1 | ///
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2 | /// This file is part of ILNumerics Community Edition.
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3 | ///
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4 | /// ILNumerics Community Edition - high performance computing for applications.
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5 | /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net
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6 | ///
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7 | /// ILNumerics Community Edition is free software: you can redistribute it and/or modify
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8 | /// it under the terms of the GNU General Public License version 3 as published by
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9 | /// the Free Software Foundation.
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10 | ///
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11 | /// ILNumerics Community Edition is distributed in the hope that it will be useful,
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12 | /// but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 | /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 | /// GNU General Public License for more details.
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15 | ///
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16 | /// You should have received a copy of the GNU General Public License
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17 | /// along with ILNumerics Community Edition. See the file License.txt in the root
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18 | /// of your distribution package. If not, see <http://www.gnu.org/licenses/>.
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19 | ///
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20 | /// In addition this software uses the following components and/or licenses:
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21 | ///
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22 | /// =================================================================================
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23 | /// The Open Toolkit Library License
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24 | ///
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25 | /// Copyright (c) 2006 - 2009 the Open Toolkit library.
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26 | ///
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27 | /// Permission is hereby granted, free of charge, to any person obtaining a copy
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28 | /// of this software and associated documentation files (the "Software"), to deal
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29 | /// in the Software without restriction, including without limitation the rights to
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30 | /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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31 | /// the Software, and to permit persons to whom the Software is furnished to do
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32 | /// so, subject to the following conditions:
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33 | ///
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34 | /// The above copyright notice and this permission notice shall be included in all
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35 | /// copies or substantial portions of the Software.
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36 | ///
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37 | /// =================================================================================
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38 | ///
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39 |
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40 | using System;
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41 | using System.Collections.Generic;
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42 | using System.Text;
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43 | using ILNumerics.Drawing.Interfaces;
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44 | using ILNumerics.Drawing;
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45 | using ILNumerics.Drawing.Lighting;
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46 | using ILNumerics.Exceptions;
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47 |
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48 | namespace ILNumerics.Drawing.Shapes {
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49 | public abstract class ILLitCompositeShape<VertexType>
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50 | : ILCompositeShape<VertexType>, IILSupportsLight
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51 | where VertexType : struct, IILVertexDefinition {
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52 |
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53 | #region attributes
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54 | bool m_autoNormals;
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55 | Dictionary<int, List<int>> m_shapeIndicesIndex; // used for speedy normal calculation
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56 | ILMaterial m_material;
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57 | #endregion
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58 |
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59 | #region properties
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60 | public ILMaterial Material {
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61 | get { return m_material; }
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62 | set { m_material = value; }
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63 | }
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64 | public bool AutoNormals {
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65 | get { return m_autoNormals; }
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66 | set {
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67 | if (VerticesPerShape < 3 && value)
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68 | throw new InvalidOperationException(
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69 | "'auto normals' needs at least 3 vertices per primitive!");
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70 | m_autoNormals = value;
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71 | if (value) Invalidate();
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72 | }
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73 | }
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74 | #endregion
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75 |
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76 | #region constructors
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77 | /// <summary>
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78 | /// create light composite shape
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79 | /// </summary>
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80 | /// <param name="panel">scene hosting the scene</param>
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81 | /// <param name="numVertices">number of overall vertices for the shape</param>
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82 | /// <param name="verticesPerShape">Number of vertices per shape</param>
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83 | public ILLitCompositeShape (ILPanel panel, int numVertices, int verticesPerShape)
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84 | : base(panel,numVertices, verticesPerShape) {
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85 | create();
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86 | }
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87 |
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88 | private void create() {
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89 | if (VerticesPerShape > 2)
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90 | m_autoNormals = true;
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91 | else
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92 | m_autoNormals = false;
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93 | m_oldCameraPosition = ILPoint3Df.Empty;
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94 | m_material = new ILMaterial();
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95 | }
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96 | //public ILLitCompositeShape (ILPanel panel, int verticesPerShape, ILBaseArray X, ILBaseArray Y, ILBaseArray Z, ILBaseArray mapping)
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97 | // : base (panel, verticesPerShape, X, Y, Z, mapping) {
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98 | // create();
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99 | //}
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100 | //public ILLitCompositeShape (ILPanel panel, int verticesPerShape, ILBaseArray X, ILBaseArray Y, ILBaseArray Z)
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101 | // : base (panel, verticesPerShape, X, Y, Z) {
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102 | // create();
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103 | //}
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104 | //public ILLitCompositeShape (ILPanel panel, int verticesPerShape, ILBaseArray X, ILBaseArray Y, ILBaseArray Z, ILBaseArray colors, ILBaseArray mapping)
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105 | // : base (panel, verticesPerShape, X, Y, Z, colors, mapping) {
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106 | // create();
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107 | //}
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108 | #endregion
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109 |
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110 | #region public interface
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111 | public override void Configure() {
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112 | if (m_shapeIndicesIndex == null) { // shape was invalidated
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113 | m_shapeIndicesIndex = Computation.CreateShapeIndicesIndex(m_shapeIndices);
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114 | if (m_autoNormals) {
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115 | Computation.CalculateNormals(m_vertices, m_shapeIndices, m_shapeIndicesIndex);
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116 | }
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117 | }
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118 | base.Configure();
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119 | }
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120 | public override void Invalidate() {
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121 | base.Invalidate();
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122 | m_shapeIndicesIndex = null;
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123 | }
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124 | #endregion
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125 |
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126 | #region private helpers
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127 | #endregion
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128 |
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129 | protected class Computation : ILMath {
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130 |
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131 | /// <summary>
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132 | /// Creates the index of the shape indices.
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133 | /// </summary>
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134 | /// <param name="shapeIndices">The shape indices.</param>
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135 | /// <returns>index of shape indices</returns>
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136 | /// <remarks>The index of shape indices is used for fast facette lookup while (auto) creating
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137 | /// the normal vectors for the vertices. Therefore, the index of every vertex used in the shape
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138 | /// serves as index for a list of those facettes, where that vertex occures.
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139 | /// <para>TODO: may be replaced by a custom data structure in order to decrease memory requirements?</para></remarks>
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140 | public static Dictionary<int, List<int>> CreateShapeIndicesIndex(ILInArray<int> shapeIndices) {
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141 | using (ILScope.Enter(shapeIndices)) {
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142 | Dictionary<int, List<int>> ret = new Dictionary<int, List<int>>();
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143 | int shapeCount = shapeIndices.Size[1];
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144 | int vertPerShape = shapeIndices.Size[0];
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145 | int curShapeIdx = 0;
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146 | int curRowIdx = 0;
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147 | foreach (int i in shapeIndices) {
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148 | if (!ret.ContainsKey(i))
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149 | ret.Add(i, new List<int>());
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150 | ret[i].Add(curShapeIdx);
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151 | curRowIdx++;
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152 | if (curRowIdx >= vertPerShape) {
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153 | curRowIdx = 0;
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154 | curShapeIdx++;
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155 | }
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156 | }
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157 | return ret;
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158 | }
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159 | }
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160 |
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161 | /// <summary>
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162 | /// Calculates the normals.
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163 | /// </summary>
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164 | /// <param name="vertices">vertex array of the shape</param>
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165 | /// <param name="shapeIndices">The shape mapping indices.</param>
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166 | /// <param name="shapeIndicesIndex">Index of the shape indices.</param>
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167 | public static void CalculateNormals(
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168 | VertexType[] vertices
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169 | , ILInArray<int> shapeIndices
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170 | , Dictionary<int, List<int>> shapeIndicesIndex) {
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171 | using (ILScope.Enter(shapeIndices)) {
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172 | #if MEASURE_NORMAL_CALCULATION
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173 | DateTime start = DateTime.Now;
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174 | #endif
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175 | System.Diagnostics.Debug.Assert(vertices != null && vertices.Length > 0 && vertices[0].StoresNormals);
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176 | // first calculate the normal for all vertices
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177 | ILPoint3Df[] snormals = new ILPoint3Df[shapeIndices.Size[1]];
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178 | for (int shapeCol = 0; shapeCol < snormals.Length; shapeCol++) {
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179 | // crossproduct of vertex: (#1 - #0) x (#2 - #0)
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180 | int vi0 = shapeIndices.GetValue(0, shapeCol);
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181 | int vi1 = shapeIndices.GetValue(1, shapeCol);
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182 | int vi2 = shapeIndices.GetValue(2, shapeCol);
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183 | ILPoint3Df cross = ILPoint3Df.crossN(
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184 | vertices[vi1].Position - vertices[vi0].Position,
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185 | vertices[vi1].Position - vertices[vi2].Position);
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186 | snormals[shapeCol] = cross;
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187 | }
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188 | #if MEASURE_NORMAL_CALCULATION
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189 | TimeSpan crossDone = DateTime.Now - start;
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190 | DateTime startSorting = DateTime.Now;
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191 | System.Diagnostics.Debug.WriteLine("Normals Calculation: cross products in " + crossDone.TotalMilliseconds.ToString() + "ms");
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192 | #endif
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193 | // find all facettes using this vertex
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194 | for (int i = 0; i < vertices.Length; i++) {
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195 | if (!shapeIndicesIndex.ContainsKey(i)) continue;
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196 | ILPoint3Df normal = new ILPoint3Df();
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197 | foreach (int shapeIdx in shapeIndicesIndex[i]) {
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198 | normal += snormals[shapeIdx];
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199 | }
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200 | // or should we let OpenGL normalize the normals...?
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201 | vertices[i].Normal = ILPoint3Df.normalize(normal);
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202 |
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203 | //System.Diagnostics.Debug.Assert(
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204 | // Math.Abs(Math.Sqrt(
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205 | // vertices[0].Normal.X * vertices[0].Normal.X +
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206 | // vertices[0].Normal.Y * vertices[0].Normal.Y +
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207 | // vertices[0].Normal.Z * vertices[0].Normal.Z) - 1.0) < (double)MachineParameterFloat.eps);
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208 | }
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209 | #if MEASURE_NORMAL_CALCULATION
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210 | TimeSpan sortDone = DateTime.Now - startSorting;
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211 | System.Diagnostics.Debug.WriteLine("Normals Calculation: sorting done in " + sortDone.TotalMilliseconds.ToString() + "ms");
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212 | #endif
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213 |
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214 | }
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215 | }
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216 | }
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217 |
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218 | }
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219 | }
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