First working version or Arch vector renderer

This commit is contained in:
Yorik van Havre 2012-04-03 15:43:44 -03:00
parent 988abaf714
commit 804c442cde

View File

@ -91,10 +91,20 @@ class Renderer:
r += "sorted: " + str(self.sorted) + "\n"
r += "contains " + str(len(self.faces)) + " faces\n"
for i in range(len(self.faces)):
r += " face " + str(i) + " : normal " + str(self.faces[i].normalAt(0,0))
r += " face " + str(i) + " : center " + str(self.faces[i].CenterOfMass)
r += " : normal " + str(self.faces[i].normalAt(0,0))
r += ", " + str(len(self.faces[i].Vertexes)) + " verts\n"
return r
def addLabels(self):
"Add labels on the model to identify faces"
c = 0
for f in self.faces:
l = FreeCAD.ActiveDocument.addObject("App::AnnotationLabel","facelabel")
l.BasePosition = f.CenterOfMass
l.LabelText = str(c)
c += 1
def isVisible(self,face):
"returns True if the given face points in the view direction"
normal = face.normalAt(0,0)
@ -126,6 +136,7 @@ class Renderer:
"projects a single face on the WP"
verts = []
edges = fcgeo.sortEdges(face.Edges)
norm = face.normalAt(0,0)
for e in edges:
v = e.Vertexes[0].Point
v = self.wp.getLocalCoords(v)
@ -138,6 +149,10 @@ class Renderer:
if DEBUG: print "Error: Unable to project face on the WP"
return None
else:
# restoring flipped normals
vnorm = self.wp.getLocalCoords(norm)
if vnorm.getAngle(sh.normalAt(0,0)) > 1:
sh.reverse()
return sh
def flattenFace(self,face):
@ -180,7 +195,7 @@ class Renderer:
return False
def sortFaces(self,face1,face2):
def compare(self,face1,face2):
"zsorts two faces. Returns 1 if face1 is closer, 2 if face2 is closer, 0 otherwise"
# theory from
@ -190,8 +205,6 @@ class Renderer:
b1 = face1.BoundBox
b2 = face2.BoundBox
if DEBUG: print "comparing face1: normal ", face1.normalAt(0,0), " with face2: normal ", face2.normalAt(0,0)
# test 1: if faces don't overlap, no comparison possible
if DEBUG: print "doing test 1"
if b1.XMax < b2.XMin:
@ -202,7 +215,7 @@ class Renderer:
return 0
if b1.YMin > b2.YMax:
return 0
if DEBUG: print "passed, faces are overlapping"
if DEBUG: print "failed, faces bboxes are not distinct"
# test 2: if Z bounds dont overlap, it's easy to know the closest
if DEBUG: print "doing test 2"
@ -210,35 +223,53 @@ class Renderer:
return 2
if b2.ZMax < b1.ZMin:
return 1
if DEBUG: print "passed, faces Z are crossed"
if DEBUG: print "failed, faces Z are not distinct"
# test 3: all verts of face1 are behind the plane of face2
# test 3: all verts of face1 are in front or behind the plane of face2
if DEBUG: print "doing test 3"
norm = face2.normalAt(0,0)
behind = 0
front = 0
for v in face1.Vertexes:
dv = v.Point.sub(face2.Vertexes[0].Point)
dv = fcvec.project(dv,norm)
if dv.Length:
if dv.getAngle(norm) > 0.1:
if fcvec.isNull(dv):
behind += 1
front += 1
else:
if dv.getAngle(norm) > 1:
behind += 1
else:
front += 1
if DEBUG: print "front: ",front," behind: ",behind
if behind == len(face1.Vertexes):
return 2
if DEBUG: print "passed, face 1 is not behind"
elif front == len(face1.Vertexes):
return 1
if DEBUG: print "failed, cannot say if face 1 is in front or behind"
# test 4: all verts of face2 are in front of the plane of face1
# test 4: all verts of face2 are in front or behind the plane of face1
if DEBUG: print "doing test 4"
norm = face1.normalAt(0,0)
behind = 0
front = 0
for v in face2.Vertexes:
dv = v.Point.sub(face1.Vertexes[0].Point)
dv = fcvec.project(dv,norm)
if dv.Length:
if dv.getAngle(norm) < 0.1:
if fcvec.isNull(dv):
behind += 1
front += 1
else:
if dv.getAngle(norm) > 1:
behind += 1
else:
front += 1
if front == len(face2.Vertexes):
if DEBUG: print "front: ",front," behind: ",behind
if behind == len(face2.Vertexes):
return 1
elif front == len(face2.Vertexes):
return 2
if DEBUG: print "passed, face 2 is not in front"
if DEBUG: print "failed, cannot say if face 2 is in front or behind"
# test 5: see if faces projections don't overlap, vertexwise
if DEBUG: print "doing test 5"
@ -246,7 +277,7 @@ class Renderer:
return 0
elif not self.zOverlaps(face2,face1):
return 0
if DEBUG: print "passed, faces are overlapping"
if DEBUG: print "failed, faces are overlapping"
if DEBUG: print "Houston, all tests passed, and still no results"
return 0
@ -256,7 +287,8 @@ class Renderer:
l = None
h = None
for f2 in faces:
r = self.sortFaces(f1,f2)
if DEBUG: print "comparing face",str(self.faces.index(f1))," with face",str(self.faces.index(f2))
r = self.compare(f1,f2)
if r == 1:
l = faces.index(f2)
elif r == 2:
@ -281,7 +313,7 @@ class Renderer:
if not self.oriented:
self.reorient()
faces = self.faces[:]
if DEBUG: print "sorting faces: ", faces
if DEBUG: print "sorting ",len(self.faces)," faces"
sfaces = []
loopcount = 0
notfoundstack = 0
@ -289,6 +321,7 @@ class Renderer:
if DEBUG: print "loop ", loopcount
f1 = faces[0]
if sfaces and (notfoundstack < len(faces)):
if DEBUG: print "using ordered stack, notfound = ",notfoundstack
p = self.findPosition(f1,sfaces)
if p == None:
# no position found, we move the face to the end of the pile
@ -303,8 +336,10 @@ class Renderer:
else:
# either there is no stack, or no more face can be compared
# find a root, 2 faces that can be compared
if DEBUG: print "using unordered stack, notfound = ",notfoundstack
for f2 in faces[1:]:
r = self.sortFaces(f1,f2)
if DEBUG: print "comparing face",str(self.faces.index(f1))," with face",str(self.faces.index(f2))
r = self.compare(f1,f2)
if r == 1:
faces.remove(f2)
sfaces.append(f2)
@ -328,7 +363,7 @@ class Renderer:
if DEBUG: print "Too many loops, aborting."
break
if DEBUG: print "done Z sorting. ", len(faces), " faces retained, ", len(self.faces)-len(faces), " faces lost."
if DEBUG: print "done Z sorting. ", len(sfaces), " faces retained, ", len(self.faces)-len(sfaces), " faces lost."
self.faces = sfaces
self.sorted = True