source: trunk/VUT/GtpVisibilityPreprocessor/src/X3dExporter.cpp @ 262

Revision 262, 11.5 KB checked in by mattausch, 19 years ago (diff)

debugged bsp

RevLine 
[162]1#include <stack>
2#include "common.h"
3#include "SceneGraph.h"
4#include "X3dExporter.h"
5#include "Mesh.h"
6#include "KdTree.h"
[242]7#include "ViewCellBsp.h"
8#include "ViewCell.h"
[260]9#include "Polygon3.h"
[162]10
11
12X3dExporter::X3dExporter(const string filename):Exporter(filename)
13{
14  stream.open(mFilename.c_str());
15  stream<<"<?xml version=\"1.0\" encoding=\"UTF-8\"?>"<<endl;
16  stream<<"<X3D>"<<endl;
17  stream<<"<Scene>"<<endl;
18 
19}
20
21X3dExporter::~X3dExporter()
22{
23  stream<<"</Scene>"<<endl;
24  stream<<"</X3D>"<<endl;
25  stream.close();
26}
27
[176]28
[162]29bool
[176]30X3dExporter::ExportRays(const vector<Ray> &rays,
31                        const float length,
32                        const RgbColor &color)
[162]33{
34  vector<Ray>::const_iterator ri = rays.begin();
35  stream<<"<Shape>"<<endl;
[176]36  stream<<"<Appearance>"<<endl;
37  stream<<"<Material ambientColor=\""<<color.r<<" "<<color.g<<" "<<color.b<<
38    "\" />"<<endl;
39  stream<<"</Appearance>"<<endl;
40 
[209]41  stream<<"<IndexedLineSet coordIndex=\""<<endl;
[162]42
43  int index = 0;
44  for (; ri != rays.end(); ri++) {
45    stream<<index<<" "<<index+1<<" -1\n";
46    index+=2;
47  }
48 
49  stream<<"\" >"<<endl;
50 
51  stream<<"<Coordinate  point=\""<<endl;
52 
53  ri = rays.begin();
54  for (; ri != rays.end(); ri++) {
55    Vector3 a = (*ri).GetLoc();
56   
[176]57    Vector3 b;
58    if (length < 0)
59      b = (*ri).GetLoc() - length*(*ri).GetDir();
60    else
61      if ((*ri).intersections.size()==0)
62        b = (*ri).GetLoc() + length*(*ri).GetDir();
63      else
64        b = (*ri).Extrap((*ri).intersections[0].mT);
65   
[162]66    stream<<a.x<<" "<<a.y<<" "<<a.z<<" ,";
67    stream<<b.x<<" "<<b.y<<" "<<b.z<<" ,\n";
68  }
69 
70  stream<<"\" >"<<endl;
71  stream<<"</Coordinate>"<<endl;
72  stream<<"</IndexedLineSet>"<<endl;
73  stream<<"</Shape>"<<endl;
74  return true;
75}
76
77void
78X3dExporter::ExportSceneNode(SceneGraphNode *node)
79{
80  stream<<"<Group>"<<endl;
81
82  SceneGraphNodeContainer::iterator ni = node->mChildren.begin();
83  for (; ni != node->mChildren.end(); ni++)
84    ExportSceneNode(*ni);
85 
86 
[176]87  ObjectContainer::const_iterator mi = node->mGeometry.begin();
[162]88  for (; mi != node->mGeometry.end(); mi++) {
89    // export the transform...
[176]90    ExportIntersectable(*mi);
[162]91  }
92 
93  stream<<"</Group>"<<endl;
94
95}
[176]96void
97X3dExporter::ExportIntersectable(Intersectable *object)
98{
99  switch (object->Type()) {
100  case Intersectable::MESH_INSTANCE:
101  case Intersectable::TRANSFORMED_MESH_INSTANCE:
102    ExportMeshInstance((MeshInstance *)object);
[242]103        break;
104  case Intersectable::VIEWCELL:
105        ExportViewCell((ViewCell *)object);
[176]106    break;
107  default:
108    cerr<<"Sorry the export for object not yet defined"<<endl;
109    break;
110  }
111}
[162]112
113void
[176]114X3dExporter::ExportMeshInstance(MeshInstance *object)
115{
116  // $$JB$$
117  // in the future check whether the mesh was not already exportet
118  // and use a reference to the that mesh instead
119  ExportMesh(object->GetMesh());
120}
121
[261]122void X3dExporter::ExportViewCells(ViewCellContainer *viewCells)
123{
124        ViewCellContainer::iterator it, it_end = viewCells->end();
125
126        for (it = viewCells->begin(); it != it_end; ++it)
127                ExportViewCell(*it);
128}
[176]129void
[261]130X3dExporter::ExportViewCell(ViewCell *viewCell)
[242]131{
[261]132        if (viewCell->GetMesh())
133                ExportMesh(viewCell->GetMesh());
[242]134}
135
136void
[162]137X3dExporter::ExportMesh(Mesh *mesh)
138{
139
140  stream<<"<Shape>"<<endl;
141  stream<<"<Appearance>"<<endl;
[176]142 
[162]143  // $$ tmp -> random material
144 
145  float r, g, b;
146
[176]147  if (mUseForcedMaterial) {
148    r = mForcedMaterial.mDiffuseColor.r;
149    g = mForcedMaterial.mDiffuseColor.g;
150    b = mForcedMaterial.mDiffuseColor.b;
151   
152  } else
153    if (mesh->mMaterial) {
154      r = mesh->mMaterial->mDiffuseColor.r;
155      g = mesh->mMaterial->mDiffuseColor.g;
156      b = mesh->mMaterial->mDiffuseColor.b;
157    } else {
158      r = RandomValue(0.5, 1.0);
159      g = RandomValue(0.5, 1.0);
160      b = RandomValue(0.5, 1.0);
161    }
[162]162  stream<<"<Material diffuseColor=\""<<r<<" "<<g<<" "<<b<<
163    "\" specularColor=\"0.0 0.0 0.0\"/>"<<endl;
164  stream<<"</Appearance>"<<endl;
165
166
[191]167  if (mWireframe)
[162]168    stream<<"<IndexedLineSet ccw=\"TRUE\" coordIndex=\""<<endl;
169  else
170    stream<<"<IndexedFaceSet ccw=\"TRUE\" coordIndex=\""<<endl;
171
172  FaceContainer::const_iterator fi = mesh->mFaces.begin();
173
174  int index = 0;
175 
176  for (; fi != mesh->mFaces.end(); fi++) {
177    Face *face = *fi;
178    VertexIndexContainer::const_iterator vi = face->mVertexIndices.begin();
179    for (; vi != face->mVertexIndices.end(); vi++)
180      stream<<*vi<<" ";
181    stream<<"-1"<<endl;
182  }
183  stream<<"\" >"<<endl;
184
185  stream<<"<Coordinate  point=\""<<endl;
186 
187  VertexContainer::const_iterator vi = mesh->mVertices.begin();
188  for (; vi != mesh->mVertices.end(); vi++) {
189    stream<<(*vi).x<<" "<<(*vi).y<<" "<<(*vi).z;
190    stream<<","<<endl;
191  }
192 
193  stream<<"\" >"<<endl;
194  stream<<"</Coordinate>"<<endl;
195
[191]196  if (mWireframe)
[162]197    stream<<"</IndexedLineSet>"<<endl;
198  else
199    stream<<"</IndexedFaceSet>"<<endl;
200 
201  stream<<"</Shape>"<<endl;
202
203}
204
[242]205
206void X3dExporter::ExportPolygon(Polygon3 *poly)
207{
208        stream << "<Shape>" << endl;
209        stream << "<Appearance>" << endl;
210 
211        // $$ tmp -> random material
212 
213        float r, g, b;
214
215        if (mUseForcedMaterial)
216        {
217                r = mForcedMaterial.mDiffuseColor.r;
218                g = mForcedMaterial.mDiffuseColor.g;
219                b = mForcedMaterial.mDiffuseColor.b;
220        }
221        else if (poly->mMaterial)
222        {
223                r = poly->mMaterial->mDiffuseColor.r;
224                g = poly->mMaterial->mDiffuseColor.g;
225                b = poly->mMaterial->mDiffuseColor.b;
226        } else
227        {
228                r = RandomValue(0.5, 1.0);
229                g = RandomValue(0.5, 1.0);
230                b = RandomValue(0.5, 1.0);
231        }
232
233        stream << "<Material diffuseColor=\"" << r << " " << g << " " << b
234                   << "\" specularColor=\"0.0 0.0 0.0\"/>" << endl;
235
236    stream << "</Appearance>" << endl;
237
238
[262]239        //-- create and write indices
[242]240        if (mWireframe)
241                stream << "<IndexedLineSet ccw=\"TRUE\" coordIndex=\"" << endl;
242        else
243                stream << "<IndexedFaceSet ccw=\"TRUE\" coordIndex=\"" << endl;
244
[262]245        int index = 0;
246       
247        VertexContainer::const_iterator vi; 
248       
249        for (vi = poly->mVertices.begin(); vi != poly->mVertices.end(); ++vi)
250        {
251                stream << index ++ << " ";
252        }
253        stream << "-1" << endl;
[242]254
[262]255        stream << "\" >" << endl;
256       
[242]257        stream << "<Coordinate  point=\"" << endl;
258 
[262]259        for (vi = poly->mVertices.begin(); vi != poly->mVertices.end(); ++vi)
[242]260        {
261                stream << (*vi).x << " " << (*vi).y << " " << (*vi).z;
262                stream << "," << endl;
263        }
264 
[262]265        stream << "\" >" << endl;
266        stream << "</Coordinate>" << endl;
[242]267
268        if (mWireframe)
269                stream << "</IndexedLineSet>" << endl;
270        else
271                stream << "</IndexedFaceSet>" << endl;
272 
273        stream << "</Shape>" << endl;
274}
275
276
[162]277bool
278X3dExporter::ExportBox(const AxisAlignedBox3 &box)
279{
280  Mesh *mesh = new Mesh;
281  // add 6 vertices of the box
282  int index = mesh->mVertices.size();
283  for (int i=0; i < 8; i++) {
284    Vector3 v;
285    box.GetVertex(i, v);
286    mesh->mVertices.push_back(v);
287  }
288 
289  mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
290  mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
291  mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
292 
293  mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
294  mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
295  mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
296 
297  ExportMesh(mesh);
298  delete mesh;
299  return true;
300}
301
302bool
[242]303X3dExporter::ExportBspTree(const BspTree &tree)
[162]304{
[242]305        if (mExportRayDensity)
306        {
307                return false;//ExportKdTreeRayDensity(tree);
308        }
309 
310        stack<BspNode *> tStack;
311
312        tStack.push(tree.GetRoot());
313
314        Mesh *mesh = new Mesh;
315
[262]316        AxisAlignedBox3 box = tree.GetBoundingBox();
317        ExportBox(box);
[260]318         
319        while (!tStack.empty())
[242]320        {
321                BspNode *node = tStack.top();
322   
323                tStack.pop();
324       
[260]325                if (tree.StorePolys()) // extract the polygons
326                {
327                        PolygonContainer::const_iterator it;
328                        PolygonContainer::const_iterator it_end = node->GetPolygons()->end();
329
330                        for (it = node->GetPolygons()->begin(); it != it_end; ++ it)
331                                ExportPolygon(*it);
332                }
333
[242]334                if (!node->IsLeaf())
335                {
336                        BspInterior *interior = dynamic_cast<BspInterior *>(node);
337     
338                        tStack.push(interior->GetFront());
339                        tStack.push(interior->GetBack());
[260]340
[242]341                }
342                else
343                {
344                        BspLeaf *leaf = dynamic_cast<BspLeaf *>(node);
[262]345                       
[260]346                        // export view cell geometry
[262]347                       
[260]348                        if (!tree.StorePolys() && leaf->GetViewCell())
[262]349                        {
[242]350                                ExportViewCell(leaf->GetViewCell());
[262]351                        }
352                       
[242]353                }
354  }
355 
356  return true;
357}
358
359bool X3dExporter::ExportKdTree(const KdTree &tree)
360{
361         if (mExportRayDensity) {
[191]362    return ExportKdTreeRayDensity(tree);
363  }
364 
[162]365  stack<KdNode *> tStack;
366
367  tStack.push(tree.GetRoot());
368
369  Mesh *mesh = new Mesh;
370 
371  while (!tStack.empty()) {
372    KdNode *node = tStack.top();
373    tStack.pop();
374    AxisAlignedBox3 box = tree.GetBox(node);
375    // add 6 vertices of the box
376    int index = mesh->mVertices.size();
377    for (int i=0; i < 8; i++) {
378      Vector3 v;
379      box.GetVertex(i, v);
380      mesh->mVertices.push_back(v);
381    }
382    mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
383    mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
384    mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
385
386    mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
387    mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
388    mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
389
390    if (!node->IsLeaf()) {
391      KdInterior *interior = (KdInterior *)node;
392      tStack.push(interior->mFront);
393      tStack.push(interior->mBack);
394    }
395  }
396 
397  ExportMesh(mesh);
398  delete mesh;
399  return true;
[242]400        // TODO
401        return true;
[162]402}
403
404
[191]405bool
406X3dExporter::ExportKdTreeRayDensity(const KdTree &tree)
407{
408  stack<KdNode *> tStack;
409
410  tStack.push(tree.GetRoot());
411
412  bool fm = mUseForcedMaterial;
413  mUseForcedMaterial = true;
414  mForcedMaterial.mDiffuseColor.g = 1.0f;
415  mForcedMaterial.mDiffuseColor.b = 1.0f;
416  while (!tStack.empty()) {
417    KdNode *node = tStack.top();
418    tStack.pop();
419    if (node->IsLeaf()) {
420      AxisAlignedBox3 box = tree.GetBox(node);
421      Mesh *mesh = new Mesh;
422     
423      // add 6 vertices of the box
424      int index = mesh->mVertices.size();
425      for (int i=0; i < 8; i++) {
426        Vector3 v;
427        box.GetVertex(i, v);
428        mesh->mVertices.push_back(v);
429      }
430      mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
431      mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
432      mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
433     
434      mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
435      mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
436      mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
437
438
439      // set the mesh material according to the ray density
440      KdLeaf *leaf = (KdLeaf *) node;
441      if (leaf->mPassingRays.mRays) {
442        float importance = leaf->mPassingRays.mContributions/(float)leaf->mPassingRays.mRays;
443        //      float importance = leaf->mPassingRays.mContributions/1000.0f;
444        //      float importance = leaf->mPassingRays.mRays/1000.0f;
445        ///(float)leaf->mPassingRays.mRays;
446        // mForcedMaterial.mDiffuseColor.r = log10(leaf->mPassingRays.mRays)/3.0f;
447        mForcedMaterial.mDiffuseColor.r = importance;
448        mForcedMaterial.mDiffuseColor.g = 1.0f - mForcedMaterial.mDiffuseColor.r;
449        ExportMesh(mesh);
450      }
451      delete mesh;
452    } else {
453      KdInterior *interior = (KdInterior *)node;
454      tStack.push(interior->mFront);
455      tStack.push(interior->mBack);
456    }
457  }
458  // restore the state of forced material
459  mUseForcedMaterial = fm;
460  return true;
461}
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