Esempio n. 1
0
// Insert pObject into the OMObjectVector at position index. 
// Existing objects at index> and higher are shifted up one index position.
AAFRESULT STDMETHODCALLTYPE ImplAAFRefArrayValue::InsertObjectAt(
  ImplAAFStorable* pObject,
  aafUInt32 index)
{
  AAFRESULT result = AAFRESULT_SUCCESS;
  if (NULL == pObject)
    return AAFRESULT_NULL_PARAM;

  // Cannot change size of a fixed array.
  ASSERTU(!fixedSize());
  if (fixedSize())
    return AAFRESULT_INVALID_OBJ;    
  
  // Validate the index...  
  OMObjectVector * pReferenceVector = referenceVector();
  ASSERTU (NULL != pReferenceVector);
  aafUInt32 elementCount = pReferenceVector->count();
  if (index > elementCount) // it is valid to insert after the last element
    return AAFRESULT_BADINDEX;

  pReferenceVector->insertObjectAt(pObject, index);
  
  if (usesReferenceCounting())
  {
    pObject->AcquireReference();
  }

  
  return result;
}  
Esempio n. 2
0
// Remove the object from the OMObjectVector at position index.
// Existing objects in the OMObjectVector at index + 1 and higher 
// are shifted down one index position.
AAFRESULT STDMETHODCALLTYPE ImplAAFRefArrayValue::RemoveObjectAt(
  aafUInt32 index)
{
  AAFRESULT result = AAFRESULT_SUCCESS;

  // Cannot change size of a fixed array.
  ASSERTU(!fixedSize());
  if (fixedSize())
    return AAFRESULT_INVALID_OBJ;    
  
  // Validate the index...  
  OMObjectVector * pReferenceVector = referenceVector();
  ASSERTU (NULL != pReferenceVector);
  aafUInt32 elementCount = pReferenceVector->count();
  if (index >= elementCount)
    return AAFRESULT_BADINDEX;
    
    
  OMObject *oldStorable = pReferenceVector->removeObjectAt(index);
  if (usesReferenceCounting())
  {
    if (oldStorable)
      ReleaseOldObject(oldStorable);
  }
  
  return result;
}  
Esempio n. 3
0
// Prepend the given pObject> to the OMObjectVector.
AAFRESULT STDMETHODCALLTYPE ImplAAFRefArrayValue::PrependObject(
  ImplAAFStorable* pObject)
{
  AAFRESULT result = AAFRESULT_SUCCESS;
  if (NULL == pObject)
    return AAFRESULT_NULL_PARAM;

  // Cannot change size of a fixed array.
  ASSERTU(!fixedSize());
  if (fixedSize())
    return AAFRESULT_INVALID_OBJ;    

  ImplAAFStorable *storable = ImplAAFRefValue::ConvertRootToOMStorable(pObject);
  if (NULL == storable)
    result = AAFRESULT_INVALID_OBJ; 
    
  OMObjectVector * pReferenceVector = referenceVector();
  ASSERTU (NULL != pReferenceVector);
  pReferenceVector->prependObject(storable);

  if (usesReferenceCounting())
  {
    pObject->AcquireReference();
  }
  
  return result;
}  
Esempio n. 4
0
// Get the value of the OMObjectVector at position index.
AAFRESULT STDMETHODCALLTYPE ImplAAFRefArrayValue::GetObjectAt(
  aafUInt32 index, 
  ImplAAFStorable** ppObject) const
{
  AAFRESULT result = AAFRESULT_SUCCESS;
  if (NULL == ppObject)
    return AAFRESULT_NULL_PARAM;
  *ppObject = NULL;
  
  // Validate the index...  
  OMObjectVector * pReferenceVector = referenceVector();
  ASSERTU (NULL != pReferenceVector);
  aafUInt32 elementCount = pReferenceVector->count();
  if (index >= elementCount)
    return AAFRESULT_BADINDEX;
    
  OMObject *object = pReferenceVector->getObjectAt(index);
  ASSERTU(NULL != object);
  if (NULL == object)
    return AAFRESULT_INVALID_OBJ;
  
  *ppObject = ImplAAFRefValue::ConvertOMObjectToRoot(object);
  ASSERTU(NULL != *ppObject);
  if (NULL == *ppObject)
    return AAFRESULT_INVALID_OBJ;
  
  // We are returning a reference to the caller so we need to 
  // bump the reference count.
  (*ppObject)->AcquireReference();
  
  return result;
}  
Esempio n. 5
0
// Set the value of the OMObjectVector at position index to pObject.
AAFRESULT STDMETHODCALLTYPE ImplAAFRefArrayValue::SetObjectAt(
  ImplAAFStorable* pObject,
  aafUInt32 index)
{
  AAFRESULT result = AAFRESULT_SUCCESS;
  if (NULL == pObject)
    return AAFRESULT_NULL_PARAM;
  
  ImplAAFStorable* newStorable = ImplAAFRefValue::ConvertRootToOMStorable(pObject);
  ASSERTU(NULL != newStorable);
  if (NULL == newStorable)
    return AAFRESULT_INVALID_OBJ;
  
  // Validate the index...  
  OMObjectVector * pReferenceVector = referenceVector();
  ASSERTU (NULL != pReferenceVector);
  aafUInt32 elementCount = pReferenceVector->count();
  if (index >= elementCount)
    return AAFRESULT_BADINDEX;
    
  OMObject *oldStorable = pReferenceVector->setObjectAt(newStorable, index);
  if (usesReferenceCounting())
  {
    newStorable->AcquireReference();
    if (oldStorable)
      ReleaseOldObject(oldStorable);
  }
  
  
  return result;
}  
Esempio n. 6
0
void RoadGraph::_generateMeshVerticesDefault2(VBORenderManager& rendManager, const QString &linesN, const QString &pointsN) {
	const int renderRoadType=1;
	float deltaZ=10;//G::global().getFloat("3d_road_deltaZ");//avoid road intersect with terrain

	{
		float const maxSegmentLeng=5.0f;//5.0f

		RoadEdgeIter ei, eiEnd;
		QVector3D p0,p1;

		std::vector<Vertex> vertROAD[2];
		std::vector<Vertex> intersectCirclesV;
		QVector3D a0,a1,a2,a3;
		QVector3D per,dir,lastDir;
		float length;
		for (boost::tie(ei, eiEnd) = boost::edges(graph); ei != eiEnd; ++ei) {
			if (!graph[*ei]->valid) continue;

			RoadEdgePtr edge = graph[*ei];
			float hWidth=1.1f*graph[*ei]->getWidth()/2.0f;//magic 1.1f !!!! (make roads go below buildings
			int type;
			switch (graph[*ei]->type) {
			case RoadEdge::TYPE_HIGHWAY:
				type=1;//should have its texture!!! TODO
				break;
			case RoadEdge::TYPE_BOULEVARD:
			case RoadEdge::TYPE_AVENUE:
				type=1;
				break;
			case RoadEdge::TYPE_STREET:
				type=0;
				break;
			default:
				type=0;
				break;
			}

			//float lengthMoved=0;//road texture dX
			
			float lengthMovedL=0;//road texture dX
			float lengthMovedR=0;//road texture dX

			for(int pL=0;pL<edge->polyline3D.size()-1;pL++){//note -1
				bool bigAngle=false;
				p0 = edge->polyline3D[pL];
				p1 = edge->polyline3D[pL+1];
				p0.setZ(deltaZ);
				p1.setZ(deltaZ);

				lastDir=dir;//save to compare

				dir=(p1-p0);//.normalized();
				length=dir.length();
				dir/=length;
				
				//per=(QVector3D::crossProduct(dir,QVector3D(0,0,1.0f)).normalized());//need normalized()?

				per = QVector3D(-dir.y(), dir.x(), 0.0f).normalized();
				if (pL == 0) {
					a0 = p0 - per * hWidth;
					a3 = p0 + per * hWidth;
				}
				a1 = p1 - per * hWidth;
				a2 = p1 + per * hWidth;

				if (pL < edge->polyline3D.size() - 2) {
					QVector3D p2 = edge->polyline3D[pL + 2];
					p2.setZ(deltaZ);
					
					Util::getIrregularBisector(p0, p1, p2, hWidth, hWidth, a2);
					Util::getIrregularBisector(p0, p1, p2, -hWidth, -hWidth, a1);
					a1.setZ(deltaZ);
					a2.setZ(deltaZ);
				}
				
				float middLenghtR=length;
				float middLenghtL=length;
				float segmentLengR, segmentLengL;
				int numSegments=ceil(length/5.0f);

				float dW=7.5f;//tex size in m

				QVector3D b0, b3;
				QVector3D b1 = a0;
				QVector3D b2 = a3;
				QVector3D vecR = a1 - a0;
				QVector3D vecL = a2 - a3;

				for(int nS=0;nS<numSegments;nS++){
					segmentLengR=std::min(maxSegmentLeng,middLenghtR);
					segmentLengL=std::min(maxSegmentLeng,middLenghtL);

					b0 = b1;
					b3 = b2;
					if (nS < numSegments - 1) {
						b1 += dir * segmentLengR;
						b2 += dir * segmentLengL;
					} else {
						b1 = a1;
						b2 = a2;
					}
					//printf("a %f %f b %f %f %f %f\n",a2.z(),a1.z(),b0.z(),b1.z(),b2.z(),b3.z());
					vertROAD[type].push_back(Vertex(b0,QVector3D(),QVector3D(0,0,1.0f),QVector3D(1,lengthMovedR / dW,0)));
					vertROAD[type].push_back(Vertex(b1,QVector3D(),QVector3D(0,0,1.0f),QVector3D(1,(lengthMovedR + segmentLengR) / dW,0)));
					vertROAD[type].push_back(Vertex(b2,QVector3D(),QVector3D(0,0,1.0f),QVector3D(0,(lengthMovedL + segmentLengL) / dW,0)));
					vertROAD[type].push_back(Vertex(b3,QVector3D(),QVector3D(0,0,1.0f),QVector3D(0,lengthMovedL / dW,0)));

					lengthMovedR+=segmentLengR;
					lengthMovedL+=segmentLengL;
					middLenghtR-=segmentLengR;
					middLenghtL-=segmentLengL;
				}				

				a3 = a2;
				a0 = a1;
			}
		}



		// add all geometry
		rendManager.addStaticGeometry("3d_roads",vertROAD[0],"../data/textures/roads/road_2lines.jpg",GL_QUADS,2|mode_AdaptTerrain);
		rendManager.addStaticGeometry("3d_roads",vertROAD[1],"../data/textures/roads/road_4lines.jpg",GL_QUADS,2|mode_AdaptTerrain);
	}

	return;

	{
		// 2. INTERSECTIONS
		std::vector<Vertex> intersectCirclesV;

		RoadVertexIter vi, vend;
		for (boost::tie(vi, vend) = boost::vertices(graph); vi != vend; ++vi) {
			if (!graph[*vi]->valid) continue;

			int outDegree=0;//boost::out_degree(*vi,roadGraph.graph);
			RoadOutEdgeIter oei, oeend;
			for (boost::tie(oei, oeend) = boost::out_edges(*vi, graph); oei != oeend; ++oei) {
				if (!graph[*oei]->valid) continue;
				outDegree++;
			}
			////////////////////////
			// 2.1 JUST TWO OR LESS--> CIRCLE BELOW
			if(outDegree<=3){//if(outDegree<=2){
				// get the largest width of the outing edges
				float max_r = 0;
				int max_roadType = 0;
				float offset = 0.3f;
				RoadOutEdgeIter oei, oeend;
				for (boost::tie(oei, oeend) = boost::out_edges(*vi, graph); oei != oeend; ++oei) {
					if (!graph[*oei]->valid) continue;

					float r = graph[*oei]->getWidth();
					if (r > max_r) {
						max_r = r;
					}

					if (graph[*oei]->type > max_roadType) {
						max_roadType = graph[*oei]->type;
					}
				}
				QVector3D center=graph[*vi]->pt3D;
				if(outDegree<=2)
					center.setZ(deltaZ-0.1f);//below
				else
					center.setZ(deltaZ+0.1f);//above

				float radi1 = max_r /2.0f;
				if(outDegree==2)radi1*=1.10f;

				const float numSides=20;
				const float deltaAngle=( 1.0f / numSides ) * 3.14159f * 2.0f;
				float angle=0.0f;
				QVector3D nP,oP;
				oP=QVector3D( radi1 * cos( angle ), radi1 * sin( angle ),0.0f );//init point
				for(int i=0;i<numSides+1;i++){
					angle=deltaAngle*i;
					nP=QVector3D( radi1 * cos( angle ), radi1 * sin( angle ),0.0f );

					intersectCirclesV.push_back(Vertex(center,center/7.5f));
					intersectCirclesV.push_back(Vertex(center+oP,(center+oP)/7.5f));
					intersectCirclesV.push_back(Vertex(center+nP,(center+nP)/7.5f));
					oP=nP;
				}

			}else{

					////////////////////////
					// 2.2 FOUR OR MORE--> COMPLEX INTERSECTION

					//printf("a\n");
					////////////
					// 2.2.1 For each vertex find edges and short by angle
					QVector2D referenceVector(0,1);
					QVector2D p0,p1;
					std::vector<std::pair<std::pair<QVector3D,QVector2D>,float>> edgeAngleOut;
					int numOutEdges=0;
					RoadOutEdgeIter Oei, Oei_end;
					float angleRef=atan2(referenceVector.y(),referenceVector.x());
					//printf("a1\n");
					for(boost::tie(Oei, Oei_end) = boost::out_edges(*vi,graph); Oei != Oei_end; ++Oei){
						if (!graph[*Oei]->valid) continue;
						// find first segment 
						RoadEdgePtr edge = graph[*Oei];
						//printf("a11 poly %d\n",edge->polyline.size());

						Polyline2D polyline = GraphUtil::orderPolyLine(*this, *Oei, *vi);
						p0 = polyline[0];
						p1 = polyline[1];

						QVector2D edgeDir=(p1-p0).normalized();// NOTE p1-p0
						p1=p0+edgeDir*30.0f;//expand edge to make sure it is long enough

						float angle=angleRef-atan2(edgeDir.y(),edgeDir.x());
						float width=edge->getWidth()*1.1f;//1.1 (since in render this is also applied)
						edgeAngleOut.push_back(std::make_pair(std::make_pair(QVector3D(p0.x(),p0.y(),width),p1),angle));//z as width
						numOutEdges++;
					}
					//printf("a2\n");
					if(edgeAngleOut.size()>0){
						std::sort( edgeAngleOut.begin(), edgeAngleOut.end(), compare2ndPartTuple2);
					}
					//printf("b\n");
					// 2.2.2 Create intersection geometry of the given edges
					QVector3D ed1p0,ed1p1;
					QVector3D ed1p0L,ed1p1L,ed1p0R,ed1p1R;
					QVector3D ed2p0L,ed2p1L,ed2p0R,ed2p1R;//right
					QVector3D ed1Dir,ed1Per;
					QVector3D ed2DirL,ed2DirR,ed2PerL,ed2PerR;
					float ed1W;
					float ed2WL,ed2WR;
					std::vector<QVector3D> interPoints;
					std::vector<Vertex> interVertex;
					std::vector<Vertex> interPedX;
					std::vector<Vertex> interPedXLineR;
					//printf("c\n");
					for(int eN=0;eN<edgeAngleOut.size();eN++){
						//printf("** eN %d\n",eN);
						// a) ED1: this edge
						ed1W=edgeAngleOut[eN].first.first.z();//use z as width
						ed1p0=edgeAngleOut[eN].first.first;
						ed1p0.setZ(0);
						ed1p1=edgeAngleOut[eN].first.second.toVector3D();
						// compute right side
						ed1Dir=(ed1p0-ed1p1).normalized();//ends in 0
						ed1Per=(QVector3D::crossProduct(ed1Dir,QVector3D(0,0,1.0f)).normalized());//need normalized()?
						ed1p0R=ed1p0+ed1Per*ed1W/2.0f;
						ed1p1R=ed1p1+ed1Per*ed1W/2.0f;
						// compute left side
						ed1p0L=ed1p0-ed1Per*ed1W/2.0f;
						ed1p1L=ed1p1-ed1Per*ed1W/2.0f;

						// b) ED2: next edge
						int lastEdge=eN-1;
						if(lastEdge<0)lastEdge=edgeAngleOut.size()-1;
						//printf("last eN %d\n",lastEdge);
						ed2WL=edgeAngleOut[lastEdge].first.first.z();//use z as width
						ed2p0L=edgeAngleOut[lastEdge].first.first;
						ed2p0L.setZ(0);
						ed2p1L=edgeAngleOut[lastEdge].first.second.toVector3D();
						// compute left side
						ed2DirL=(ed2p0L-ed2p1L).normalized();//ends in 0
						ed2PerL=(QVector3D::crossProduct(ed2DirL,QVector3D(0,0,1.0f)).normalized());//need normalized()?
						ed2p0L-=ed2PerL*ed2WL/2.0f;
						ed2p1L-=ed2PerL*ed2WL/2.0f;

						// c) ED2: last edge
						int nextEdge=(eN+1)%edgeAngleOut.size();
						//printf("next eN %d\n",nextEdge);

						ed2WR=edgeAngleOut[nextEdge].first.first.z();//use z as width
						ed2p0R=edgeAngleOut[nextEdge].first.first;
						ed2p0R.setZ(0);
						ed2p1R=edgeAngleOut[nextEdge].first.second.toVector3D();
						// compute left side
						ed2DirR=(ed2p0R-ed2p1R).normalized();//ends in 0
						ed2PerR=(QVector3D::crossProduct(ed2DirR,QVector3D(0,0,1.0f)).normalized());//need normalized()?
						ed2p0R+=ed2PerR*ed2WR/2.0f;
						ed2p1R+=ed2PerR*ed2WR/2.0f;

						//////////////////////////////////////////
						// d) Computer interior coordinates
						// d.1 computer intersection left
						QVector3D intPoint1(FLT_MAX,0,0);
						if(acos(QVector3D::dotProduct(ed1Dir,ed2DirL))<(170.0f*0.0174532925f)){//angle smaller than 45 degrees
							float tab,tcd;
							//printf("ED1 %f %f --> %f %f  ED2 %f %f --> %f %f\n",ed1p0R.x(),ed1p0R.y(),ed1p1R.x(),ed1p1R.y(), ed2p0L.x(),ed2p0L.y(),ed2p1L.x(),ed2p1L.y());
							if(Util::segmentSegmentIntersectXY3D(ed1p0R,ed1p1R,ed2p0L,ed2p1L,&tab,&tcd, false,intPoint1)==false&&false){
								printf("ERROR: Parallel!!!\n");
								continue;
							}else{
								//printf("Int %f %f\n",intPoint1.x(),intPoint1.y());
								//printf("ADD: No Parallel!!!\n");
							}
						}
						// d.2 computer intersecion right
						QVector3D intPoint2(FLT_MAX,0,0);
						if(acos(QVector3D::dotProduct(ed1Dir,ed2DirR))<(170.0f*0.0174532925f)){//angle smaller than 45 degrees
							float tab,tcd;
							//printf("ED1 %f %f --> %f %f  ED2 %f %f --> %f %f\n",ed1p0L.x(),ed1p0L.y(),ed1p1L.x(),ed1p1L.y(), ed2p0R.x(),ed2p0R.y(),ed2p1R.x(),ed2p1R.y());
							if(Util::segmentSegmentIntersectXY3D(ed1p0L,ed1p1L,ed2p0R,ed2p1R,&tab,&tcd, false,intPoint2)==false){
								printf("ERROR: Parallel!!!\n");
								continue;
							}else{
								//printf("Int %f %f\n",intPoint2.x(),intPoint2.y());
								//printf("ADD: No Parallel!!!\n");
							}
						}
						if(intPoint1.x()==FLT_MAX&&intPoint2.x()==FLT_MAX){
							printf("ERROR: No intersect both sides\n");
							printf("angle1 %f\n",acos(QVector3D::dotProduct(ed1Dir,ed2DirR))/0.0174532925f);
							printf("angle2 %f\n",acos(QVector3D::dotProduct(ed1Dir,ed2DirL))/0.0174532925f);
							exit(0);//for now exit program
						}
						if(intPoint1.x()==FLT_MAX){
							intPoint1=intPoint2-ed1Per*ed1W;
						}
						if(intPoint2.x()==FLT_MAX){
							intPoint2=intPoint1+ed1Per*ed1W;
						}

						// middle
						float zOff=0.1f;
						intPoint2.setZ(deltaZ+zOff);
						intPoint1.setZ(deltaZ+zOff);
					
						interPoints.push_back(intPoint1);
						interPoints.push_back(intPoint2);
											

						// EDIT: to make the stop line perpendicular to the road direction
						if (QVector3D::dotProduct(intPoint1 - intPoint2, ed1Dir) >= 0) {
							intPoint1 -= ed1Dir * QVector3D::dotProduct(intPoint1 - intPoint2, ed1Dir);
						} else {
							intPoint2 += ed1Dir * QVector3D::dotProduct(intPoint1 - intPoint2, ed1Dir);
						}

						// pedX
						interPedX.push_back(Vertex(intPoint1,QVector3D(0-0.07f,0,0)));
						interPedX.push_back(Vertex(intPoint2,QVector3D(ed1W/7.5f+0.07f,0,0)));
						interPedX.push_back(Vertex(intPoint2-ed1Dir*3.5f,QVector3D(ed1W/7.5f+0.07f,1.0f,0)));
						interPedX.push_back(Vertex(intPoint1-ed1Dir*3.5f,QVector3D(0.0f-0.07f,1.0f,0)));
						// Line in right lines
						QVector3D midPoint=(intPoint2+intPoint1)/2.0f+0.2f*ed1Per;


						interPedXLineR.push_back(Vertex(intPoint1-ed1Dir*3.5f,QVector3D(0,0.0f,0)));
						interPedXLineR.push_back(Vertex(midPoint-ed1Dir*3.5f,QVector3D(1.0f,0.0f,0)));
						interPedXLineR.push_back(Vertex(midPoint-ed1Dir*4.25f,QVector3D(1.0f,1.0f,0)));
						interPedXLineR.push_back(Vertex(intPoint1-ed1Dir*4.25f,QVector3D(0.0f,1.0f,0)));

					}
					//printf("EdgeOut %d interVertex %d\n",edgeAngleOut.size(),interVertex.size());
					//rendManager.addStaticGeometry("3d_roads_interCom",interVertex,"../data/textures/roads/road_pedX.jpg",GL_POINTS,1|mode_AdaptTerrain);//POINTS (tex meant to set points)
					if(interPoints.size()>2){
						
						{
							for(int iP=0;iP<interPoints.size()-1;iP++){//remove duplicated
								if((interPoints[iP]-interPoints[iP+1]).lengthSquared()<0.5f){
									interPoints.erase(interPoints.begin()+iP);
									iP--;
								}
							}
						}

						rendManager.addStaticGeometry2("3d_roads_interCom",interPoints,0.0f,false,"../data/textures/roads/road_0lines.jpg",GL_QUADS,2|mode_AdaptTerrain,QVector3D(1.0f/7.5f,1.0f/7.5f,1),QVector3D());//0.0f (moved before)
					}
					rendManager.addStaticGeometry("3d_roads_interCom",interPedX,"../data/textures/roads/road_pedX.jpg",GL_QUADS,2|mode_AdaptTerrain);
					rendManager.addStaticGeometry("3d_roads_interCom",interPedXLineR,"../data/textures/roads/road_pedXLineR.jpg",GL_QUADS,2|mode_AdaptTerrain);
				
			}

		}//all vertex
		rendManager.addStaticGeometry("3d_roads_inter",intersectCirclesV,"../data/textures/roads/road_0lines.jpg",GL_TRIANGLES,2|mode_AdaptTerrain);
	}

}//