solvespace/srf/curve.cpp
Jonathan Westhues 83bbc004dc Add 3d wireframe export, in DXF or STEP format. This uses most of
the same plumbing as the 2d vector output.

Also fix piecewise linear tolerance when the export scale factor is
not equal to one; have to scale the chord tol along with that.

[git-p4: depot-paths = "//depot/solvespace/": change = 2053]
2009-10-12 02:40:48 -08:00

573 lines
17 KiB
C++

//-----------------------------------------------------------------------------
// Anything involving curves and sets of curves (except for the real math,
// which is in ratpoly.cpp).
//-----------------------------------------------------------------------------
#include "../solvespace.h"
SBezier SBezier::From(Vector4 p0, Vector4 p1) {
SBezier ret;
ZERO(&ret);
ret.deg = 1;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2) {
SBezier ret;
ZERO(&ret);
ret.deg = 2;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
ret.weight[2] = p2.w;
ret.ctrl [2] = p2.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2, Vector4 p3) {
SBezier ret;
ZERO(&ret);
ret.deg = 3;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
ret.weight[2] = p2.w;
ret.ctrl [2] = p2.PerspectiveProject();
ret.weight[3] = p3.w;
ret.ctrl [3] = p3.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector p0, Vector p1) {
return SBezier::From(p0.Project4d(),
p1.Project4d());
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2) {
return SBezier::From(p0.Project4d(),
p1.Project4d(),
p2.Project4d());
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2, Vector p3) {
return SBezier::From(p0.Project4d(),
p1.Project4d(),
p2.Project4d(),
p3.Project4d());
}
Vector SBezier::Start(void) {
return ctrl[0];
}
Vector SBezier::Finish(void) {
return ctrl[deg];
}
void SBezier::Reverse(void) {
int i;
for(i = 0; i < (deg+1)/2; i++) {
SWAP(Vector, ctrl[i], ctrl[deg-i]);
SWAP(double, weight[i], weight[deg-i]);
}
}
void SBezier::ScaleSelfBy(double s) {
int i;
for(i = 0; i <= deg; i++) {
ctrl[i] = ctrl[i].ScaledBy(s);
}
}
void SBezier::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
int i;
for(i = 0; i <= deg; i++) {
double ut = ((ctrl[i]).Minus(orig)).Dot(u);
if(ut < *umin) *umin = ut;
if(ut > *umax) *umax = ut;
}
}
SBezier SBezier::TransformedBy(Vector t, Quaternion q, bool mirror) {
SBezier ret = *this;
int i;
for(i = 0; i <= deg; i++) {
if(mirror) ret.ctrl[i].z *= -1;
ret.ctrl[i] = (q.Rotate(ret.ctrl[i])).Plus(t);
}
return ret;
}
//-----------------------------------------------------------------------------
// Does this curve lie entirely within the specified plane? It does if all
// the control points lie in that plane.
//-----------------------------------------------------------------------------
bool SBezier::IsInPlane(Vector n, double d) {
int i;
for(i = 0; i <= deg; i++) {
if(fabs((ctrl[i]).Dot(n) - d) > LENGTH_EPS) {
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Is this Bezier exactly the arc of a circle, projected along the specified
// axis? If yes, return that circle's center and radius.
//-----------------------------------------------------------------------------
bool SBezier::IsCircle(Vector axis, Vector *center, double *r) {
if(deg != 2) return false;
if(ctrl[1].DistanceToLine(ctrl[0], ctrl[2].Minus(ctrl[0])) < LENGTH_EPS) {
// This is almost a line segment. So it's a circle with very large
// radius, which is likely to make code that tries to handle circles
// blow up. So return false.
return false;
}
Vector t0 = (ctrl[0]).Minus(ctrl[1]),
t2 = (ctrl[2]).Minus(ctrl[1]),
r0 = axis.Cross(t0),
r2 = axis.Cross(t2);
*center = Vector::AtIntersectionOfLines(ctrl[0], (ctrl[0]).Plus(r0),
ctrl[2], (ctrl[2]).Plus(r2),
NULL, NULL, NULL);
double rd0 = center->Minus(ctrl[0]).Magnitude(),
rd2 = center->Minus(ctrl[2]).Magnitude();
if(fabs(rd0 - rd2) > LENGTH_EPS) {
return false;
}
*r = rd0;
Vector u = r0.WithMagnitude(1),
v = (axis.Cross(u)).WithMagnitude(1);
Point2d c2 = center->Project2d(u, v),
pa2 = (ctrl[0]).Project2d(u, v).Minus(c2),
pb2 = (ctrl[2]).Project2d(u, v).Minus(c2);
double thetaa = atan2(pa2.y, pa2.x), // in fact always zero due to csys
thetab = atan2(pb2.y, pb2.x),
dtheta = WRAP_NOT_0(thetab - thetaa, 2*PI);
if(dtheta > PI) {
// Not possible with a second order Bezier arc; so we must have
// the points backwards.
dtheta = 2*PI - dtheta;
}
if(fabs(weight[1] - cos(dtheta/2)) > LENGTH_EPS) {
return false;
}
return true;
}
bool SBezier::IsRational(void) {
int i;
for(i = 0; i <= deg; i++) {
if(fabs(weight[i] - 1) > LENGTH_EPS) return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Apply a perspective transformation to a rational Bezier curve, calculating
// the new weights as required.
//-----------------------------------------------------------------------------
SBezier SBezier::InPerspective(Vector u, Vector v, Vector n,
Vector origin, double cameraTan)
{
Quaternion q = Quaternion::From(u, v);
q = q.Inverse();
// we want Q*(p - o) = Q*p - Q*o
SBezier ret = this->TransformedBy(q.Rotate(origin).ScaledBy(-1), q, false);
int i;
for(i = 0; i <= deg; i++) {
Vector4 ct = Vector4::From(ret.weight[i], ret.ctrl[i]);
// so the desired curve, before perspective, is
// (x/w, y/w, z/w)
// and after perspective is
// ((x/w)/(1 - (z/w)*cameraTan, ...
// = (x/(w - z*cameraTan), ...
// so we want to let w' = w - z*cameraTan
ct.w = ct.w - ct.z*cameraTan;
ret.ctrl[i] = ct.PerspectiveProject();
ret.weight[i] = ct.w;
}
return ret;
}
bool SBezier::Equals(SBezier *b) {
// We just test of identical degree and control points, even though two
// curves could still be coincident (even sharing endpoints).
if(deg != b->deg) return false;
int i;
for(i = 0; i <= deg; i++) {
if(!(ctrl[i]).Equals(b->ctrl[i])) return false;
if(fabs(weight[i] - b->weight[i]) > LENGTH_EPS) return false;
}
return true;
}
void SBezierList::Clear(void) {
l.Clear();
}
void SBezierList::ScaleSelfBy(double s) {
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
sb->ScaleSelfBy(s);
}
}
//-----------------------------------------------------------------------------
// If our list contains multiple identical Beziers (in either forward or
// reverse order), then cull them.
//-----------------------------------------------------------------------------
void SBezierList::CullIdenticalBeziers(void) {
int i, j;
l.ClearTags();
for(i = 0; i < l.n; i++) {
SBezier *bi = &(l.elem[i]), bir;
bir = *bi;
bir.Reverse();
for(j = i + 1; j < l.n; j++) {
SBezier *bj = &(l.elem[j]);
if(bj->Equals(bi) ||
bj->Equals(&bir))
{
bi->tag = 1;
bj->tag = 1;
}
}
}
l.RemoveTagged();
}
//-----------------------------------------------------------------------------
// Find all the points where a list of Bezier curves intersects another list
// of Bezier curves. We do this by intersecting their piecewise linearizations,
// and then refining any intersections that we find to lie exactly on the
// curves. So this will screw up on tangencies and stuff, but otherwise should
// be fine.
//-----------------------------------------------------------------------------
void SBezierList::AllIntersectionsWith(SBezierList *sblb, SPointList *spl) {
SBezier *sba, *sbb;
for(sba = l.First(); sba; sba = l.NextAfter(sba)) {
for(sbb = sblb->l.First(); sbb; sbb = sblb->l.NextAfter(sbb)) {
sbb->AllIntersectionsWith(sba, spl);
}
}
}
void SBezier::AllIntersectionsWith(SBezier *sbb, SPointList *spl) {
SPointList splRaw;
ZERO(&splRaw);
SEdgeList sea, seb;
ZERO(&sea);
ZERO(&seb);
this->MakePwlInto(&sea);
sbb ->MakePwlInto(&seb);
SEdge *se;
for(se = sea.l.First(); se; se = sea.l.NextAfter(se)) {
// This isn't quite correct, since AnyEdgeCrossings doesn't count
// the case where two pairs of line segments intersect at their
// vertices. So this isn't robust, although that case isn't very
// likely.
seb.AnyEdgeCrossings(se->a, se->b, NULL, &splRaw);
}
SPoint *sp;
for(sp = splRaw.l.First(); sp; sp = splRaw.l.NextAfter(sp)) {
Vector p = sp->p;
if(PointOnThisAndCurve(sbb, &p)) {
if(!spl->ContainsPoint(p)) spl->Add(p);
}
}
sea.Clear();
seb.Clear();
splRaw.Clear();
}
SBezierLoop SBezierLoop::FromCurves(SBezierList *sbl,
bool *allClosed, SEdge *errorAt)
{
SBezierLoop loop;
ZERO(&loop);
if(sbl->l.n < 1) return loop;
sbl->l.ClearTags();
SBezier *first = &(sbl->l.elem[0]);
first->tag = 1;
loop.l.Add(first);
Vector start = first->Start();
Vector hanging = first->Finish();
sbl->l.RemoveTagged();
while(sbl->l.n > 0 && !hanging.Equals(start)) {
int i;
bool foundNext = false;
for(i = 0; i < sbl->l.n; i++) {
SBezier *test = &(sbl->l.elem[i]);
if((test->Finish()).Equals(hanging)) {
test->Reverse();
// and let the next test catch it
}
if((test->Start()).Equals(hanging)) {
test->tag = 1;
loop.l.Add(test);
hanging = test->Finish();
sbl->l.RemoveTagged();
foundNext = true;
break;
}
}
if(!foundNext) {
// The loop completed without finding the hanging edge, so
// it's an open loop
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
return loop;
}
}
if(hanging.Equals(start)) {
*allClosed = true;
} else {
// We ran out of edges without forming a closed loop.
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
}
return loop;
}
void SBezierLoop::Reverse(void) {
l.Reverse();
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
// If we didn't reverse each curve, then the next curve in list would
// share your start, not your finish.
sb->Reverse();
}
}
void SBezierLoop::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
sb->GetBoundingProjd(u, orig, umin, umax);
}
}
void SBezierLoop::MakePwlInto(SContour *sc) {
List<Vector> lv;
ZERO(&lv);
int i, j;
for(i = 0; i < l.n; i++) {
SBezier *sb = &(l.elem[i]);
sb->MakePwlInto(&lv);
// Each curve's piecewise linearization includes its endpoints,
// which we don't want to duplicate (creating zero-len edges).
for(j = (i == 0 ? 0 : 1); j < lv.n; j++) {
sc->AddPoint(lv.elem[j]);
}
lv.Clear();
}
// Ensure that it's exactly closed, not just within a numerical tolerance.
sc->l.elem[sc->l.n - 1] = sc->l.elem[0];
}
SBezierLoopSet SBezierLoopSet::From(SBezierList *sbl, SPolygon *poly,
bool *allClosed, SEdge *errorAt)
{
int i;
SBezierLoopSet ret;
ZERO(&ret);
while(sbl->l.n > 0) {
bool thisClosed;
SBezierLoop loop;
loop = SBezierLoop::FromCurves(sbl, &thisClosed, errorAt);
if(!thisClosed) {
ret.Clear();
*allClosed = false;
return ret;
}
ret.l.Add(&loop);
poly->AddEmptyContour();
loop.MakePwlInto(&(poly->l.elem[poly->l.n-1]));
}
poly->normal = poly->ComputeNormal();
ret.normal = poly->normal;
if(poly->l.n > 0) {
ret.point = poly->AnyPoint();
} else {
ret.point = Vector::From(0, 0, 0);
}
poly->FixContourDirections();
for(i = 0; i < poly->l.n; i++) {
if(poly->l.elem[i].tag) {
// We had to reverse this contour in order to fix the poly
// contour directions; so need to do the same with the curves.
ret.l.elem[i].Reverse();
}
}
*allClosed = true;
return ret;
}
void SBezierLoopSet::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
SBezierLoop *sbl;
for(sbl = l.First(); sbl; sbl = l.NextAfter(sbl)) {
sbl->GetBoundingProjd(u, orig, umin, umax);
}
}
void SBezierLoopSet::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).Clear();
}
l.Clear();
}
SCurve SCurve::FromTransformationOf(SCurve *a, Vector t, Quaternion q,
bool mirror)
{
SCurve ret;
ZERO(&ret);
ret.h = a->h;
ret.isExact = a->isExact;
ret.exact = (a->exact).TransformedBy(t, q, mirror);
ret.surfA = a->surfA;
ret.surfB = a->surfB;
SCurvePt *p;
for(p = a->pts.First(); p; p = a->pts.NextAfter(p)) {
SCurvePt pp = *p;
if(mirror) pp.p.z *= -1;
pp.p = (q.Rotate(pp.p)).Plus(t);
ret.pts.Add(&pp);
}
return ret;
}
void SCurve::Clear(void) {
pts.Clear();
}
SSurface *SCurve::GetSurfaceA(SShell *a, SShell *b) {
if(source == FROM_A) {
return a->surface.FindById(surfA);
} else if(source == FROM_B) {
return b->surface.FindById(surfA);
} else if(source == FROM_INTERSECTION) {
return a->surface.FindById(surfA);
} else oops();
}
SSurface *SCurve::GetSurfaceB(SShell *a, SShell *b) {
if(source == FROM_A) {
return a->surface.FindById(surfB);
} else if(source == FROM_B) {
return b->surface.FindById(surfB);
} else if(source == FROM_INTERSECTION) {
return b->surface.FindById(surfB);
} else oops();
}
//-----------------------------------------------------------------------------
// When we split line segments wherever they intersect a surface, we introduce
// extra pwl points. This may create very short edges that could be removed
// without violating the chord tolerance. Those are ugly, and also break
// stuff in the Booleans. So remove them.
//-----------------------------------------------------------------------------
void SCurve::RemoveShortSegments(SSurface *srfA, SSurface *srfB) {
if(pts.n < 2) return;
pts.ClearTags();
Vector prev = pts.elem[0].p;
int i, a;
for(i = 1; i < pts.n - 1; i++) {
SCurvePt *sct = &(pts.elem[i]),
*scn = &(pts.elem[i+1]);
if(sct->vertex) {
prev = sct->p;
continue;
}
bool mustKeep = false;
// We must check against both surfaces; the piecewise linear edge
// may have a different chord tolerance in the two surfaces. (For
// example, a circle in the surface of a cylinder is just a straight
// line, so it always has perfect chord tol, but that circle in
// a plane is a circle so it doesn't).
for(a = 0; a < 2; a++) {
SSurface *srf = (a == 0) ? srfA : srfB;
Vector puv, nuv;
srf->ClosestPointTo(prev, &(puv.x), &(puv.y));
srf->ClosestPointTo(scn->p, &(nuv.x), &(nuv.y));
if(srf->ChordToleranceForEdge(nuv, puv) > SS.ChordTolMm()) {
mustKeep = true;
}
}
if(mustKeep) {
prev = sct->p;
} else {
sct->tag = 1;
// and prev is unchanged, since there's no longer any point
// in between
}
}
pts.RemoveTagged();
}
STrimBy STrimBy::EntireCurve(SShell *shell, hSCurve hsc, bool backwards) {
STrimBy stb;
ZERO(&stb);
stb.curve = hsc;
SCurve *sc = shell->curve.FindById(hsc);
if(backwards) {
stb.finish = sc->pts.elem[0].p;
stb.start = sc->pts.elem[sc->pts.n - 1].p;
stb.backwards = true;
} else {
stb.start = sc->pts.elem[0].p;
stb.finish = sc->pts.elem[sc->pts.n - 1].p;
stb.backwards = false;
}
return stb;
}