From: Antonio Ospite Date: Sun, 14 Jan 2007 09:48:50 +0000 (+0100) Subject: Other fixes to the Newell's algorithm implementation X-Git-Tag: vrm-0.3~18 X-Git-Url: https://git.ao2.it/vrm.git/commitdiff_plain/e698795c41649342529627cf69716979fc2ede02 Other fixes to the Newell's algorithm implementation Signed-off-by: Antonio Ospite --- diff --git a/vrm.py b/vrm.py index 82922f8..7cf79bc 100755 --- a/vrm.py +++ b/vrm.py @@ -114,18 +114,20 @@ class config: # Utility functions -print_debug = True +print_debug = False def debug(msg): if print_debug: sys.stderr.write(msg) +EPS = 10e-5 + def sign(x): - if x == 0: - return 0 - elif x < 0: + if x < -EPS: return -1 - else: + elif x > EPS: return 1 + else: + return 0 # --------------------------------------------------------------------- @@ -808,7 +810,8 @@ class SVGVectorWriter(VectorWriter): opacity_string = "" if color[3] != 255: opacity = float(color[3])/255.0 - opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity) + #opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity) + opacity_string = "opacity: %g;" % (opacity) self.file.write("\tstyle=\"fill:" + str_col + ";") self.file.write(opacity_string) @@ -818,8 +821,9 @@ class SVGVectorWriter(VectorWriter): # see http://www.antigrain.com/svg/index.html for more info stroke_width = 1.0 - if config.polygons['EXPANSION_TRICK']: - str_col = "#000000" # For debug + # EXPANSION TRICK is not that useful where there is transparency + if config.polygons['EXPANSION_TRICK'] and color[3] == 255: + # str_col = "#000000" # For debug self.file.write(" stroke:%s;\n" % str_col) self.file.write(" stroke-width:" + str(stroke_width) + ";\n") self.file.write(" stroke-linecap:round;stroke-linejoin:round") @@ -1033,16 +1037,19 @@ class Renderer: self._doModelingTransformation(mesh, obj.matrix) self._doBackFaceCulling(mesh) - if True: + + # When doing HSR with NEWELL we may want to flip all normals + # toward the viewer + if config.polygons['HSR'] == "NEWELL": for f in mesh.faces: f.sel = 1-f.sel mesh.flipNormals() for f in mesh.faces: f.sel = 1 - self._doLighting(mesh) + # Do "projection" now so we perform further processing # in Normalized View Coordinates self._doProjection(mesh, self.proj) @@ -1159,8 +1166,8 @@ class Renderer: def _doConvertGeometricObjsToMesh(self, scene): """Convert all "geometric" objects to mesh ones. """ - #geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] - geometricObjTypes = ['Mesh', 'Surf', 'Curve'] + geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] + #geometricObjTypes = ['Mesh', 'Surf', 'Curve'] Objects = scene.getChildren() objList = [ o for o in Objects if o.getType() in geometricObjTypes ] @@ -1453,7 +1460,7 @@ class Renderer: by_furthest_z = (lambda f1, f2: progress.update() and - cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) ) # FIXME: using NMesh to sort faces. We should avoid that! @@ -1477,11 +1484,13 @@ class Renderer: """Newell's depth sorting. """ + global EPS + by_furthest_z = (lambda f1, f2: - cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) ) - mesh.quadToTriangle(0) + mesh.quadToTriangle() from split import Distance, isOnSegment @@ -1494,29 +1503,48 @@ class Renderer: v2 = Vector(P.v[i]) v2[2] = 0 - EPS = 10e-7 + EPS = 10e-5 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 + + #print "\n\nTEST if we have coincidence!" + #print v1, v2 + #print v3, v4 + #print "distances:" + d1 = (v1-v3).length + d2 = (v1-v4).length + d3 = (v2-v3).length + d4 = (v2-v4).length + #print d1, d2, d3, d4 + #print "-----------------------\n" + + if d1 < EPS or d2 < EPS or d3 < EPS or d4 < EPS: + continue + # TODO: Replace with LineIntersect2D in newer API 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): + if ret and ret[0] == ret[1] and isOnSegment(v1, v2, ret[0], True) and isOnSegment(v3, v4, ret[1], True): + #l1 = (ret[0] - v1).length + #l2 = (ret[0] - v2).length - l1 = (ret[0] - v1).length - l2 = (ret[0] - v2).length + #l3 = (ret[1] - v3).length + #l4 = (ret[1] - v4).length - l3 = (ret[1] - v3).length - l4 = (ret[1] - v4).length + #print "New DISTACES againt the intersection point:" + #print l1, l2, l3, l4 + #print "-----------------------\n" - if (l1 < EPS or l2 < EPS) and (l3 < EPS or l4 < EPS): - continue + #if l1 < EPS or l2 < EPS or l3 < EPS or l4 < EPS: + # continue debug("Projections OVERLAP!!\n") debug("line1:"+ @@ -1548,45 +1576,31 @@ class Renderer: facelist = nmesh.faces[:] maplist = [] - EPS = 10e-8 - #EPS = 0 + EPS = 10e-5 global progress + # The steps are _at_least_ equal to len(facelist), we do not count the - # feces coming out from plitting!! + # feces coming out from splitting!! progress.setActivity("HSR: Newell", len(facelist)) - progress.setQuiet(True) + #progress.setQuiet(True) - steps = -1 - split_done = 0 - marked_face = 0 + #split_done = 0 + #marked_face = 0 while len(facelist): - print "\n----------------------" + debug("\n----------------------\n") + debug("len(facelits): %d\n" % len(facelist)) 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 + # We can discard faces parallel to the view vector if pSign == 0: facelist.remove(P) continue - split_done = 0 face_marked = 0 @@ -1596,9 +1610,6 @@ class Renderer: debug("Q.smooth: " + str(Q.smooth) + "\n") debug("\n") - #qSign = 1 - #if Q.normal[2] < 0: - # qSign = -1 qSign = sign(Q.normal[2]) # We need to test only those Qs whose furthest vertex @@ -1606,9 +1617,9 @@ class Renderer: zP = [v.co[2] for v in P.v] zQ = [v.co[2] for v in Q.v] - ZOverlap = min(zP) < max(zQ) + notZOverlap = min(zP) > max(zQ) + EPS - if not ZOverlap: + if notZOverlap: debug("\nTest 0\n") debug("NOT Z OVERLAP!\n") if Q.smooth == 0: @@ -1621,7 +1632,8 @@ class Renderer: # 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)) + notXOverlap = (min(xQ) >= max(xP)-EPS) or (min(xP) >= max(xQ)-EPS) if notXOverlap: debug("\nTest 1\n") @@ -1631,7 +1643,8 @@ 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)) + notYOverlap = (min(yQ) >= max(yP)-EPS) or (min(yP) >= max(yQ)-EPS) if notYOverlap: debug("\nTest 2\n") @@ -1643,7 +1656,7 @@ class Renderer: n = 0 for Pi in P: d = qSign * Distance(Vector(Pi), Q) - if d >= -EPS: + if d <= EPS: n += 1 pVerticesBehindPlaneQ = (n == len(P)) @@ -1657,7 +1670,7 @@ class Renderer: n = 0 for Qi in Q: d = pSign * Distance(Vector(Qi), P) - if d <= EPS: + if d >= -EPS: n += 1 qVerticesInFrontPlaneP = (n == len(Q)) @@ -1686,19 +1699,18 @@ class Renderer: # Split P or Q debug("Possibly a cycle detected!\n") debug("Split here!!\n") - old_facelist = facelist[:] + facelist = facesplit(P, Q, facelist, nmesh) split_done = 1 break - # The question now is: Does Q obscure P? # Test 3bis: Q vertices are all behind the plane of P n = 0 for Qi in Q: d = pSign * Distance(Vector(Qi), P) - if d >= -EPS: + if d <= EPS: n += 1 qVerticesBehindPlaneP = (n == len(Q)) @@ -1711,7 +1723,7 @@ class Renderer: n = 0 for Pi in P: d = qSign * Distance(Vector(Pi), Q) - if d <= EPS: + if d >= -EPS: n += 1 pVerticesInFrontPlaneQ = (n == len(P)) @@ -1727,68 +1739,25 @@ class Renderer: debug("Test 3bis or 4bis failed\n") debug("Split here!!2\n") - 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! 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 - """ - """ + # end of while len(facelist) nmesh.faces = maplist @@ -1796,7 +1765,7 @@ class Renderer: for f in nmesh.faces: f.sel = 1 nmesh.update() - print nmesh.faces + #print nmesh.faces def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh.