solvespace/polygon.cpp
Jonathan Westhues d048946adc Fix some stupid bugs introduced with the new representation of
workplanes. And fix up our polygon normals, so that everything gets
shaded correctly (and so that later we can generate our STL files
with correct normals).

[git-p4: depot-paths = "//depot/solvespace/": change = 1706]
2008-05-05 01:47:23 -08:00

203 lines
4.9 KiB
C++

#include "solvespace.h"
bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
dest->Clear();
l.ClearTags();
for(;;) {
Vector first, last;
int i;
for(i = 0; i < l.n; i++) {
if(!l.elem[i].tag) {
first = l.elem[i].a;
last = l.elem[i].b;
l.elem[i].tag = 1;
break;
}
}
if(i >= l.n) {
return true;
}
dest->AddEmptyContour();
dest->AddPoint(first);
dest->AddPoint(last);
do {
for(i = 0; i < l.n; i++) {
SEdge *se = &(l.elem[i]);
if(se->tag) continue;
if(se->a.Equals(last)) {
dest->AddPoint(se->b);
last = se->b;
se->tag = 1;
break;
}
if(se->b.Equals(last)) {
dest->AddPoint(se->a);
last = se->a;
se->tag = 1;
break;
}
}
if(i >= l.n) {
// Couldn't assemble a closed contour; mark where.
errorAt->a = first;
errorAt->b = last;
return false;
}
} while(!last.Equals(first));
}
}
void SPolygon::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).l.Clear();
}
l.Clear();
}
void SPolygon::AddEmptyContour(void) {
SContour c;
memset(&c, 0, sizeof(c));
l.Add(&c);
}
void SPolygon::AddPoint(Vector p) {
if(l.n < 1) oops();
SPoint sp;
sp.tag = 0;
sp.p = p;
// Add to the last contour in the list
(l.elem[l.n-1]).l.Add(&sp);
}
void SPolygon::MakeEdgesInto(SEdgeList *el) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).MakeEdgesInto(el);
}
}
Vector SPolygon::ComputeNormal(void) {
if(l.n < 1) return Vector::MakeFrom(0, 0, 0);
return (l.elem[0]).ComputeNormal();
}
void SPolygon::FixContourDirections(void) {
// Outside curve looks counterclockwise, projected against our normal.
int i, j;
for(i = 0; i < l.n; i++) {
SContour *sc = &(l.elem[i]);
if(sc->l.n < 1) continue;
Vector pt = (sc->l.elem[0]).p;
bool outer = true;
for(j = 0; j < l.n; j++) {
if(i == j) continue;
SContour *sct = &(l.elem[j]);
if(sct->ContainsPointProjdToNormal(normal, pt)) {
outer = !outer;
}
}
bool clockwise = sc->IsClockwiseProjdToNormal(normal);
if(clockwise && outer || (!clockwise && !outer)) {
sc->Reverse();
}
}
}
void SContour::MakeEdgesInto(SEdgeList *el) {
int i;
for(i = 0; i < (l.n-1); i++) {
SEdge e;
e.a = l.elem[i].p;
e.b = l.elem[i+1].p;
el->l.Add(&e);
}
}
Vector SContour::ComputeNormal(void) {
Vector n = Vector::MakeFrom(0, 0, 0);
for(int i = 0; i < l.n - 2; i++) {
Vector u = (l.elem[i+1].p).Minus(l.elem[i+0].p).WithMagnitude(1);
Vector v = (l.elem[i+2].p).Minus(l.elem[i+1].p).WithMagnitude(1);
Vector nt = u.Cross(v);
if(nt.Magnitude() > n.Magnitude()) {
n = nt;
}
}
return n;
}
bool SContour::IsClockwiseProjdToNormal(Vector n) {
if(n.Magnitude() < 0.01) oops();
// An arbitrary 2d coordinate system that has n as its normal
Vector u = n.Normal(0);
Vector v = n.Normal(1);
double area = 0;
for(int i = 0; i < (l.n - 1); i++) {
double u0 = (l.elem[i ].p).Dot(u);
double v0 = (l.elem[i ].p).Dot(v);
double u1 = (l.elem[i+1].p).Dot(u);
double v1 = (l.elem[i+1].p).Dot(v);
area += ((v0 + v1)/2)*(u1 - u0);
}
return (area < 0);
}
bool SContour::ContainsPointProjdToNormal(Vector n, Vector p) {
Vector u = n.Normal(0);
Vector v = n.Normal(1);
double up = p.Dot(u);
double vp = p.Dot(v);
bool inside = false;
for(int i = 0; i < (l.n - 1); i++) {
double ua = (l.elem[i ].p).Dot(u);
double va = (l.elem[i ].p).Dot(v);
double ub = (l.elem[i+1].p).Dot(u);
double vb = (l.elem[i+1].p).Dot(v);
// Write the parametric equation of the line, standardized so that
// t = 0 has smaller v than t = 1
double u0, v0, du, dv;
if(va < vb) {
u0 = ua; v0 = va;
du = (ub - ua); dv = (vb - va);
} else {
u0 = ub; v0 = vb;
du = (ua - ub); dv = (va - vb);
}
if(dv == 0) continue; // intersects our horiz ray either 0 or 2 times
double t = (vp - v0)/dv;
double ui = u0 + t*du;
if(ui > up && t >= 0 && t < 1) inside = !inside;
}
return inside;
}
void SContour::Reverse(void) {
int i;
for(i = 0; i < (l.n / 2); i++) {
int i2 = (l.n - 1) - i;
SPoint t = l.elem[i2];
l.elem[i2] = l.elem[i];
l.elem[i] = t;
}
}