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    //
    //  Copyright (C) : Please refer to the COPYRIGHT file distributed 
    //   with this source distribution. 
    //
    //  This program is free software; you can redistribute it and/or
    //  modify it under the terms of the GNU General Public License
    //  as published by the Free Software Foundation; either version 2
    //  of the License, or (at your option) any later version.
    //
    //  This program is distributed in the hope that it will be useful,
    //  but WITHOUT ANY WARRANTY; without even the implied warranty of
    //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    //  GNU General Public License for more details.
    //
    //  You should have received a copy of the GNU General Public License
    //  along with this program; if not, write to the Free Software
    //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
    //
    ///////////////////////////////////////////////////////////////////////////////
    
    // Must be included before any QT header, because of moc
    #include "../system/PythonInterpreter.h"
    
    #include <string>
    #include <fstream>
    #include <float.h>
    
    
    #include "AppView.h"
    
    #include "AppCanvas.h"
    #include "AppConfig.h"
    
    
    #include "../system/StringUtils.h"
    #include "../scene_graph/NodeShape.h"
    #include "../scene_graph/NodeTransform.h"
    #include "../scene_graph/NodeDrawingStyle.h"
    #include "../winged_edge/WingedEdgeBuilder.h"
    #include "../winged_edge/WEdge.h"
    #include "../scene_graph/VertexRep.h"
    #include "../winged_edge/WXEdgeBuilder.h"
    #include "../scene_graph/ScenePrettyPrinter.h"
    #include "../winged_edge/WFillGrid.h"
    
    #include "../view_map/ViewMapTesselator.h"
    #include "../stroke/StrokeTesselator.h"
    #include "../view_map/ViewMapIO.h"
    #include "Controller.h"
    #include "../view_map/ViewMap.h"
    #include "../winged_edge/Curvature.h"
    #include "../image/Image.h"
    #include "../view_map/SteerableViewMap.h"
    #include "../stroke/PSStrokeRenderer.h"
    #include "../stroke/TextStrokeRenderer.h"
    #include "../stroke/StyleModule.h"
    
    #include "../system/StringUtils.h"
    
    
    #include "../blender_interface/BlenderFileLoader.h"
    #include "../blender_interface/BlenderStrokeRenderer.h"
    
    
    #ifdef __cplusplus
    extern "C" {
    #endif
    
    	#include "../../FRS_freestyle.h"
    
    #ifdef __cplusplus
    }
    #endif
    
    
      const string sep(Config::DIR_SEP.c_str());
    
      //const string filename = Config::Path::getInstance()->getHomeDir() + sep + Config::OPTIONS_DIR + sep + Config::OPTIONS_CURRENT_DIRS_FILE;
    
      //_current_dirs = new ConfigIO(filename, Config::APPLICATION_NAME + "CurrentDirs", true);
    
      _RootNode = new NodeGroup;
      _RootNode->addRef();
      
      _SilhouetteNode = NULL;
      //_ProjectedSilhouette = NULL;
      //_VisibleProjectedSilhouette = NULL;
      
      _DebugNode = new NodeGroup;
      _DebugNode->addRef();
    
      _winged_edge = NULL;
      
      _pView = NULL;
    
      _edgeTesselationNature = (Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE);
    
    
      _SceneNumFaces = 0;
      _minEdgeSize = DBL_MAX;
      _bboxDiag = 0;
      
      _ViewMap = 0;
    
      _Canvas = 0;
    
      _VisibilityAlgo = ViewMapBuilder::ray_casting;
      //_VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
    
      _Canvas = new AppCanvas;
    
      _inter = new PythonInterpreter;
      _EnableQI = true;
      _ComputeRidges = true;
      _ComputeSteerableViewMap = false;
      _ComputeSuggestive = true;
      _sphereRadius = 1.0;
    
    }
    
    Controller::~Controller()
    {
      if(NULL != _RootNode)
        {
          int ref = _RootNode->destroy();
          if(0 == ref)
    	delete _RootNode;
        }
      
      if(NULL != _SilhouetteNode)
        {
          int ref = _SilhouetteNode->destroy();
          if(0 == ref)
    	delete _SilhouetteNode;
        }
      
      if(NULL != _DebugNode)
        {
          int ref = _DebugNode->destroy();
          if(0 == ref)
    	delete _DebugNode;
        }
    
      if(_winged_edge) {
        delete _winged_edge;
        _winged_edge = NULL;
      }
    
      if(0 != _ViewMap)
        {
          delete _ViewMap;
          _ViewMap = 0;
        }
    
      if(0 != _Canvas)
        {
          delete _Canvas;
          _Canvas = 0;
        }
    
      if (_inter) {
        delete _inter;
        _inter = NULL;
      }
    
      //delete _current_dirs;
    }
    
    
    void Controller::setView(AppView *iView)
    
      _Canvas->setViewer(_pView);
    
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    int Controller::LoadMesh(Render *re, SceneRenderLayer* srl)
    
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      BlenderFileLoader loader(re, srl);
    
      
      _Chrono.start();
      
      NodeGroup *blenderScene = loader.Load();
    
      if (blenderScene == NULL) {
    	cout << "Cannot load scene" << endl;
        return 1;
      }
    
    
    	if( blenderScene->numberOfChildren() < 1) {
    		cout << "Empty scene" << endl;
    
    		blenderScene->destroy();
    		delete blenderScene;
    
      printf("Mesh cleaning    : %lf\n", _Chrono.stop());
      _SceneNumFaces += loader.numFacesRead();
    
      if(loader.minEdgeSize() < _minEdgeSize)
        {
          _minEdgeSize = loader.minEdgeSize();
          _EPSILON = _minEdgeSize*1e-6;
          if(_EPSILON < DBL_MIN)
    	_EPSILON = 0.0;
        }
    
      cout << "Epsilon computed : " << _EPSILON << endl;
    
      // DEBUG
    
      // ScenePrettyPrinter spp;
      // blenderScene->accept(spp);
    
    	
      _RootNode->AddChild(blenderScene);
      _RootNode->UpdateBBox(); // FIXME: Correct that by making a Renderer to compute the bbox
    
      _pView->setModel(_RootNode);
      //_pView->FitBBox();
    
    
      _Chrono.start();
    
      
      WXEdgeBuilder wx_builder;
      blenderScene->accept(wx_builder);
      _winged_edge = wx_builder.getWingedEdge();
    
      printf("WEdge building   : %lf\n", _Chrono.stop());
    
     _Chrono.start();
    
      _Grid.clear();
      Vec3r size;
      for(unsigned int i=0; i<3; i++)
        {
          size[i] = fabs(_RootNode->bbox().getMax()[i] - _RootNode->bbox().getMin()[i]);
          size[i] += size[i]/10.0; // let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells intersections
          if(size[i]==0){
              cout << "Warning: the bbox size is 0 in dimension "<<i<<endl;
          }
        }
      _Grid.configure(Vec3r(_RootNode->bbox().getMin() - size / 20.0), size,
    		  _SceneNumFaces);
    
      // Fill in the grid:
      WFillGrid fillGridRenderer(&_Grid, _winged_edge);
      fillGridRenderer.fillGrid();
    
      printf("Grid building    : %lf\n", _Chrono.stop());
      
      // DEBUG
    
      _Grid.displayDebug();
      //  
      // _pView->setDebug(_DebugNode);
    
    
      //delete stuff
      //  if(0 != ws_builder)
      //    {
      //      delete ws_builder;
      //      ws_builder = 0;
      //    }
    
    	//soc QFileInfo qfi(iFileName);
    	//soc string basename((const char*)qfi.fileName().toAscii().data());
    	// char cleaned[FILE_MAX];
    	// BLI_strncpy(cleaned, iFileName, FILE_MAX);
    	// BLI_cleanup_file(NULL, cleaned);
    	// string basename = StringUtils::toAscii( string(cleaned) );
    
      _ListOfModels.push_back("Blender_models");
    
      cout << "Triangles nb     : " << _SceneNumFaces << endl;
      _bboxDiag = (_RootNode->bbox().getMax()-_RootNode->bbox().getMin()).norm();
      cout << "Bounding Box     : " << _bboxDiag << endl;
      return 0;
    }
    
    
      WShape::setCurrentId(0);
    
      _pView->DetachModel();
      _ListOfModels.clear();
      if(NULL != _RootNode)
        {
          int ref = _RootNode->destroy();
          if(0 == ref)
    	_RootNode->addRef();
        
          _RootNode->clearBBox();
        }
      
      _pView->DetachSilhouette();
      if (NULL != _SilhouetteNode)
        {
          int ref = _SilhouetteNode->destroy();
          if(0 == ref)
    	{
    	  delete _SilhouetteNode;
    	  _SilhouetteNode = NULL;
    	}
        }
      //  if(NULL != _ProjectedSilhouette)
      //    {
      //      int ref = _ProjectedSilhouette->destroy();
      //      if(0 == ref)
      //	{
      //	  delete _ProjectedSilhouette;
      //	  _ProjectedSilhouette = NULL;
      //	}
      //    }
      //  if(NULL != _VisibleProjectedSilhouette)
      //    {
      //      int ref = _VisibleProjectedSilhouette->destroy();
      //      if(0 == ref)
      //	{
      //	  delete _VisibleProjectedSilhouette;
      //	  _VisibleProjectedSilhouette = NULL;
      //	}
      //  }
      
      _pView->DetachDebug();
      if(NULL != _DebugNode)
        {
          int ref = _DebugNode->destroy();
          if(0 == ref)
    	_DebugNode->addRef();
        }
      
      if(_winged_edge) {
        delete _winged_edge;
        _winged_edge = NULL;
      }
    
      // We deallocate the memory:
      if(NULL != _ViewMap)
        {
          delete _ViewMap;
          _ViewMap = 0;
        }
    
      // clears the canvas
      _Canvas->Erase();
    
      // clears the grid
      _Grid.clear();
      _SceneNumFaces = 0;
      _minEdgeSize = DBL_MAX;
    
    }
    
    
    
    void Controller::ComputeViewMap()
    {
    
      if (!_ListOfModels.size())
        return;
      
      if(NULL != _ViewMap)
        {
          delete _ViewMap;
          _ViewMap = 0;
        }
    
      _pView->DetachDebug();
      if(NULL != _DebugNode)
        {
          int ref = _DebugNode->destroy();
          if(0 == ref)
    	_DebugNode->addRef();
        }
      
    
      _pView->DetachSilhouette();
      if (NULL != _SilhouetteNode)
        {
          int ref = _SilhouetteNode->destroy();
          if(0 == ref)
    	delete _SilhouetteNode;
        }
      //  if(NULL != _ProjectedSilhouette)
      //    {
      //      int ref = _ProjectedSilhouette->destroy();
      //      if(0 == ref)
      //	delete _ProjectedSilhouette;
      //    }
      //  if(NULL != _VisibleProjectedSilhouette)
      //    {
      //      int ref = _VisibleProjectedSilhouette->destroy();
      //      if(0 == ref)
      //	{
      //	  delete _VisibleProjectedSilhouette;
      //	  _VisibleProjectedSilhouette = 0;
      //	}
      //  }
      
      // retrieve the 3D viewpoint and transformations information
      //----------------------------------------------------------
      // Save the viewpoint context at the view level in order 
      // to be able to restore it later:
    
      // Restore the context of view:
      // we need to perform all these operations while the 
      // 3D context is on.
    
      Vec3r vp( freestyle_viewpoint[0], freestyle_viewpoint[1], freestyle_viewpoint[2]);
    
    
    	//cout << "mv" << endl;
    
    	for( int i= 0; i < 4; i++) {
    		for( int j= 0; j < 4; j++) {
    
    			//cout << mv[i][j] << " ";
    
    	//	cout << endl;
    
    	//cout << "\nproj" << endl;
    
    	for( int i= 0; i < 4; i++) {
    		for( int j= 0; j < 4; j++) {
    
    			//cout << proj[i][j] << " ";
    
    		//cout << endl;
    
    
    	int viewport[4];
    	for( int i= 0; i < 4; i++)
    		viewport[i] = freestyle_viewport[i];
    
    	//cout << "\nfocal:" << _pView->GetFocalLength() << endl << endl;
    
      // Flag the WXEdge structure for silhouette edge detection:
      //----------------------------------------------------------
    
    
    	cout << "\n===  Detecting silhouette edges  ===" << endl;
    
      edgeDetector.setViewpoint(Vec3r(vp));
    
      edgeDetector.enableRidgesAndValleysFlag(_ComputeRidges);
      edgeDetector.enableSuggestiveContours(_ComputeSuggestive);
      edgeDetector.setSphereRadius(_sphereRadius);
      edgeDetector.setSuggestiveContourKrDerivativeEpsilon(_suggestiveContourKrDerivativeEpsilon);
      edgeDetector.processShapes(*_winged_edge);
    
      real duration = _Chrono.stop();
      printf("Feature lines    : %lf\n", duration);
    
      // Builds the view map structure from the flagged WSEdge structure:
      //----------------------------------------------------------
      ViewMapBuilder vmBuilder;
    
      vmBuilder.setEnableQI(_EnableQI);
      vmBuilder.setViewpoint(Vec3r(vp));
    
      vmBuilder.setTransform( mv, proj,viewport, _pView->GetFocalLength(), _pView->GetAspect(), _pView->GetFovyRadian());
      vmBuilder.setFrustum(_pView->znear(), _pView->zfar());  
    
      vmBuilder.setGrid(&_Grid);
    
      
      // Builds a tesselated form of the silhouette for display purpose:
      //---------------------------------------------------------------
      ViewMapTesselator3D sTesselator3d;
      //ViewMapTesselator2D sTesselator2d;
    
      //sTesselator2d.setNature(_edgeTesselationNature);
      sTesselator3d.setNature(_edgeTesselationNature);
    
    	cout << "\n===  Building the view map  ===" << endl;
    
      _Chrono.start();
      // Build View Map
      _ViewMap = vmBuilder.BuildViewMap(*_winged_edge, _VisibilityAlgo, _EPSILON);
      _ViewMap->setScene3dBBox(_RootNode->bbox());
      
    
    	printf("ViewMap edge count : %i\n", _ViewMap->viewedges_size() );
    
    
      //Tesselate the 3D edges:
      _SilhouetteNode = sTesselator3d.Tesselate(_ViewMap);
      _SilhouetteNode->addRef();
      
      // Tesselate 2D edges
      //  _ProjectedSilhouette = sTesselator2d.Tesselate(_ViewMap);
      //  _ProjectedSilhouette->addRef();
      
      duration = _Chrono.stop();
      printf("ViewMap building : %lf\n", duration);
    
      
      _pView->AddSilhouette(_SilhouetteNode);
      //_pView->AddSilhouette(_WRoot);
      //_pView->Add2DSilhouette(_ProjectedSilhouette);
      //_pView->Add2DVisibleSilhouette(_VisibleProjectedSilhouette);  
      _pView->AddDebug(_DebugNode);
    
      // Draw the steerable density map:
      //--------------------------------
      if(_ComputeSteerableViewMap){
        ComputeSteerableViewMap();
      }
      // Reset Style modules modification flags
      resetModified(true);
    }
    
    void Controller::ComputeSteerableViewMap(){
    //soc
      // if((!_Canvas) || (!_ViewMap))
      //   return;
      //   
      // // Build 4 nodes containing the edges in the 4 directions
      // NodeGroup *ng[Canvas::NB_STEERABLE_VIEWMAP];
      // unsigned i;
      // real c = 32.f/255.f; // see SteerableViewMap::readSteerableViewMapPixel() for information about this 32.
      // for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP; ++i){
      //   ng[i] = new NodeGroup;
      // }
      // NodeShape *completeNS = new NodeShape;
    
      // completeNS->material().setDiffuse(c,c,c,1);
    
      // ng[Canvas::NB_STEERABLE_VIEWMAP-1]->AddChild(completeNS);
      // SteerableViewMap * svm = _Canvas->getSteerableViewMap();
      // svm->Reset();
      // 
      // ViewMap::fedges_container& fedges = _ViewMap->FEdges();
      // LineRep * fRep;
      // NodeShape *ns;
      // for(ViewMap::fedges_container::iterator f=fedges.begin(), fend=fedges.end();
      // f!=fend;
      // ++f){
      //   if((*f)->viewedge()->qi() != 0)
      //     continue;
      //   fRep = new LineRep((*f)->vertexA()->point2d(),(*f)->vertexB()->point2d()) ;
      //   completeNS->AddRep(fRep); // add to the complete map anyway
      //   double *oweights = svm->AddFEdge(*f);
      //   for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP-1; ++i){
      //     ns = new NodeShape;
      //     double wc = oweights[i]*c;
      //     if(oweights[i] == 0)
      //       continue;
    
      //     ns->material().setDiffuse(wc, wc, wc, 1);
    
      //     ns->AddRep(fRep);
      //     ng[i]->AddChild(ns);
      //   }
      // }
      // 
      // GrayImage *img[Canvas::NB_STEERABLE_VIEWMAP];
      // //#ifdef WIN32
      // QGLBasicWidget offscreenBuffer(_pView, "SteerableViewMap", _pView->width(), _pView->height()); 
      // QPixmap pm;
      // QImage qimg;
      // for(i=0; i<Canvas::NB_STEERABLE_VIEWMAP; ++i){
      //   offscreenBuffer.AddNode(ng[i]);
      //   //img[i] = new GrayImage(_pView->width(), _pView->height());
      //   //offscreenBuffer.readPixels(0,0,_pView->width(), _pView->height(), img[i]->getArray());
      //   pm = offscreenBuffer.renderPixmap(_pView->width(), _pView->height());
      // 
      //   if(pm.isNull())
      //     cout << "BuildViewMap Warning: couldn't render the steerable ViewMap" << endl;
      //   //pm.save(QString("steerable")+QString::number(i)+QString(".bmp"), "BMP");
      //   // FIXME!! Lost of time !
      //   qimg = pm.toImage();
      //   // FIXME !! again!
      //   img[i] = new GrayImage(_pView->width(), _pView->height());
      //   for(unsigned y=0;y<img[i]->height();++y){
      //     for(unsigned x=0;x<img[i]->width();++x){
      //       //img[i]->setPixel(x,y,(float)qGray(qimg.pixel(x,y))/255.f);
      //       img[i]->setPixel(x,y,(float)qGray(qimg.pixel(x,y)));
      //       //        float c = qGray(qimg.pixel(x,y));
      //       //        img[i]->setPixel(x,y,qGray(qimg.pixel(x,y)));
      //     }
      //   }
      //   offscreenBuffer.DetachNode(ng[i]);
      //   ng[i]->destroy();
      //   delete ng[i];
      //   // check
      //   //    qimg = QImage(_pView->width(), _pView->height(), 32);
      //   //    for(y=0;y<img[i]->height();++y){
      //   //      for(unsigned x=0;x<img[i]->width();++x){
      //   //        float v = img[i]->pixel(x,y);
      //   //        qimg.setPixel(x,y,qRgb(v,v,v));
      //   //      }
      //   //    }
      //   //    qimg.save(QString("newsteerable")+QString::number(i)+QString(".bmp"), "BMP");
      // }
      // 
      // 
      // svm->buildImagesPyramids(img,false,0,1.f);
    }
    
    void Controller::saveSteerableViewMapImages(){
      SteerableViewMap * svm = _Canvas->getSteerableViewMap();
      if(!svm){
        cerr << "the Steerable ViewMap has not been computed yet" << endl;
        return;
      }
      svm->saveSteerableViewMap();
    }
    
    void Controller::toggleVisibilityAlgo() 
    {
      if(_VisibilityAlgo == ViewMapBuilder::ray_casting) {
        _VisibilityAlgo = ViewMapBuilder::ray_casting_fast;
      }
      else if (_VisibilityAlgo == ViewMapBuilder::ray_casting_fast) {
        _VisibilityAlgo = ViewMapBuilder::ray_casting_very_fast;
      }
      else {
        _VisibilityAlgo = ViewMapBuilder::ray_casting;
      }
    }
    
    void Controller::setQuantitativeInvisibility(bool iBool)
    {
      _EnableQI = iBool;
    }
    
    bool Controller::getQuantitativeInvisibility() const
    {
      return _EnableQI;
    }
    
    void Controller::setComputeRidgesAndValleysFlag(bool iBool){
      _ComputeRidges = iBool;
    }
    
    bool Controller::getComputeRidgesAndValleysFlag() const {
      return _ComputeRidges;
    }
    void Controller::setComputeSuggestiveContoursFlag(bool b){
      _ComputeSuggestive = b;
    }
      
    bool Controller::getComputeSuggestiveContoursFlag() const {
      return _ComputeSuggestive;
    }
    void Controller::setComputeSteerableViewMapFlag(bool iBool){
      _ComputeSteerableViewMap = iBool;
    }
    
    bool Controller::getComputeSteerableViewMapFlag() const {
      return _ComputeSteerableViewMap;
    }
    
    void Controller::DrawStrokes()
    {
      if(_ViewMap == 0)
        return;
    
    
      cout << "\n===  Stroke drawing  ===" << endl;
    
      _Chrono.start();
      _Canvas->Draw();
      real d = _Chrono.stop();
    
      cout << "Strokes generation  : " << d << endl;
    
      cout << "Stroke count  : " << _Canvas->stroke_count << endl;
    
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    Render* Controller::RenderStrokes(Render *re) {
    
    	BlenderStrokeRenderer* blenderRenderer = new BlenderStrokeRenderer(re);
    
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    	Render* freestyle_render = blenderRenderer->RenderScene(re);
    
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    	return freestyle_render;
    
    void Controller::InsertStyleModule(unsigned index, const char *iFileName)
    {
    	if( !BLI_testextensie(iFileName, ".py") ) {
    		cerr << "Error: Cannot load \"" << StringUtils::toAscii( string(iFileName) )
    		  << "\", unknown extension" << endl;
    		  return;
    	}
    
      StyleModule* sm = new StyleModule(iFileName, _inter);
      _Canvas->InsertStyleModule(index, sm);
      
    }
    
    void Controller::AddStyleModule(const char *iFileName)
    {
      //_pStyleWindow->Add(iFileName);
    }
    
    void Controller::RemoveStyleModule(unsigned index)
    {
      _Canvas->RemoveStyleModule(index);
    }
    
    void Controller::Clear()
    {
      _Canvas->Clear();
    }
    
    void Controller::ReloadStyleModule(unsigned index, const char * iFileName)
    {
      StyleModule* sm = new StyleModule(iFileName, _inter);
      _Canvas->ReplaceStyleModule(index, sm);
    }
    
    void Controller::SwapStyleModules(unsigned i1, unsigned i2)
    {
      _Canvas->SwapStyleModules(i1, i2);
    }
    
    
    void Controller::toggleLayer(unsigned index, bool iDisplay)
    {
    
      _Canvas->setVisible(index, iDisplay);
    
    }
    
    void Controller::setModified(unsigned index, bool iMod)
    {
      //_pStyleWindow->setModified(index, iMod);
      _Canvas->setModified(index, iMod);
      updateCausalStyleModules(index + 1);
    }
    
    void Controller::updateCausalStyleModules(unsigned index) {
      vector<unsigned> vec;
      _Canvas->causalStyleModules(vec, index);
      for (vector<unsigned>::const_iterator it = vec.begin(); it != vec.end(); it++) {
        //_pStyleWindow->setModified(*it, true);
        _Canvas->setModified(*it, true);
      }
    }
    
    void Controller::resetModified(bool iMod)
    {
      //_pStyleWindow->resetModified(iMod);
      _Canvas->resetModified(iMod);
    }
    
    NodeGroup * Controller::BuildRep(vector<ViewEdge*>::iterator vedges_begin, 
                                           vector<ViewEdge*>::iterator vedges_end)
    {
      ViewMapTesselator2D tesselator2D;
    
      mat.setDiffuse(1,1,0.3,1);
    
    
      return (tesselator2D.Tesselate(vedges_begin, vedges_end));
    }
    
    void Controller::toggleEdgeTesselationNature(Nature::EdgeNature iNature)
    {
      _edgeTesselationNature ^= (iNature);
      ComputeViewMap();
    }
    
    void		Controller::setModelsDir(const string& dir) {
      //_current_dirs->setValue("models/dir", dir);
    }
    
    string		Controller::getModelsDir() const {
      string dir = ".";
      //_current_dirs->getValue("models/dir", dir);
      return dir;
    }
    
    void		Controller::setModulesDir(const string& dir) {
      //_current_dirs->setValue("modules/dir", dir);
    }
    
    string		Controller::getModulesDir() const {
      string dir = ".";
      //_current_dirs->getValue("modules/dir", dir);
      return dir;
    }
    
    void		Controller::setHelpIndex(const string& index) {
      _help_index = index;
    }
    
    string		Controller::getHelpIndex() const {
      return _help_index;
    }
    
    void		Controller::setBrowserCmd(const string& cmd) {
      _browser_cmd = cmd;
    }
    
    string		Controller::getBrowserCmd() const {
      return _browser_cmd;
    }
    
    void		Controller::resetInterpreter() {
      if (_inter)
        _inter->reset();
    }
    
    
    void Controller::displayDensityCurves(int x, int y){
      SteerableViewMap * svm = _Canvas->getSteerableViewMap();
      if(!svm)
        return;
    
      unsigned i,j;
      typedef vector<Vec3r> densityCurve;
      vector<densityCurve> curves(svm->getNumberOfOrientations()+1);
      vector<densityCurve> curvesDirection(svm->getNumberOfPyramidLevels());
    
      // collect the curves values
      unsigned nbCurves = svm->getNumberOfOrientations()+1;
      unsigned nbPoints = svm->getNumberOfPyramidLevels();
      if(!nbPoints)
        return;
    
      // build the density/nbLevels curves for each orientation
      for(i=0;i<nbCurves; ++i){
        for(j=0; j<nbPoints; ++j){
          curves[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(i, j, x, y), 0));
        }
      }
      // build the density/nbOrientations curves for each level
      for(i=0;i<nbPoints; ++i){
        for(j=0; j<nbCurves; ++j){
          curvesDirection[i].push_back(Vec3r(j, svm->readSteerableViewMapPixel(j, i, x, y), 0));
        }
      }
    
      // display the curves
      // for(i=0; i<nbCurves; ++i)
    
      //     _pDensityCurvesWindow->setOrientationCurve(i, Vec2d(0,0), Vec2d(nbPoints, 1), curves[i], "scale", "density");
    
      //     _pDensityCurvesWindow->setLevelCurve(i, Vec2d(0,0), Vec2d(nbCurves, 1), curvesDirection[i], "orientation", "density");
    
    // 	from AppOptionsWindow.cpp
    // 	Default init options
    
    	Config::Path * cpath = Config::Path::getInstance();
    
    	// Directories
    	ViewMapIO::Options::setModelsPath( StringUtils::toAscii( cpath->getModelsPath() ) ); 
    	PythonInterpreter::Options::setPythonPath( StringUtils::toAscii( cpath->getPythonPath() ) );
    	TextureManager::Options::setPatternsPath( StringUtils::toAscii( cpath->getPatternsPath() ) );
    	TextureManager::Options::setBrushesPath( StringUtils::toAscii( cpath->getModelsPath() ) );
    
    	// ViewMap Format
    	ViewMapIO::Options::rmFlags(ViewMapIO::Options::FLOAT_VECTORS);
    	ViewMapIO::Options::rmFlags(ViewMapIO::Options::NO_OCCLUDERS);
    	setComputeSteerableViewMapFlag( false );
    
    	// Visibility
    	setQuantitativeInvisibility(true);