From: Antonio Ospite Date: Fri, 12 Jan 2007 12:04:15 +0000 (+0100) Subject: Fixes to Newell algorithm implementation X-Git-Tag: vrm-0.3~19 X-Git-Url: https://git.ao2.it/vrm.git/commitdiff_plain/6714d352f69b3e26a21f88da4e15b8764f1d950c Fixes to Newell algorithm implementation Signed-off-by: Antonio Ospite --- diff --git a/vrm.py b/vrm.py index 9095307..82922f8 100755 --- a/vrm.py +++ b/vrm.py @@ -92,7 +92,7 @@ class config: polygons = dict() polygons['SHOW'] = True polygons['SHADING'] = 'FLAT' - polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' + #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' polygons['HSR'] = 'NEWELL' # Hidden to the user for now polygons['EXPANSION_TRICK'] = True @@ -113,12 +113,20 @@ class config: -# Debug utility function +# Utility functions print_debug = True def debug(msg): if print_debug: sys.stderr.write(msg) +def sign(x): + if x == 0: + return 0 + elif x < 0: + return -1 + else: + return 1 + # --------------------------------------------------------------------- # @@ -1025,6 +1033,13 @@ class Renderer: self._doModelingTransformation(mesh, obj.matrix) self._doBackFaceCulling(mesh) + if True: + for f in mesh.faces: + f.sel = 1-f.sel + mesh.flipNormals() + for f in mesh.faces: + f.sel = 1 + self._doLighting(mesh) @@ -1466,49 +1481,55 @@ class Renderer: cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) ) + mesh.quadToTriangle(0) - def isOnSegment(v1, v2, p): - - # when p is at extreme points - if p == v1 or p == v2: - return False + from split import Distance, isOnSegment + def projectionsOverlap(P, Q): - EPS = 10e-7 + for i in range(0, len(P.v)): - l1 = (v1-p).length - l2 = (v2-p).length - l = (v1-v2).length + v1 = Vector(P.v[i-1]) + v1[2] = 0 + v2 = Vector(P.v[i]) + v2[2] = 0 - print "l: ", l, " l1: ", l1, " l2: ", l2, "diff: %.9f" % (l - (l1+l2) ) - - if abs(l - (l1+l2)) < EPS: - return True - else: - return False + EPS = 10e-7 + for j in range(0, len(Q.v)): + v3 = Vector(Q.v[j-1]) + v3[2] = 0 + v4 = Vector(Q.v[j]) + v4[2] = 0 + + ret = LineIntersect(v1, v2, v3, v4) + # if line v1-v2 and v3-v4 intersect both return + # values are the same. + if ret and ret[0] == ret[1] and isOnSegment(v1, v2, + ret[0], True) and isOnSegment(v3, v4, ret[1], True): - def Distance(point, face): - """ Calculate the distance between a point and a face. + l1 = (ret[0] - v1).length + l2 = (ret[0] - v2).length - An alternative but more expensive method can be: + l3 = (ret[1] - v3).length + l4 = (ret[1] - v4).length - ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]), - Vector(face.no), Vector(point), 0) - - d = Vector(ip - point).length - """ + if (l1 < EPS or l2 < EPS) and (l3 < EPS or l4 < EPS): + continue - plNormal = Vector(face.no) - plVert0 = Vector(face[0]) + debug("Projections OVERLAP!!\n") + debug("line1:"+ + " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' + + " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' + + "\n") + debug("return: "+ str(ret)+"\n") + return True - #d = abs( (point * plNormal ) - (plVert0 * plNormal) ) - d = (point * plNormal ) - (plVert0 * plNormal) - debug("d: %.10f - sel: %d, %s\n" % (d, face.sel, str(point)) ) + return False - return d + from facesplit import facesplit # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) @@ -1527,31 +1548,58 @@ class Renderer: facelist = nmesh.faces[:] maplist = [] - #EPS = 10e-7 - EPS = 0 + EPS = 10e-8 + #EPS = 0 global progress + # The steps are _at_least_ equal to len(facelist), we do not count the + # feces coming out from plitting!! progress.setActivity("HSR: Newell", len(facelist)) progress.setQuiet(True) - #while len(facelist)-1: + + steps = -1 + split_done = 0 + marked_face = 0 + while len(facelist): + print "\n----------------------" P = facelist[0] + + #steps += 1 + #if steps == 3: + # maplist = facelist + # break + print len(facelist) + if len(facelist) == 33: + #maplist = facelist + break + + + #pSign = 1 + #if P.normal[2] < 0: + # pSign = -1 + pSign = sign(P.normal[2]) + + # We can discard faces thar are perpendicular to the view + if pSign == 0: + facelist.remove(P) + continue + - pSign = 1 - if P.sel == 0: - pSign = -1 + split_done = 0 + face_marked = 0 - #while False: for Q in facelist[1:]: debug("P.smooth: " + str(P.smooth) + "\n") debug("Q.smooth: " + str(Q.smooth) + "\n") debug("\n") - qSign = 1 - if Q.sel == 0: - qSign = -1 + #qSign = 1 + #if Q.normal[2] < 0: + # qSign = -1 + qSign = sign(Q.normal[2]) # We need to test only those Qs whose furthest vertex # is closer to the observer than the closest vertex of P. @@ -1563,16 +1611,17 @@ class Renderer: if not ZOverlap: debug("\nTest 0\n") debug("NOT Z OVERLAP!\n") - if not Q.smooth: - # We can safely print P + if Q.smooth == 0: + # If Q is not marked then we can safely print P break else: + debug("met a marked face\n") continue # Test 1: X extent overlapping xP = [v.co[0] for v in P.v] xQ = [v.co[0] for v in Q.v] - notXOverlap = (max(xP) < min(xQ)) or (max(xQ) < min(xP)) + notXOverlap = (max(xP) <= min(xQ)) or (max(xQ) <= min(xP)) if notXOverlap: debug("\nTest 1\n") @@ -1582,7 +1631,7 @@ class Renderer: # Test 2: Y extent Overlapping yP = [v.co[1] for v in P.v] yQ = [v.co[1] for v in Q.v] - notYOverlap = (max(yP) < min(yQ)) or (max(yQ) < min(yP)) + notYOverlap = (max(yP) <= min(yQ)) or (max(yQ) <= min(yP)) if notYOverlap: debug("\nTest 2\n") @@ -1593,9 +1642,8 @@ class Renderer: # Test 3: P vertices are all behind the plane of Q n = 0 for Pi in P: - print P.col[0] d = qSign * Distance(Vector(Pi), Q) - if d > EPS: + if d >= -EPS: n += 1 pVerticesBehindPlaneQ = (n == len(P)) @@ -1608,7 +1656,6 @@ class Renderer: # Test 4: Q vertices in front of the plane of P n = 0 for Qi in Q: - print Q.col[0] d = pSign * Distance(Vector(Qi), P) if d <= EPS: n += 1 @@ -1621,52 +1668,28 @@ class Renderer: # Test 5: Line Intersections... TODO # Check if polygons effectively overlap each other, not only - # boundig boxes as dome before. + # boundig boxes as done before. # Since we We are working in normalized projection coordinates # we kust check if polygons intersect. - def projectionsOverlap(P, Q): - - for i in range(0, len(P.v)): - - v1 = Vector(P.v[i-1]) - v1[2] = 0 - v2 = Vector(P.v[i]) - v2[2] = 0 - - for j in range(0, len(Q.v)): - v3 = Vector(Q.v[j-1]) - v3[2] = 0 - v4 = Vector(Q.v[j]) - v4[2] = 0 - - ret = LineIntersect(v1, v2, v3, v4) - # if line v1-v2 and v3-v4 intersect both return - # values are the same. - if ret and ret[0] == ret[1] and isOnSegment(v1, v2, - ret[0]) and isOnSegment(v3, v4, ret[1]): - debug("Projections OVERLAP!!\n") - debug("line1:"+ - " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' + - " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' + - "\n") - debug("return: "+ str(ret)+"\n") - return True - - return False - if not projectionsOverlap(P, Q): debug("\nTest 5\n") debug("Projections do not overlap!\n") continue - # We do not know if P obscures Q. + # We still do not know if P obscures Q. + + # But if Q is marked we do a split trying to resolve a + # difficulty (maybe a visibility cycle). if Q.smooth == 1: - # Split P or Q, TODO - debug("Cycle detected!\n") + # Split P or Q + debug("Possibly a cycle detected!\n") debug("Split here!!\n") - continue + old_facelist = facelist[:] + facelist = facesplit(P, Q, facelist, nmesh) + split_done = 1 + break # The question now is: Does Q obscure P? @@ -1674,9 +1697,8 @@ class Renderer: # Test 3bis: Q vertices are all behind the plane of P n = 0 for Qi in Q: - print Q.col[0] d = pSign * Distance(Vector(Qi), P) - if d > EPS: + if d >= -EPS: n += 1 qVerticesBehindPlaneP = (n == len(Q)) @@ -1688,7 +1710,6 @@ class Renderer: # Test 4bis: P vertices in front of the plane of Q n = 0 for Pi in P: - print P.col[0] d = qSign * Distance(Vector(Pi), Q) if d <= EPS: n += 1 @@ -1698,58 +1719,84 @@ class Renderer: debug("\nTest 4bis\n") debug("P IN FRONT OF Q!\n") - - import intersection - + + # We don't even know if Q does obscure P, so they should + # intersect each other, split one of them in two parts. if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ: debug("\nSimple Intersection?\n") - # Split P or Q, TODO - print "Test 3bis or 4bis failed" - print "Split here!!2\n" - - """newfaces = intersection.splitOn(P, Q, 0) - print newfaces - facelist.remove(Q) - for nf in newfaces: - if nf: - nf.col = Q.col - facelist.append(nf) - """ - - break - - # We do not know - if Q.smooth: - # split P or Q - print "Split here!!\n" - """ - newfaces = intersection.splitOn(P, Q, 0) - facelist.remove(Q) - for nf in newfaces: - if nf: - nf.col = Q.col - facelist.append(nf) - - """ - break + debug("Test 3bis or 4bis failed\n") + debug("Split here!!2\n") - Q.smooth = 1 + old_facelist = facelist[:] + facelist = facesplit(P, Q, facelist, nmesh) + + steps += 1 + if steps == 2: + maplist = [P, Q] + print P, Q + split_done = 1 + break + + facelist.remove(Q) facelist.insert(0, Q) + Q.smooth = 1 + face_marked = 1 + + # Make merked faces BLUE. so to see them + #for c in Q.col: + # c.r = 0 + # c.g = 0 + # c.b = 255 + # c.a = 255 + + debug("Q marked!\n") + print [f.smooth for f in facelist] + break # Write P! - P = facelist[0] - facelist.remove(P) - maplist.append(P) + if split_done == 0 and face_marked == 0: + P = facelist[0] + facelist.remove(P) + maplist.append(P) + + progress.update() + #if progress.progressModel.getProgress() == 100: + # break + if steps == 2: + """ + for c in Q.col: + c.r = 0 + c.g = 0 + c.b = 255 + c.a = 255 + for c in P.col: + c.r = 0 + c.g = 0 + c.b = 255 + c.a = 255 + """ + print steps + #maplist.append(P) + #maplist.append(Q) + + # for f in facelist: + # if f not in old_facelist: + # print "splitted?" + # maplist.append(f) + + break + """ + """ - progress .update() + - nmesh.faces = maplist for f in nmesh.faces: f.sel = 1 nmesh.update() + print nmesh.faces def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh.