-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca) -- Copyright 2016, Julia Longtin (julial@turinglace.com) -- Released under the GNU AGPLV3+, see LICENSE -- Allow our DiscreteAproxable class to handle multiple parameters. {-# LANGUAGE MultiParamTypeClasses #-} -- FIXME: why is this here? {-# LANGUAGE TypeSynonymInstances, FlexibleInstances #-} module Graphics.Implicit.Export.DiscreteAproxable where import Prelude(Int, (-), (/), ($), (<), map, round, (+), maximum, abs, (*), fromIntegral, max, realToFrac) import Graphics.Implicit.Definitions (ℝ, ℝ2, SymbolicObj3, SymbolicObj2, Polyline, TriangleMesh, NormedTriangleMesh) import Graphics.Implicit.ObjectUtil (getImplicit3, getImplicit2, getBox3, getBox2) import Graphics.Implicit.Export.SymbolicObj3 (symbolicGetMesh) import Graphics.Implicit.Export.SymbolicObj2 (symbolicGetContour) import Graphics.Implicit.Export.Util (normTriangle) import Graphics.Implicit.Export.RayTrace (dynamicImage, Color, average, Camera(Camera), Light(Light), Scene(Scene), traceRay, cameraRay) import Codec.Picture (DynamicImage, generateImage, PixelRGBA8(PixelRGBA8)) import Data.VectorSpace ((^+^), (^/), (*^), (^-^)) import Data.AffineSpace ((.-^), (.+^)) -- | There is a discrete way to aproximate this object. -- eg. Aproximating a 3D object with a tirangle mesh -- would be DiscreteApproxable Obj3 TriangleMesh class DiscreteAproxable obj aprox where discreteAprox :: ℝ -> obj -> aprox instance DiscreteAproxable SymbolicObj3 TriangleMesh where discreteAprox res obj = symbolicGetMesh res obj instance DiscreteAproxable SymbolicObj3 NormedTriangleMesh where discreteAprox res obj = map (normTriangle res (getImplicit3 obj)) $ symbolicGetMesh res obj -- FIXME: magic numbers. instance DiscreteAproxable SymbolicObj3 DynamicImage where discreteAprox _ symbObj = dynamicImage $ generateImage pixelRenderer (round w) (round h) where (w,h) = (150, 150) :: ℝ2 obj = getImplicit3 symbObj box@((x1,y1,z1), (_,y2,z2)) = getBox3 symbObj av :: ℝ -> ℝ -> ℝ av a b = (a+b)/(2::ℝ) avY = av y1 y2 avZ = av z1 z2 deviation = maximum [abs $ y1 - avY, abs $ y2 - avY, abs $ z1 - avZ, abs $ z2 - avZ] camera = Camera (x1-deviation*(2.2::ℝ), avY, avZ) (0, -1, 0) (0,0, -1) 1.0 lights = [Light (x1-deviation*(1.5::ℝ), y1 - (0.4::ℝ)*(y2-y1), avZ) ((0.03::ℝ)*deviation) ] scene = Scene obj (PixelRGBA8 200 200 230 255) lights (PixelRGBA8 255 255 255 0) pixelRenderer :: Int -> Int -> Color pixelRenderer a b = renderScreen ((fromIntegral a :: ℝ)/w - (0.5::ℝ)) ((fromIntegral b :: ℝ)/h - (0.5 ::ℝ)) renderScreen :: ℝ -> ℝ -> Color renderScreen a b = average $ [ traceRay (cameraRay camera ((a,b) ^+^ ( 0.25/w, 0.25/h))) 2 box scene, traceRay (cameraRay camera ((a,b) ^+^ (-0.25/w, 0.25/h))) 0.5 box scene, traceRay (cameraRay camera ((a,b) ^+^ (0.25/w, -0.25/h))) 0.5 box scene, traceRay (cameraRay camera ((a,b) ^+^ (-0.25/w,-0.25/h))) 0.5 box scene ] instance DiscreteAproxable SymbolicObj2 [Polyline] where discreteAprox res obj = symbolicGetContour res obj instance DiscreteAproxable SymbolicObj2 DynamicImage where discreteAprox _ symbObj = dynamicImage $ generateImage pixelRenderer (round w) (round h) where (w,h) = (150, 150) :: ℝ2 obj = getImplicit2 symbObj (p1@(x1,_), p2@(_,y2)) = getBox2 symbObj (dx, dy) = p2 ^-^ p1 dxy = max dx dy pixelRenderer :: Int -> Int -> Color pixelRenderer mya myb = mycolor where xy a b = ((x1,y2) .-^ (dxy-dx, dy-dxy)^/2) .+^ dxy*^(a/w, -b/h) s = 0.25 :: ℝ (a', b') = (realToFrac mya, realToFrac myb) :: (ℝ2) mycolor = average [objColor $ xy a' b', objColor $ xy a' b', objColor $ xy (a'+s) (b'+s), objColor $ xy (a'-s) (b'-s), objColor $ xy (a'+s) (b'+s), objColor $ xy (a'-s) (b'-s)] objColor p = if obj p < 0 then PixelRGBA8 150 150 160 255 else PixelRGBA8 255 255 255 0