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6502bench/PluginCommon/VisWireframe.cs
Andy McFadden ea379fce18 Consolidate wireframe data validation
Some tests were duplicated between VisWireframe and the code that
consumed the data.  We now expose the Validate function as a public
interface, and invoke it from WireframeObject.  Failed validation
results in a null object being returned, which was previously allowed
but not actually checked for.
2020-04-23 11:25:45 -07:00

334 lines
12 KiB
C#

/*
* Copyright 2020 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace PluginCommon {
/// <summary>
/// Wireframe mesh with optional backface normals, for use with visualization generators.
/// Call the various functions to add data, then call Validate() to check for broken
/// references.
/// </summary>
[Serializable]
public class VisWireframe : IVisualizationWireframe {
//
// Names and definitions of parameters that are interpreted by the wireframe
// renderer, rather than the visualization generator.
//
public const string P_IS_PERSPECTIVE = "_isPerspective";
public const string P_IS_BFC_ENABLED = "_isBfcEnabled";
public const string P_IS_RECENTERED = "_isRecentered";
public static VisParamDescr Param_IsPerspective(string uiLabel, bool defaultVal) {
return new VisParamDescr(uiLabel, P_IS_PERSPECTIVE, typeof(bool), 0, 0, 0, defaultVal);
}
public static VisParamDescr Param_IsBfcEnabled(string uiLabel, bool defaultVal) {
return new VisParamDescr(uiLabel, P_IS_BFC_ENABLED, typeof(bool), 0, 0, 0, defaultVal);
}
public static VisParamDescr Param_IsRecentered(string uiLabel, bool defaultVal) {
return new VisParamDescr(uiLabel, P_IS_RECENTERED, typeof(bool), 0, 0, 0, defaultVal);
}
private List<float> mVerticesX = new List<float>();
private List<float> mVerticesY = new List<float>();
private List<float> mVerticesZ = new List<float>();
private List<int> mPoints = new List<int>();
private List<IntPair> mEdges = new List<IntPair>();
private List<float> mNormalsX = new List<float>();
private List<float> mNormalsY = new List<float>();
private List<float> mNormalsZ = new List<float>();
private List<IntPair> mVertexFaces = new List<IntPair>();
private List<IntPair> mEdgeFaces = new List<IntPair>();
private List<int> mExcludedVertices = new List<int>();
private List<int> mExcludedEdges = new List<int>();
/// <summary>
/// Constructor. Nothing much to do.
/// </summary>
public VisWireframe() { }
/// <summary>
/// Adds the vertex to the list. Coordinates may be INVALID_VERTEX to exclude the
/// vertex from rendering.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="z">Z coordinate.</param>
/// <returns>Vertex index. Indices start at zero and count up.</returns>
public int AddVertex(float x, float y, float z) {
mVerticesX.Add(x);
mVerticesY.Add(y);
mVerticesZ.Add(z);
return mVerticesX.Count - 1;
}
/// <summary>
/// Adds a point to the list.
/// </summary>
/// <param name="index">Vertex index.</param>
/// <returns>Point index. Indices start at zero and count up.</returns>
public int AddPoint(int index) {
mPoints.Add(index);
return mPoints.Count - 1;
}
/// <summary>
/// Adds an edge to the list. The referenced vertices do not need to be defined
/// before calling.
/// </summary>
/// <param name="index0">Index of first vertex.</param>
/// <param name="index1">Index of second vertex.</param>
/// <returns>Edge index. Indices start at zero and count up.</returns>
public int AddEdge(int index0, int index1) {
Debug.Assert(index0 >= 0);
Debug.Assert(index1 >= 0);
mEdges.Add(new IntPair(index0, index1));
return mEdges.Count - 1;
}
/// <summary>
/// Adds the face normal to the list.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="z">Z coordinate.</param>
/// <returns>Face index. Indices start at zero and count up.</returns>
public int AddFaceNormal(float x, float y, float z) {
Debug.Assert(x != 0.0f || y != 0.0f || z != 0.0f); // no zero-length normals
mNormalsX.Add(x);
mNormalsY.Add(y);
mNormalsZ.Add(z);
return mNormalsX.Count - 1;
}
/// <summary>
/// Replaces the specified face normal.
/// </summary>
/// <param name="index">Face index.</param>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="z">Z coordinate.</param>
public void ReplaceFaceNormal(int index, float x, float y, float z) {
mNormalsX[index] = x;
mNormalsY[index] = y;
mNormalsZ[index] = z;
}
/// <summary>
/// Marks a vertex's visibility as being tied to the specified face. The vertices and
/// faces being referenced do not need to exist yet.
/// </summary>
/// <param name="vertexIndex">Index of vertex.</param>
/// <param name="faceIndex">Index of face.</param>
public void AddVertexFace(int vertexIndex, int faceIndex) {
Debug.Assert(vertexIndex >= 0);
Debug.Assert(faceIndex >= 0);
mVertexFaces.Add(new IntPair(vertexIndex, faceIndex));
}
/// <summary>
/// Marks an edge's visibility as being tied to the specified face. The edges and
/// faces being referenced do not need to exist yet.
/// </summary>
/// <param name="edgeIndex">Index of edge.</param>
/// <param name="faceIndex">Index of face.</param>
public void AddEdgeFace(int edgeIndex, int faceIndex) {
Debug.Assert(edgeIndex >= 0);
Debug.Assert(faceIndex >= 0);
mEdgeFaces.Add(new IntPair(edgeIndex, faceIndex));
}
/// <summary>
/// Marks a vertex as excluded. Used for level-of-detail reduction.
/// </summary>
/// <param name="vertexIndex">Index of vertex.</param>
public void AddVertexExclusion(int vertexIndex) {
Debug.Assert(vertexIndex >= 0);
mExcludedVertices.Add(vertexIndex);
}
/// <summary>
/// Marks an edge as excluded. Used for level-of-detail reduction.
/// </summary>
/// <param name="edgeIndex">Index of edge.</param>
public void AddEdgeExclusion(int edgeIndex) {
Debug.Assert(edgeIndex >= 0);
mExcludedEdges.Add(edgeIndex);
}
/// <summary>
/// Verifies that the various references by index are valid.
/// </summary>
/// <param name="msg">Failure detail.</param>
/// <returns>True if everything looks valid.</returns>
public bool Validate(out string msg) {
int vertexCount = mVerticesX.Count;
int faceCount = mNormalsX.Count;
int edgeCount = mEdges.Count;
// complain about empty objects (should we fail if no edges were defined?)
if (vertexCount == 0) {
msg = "no vertices defined";
return false;
}
if (mVerticesX.Count != mVerticesY.Count || mVerticesX.Count != mVerticesZ.Count) {
msg = "inconsistent vertex arrays";
return false;
}
// check points
foreach (int vi in mPoints) {
if (vi < 0 || vi >= vertexCount) {
msg = "invalid point (index=" + vi + "; count=" + vertexCount + ")";
return false;
}
}
// check edges
foreach (IntPair ip in mEdges) {
if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
ip.Val1 < 0 || ip.Val1 >= vertexCount) {
msg = "invalid edge (vertices " + ip.Val0 + ", " + ip.Val1 +
"; count=" + vertexCount + ")";
return false;
}
}
// check vertex-faces
foreach (IntPair ip in mVertexFaces) {
if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
ip.Val1 < 0 || ip.Val1 >= faceCount) {
msg = "invalid vertex-face (v=" + ip.Val0 + ", f=" + ip.Val1 + ")";
return false;
}
}
// check edge-faces
foreach (IntPair ip in mEdgeFaces) {
if (ip.Val0 < 0 || ip.Val0 >= edgeCount ||
ip.Val1 < 0 || ip.Val1 >= faceCount) {
msg = "invalid edge-face (e=" + ip.Val0 + ", f=" + ip.Val1 + ")";
return false;
}
}
// check face normals
for (int i = 0; i < mNormalsX.Count; i++) {
if (mNormalsX[i] == 0.0f && mNormalsY[i] == 0.0f && mNormalsZ[i] == 0.0f) {
msg = "zero-length normal";
return false;
}
}
if (mNormalsX.Count != mNormalsY.Count || mNormalsX.Count != mNormalsZ.Count) {
msg = "inconsistent normal arrays";
return false;
}
// check excluded vertices
for (int i = 0; i < mExcludedVertices.Count; i++) {
if (mExcludedVertices[i] < 0 || mExcludedVertices[i] >= vertexCount) {
msg = "excluded nonexistent vertex " + i;
return false;
}
}
// check excluded edges
for (int i = 0; i < mExcludedEdges.Count; i++) {
if (mExcludedEdges[i] < 0 || mExcludedEdges[i] >= edgeCount) {
msg = "excluded nonexistent edge " + i;
return false;
}
}
// TODO(maybe): confirm that every face (i.e. normal) has a vertex we can use for
// BFC calculation. Not strictly necessary since you can do orthographic-projection
// BFC without it... but who does that?
msg = string.Empty;
return true;
}
//
// IVisualizationWireframe implementation.
//
public bool Is2d { get; set; }
public float[] GetVerticesX() {
return mVerticesX.ToArray();
}
public float[] GetVerticesY() {
return mVerticesY.ToArray();
}
public float[] GetVerticesZ() {
return mVerticesZ.ToArray();
}
public int[] GetPoints() {
return mPoints.ToArray();
}
public IntPair[] GetEdges() {
return mEdges.ToArray();
}
public float[] GetNormalsX() {
return mNormalsX.ToArray();
}
public float[] GetNormalsY() {
return mNormalsY.ToArray();
}
public float[] GetNormalsZ() {
return mNormalsZ.ToArray();
}
public IntPair[] GetVertexFaces() {
return mVertexFaces.ToArray();
}
public IntPair[] GetEdgeFaces() {
return mEdgeFaces.ToArray();
}
public int[] GetExcludedVertices() {
return mExcludedVertices.ToArray();
}
public int[] GetExcludedEdges() {
return mExcludedEdges.ToArray();
}
public override string ToString() {
return "[VisWireframe: " + mVerticesX.Count + " vertices, " +
mEdges.Count + " edges, " +
mNormalsX.Count + " faces, " +
mVertexFaces.Count + " vfaces, " +
mEdgeFaces.Count + " efaces]";
}
}
}