
the same precedence as sqrt. Add the code to find naked edges, and draw them highlighted on the model. And make the direction of trim curves consistent, always ccw with normal toward viewer; so there's no need to fix the directions before triangulating. [git-p4: depot-paths = "//depot/solvespace/": change = 1903]
227 lines
5.4 KiB
C++
227 lines
5.4 KiB
C++
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#ifndef __POLYGON_H
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#define __POLYGON_H
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class SPolygon;
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class SContour;
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class SMesh;
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class SBsp3;
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class SEdge {
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public:
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int tag;
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Vector a, b;
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static SEdge From(Vector a, Vector b);
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};
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class SEdgeList {
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public:
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List<SEdge> l;
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void Clear(void);
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void AddEdge(Vector a, Vector b);
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bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false);
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bool AssembleContour(Vector first, Vector last, SContour *dest,
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SEdge *errorAt, bool keepDir);
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int AnyEdgeCrossings(Vector a, Vector b, Vector *pi=NULL);
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};
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class SPoint {
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public:
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int tag;
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static const int UNKNOWN = 0;
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static const int NOT_EAR = 1;
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static const int EAR = 2;
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int ear;
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Vector p;
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};
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class SContour {
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public:
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int tag;
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int timesEnclosed;
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Vector xminPt;
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List<SPoint> l;
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void AddPoint(Vector p);
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void MakeEdgesInto(SEdgeList *el);
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void Reverse(void);
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Vector ComputeNormal(void);
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bool IsClockwiseProjdToNormal(Vector n);
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bool ContainsPointProjdToNormal(Vector n, Vector p);
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bool AllPointsInPlane(Vector n, double d, Vector *notCoplanarAt);
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void OffsetInto(SContour *dest, double r);
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void CopyInto(SContour *dest);
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void FindPointWithMinX(void);
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bool IsEar(int bp);
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bool BridgeToContour(SContour *sc, SEdgeList *el, List<Vector> *vl);
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void ClipEarInto(SMesh *m, int bp);
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void UvTriangulateInto(SMesh *m);
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};
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typedef struct {
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DWORD face;
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int color;
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} STriMeta;
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class SPolygon {
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public:
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List<SContour> l;
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Vector normal;
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Vector ComputeNormal(void);
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void AddEmptyContour(void);
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int WindingNumberForPoint(Vector p);
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bool ContainsPoint(Vector p);
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void MakeEdgesInto(SEdgeList *el);
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void FixContourDirections(void);
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void TriangulateInto(SMesh *m);
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void TriangulateInto(SMesh *m, STriMeta meta);
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void Clear(void);
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bool AllPointsInPlane(Vector *notCoplanarAt);
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bool SelfIntersecting(Vector *intersectsAt);
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bool IsEmpty(void);
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Vector AnyPoint(void);
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void OffsetInto(SPolygon *dest, double r);
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void UvTriangulateInto(SMesh *m);
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};
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class STriangle {
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public:
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int tag;
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STriMeta meta;
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Vector a, b, c;
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Vector an, bn, cn;
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static STriangle From(STriMeta meta, Vector a, Vector b, Vector c);
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Vector Normal(void);
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void FlipNormal(void);
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double MinAltitude(void);
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int WindingNumberForPoint(Vector p);
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bool ContainsPoint(Vector p);
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bool ContainsPointProjd(Vector n, Vector p);
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};
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class SBsp2 {
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public:
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Vector np; // normal to the plane
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Vector no; // outer normal to the edge
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double d;
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SEdge edge;
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SBsp2 *pos;
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SBsp2 *neg;
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SBsp2 *more;
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static const int POS = 100, NEG = 101, COPLANAR = 200;
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void InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3);
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void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3);
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Vector IntersectionWith(Vector a, Vector b);
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SBsp2 *InsertEdge(SEdge *nedge, Vector nnp, Vector out);
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static SBsp2 *Alloc(void);
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void DebugDraw(Vector n, double d);
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};
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class SBsp3 {
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public:
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Vector n;
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double d;
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STriangle tri;
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SBsp3 *pos;
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SBsp3 *neg;
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SBsp3 *more;
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SBsp2 *edges;
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static SBsp3 *Alloc(void);
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static SBsp3 *FromMesh(SMesh *m);
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Vector IntersectionWith(Vector a, Vector b);
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static const int POS = 100, NEG = 101, COPLANAR = 200;
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void InsertHow(int how, STriangle *str, SMesh *instead);
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SBsp3 *Insert(STriangle *str, SMesh *instead);
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void InsertConvexHow(int how, STriMeta meta, Vector *vertex, int n,
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SMesh *instead);
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SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, int n, SMesh *instead);
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void InsertInPlane(bool pos2, STriangle *tr, SMesh *m);
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void DebugDraw(void);
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};
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class SMesh {
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public:
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List<STriangle> l;
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bool flipNormal;
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bool keepCoplanar;
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bool atLeastOneDiscarded;
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void Clear(void);
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void AddTriangle(STriangle *st);
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void AddTriangle(STriMeta meta, Vector a, Vector b, Vector c);
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void AddTriangle(STriMeta meta, Vector n, Vector a, Vector b, Vector c);
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void DoBounding(Vector v, Vector *vmax, Vector *vmin);
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void GetBounding(Vector *vmax, Vector *vmin);
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void Simplify(int start);
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void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3);
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void MakeFromUnion(SMesh *a, SMesh *b);
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void MakeFromDifference(SMesh *a, SMesh *b);
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bool MakeFromInterferenceCheck(SMesh *srca, SMesh *srcb, SMesh *errorAt);
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void MakeFromCopy(SMesh *a);
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DWORD FirstIntersectionWith(Point2d mp);
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};
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// A linked list of triangles
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class STriangleLl {
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public:
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int tag;
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STriangle *tri;
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STriangleLl *next;
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static STriangleLl *Alloc(void);
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};
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class SKdNode {
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public:
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static const int BY_X = 0;
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static const int BY_Y = 1;
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static const int BY_Z = 2;
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int which;
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double c;
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SKdNode *gt;
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SKdNode *lt;
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STriangleLl *tris;
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static SKdNode *Alloc(void);
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static SKdNode *From(SMesh *m);
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static SKdNode *From(STriangleLl *tll, int which);
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void AddTriangle(STriangle *tr);
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void MakeMeshInto(SMesh *m);
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void ClearTags(void);
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void FindEdgeOn(Vector a, Vector b, int *n, int cnt);
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void MakeNakedEdgesInto(SEdgeList *sel);
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};
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#endif
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