Blender  V3.3
AverageAreaGridDensityProvider.cpp
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
9 
10 #include "BKE_global.h"
11 
12 namespace Freestyle {
13 
14 AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource &source,
15  const real proscenium[4],
16  real sizeFactor)
17  : GridDensityProvider(source)
18 {
19  initialize(proscenium, sizeFactor);
20 }
21 
22 AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(
23  OccluderSource &source,
24  const BBox<Vec3r> &bbox,
26  real sizeFactor)
27  : GridDensityProvider(source)
28 {
29  real proscenium[4];
30  calculateQuickProscenium(transform, bbox, proscenium);
31 
32  initialize(proscenium, sizeFactor);
33 }
34 
35 AverageAreaGridDensityProvider::AverageAreaGridDensityProvider(OccluderSource &source,
36  real sizeFactor)
37  : GridDensityProvider(source)
38 {
39  real proscenium[4];
41 
42  initialize(proscenium, sizeFactor);
43 }
44 
45 void AverageAreaGridDensityProvider::initialize(const real proscenium[4], real sizeFactor)
46 {
47  float prosceniumWidth = (proscenium[1] - proscenium[0]);
48  float prosceniumHeight = (proscenium[3] - proscenium[2]);
49 
50  real cellArea = 0.0;
51  unsigned numFaces = 0;
52  for (source.begin(); source.isValid(); source.next()) {
54  Vec3r min, max;
55  poly.getBBox(min, max);
56  cellArea += (max[0] - min[0]) * (max[1] - min[1]);
57  ++numFaces;
58  }
59  if (G.debug & G_DEBUG_FREESTYLE) {
60  cout << "Total area: " << cellArea << ". Number of faces: " << numFaces << "." << endl;
61  }
62  cellArea /= numFaces;
63  cellArea *= sizeFactor;
64  if (G.debug & G_DEBUG_FREESTYLE) {
65  cout << "Building grid with average area " << cellArea << endl;
66  }
67 
68  _cellSize = sqrt(cellArea);
69  unsigned maxCells = 931; // * 1.1 = 1024
70  if (std::max(prosceniumWidth, prosceniumHeight) / _cellSize > maxCells) {
71  if (G.debug & G_DEBUG_FREESTYLE) {
72  cout << "Scene-dependent cell size (" << _cellSize << " square) is too small." << endl;
73  }
74  _cellSize = std::max(prosceniumWidth, prosceniumHeight) / maxCells;
75  }
76  // Now we know how many cells make each side of our grid
77  _cellsX = ceil(prosceniumWidth / _cellSize);
78  _cellsY = ceil(prosceniumHeight / _cellSize);
79  if (G.debug & G_DEBUG_FREESTYLE) {
80  cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
81  }
82 
83  // Make sure the grid exceeds the proscenium by a small amount
84  float safetyZone = 0.1f;
85  if (_cellsX * _cellSize < prosceniumWidth * (1.0 + safetyZone)) {
86  _cellsX = ceil(prosceniumWidth * (1.0 + safetyZone) / _cellSize);
87  }
88  if (_cellsY * _cellSize < prosceniumHeight * (1.0 + safetyZone)) {
89  _cellsY = ceil(prosceniumHeight * (1.0 + safetyZone) / _cellSize);
90  }
91  if (G.debug & G_DEBUG_FREESTYLE) {
92  cout << _cellsX << "x" << _cellsY << " cells of size " << _cellSize << " square." << endl;
93  }
94 
95  // Find grid origin
96  _cellOrigin[0] = ((proscenium[0] + proscenium[1]) / 2.0) - (_cellsX / 2.0) * _cellSize;
97  _cellOrigin[1] = ((proscenium[2] + proscenium[3]) / 2.0) - (_cellsY / 2.0) * _cellSize;
98 }
99 
101  : sizeFactor(sizeFactor)
102 {
103 }
104 
106  OccluderSource &source, const real proscenium[4])
107 {
109  new AverageAreaGridDensityProvider(source, proscenium, sizeFactor));
110 }
111 
113  OccluderSource &source, const BBox<Vec3r> &bbox, const GridHelpers::Transform &transform)
114 {
117 }
118 
120  OccluderSource &source)
121 {
123 }
124 
125 } /* namespace Freestyle */
Class to define a cell grid surrounding the projected image of a scene.
@ G_DEBUG_FREESTYLE
Definition: BKE_global.h:181
sqrt(x)+1/max(0
SIMD_FORCE_INLINE btVector3 transform(const btVector3 &point) const
AutoPtr< GridDensityProvider > newGridDensityProvider(OccluderSource &source, const real proscenium[4])
static void calculateOptimalProscenium(OccluderSource &source, real proscenium[4])
static void calculateQuickProscenium(const GridHelpers::Transform &transform, const BBox< Vec3r > &bbox, real proscenium[4])
Polygon3r & getGridSpacePolygon()
ccl_device_inline float3 ceil(const float3 &a)
Definition: math_float3.h:363
#define G(x, y, z)
inherits from class Rep
Definition: AppCanvas.cpp:18
double real
Definition: Precision.h:12
#define min(a, b)
Definition: sort.c:35
float max