Warning, /include/Geant4/tools/sg/tex_quadrilateral is written in an unsupported language. File is not indexed.
0001 // Copyright (C) 2010, Guy Barrand. All rights reserved.
0002 // See the file tools.license for terms.
0003
0004 #ifndef tools_sg_tex_quadrilateral
0005 #define tools_sg_tex_quadrilateral
0006
0007 #include "node"
0008 #include "mf"
0009 #include "render_action"
0010 #include "pick_action"
0011 #include "bbox_action"
0012 #include "event_action"
0013 #include "render_manager"
0014 #include "gstos"
0015 #include "base_tex"
0016
0017 #include "../pointer"
0018 #include "../num2s"
0019
0020 namespace tools {
0021 namespace sg {
0022
0023 class tex_quadrilateral : public node, public gstos, public base_tex {
0024 TOOLS_NODE_NO_CAST(tex_quadrilateral,tools::sg::tex_quadrilateral,node)
0025 public:
0026 virtual void* cast(const std::string& a_class) const {
0027 {if(void* p = cmp_cast<tex_quadrilateral>(this,a_class)) return p;}
0028 {if(void* p = base_tex::cast(a_class)) return p;}
0029 return parent::cast(a_class);
0030 }
0031 public:
0032 sf<bool> show_border;
0033 mf_vec<vec3f,float> corners;
0034 public:
0035 virtual const desc_fields& node_desc_fields() const {
0036 TOOLS_FIELD_DESC_NODE_CLASS(tools::sg::tex_quadrilateral)
0037 static const desc_fields s_v(parent::node_desc_fields(),6, //WARNING : take care of count.
0038 TOOLS_ARG_FIELD_DESC(img),
0039 TOOLS_ARG_FIELD_DESC(back_color),
0040 TOOLS_ARG_FIELD_DESC(expand),
0041 TOOLS_ARG_FIELD_DESC(limit),
0042 TOOLS_ARG_FIELD_DESC(show_border),
0043 TOOLS_ARG_FIELD_DESC(corners)
0044 );
0045 return s_v;
0046 }
0047 private:
0048 void add_fields(){
0049 add_field(&img);
0050 add_field(&back_color);
0051 add_field(&expand);
0052 add_field(&limit);
0053 add_field(&show_border);
0054 add_field(&corners);
0055 }
0056 public:
0057 virtual void render(render_action& a_action) {
0058 //a_action.out() << "tools::tex_quadrilateral::render : " << std::endl;
0059
0060 //NOTE : we draw border (show_border is true) and background even if
0061 // gen_texture() failed.
0062
0063 if(touched()) {
0064 update_sg(a_action.out());
0065 reset_touched();
0066 }
0067 if(m_img.is_empty()) return;
0068 if(corners.size()!=4) return;
0069
0070 unsigned int _id = get_tex_id(a_action.out(),a_action.render_manager(),m_img,nearest.value());
0071
0072 const state& state = a_action.state();
0073
0074 //image must be 2^n,2^m in size !
0075 // exa : 128x64
0076
0077 f12 xyzs,nms;
0078
0079 if(show_border.value()) {
0080 _front(xyzs,nms/*,0.01f*/); //have to revisit a_epsil.
0081
0082 a_action.color4f(1,0,0,1);
0083 //a_action.line_width(4);
0084 a_action.line_width(1);
0085
0086 a_action.draw_vertex_array(gl::line_loop(),12,xyzs);
0087
0088 //pushes back the filled polygons to avoid z-fighting with lines
0089 a_action.set_polygon_offset(true);
0090
0091 a_action.color4f(state.m_color);
0092 a_action.line_width(state.m_line_width);
0093 }
0094
0095 //draw a back face pointing toward negative z :
0096 {a_action.color4f(back_color.value());
0097 f18 tris,_nms;
0098 _tris(tris,_nms);
0099 a_action.draw_vertex_normal_array(gl::triangles(),18,tris,_nms);
0100 a_action.color4f(state.m_color);}
0101
0102 if(_id) {
0103 //a_action.color4f(back_color.value()); //do we want that ?
0104 _front(xyzs,nms);
0105 float tcs[8];
0106 set_tcs(tcs);
0107 a_action.draw_vertex_normal_array_texture(gl::triangle_fan(),12,xyzs,nms,_id,tcs);
0108 //a_action.color4f(state.m_color);
0109 }
0110 a_action.set_polygon_offset(state.m_GL_POLYGON_OFFSET_FILL);
0111 }
0112 virtual void pick(pick_action& a_action) {
0113 if(touched()) {
0114 update_sg(a_action.out());
0115 reset_touched();
0116 }
0117 if(m_pick_bbox_check_image) {if(m_img.is_empty()) return;}
0118 if(corners.size()!=4) return;
0119 f12 xyzs,nms;
0120 _front(xyzs,nms);
0121 a_action.add__primitive(*this,gl::triangle_fan(),12,xyzs,true);
0122 }
0123
0124 virtual void bbox(bbox_action& a_action) {
0125 if(touched()) {
0126 update_sg(a_action.out());
0127 reset_touched();
0128 }
0129 if(m_pick_bbox_check_image) if(m_img.is_empty()) return;
0130 if(corners.size()!=4) return;
0131 f12 xyzs,nms;
0132 _front(xyzs,nms);
0133 a_action.add_points(12,xyzs);
0134 }
0135 public:
0136 virtual bool intersect_value(std::ostream&,intersect_type,const line<vec3f>& a_line,std::string& a_s) const {
0137 // a_line is in local world coordinate.
0138 float x,y;
0139 if(!line_2_img_ndc(a_line,x,y)) {a_s.clear();return false;}
0140 return img_ndc_value(x,y,a_s);
0141 }
0142 public:
0143 tex_quadrilateral()
0144 :parent()
0145 ,base_tex()
0146 ,show_border(false)
0147 ,corners()
0148 ,m_pick_bbox_check_image(true)
0149 {
0150 add_fields();
0151 corners.add(vec3f(-1,-1,0));
0152 corners.add(vec3f( 1,-1,0));
0153 corners.add(vec3f( 1, 1,0));
0154 corners.add(vec3f(-1, 1,0));
0155 }
0156 virtual ~tex_quadrilateral(){}
0157 public:
0158 tex_quadrilateral(const tex_quadrilateral& a_from)
0159 :parent(a_from)
0160 ,gstos(a_from)
0161 ,base_tex(a_from)
0162 ,show_border(a_from.show_border)
0163 ,corners(a_from.corners)
0164 ,m_pick_bbox_check_image(a_from.m_pick_bbox_check_image)
0165 {
0166 add_fields();
0167 }
0168 tex_quadrilateral& operator=(const tex_quadrilateral& a_from){
0169 parent::operator=(a_from);
0170 gstos::operator=(a_from);
0171 base_tex::operator=(a_from);
0172 if(&a_from==this) return *this;
0173 show_border = a_from.show_border;
0174 corners = a_from.corners;
0175 m_pick_bbox_check_image = a_from.m_pick_bbox_check_image;
0176 return *this;
0177 }
0178 public:
0179
0180 //const img_byte& rendered_img() const {return m_img;}
0181
0182 protected:
0183 void update_sg(std::ostream& a_out) {
0184 plane<vec3f> plane(corners[0],corners[1],corners[3]);
0185 m_normal = plane.normal();
0186 clean_gstos(); //must reset for all render_manager.
0187 base_tex::_update_sg_(a_out);
0188 }
0189 protected:
0190 bool img_ndc_value(float a_x,float a_y,std::string& a_s) const {
0191 const img_byte& _img = img.value();
0192 if(_img.is_empty()) {a_s.clear();return false;}
0193
0194 int ix = int(float(_img.width())*a_x);
0195 int iy = int(float(_img.height())*a_y);
0196
0197 //rgb of pixel :
0198 std::vector<unsigned char> pixel;
0199 if((ix<0)||(iy<0)||!_img.pixel(ix,iy,pixel)) {a_s.clear();return false;}
0200
0201 a_s.clear();
0202 for(unsigned int ipix=0;ipix<pixel.size();ipix++) {
0203 if(ipix) a_s += " ";
0204 if(!numas<float>(float(pixel[ipix])/255.0f,a_s)){}
0205 }
0206
0207 return true;
0208 }
0209
0210 bool point_2_img_ndc(const vec3f& a_point,float& a_x,float& a_y) const {
0211 // a_point is assumed to be in the corners[0,1,3] plane.
0212
0213 if(corners.size()!=4) {a_x = 0;a_y = 0;return false;}
0214 // In fact, in the below corners[2] is not used.
0215
0216 // we assume that :
0217 // corners[0] is the bottom-left of image
0218 // corners[1] is the bottom-right of image
0219 // corners[2] is the top-right of image
0220 // corners[3] is the top-left of image
0221 vec3f x_axis = corners[1]-corners[0];
0222 float l_01 = x_axis.normalize();
0223 if(l_01==0.0f) {a_x = 0;a_y = 0;return false;}
0224 vec3f y_axis = corners[3]-corners[0];
0225 float l_03 = y_axis.normalize();
0226 if(l_03==0.0f) {a_x = 0;a_y = 0;return false;}
0227
0228 float alpha = x_axis.dot(y_axis);
0229 float alpha_sq = alpha*alpha;
0230 if(alpha_sq==1.0f) {a_x = 0;a_y = 0;return false;}
0231
0232 vec3f Op = a_point-corners[0];
0233
0234 float px = Op.dot(x_axis);
0235 float py = Op.dot(y_axis);
0236
0237 float lambda = (px-alpha*py)/(1.0f-alpha_sq);
0238 float mu = (py-alpha*px)/(1-alpha_sq);
0239
0240 // We must have : Op = lambda*x_axis+mu*y_axis;
0241
0242 a_x = lambda/l_01;
0243 a_y = mu/l_03;
0244
0245 return true;
0246 }
0247
0248 bool line_2_img_ndc(const line<vec3f>& a_line,float& a_x,float& a_y) const {
0249 // a_line is in local world coordinate.
0250 if(corners.size()!=4) {a_x = 0;a_y = 0;return false;}
0251 // In fact corners[2] is not used, only [0,1,3].
0252 plane<vec3f> plane(corners[0],corners[1],corners[3]);
0253 vec3f p;
0254 if(!plane.intersect(a_line,p)) {a_x = 0;a_y = 0;return false;}
0255 return point_2_img_ndc(p,a_x,a_y);
0256 }
0257
0258 bool img_ndc_2_point(float a_x,float a_y,vec3f& a_point) const {
0259 if(corners.size()!=4) {a_point.set_value(0,0,0);return false;}
0260 // In fact, in the below corners[2] is not used.
0261
0262 // we assume that :
0263 // corners[0] is the bottom-left of image
0264 // corners[1] is the bottom-right of image
0265 // corners[2] is the top-right of image
0266 // corners[3] is the top-left of image
0267 vec3f x_axis = corners[1]-corners[0];
0268 float l_01 = x_axis.normalize();
0269 if(l_01==0.0f) {a_point.set_value(0,0,0);return false;}
0270 vec3f y_axis = corners[3]-corners[0];
0271 float l_03 = y_axis.normalize();
0272 if(l_03==0.0f) {a_point.set_value(0,0,0);return false;}
0273
0274 float alpha = x_axis.dot(y_axis);
0275 //float alpha_sq = alpha*alpha;
0276 //if(alpha_sq==1.0f) {a_point.set_value(0,0,0);return false;}
0277
0278 float lambda = a_x*l_01;
0279 float mu = a_y*l_03;
0280
0281 // px-alpha*py = lambda*(1.0f-alpha_sq);
0282 // py-alpha*px = mu*(1-alpha_sq);
0283
0284 // px-alpha*(alpha*px+mu*(1-alpha_sq)) = lambda*(1-alpha_sq)
0285 // px*(1-alpha_sq)-mu*alpha*(1-alpha_sq)) = lambda*(1-alpha_sq)
0286 // px*(1-alpha_sq) = lambda*(1-alpha_sq)+mu*alpha*(1-alpha_sq));
0287 // px = lambda+mu*alpha;
0288
0289 // py = lambda*alpha+mu;
0290
0291 float px = lambda+mu*alpha;
0292 float py = lambda*alpha+mu;
0293
0294 vec3f Op = px*x_axis+py*y_axis;
0295
0296 a_point = Op+corners[0];
0297
0298 return true;
0299 }
0300
0301 /*
0302 float max_height() const {
0303 const std::vector<vec3f>& cs = corners.values();
0304 float _mn = cs[0].y();
0305 _mn = mn<float>(_mn,cs[1].y());
0306 _mn = mn<float>(_mn,cs[2].y());
0307 _mn = mn<float>(_mn,cs[3].y());
0308 float _mx = cs[0].y();
0309 _mx = mx<float>(_mx,cs[1].y());
0310 _mx = mx<float>(_mx,cs[2].y());
0311 _mx = mx<float>(_mx,cs[3].y());
0312 return (_mx-_mn);
0313 }
0314
0315 float max_width() const {
0316 const std::vector<vec3f>& cs = corners.values();
0317 float _mn = cs[0].x();
0318 _mn = mn<float>(_mn,cs[1].x());
0319 _mn = mn<float>(_mn,cs[2].x());
0320 _mn = mn<float>(_mn,cs[3].x());
0321 float _mx = cs[0].x();
0322 _mx = mx<float>(_mx,cs[1].x());
0323 _mx = mx<float>(_mx,cs[2].x());
0324 _mx = mx<float>(_mx,cs[3].x());
0325 return (_mx-_mn);
0326 }
0327 */
0328
0329 typedef float f12[12];
0330 void _front(f12& a_front,f12& a_nms,float a_epsil = 0.0f) {
0331 const std::vector<vec3f>& cs = corners.values();
0332
0333 a_front[0] = cs[0].x()-a_epsil;
0334 a_front[1] = cs[0].y()-a_epsil;
0335 a_front[2] = cs[0].z();
0336
0337 a_front[3] = cs[1].x()+a_epsil;
0338 a_front[4] = cs[1].y()-a_epsil;
0339 a_front[5] = cs[1].z();
0340
0341 a_front[6] = cs[2].x()+a_epsil;
0342 a_front[7] = cs[2].y()+a_epsil;
0343 a_front[8] = cs[2].z();
0344
0345 a_front[ 9] = cs[3].x()-a_epsil;
0346 a_front[10] = cs[3].y()+a_epsil;
0347 a_front[11] = cs[3].z();
0348
0349 a_nms[0] = m_normal.x();
0350 a_nms[1] = m_normal.y();
0351 a_nms[2] = m_normal.z();
0352
0353 a_nms[3] = m_normal.x();
0354 a_nms[4] = m_normal.y();
0355 a_nms[5] = m_normal.z();
0356
0357 a_nms[6] = m_normal.x();
0358 a_nms[7] = m_normal.y();
0359 a_nms[8] = m_normal.z();
0360
0361 a_nms[9] = m_normal.x();
0362 a_nms[10] = m_normal.y();
0363 a_nms[11] = m_normal.z();
0364 }
0365
0366 void _back(f12& a_back) {
0367 const std::vector<vec3f>& cs = corners.values();
0368
0369 a_back[0] = cs[1].x();
0370 a_back[1] = cs[1].y();
0371 a_back[2] = cs[1].z();
0372
0373 a_back[3] = cs[0].x();
0374 a_back[4] = cs[0].y();
0375 a_back[5] = cs[0].z();
0376
0377 a_back[6] = cs[3].x();
0378 a_back[7] = cs[3].y();
0379 a_back[8] = cs[3].z();
0380
0381 a_back[ 9] = cs[2].x();
0382 a_back[10] = cs[2].y();
0383 a_back[11] = cs[2].z();
0384 }
0385
0386 typedef float f18[18];
0387 void _tris(f18& a_tris,f18& a_nms){
0388 f12 back;
0389 _back(back);
0390
0391 a_tris[0] = back[0];
0392 a_tris[1] = back[1];
0393 a_tris[2] = back[2];
0394
0395 a_tris[3] = back[3];
0396 a_tris[4] = back[4];
0397 a_tris[5] = back[5];
0398
0399 a_tris[6] = back[6];
0400 a_tris[7] = back[7];
0401 a_tris[8] = back[8];
0402 //
0403 a_tris[9] = back[6];
0404 a_tris[10] = back[7];
0405 a_tris[11] = back[8];
0406
0407 a_tris[12] = back[9];
0408 a_tris[13] = back[10];
0409 a_tris[14] = back[11];
0410
0411 a_tris[15] = back[0];
0412 a_tris[16] = back[1];
0413 a_tris[17] = back[2];
0414
0415 ///////////////////// back
0416 a_nms[0] = -m_normal.x();
0417 a_nms[1] = -m_normal.y();
0418 a_nms[2] = -m_normal.z();
0419
0420 a_nms[3] = -m_normal.x();
0421 a_nms[4] = -m_normal.y();
0422 a_nms[5] = -m_normal.z();
0423
0424 a_nms[6] = -m_normal.x();
0425 a_nms[7] = -m_normal.y();
0426 a_nms[8] = -m_normal.z();
0427 //
0428 a_nms[9] = -m_normal.x();
0429 a_nms[10] = -m_normal.y();
0430 a_nms[11] = -m_normal.z();
0431
0432 a_nms[12] = -m_normal.x();
0433 a_nms[13] = -m_normal.y();
0434 a_nms[14] = -m_normal.z();
0435
0436 a_nms[15] = -m_normal.x();
0437 a_nms[16] = -m_normal.y();
0438 a_nms[17] = -m_normal.z();
0439 }
0440 protected:
0441 vec3f m_normal;
0442 bool m_pick_bbox_check_image; //for SDSS_image.
0443 };
0444
0445 }}
0446
0447 #endif