source: trunk/VUT/GtpVisibilityPreprocessor/src/X3dExporter.cpp @ 264

Revision 264, 13.3 KB checked in by mattausch, 19 years ago (diff)

debugged bsp stuff

Line 
1#include <stack>
2#include "common.h"
3#include "SceneGraph.h"
4#include "X3dExporter.h"
5#include "Mesh.h"
6#include "KdTree.h"
7#include "ViewCellBsp.h"
8#include "ViewCell.h"
9#include "Polygon3.h"
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
28
29bool
30X3dExporter::ExportRays(const vector<Ray> &rays,
31                        const float length,
32                        const RgbColor &color)
33{
34  vector<Ray>::const_iterator ri = rays.begin();
35  stream<<"<Shape>"<<endl;
36  stream<<"<Appearance>"<<endl;
37  stream<<"<Material ambientColor=\""<<color.r<<" "<<color.g<<" "<<color.b<<
38    "\" />"<<endl;
39  stream<<"</Appearance>"<<endl;
40 
41  stream<<"<IndexedLineSet coordIndex=\""<<endl;
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   
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   
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 
87  ObjectContainer::const_iterator mi = node->mGeometry.begin();
88  for (; mi != node->mGeometry.end(); mi++) {
89    // export the transform...
90    ExportIntersectable(*mi);
91  }
92 
93  stream<<"</Group>"<<endl;
94
95}
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);
103        break;
104  case Intersectable::VIEWCELL:
105        ExportViewCell((ViewCell *)object);
106    break;
107  default:
108    cerr<<"Sorry the export for object not yet defined"<<endl;
109    break;
110  }
111}
112
113void
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
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}
129void
130X3dExporter::ExportViewCell(ViewCell *viewCell)
131{
132        if (viewCell->GetMesh())
133                ExportMesh(viewCell->GetMesh());
134}
135
136void
137X3dExporter::ExportMesh(Mesh *mesh)
138{
139
140  stream<<"<Shape>"<<endl;
141  stream<<"<Appearance>"<<endl;
142 
143  // $$ tmp -> random material
144 
145  float r, g, b;
146
147  if (mUseForcedMaterial) {
148    r = mForcedMaterial.mDiffuseColor.r;
149    g = mForcedMaterial.mDiffuseColor.g;
150    b = mForcedMaterial.mDiffuseColor.b;
151   
152  } else
153    if (mesh->mMaterial) {
154      r = mesh->mMaterial->mDiffuseColor.r;
155      g = mesh->mMaterial->mDiffuseColor.g;
156      b = mesh->mMaterial->mDiffuseColor.b;
157    } else {
158      r = RandomValue(0.5, 1.0);
159      g = RandomValue(0.5, 1.0);
160      b = RandomValue(0.5, 1.0);
161    }
162  stream<<"<Material diffuseColor=\""<<r<<" "<<g<<" "<<b<<
163    "\" specularColor=\"0.0 0.0 0.0\"/>"<<endl;
164  stream<<"</Appearance>"<<endl;
165
166
167  if (mWireframe)
168    stream<<"<IndexedLineSet ccw=\"TRUE\" coordIndex=\""<<endl;
169  else
170    stream<<"<IndexedFaceSet ccw=\"TRUE\" coordIndex=\""<<endl;
171
172  FaceContainer::const_iterator fi = mesh->mFaces.begin();
173
174  int index = 0;
175 
176  for (; fi != mesh->mFaces.end(); fi++) {
177    Face *face = *fi;
178    VertexIndexContainer::const_iterator vi = face->mVertexIndices.begin();
179    for (; vi != face->mVertexIndices.end(); vi++)
180      stream<<*vi<<" ";
181    stream<<"-1"<<endl;
182  }
183  stream<<"\" >"<<endl;
184
185  stream<<"<Coordinate  point=\""<<endl;
186 
187  VertexContainer::const_iterator vi = mesh->mVertices.begin();
188  for (; vi != mesh->mVertices.end(); vi++) {
189    stream<<(*vi).x<<" "<<(*vi).y<<" "<<(*vi).z;
190    stream<<","<<endl;
191  }
192 
193  stream<<"\" >"<<endl;
194  stream<<"</Coordinate>"<<endl;
195
196  if (mWireframe)
197    stream<<"</IndexedLineSet>"<<endl;
198  else
199    stream<<"</IndexedFaceSet>"<<endl;
200 
201  stream<<"</Shape>"<<endl;
202
203}
204
205
206void X3dExporter::ExportPolygon(Polygon3 *poly)
207{
208        stream << "<Shape>" << endl;
209        stream << "<Appearance>" << endl;
210 
211        // $$ 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
239        //-- create and write indices
240        if (mWireframe)
241                stream << "<IndexedLineSet ccw=\"TRUE\" coordIndex=\"" << endl;
242        else
243                stream << "<IndexedFaceSet ccw=\"TRUE\" coordIndex=\"" << endl;
244
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;
254
255        stream << "\" >" << endl;
256       
257        stream << "<Coordinate  point=\"" << endl;
258 
259        for (vi = poly->mVertices.begin(); vi != poly->mVertices.end(); ++vi)
260        {
261                stream << (*vi).x << " " << (*vi).y << " " << (*vi).z;
262                stream << "," << endl;
263        }
264 
265        stream << "\" >" << endl;
266        stream << "</Coordinate>" << endl;
267
268        if (mWireframe)
269                stream << "</IndexedLineSet>" << endl;
270        else
271                stream << "</IndexedFaceSet>" << endl;
272 
273        stream << "</Shape>" << endl;
274}
275
276void X3dExporter::ExportPolygons(PolygonContainer *polys)
277{
278        stream << "<Shape>" << endl;
279        stream << "<Appearance>" << endl;
280 
281        // $$ tmp -> random material
282 
283        float r, g, b;
284
285        if (mUseForcedMaterial)
286        {
287                r = mForcedMaterial.mDiffuseColor.r;
288                g = mForcedMaterial.mDiffuseColor.g;
289                b = mForcedMaterial.mDiffuseColor.b;
290        }
291        else
292        {
293                r = RandomValue(0.5, 1.0);
294                g = RandomValue(0.5, 1.0);
295                b = RandomValue(0.5, 1.0);
296        }
297
298        stream << "<Material diffuseColor=\"" << r << " " << g << " " << b
299                   << "\" specularColor=\"0.0 0.0 0.0\"/>" << endl;
300
301    stream << "</Appearance>" << endl;
302
303
304        //-- create and write indices
305        if (mWireframe)
306                stream << "<IndexedLineSet ccw=\"TRUE\" coordIndex=\"" << endl;
307        else
308                stream << "<IndexedFaceSet ccw=\"TRUE\" coordIndex=\"" << endl;
309
310        int index = 0;
311       
312        PolygonContainer::const_iterator pit;
313
314    VertexContainer::const_iterator vi; 
315       
316        for (pit = polys->begin(); pit != polys->end(); ++pit)
317        {
318                Polygon3 *poly = *pit;
319                for (vi = poly->mVertices.begin(); vi != poly->mVertices.end(); ++vi)
320                {
321                        stream << index ++ << " ";
322                }
323                stream << "-1" << endl;
324        }
325
326        stream << "\" >" << endl;
327       
328        stream << "<Coordinate  point=\"" << endl;
329        for (pit = polys->begin(); pit != polys->end(); ++pit)
330        {
331                Polygon3 *poly = *pit;
332        for (vi = poly->mVertices.begin(); vi != poly->mVertices.end(); ++vi)
333                {
334                        stream << (*vi).x << " " << (*vi).y << " " << (*vi).z;
335                        stream << "," << endl;
336                }
337        }
338        stream << "\" >" << endl;
339        stream << "</Coordinate>" << endl;
340
341        if (mWireframe)
342                stream << "</IndexedLineSet>" << endl;
343        else
344                stream << "</IndexedFaceSet>" << endl;
345 
346        stream << "</Shape>" << endl;
347}
348
349bool
350X3dExporter::ExportBox(const AxisAlignedBox3 &box)
351{
352  Mesh *mesh = new Mesh;
353  // add 6 vertices of the box
354  int index = mesh->mVertices.size();
355  for (int i=0; i < 8; i++) {
356    Vector3 v;
357    box.GetVertex(i, v);
358    mesh->mVertices.push_back(v);
359  }
360 
361  mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
362  mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
363  mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
364 
365  mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
366  mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
367  mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
368 
369  ExportMesh(mesh);
370  delete mesh;
371  return true;
372}
373
374bool
375X3dExporter::ExportBspTree(const BspTree &tree)
376{
377        if (mExportRayDensity)
378        {
379                return ExportBspTreeRayDensity(tree);
380        }
381 
382        stack<BspNode *> tStack;
383
384        tStack.push(tree.GetRoot());
385
386        Mesh *mesh = new Mesh;
387
388        AxisAlignedBox3 box = tree.GetBoundingBox();
389        bool savedWireframe = mWireframe;
390
391        SetWireframe();
392        ExportBox(box);
393       
394        if (!savedWireframe)
395                SetFilled();
396
397        while (!tStack.empty())
398        {
399                BspNode *node = tStack.top();
400   
401                tStack.pop();
402       
403                if (tree.StorePolys()) // extract the polygons
404                {
405                        PolygonContainer::const_iterator it;
406                        PolygonContainer::const_iterator it_end = node->GetPolygons()->end();
407
408                        for (it = node->GetPolygons()->begin(); it != it_end; ++ it)
409                                ExportPolygon(*it);
410                }
411
412                if (!node->IsLeaf())
413                {
414                        BspInterior *interior = dynamic_cast<BspInterior *>(node);
415     
416                        tStack.push(interior->GetFront());
417                        tStack.push(interior->GetBack());
418
419                }
420                else if (!tree.StorePolys())
421                {
422                        ViewCell *viewCell = dynamic_cast<BspLeaf *>(node)->GetViewCell();
423                       
424                        if (viewCell) // export view cell geometry
425                                ExportViewCell(viewCell);       
426                }
427        }
428       
429        return true;
430}
431
432bool X3dExporter::ExportKdTree(const KdTree &tree)
433{
434         if (mExportRayDensity) {
435    return ExportKdTreeRayDensity(tree);
436  }
437 
438  stack<KdNode *> tStack;
439
440  tStack.push(tree.GetRoot());
441
442  Mesh *mesh = new Mesh;
443 
444  while (!tStack.empty()) {
445    KdNode *node = tStack.top();
446    tStack.pop();
447    AxisAlignedBox3 box = tree.GetBox(node);
448    // add 6 vertices of the box
449    int index = mesh->mVertices.size();
450    for (int i=0; i < 8; i++) {
451      Vector3 v;
452      box.GetVertex(i, v);
453      mesh->mVertices.push_back(v);
454    }
455    mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
456    mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
457    mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
458
459    mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
460    mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
461    mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
462
463    if (!node->IsLeaf()) {
464      KdInterior *interior = (KdInterior *)node;
465      tStack.push(interior->mFront);
466      tStack.push(interior->mBack);
467    }
468  }
469 
470  ExportMesh(mesh);
471  delete mesh;
472  return true;
473        // TODO
474        return true;
475}
476
477
478bool
479X3dExporter::ExportBspTreeRayDensity(const BspTree &tree)
480{
481        // TODO
482        return true;
483}
484
485bool
486X3dExporter::ExportKdTreeRayDensity(const KdTree &tree)
487{
488  stack<KdNode *> tStack;
489
490  tStack.push(tree.GetRoot());
491
492  bool fm = mUseForcedMaterial;
493  mUseForcedMaterial = true;
494  mForcedMaterial.mDiffuseColor.g = 1.0f;
495  mForcedMaterial.mDiffuseColor.b = 1.0f;
496  while (!tStack.empty()) {
497    KdNode *node = tStack.top();
498    tStack.pop();
499    if (node->IsLeaf()) {
500      AxisAlignedBox3 box = tree.GetBox(node);
501      Mesh *mesh = new Mesh;
502     
503      // add 6 vertices of the box
504      int index = mesh->mVertices.size();
505      for (int i=0; i < 8; i++) {
506        Vector3 v;
507        box.GetVertex(i, v);
508        mesh->mVertices.push_back(v);
509      }
510      mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
511      mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
512      mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
513     
514      mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
515      mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
516      mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
517
518
519      // set the mesh material according to the ray density
520      KdLeaf *leaf = (KdLeaf *) node;
521      if (leaf->mPassingRays.mRays) {
522        float importance = leaf->mPassingRays.mContributions/(float)leaf->mPassingRays.mRays;
523        //      float importance = leaf->mPassingRays.mContributions/1000.0f;
524        //      float importance = leaf->mPassingRays.mRays/1000.0f;
525        ///(float)leaf->mPassingRays.mRays;
526        // mForcedMaterial.mDiffuseColor.r = log10(leaf->mPassingRays.mRays)/3.0f;
527        mForcedMaterial.mDiffuseColor.r = importance;
528        mForcedMaterial.mDiffuseColor.g = 1.0f - mForcedMaterial.mDiffuseColor.r;
529        ExportMesh(mesh);
530      }
531      delete mesh;
532    } else {
533      KdInterior *interior = (KdInterior *)node;
534      tStack.push(interior->mFront);
535      tStack.push(interior->mBack);
536    }
537  }
538  // restore the state of forced material
539  mUseForcedMaterial = fm;
540  return true;
541}
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