Create openMVS.build
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.9 2005/03/02 15:13:45 ponchio
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Minimal fix in remoteness (Bugged anyway)
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Revision 1.8 2005/02/22 14:33:04 ponchio
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small bugs
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Revision 1.7 2005/01/21 18:06:05 ponchio
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Added remoteness ("distance" from frustum)
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Revision 1.6 2004/10/04 12:33:02 ponchio
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Cleaning up and planes init more stable.
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Revision 1.5 2004/09/28 10:23:28 ponchio
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Various generic changes.
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Revision 1.4 2004/05/12 20:55:18 ponchio
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*** empty log message ***
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Revision 1.3 2004/03/31 15:06:41 ponchio
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#include <camera> -> #include <view>
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Revision 1.2 2004/03/25 14:55:25 ponchio
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Adding copyright.
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****************************************************************************/
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#ifndef FRUSTUM_H
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#define FRUSTUM_H
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#include <wrap/gui/view.h>
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#include <vcg/space/plane3.h>
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#include <vcg/space/line3.h>
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#include <iostream>
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namespace vcg {
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template <class T> class Frustum: public View<T> {
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public:
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void GetView();
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void SetView(const float *_proj, const float *_modelview, const int *_viewport);
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Point3<T> ViewPoint();
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T Resolution(float dist = 1);
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bool IsOutside(Point3<T> &point);
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T Remoteness(Point3<T> &point, T radius);
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T IsOutside(Point3<T> &point, T radius);
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T Distance(Point3<T> &point, int plane);
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T range(Point3<T> &point, T radius, T &closest, T &farthest);
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protected:
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T resolution;
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Plane3<T> planes[6];
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Point3<T> view_point;
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void UpdateView();
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};
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typedef Frustum<float> Frustumf;
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typedef Frustum<double> Frustumd;
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//Implementation
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template <class T> Point3<T> Frustum<T>::ViewPoint() {
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return view_point;
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}
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template <class T> T Frustum<T>::Resolution(float dist) {
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return resolution * dist;
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}
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template <class T> bool Frustum<T>::IsOutside(Point3<T> &point) {
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Point3<T> r = Project(point);
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if(r[0] < View<T>::viewport[0] || r[0] > View<T>::viewport[0]+View<T>::viewport[2] ||
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r[1] < View<T>::viewport[1] || r[1] > View<T>::viewport[1]+View<T>::viewport[3])
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return true;
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return false;
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}
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template <class T> T Frustum<T>::Remoteness(Point3<T> &point, T radius) {
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Point3<T> r = Project(point);
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T dist = (point - view_point).Norm();
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if(dist < radius) return 0;
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T rad = 1 + radius / (resolution * dist);
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T mindist = 0;
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T tmp;
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tmp = View<T>::viewport[0] - r[0] - rad;
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if(tmp > mindist) mindist = tmp;
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tmp = r[0] - rad - (View<T>::viewport[0] + View<T>::viewport[2]);
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if(tmp > mindist) mindist = tmp;
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tmp = View<T>::viewport[1] - r[1] - rad;
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if(tmp > mindist) mindist = tmp;
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tmp = r[1] - rad - (View<T>::viewport[1] + View<T>::viewport[3]);
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if(tmp > mindist) mindist = tmp;
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if(mindist == 0) return 0;
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return 1 + (mindist / (View<T>::viewport[0] + View<T>::viewport[2]));
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}
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template <class T> T Frustum<T>::IsOutside(Point3<T> &point, T radius) {
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T dist = 0;
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for(int i = 0; i < 4; i++) {
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T d = -Distance(point, i) - radius;
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if(d > dist) dist = d;
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}
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return dist;
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}
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template <class T> T Frustum<T>::range(Point3<T> &point, T radius, T &closest, T &farthest) {
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//4 near 5 far
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T dist = (view_point - point).Norm();
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closest = dist - radius;
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farthest = dist + radius;
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}
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template <class T> T Frustum<T>::Distance(Point3<T> &point, int plane) {
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return vcg::SignedDistancePlanePoint(planes[plane], point);
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}
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template <class T> void Frustum<T>::GetView() {
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View<T>::GetView();
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UpdateView();
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}
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template <class T> void Frustum<T>::SetView(const float *_proj = NULL,
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const float *_modelview = NULL,
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const int *_viewport = NULL) {
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View<T>::SetView(_proj, _modelview, _viewport);
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UpdateView();
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}
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template <class T> void Frustum<T>::UpdateView() {
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float t = (float)(View<T>::viewport[1] +View<T>:: viewport[3]);
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float b = (float)View<T>::viewport[1];
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float r = (float)(View<T>::viewport[0] + View<T>::viewport[2]);
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float l = (float)View<T>::viewport[0];
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Point3<T> nw = UnProject(Point3<T>(l, b, 0.0f));
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Point3<T> sw = UnProject(Point3<T>(l, t, 0.0f));
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Point3<T> ne = UnProject(Point3<T>(r, b, 0.0f));
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Point3<T> se = UnProject(Point3<T>(r, t, 0.0f));
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Point3<T> NW = UnProject(Point3<T>(l, b, 1.0f));
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Point3<T> SW = UnProject(Point3<T>(l, t, 1.0f));
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Point3<T> NE = UnProject(Point3<T>(r, b, 1.0f));
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Point3<T> SE = UnProject(Point3<T>(r, t, 1.0f));
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view_point = View<T>::ViewPoint();
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planes[0].Init(nw, NW, NE);
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planes[1].Init(ne, NE, SE);
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planes[2].Init(se, SE, SW);
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planes[3].Init(sw, SW, NW);
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planes[4].Init(se, sw, nw);
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planes[5].Init(SW, SE, NE);
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//compute resolution: sizeo of a pixel unitary distance from view_point
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resolution = ((ne + NE)/2 - (nw + NW)/2).Norm() /
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(View<T>::viewport[2] * ((ne + NE + nw + NW)/4 - view_point).Norm());
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}
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}//namespace
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#endif
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