204 lines
5.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to define a cell grid surrounding the projected image of a scene
*/
#include <vector>
#include "FRS_freestyle.h"
#include "GeomUtils.h"
#include "Polygon.h"
#include "../winged_edge/WEdge.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
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 (uint 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 (uint 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;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:GridHelpers:Transform")
#endif
};
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;
}
}
}; // namespace GridHelpers
} /* namespace Freestyle */