solvespace/srf/ratpoly.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

570 lines
16 KiB
C++

//-----------------------------------------------------------------------------
// Math on rational polynomial surfaces and curves, typically in Bezier
// form. Evaluate, root-find (by Newton's methods), evaluate derivatives,
// and so on.
//-----------------------------------------------------------------------------
#include "../solvespace.h"
// Converge it to better than LENGTH_EPS; we want two points, each
// independently projected into uv and back, to end up equal with the
// LENGTH_EPS. Best case that requires LENGTH_EPS/2, but more is better
// and convergence should be fast by now.
#define RATPOLY_EPS (LENGTH_EPS/(1e2))
static double Bernstein(int k, int deg, double t)
{
if(k > deg || k < 0) return 0;
switch(deg) {
case 0:
return 1;
break;
case 1:
if(k == 0) {
return (1 - t);
} else if(k = 1) {
return t;
}
break;
case 2:
if(k == 0) {
return (1 - t)*(1 - t);
} else if(k == 1) {
return 2*(1 - t)*t;
} else if(k == 2) {
return t*t;
}
break;
case 3:
if(k == 0) {
return (1 - t)*(1 - t)*(1 - t);
} else if(k == 1) {
return 3*(1 - t)*(1 - t)*t;
} else if(k == 2) {
return 3*(1 - t)*t*t;
} else if(k == 3) {
return t*t*t;
}
break;
}
oops();
}
double BernsteinDerivative(int k, int deg, double t)
{
switch(deg) {
case 0:
return 0;
break;
case 1:
if(k == 0) {
return -1;
} else if(k = 1) {
return 1;
}
break;
case 2:
if(k == 0) {
return -2 + 2*t;
} else if(k == 1) {
return 2 - 4*t;
} else if(k == 2) {
return 2*t;
}
break;
case 3:
if(k == 0) {
return -3 + 6*t - 3*t*t;
} else if(k == 1) {
return 3 - 12*t + 9*t*t;
} else if(k == 2) {
return 6*t - 9*t*t;
} else if(k == 3) {
return 3*t*t;
}
break;
}
oops();
}
Vector SBezier::PointAt(double t) {
Vector pt = Vector::From(0, 0, 0);
double d = 0;
int i;
for(i = 0; i <= deg; i++) {
double B = Bernstein(i, deg, t);
pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
d += weight[i]*B;
}
pt = pt.ScaledBy(1.0/d);
return pt;
}
Vector SBezier::TangentAt(double t) {
Vector pt = Vector::From(0, 0, 0), pt_p = Vector::From(0, 0, 0);
double d = 0, d_p = 0;
int i;
for(i = 0; i <= deg; i++) {
double B = Bernstein(i, deg, t),
Bp = BernsteinDerivative(i, deg, t);
pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
d += weight[i]*B;
pt_p = pt_p.Plus(ctrl[i].ScaledBy(Bp*weight[i]));
d_p += weight[i]*Bp;
}
// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
Vector ret;
ret = (pt_p.ScaledBy(d)).Minus(pt.ScaledBy(d_p));
ret = ret.ScaledBy(1.0/(d*d));
return ret;
}
void SBezier::ClosestPointTo(Vector p, double *t, bool converge) {
int i;
double minDist = VERY_POSITIVE;
*t = 0;
double res = (deg <= 2) ? 7.0 : 20.0;
for(i = 0; i < (int)res; i++) {
double tryt = (i/res);
Vector tryp = PointAt(tryt);
double d = (tryp.Minus(p)).Magnitude();
if(d < minDist) {
*t = tryt;
minDist = d;
}
}
Vector p0;
for(i = 0; i < (converge ? 15 : 5); i++) {
p0 = PointAt(*t);
if(p0.Equals(p, RATPOLY_EPS)) {
return;
}
Vector dp = TangentAt(*t);
Vector pc = p.ClosestPointOnLine(p0, dp);
*t += (pc.Minus(p0)).DivPivoting(dp);
}
if(converge) {
dbp("didn't converge (closest point on bezier curve)");
}
}
bool SBezier::PointOnThisAndCurve(SBezier *sbb, Vector *p) {
double ta, tb;
this->ClosestPointTo(*p, &ta, false);
sbb ->ClosestPointTo(*p, &tb, false);
int i;
for(i = 0; i < 20; i++) {
Vector pa = this->PointAt(ta),
pb = sbb ->PointAt(tb),
da = this->TangentAt(ta),
db = sbb ->TangentAt(tb);
if(pa.Equals(pb, RATPOLY_EPS)) {
*p = pa;
return true;
}
double tta, ttb;
Vector::ClosestPointBetweenLines(pa, da, pb, db, &tta, &ttb);
ta += tta;
tb += ttb;
}
return false;
}
void SBezier::SplitAt(double t, SBezier *bef, SBezier *aft) {
Vector4 ct[4];
int i;
for(i = 0; i <= deg; i++) {
ct[i] = Vector4::From(weight[i], ctrl[i]);
}
switch(deg) {
case 1: {
Vector4 cts = Vector4::Blend(ct[0], ct[1], t);
*bef = SBezier::From(ct[0], cts);
*aft = SBezier::From(cts, ct[1]);
break;
}
case 2: {
Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
ct12 = Vector4::Blend(ct[1], ct[2], t),
cts = Vector4::Blend(ct01, ct12, t);
*bef = SBezier::From(ct[0], ct01, cts);
*aft = SBezier::From(cts, ct12, ct[2]);
break;
}
case 3: {
Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
ct12 = Vector4::Blend(ct[1], ct[2], t),
ct23 = Vector4::Blend(ct[2], ct[3], t),
ct01_12 = Vector4::Blend(ct01, ct12, t),
ct12_23 = Vector4::Blend(ct12, ct23, t),
cts = Vector4::Blend(ct01_12, ct12_23, t);
*bef = SBezier::From(ct[0], ct01, ct01_12, cts);
*aft = SBezier::From(cts, ct12_23, ct23, ct[3]);
break;
}
default: oops();
}
}
void SBezier::MakePwlInto(SEdgeList *sel, double chordTol) {
List<Vector> lv;
ZERO(&lv);
MakePwlInto(&lv, chordTol);
int i;
for(i = 1; i < lv.n; i++) {
sel->AddEdge(lv.elem[i-1], lv.elem[i]);
}
lv.Clear();
}
void SBezier::MakePwlInto(List<SCurvePt> *l, double chordTol) {
List<Vector> lv;
ZERO(&lv);
MakePwlInto(&lv, chordTol);
int i;
for(i = 0; i < lv.n; i++) {
SCurvePt scpt;
scpt.tag = 0;
scpt.p = lv.elem[i];
scpt.vertex = (i == 0) || (i == (lv.n - 1));
l->Add(&scpt);
}
lv.Clear();
}
void SBezier::MakePwlInto(List<Vector> *l, double chordTol) {
if(chordTol == 0) {
// Use the default chord tolerance.
chordTol = SS.ChordTolMm();
}
l->Add(&(ctrl[0]));
MakePwlWorker(l, 0.0, 1.0, chordTol);
}
void SBezier::MakePwlWorker(List<Vector> *l, double ta, double tb,
double chordTol)
{
Vector pa = PointAt(ta);
Vector pb = PointAt(tb);
// Can't test in the middle, or certain cubics would break.
double tm1 = (2*ta + tb) / 3;
double tm2 = (ta + 2*tb) / 3;
Vector pm1 = PointAt(tm1);
Vector pm2 = PointAt(tm2);
double d = max(pm1.DistanceToLine(pa, pb.Minus(pa)),
pm2.DistanceToLine(pa, pb.Minus(pa)));
double step = 1.0/SS.maxSegments;
if((tb - ta) < step || d < chordTol) {
// A previous call has already added the beginning of our interval.
l->Add(&pb);
} else {
double tm = (ta + tb) / 2;
MakePwlWorker(l, ta, tm, chordTol);
MakePwlWorker(l, tm, tb, chordTol);
}
}
Vector SSurface::PointAt(Point2d puv) {
return PointAt(puv.x, puv.y);
}
Vector SSurface::PointAt(double u, double v) {
Vector num = Vector::From(0, 0, 0);
double den = 0;
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
double Bi = Bernstein(i, degm, u),
Bj = Bernstein(j, degn, v);
num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
den += weight[i][j]*Bi*Bj;
}
}
num = num.ScaledBy(1.0/den);
return num;
}
void SSurface::TangentsAt(double u, double v, Vector *tu, Vector *tv) {
Vector num = Vector::From(0, 0, 0),
num_u = Vector::From(0, 0, 0),
num_v = Vector::From(0, 0, 0);
double den = 0,
den_u = 0,
den_v = 0;
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
double Bi = Bernstein(i, degm, u),
Bj = Bernstein(j, degn, v),
Bip = BernsteinDerivative(i, degm, u),
Bjp = BernsteinDerivative(j, degn, v);
num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
den += weight[i][j]*Bi*Bj;
num_u = num_u.Plus(ctrl[i][j].ScaledBy(Bip*Bj*weight[i][j]));
den_u += weight[i][j]*Bip*Bj;
num_v = num_v.Plus(ctrl[i][j].ScaledBy(Bi*Bjp*weight[i][j]));
den_v += weight[i][j]*Bi*Bjp;
}
}
// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
*tu = ((num_u.ScaledBy(den)).Minus(num.ScaledBy(den_u)));
*tu = tu->ScaledBy(1.0/(den*den));
*tv = ((num_v.ScaledBy(den)).Minus(num.ScaledBy(den_v)));
*tv = tv->ScaledBy(1.0/(den*den));
}
Vector SSurface::NormalAt(Point2d puv) {
return NormalAt(puv.x, puv.y);
}
Vector SSurface::NormalAt(double u, double v) {
Vector tu, tv;
TangentsAt(u, v, &tu, &tv);
return tu.Cross(tv);
}
void SSurface::ClosestPointTo(Vector p, Point2d *puv, bool converge) {
ClosestPointTo(p, &(puv->x), &(puv->y), converge);
}
void SSurface::ClosestPointTo(Vector p, double *u, double *v, bool converge) {
// A few special cases first; when control points are coincident the
// derivative goes to zero at the conrol points, and would result in
// nonconvergence. We avoid that here, and also guarantee a consistent
// (u, v) (of the infinitely many possible in one parameter).
if(p.Equals(ctrl[0] [0] )) { *u = 0; *v = 0; return; }
if(p.Equals(ctrl[degm][0] )) { *u = 1; *v = 0; return; }
if(p.Equals(ctrl[degm][degn])) { *u = 1; *v = 1; return; }
if(p.Equals(ctrl[0] [degn])) { *u = 0; *v = 1; return; }
// Try whatever the previous guess was. This is likely to do something
// good if we're working our way along a curve or something else where
// we project successive points that are close to each other; something
// like a 20% speedup empirically.
if(converge) {
double ut = cached.x, vt = cached.y;
if(ClosestPointNewton(p, &ut, &vt, converge)) {
cached.x = *u = ut;
cached.y = *v = vt;
return;
}
}
// Search for a reasonable initial guess
int i, j;
if(degm == 1 && degn == 1) {
*u = *v = 0; // a plane, perfect no matter what the initial guess
} else {
double minDist = VERY_POSITIVE;
int res = (max(degm, degn) == 2) ? 7 : 20;
for(i = 0; i < res; i++) {
for(j = 0; j < res; j++) {
double tryu = (i + 0.5)/res, tryv = (j + 0.5)/res;
Vector tryp = PointAt(tryu, tryv);
double d = (tryp.Minus(p)).Magnitude();
if(d < minDist) {
*u = tryu;
*v = tryv;
minDist = d;
}
}
}
}
if(ClosestPointNewton(p, u, v, converge)) {
cached.x = *u;
cached.y = *v;
return;
}
// If we failed to converge, then at least don't return NaN.
if(isnan(*u) || isnan(*v)) {
*u = *v = 0;
}
}
bool SSurface::ClosestPointNewton(Vector p, double *u, double *v, bool converge)
{
// Initial guess is in u, v; refine by Newton iteration.
Vector p0;
for(int i = 0; i < (converge ? 25 : 5); i++) {
p0 = PointAt(*u, *v);
if(converge) {
if(p0.Equals(p, RATPOLY_EPS)) {
return true;
}
}
Vector tu, tv;
TangentsAt(*u, *v, &tu, &tv);
// Project the point into a plane through p0, with basis tu, tv; a
// second-order thing would converge faster but needs second
// derivatives.
Vector dp = p.Minus(p0);
double du = dp.Dot(tu), dv = dp.Dot(tv);
*u += du / (tu.MagSquared());
*v += dv / (tv.MagSquared());
}
if(converge) {
dbp("didn't converge");
dbp("have %.3f %.3f %.3f", CO(p0));
dbp("want %.3f %.3f %.3f", CO(p));
dbp("distance = %g", (p.Minus(p0)).Magnitude());
}
return false;
}
bool SSurface::PointIntersectingLine(Vector p0, Vector p1, double *u, double *v)
{
int i;
for(i = 0; i < 15; i++) {
Vector pi, p, tu, tv;
p = PointAt(*u, *v);
TangentsAt(*u, *v, &tu, &tv);
Vector n = (tu.Cross(tv)).WithMagnitude(1);
double d = p.Dot(n);
bool parallel;
pi = Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, &parallel);
if(parallel) break;
// Check for convergence
if(pi.Equals(p, RATPOLY_EPS)) return true;
// Adjust our guess and iterate
Vector dp = pi.Minus(p);
double du = dp.Dot(tu), dv = dp.Dot(tv);
*u += du / (tu.MagSquared());
*v += dv / (tv.MagSquared());
}
// dbp("didn't converge (surface intersecting line)");
return false;
}
Vector SSurface::ClosestPointOnThisAndSurface(SSurface *srf2, Vector p) {
// This is untested.
int i, j;
Point2d puv[2];
SSurface *srf[2] = { this, srf2 };
for(j = 0; j < 2; j++) {
(srf[j])->ClosestPointTo(p, &(puv[j]), false);
}
for(i = 0; i < 10; i++) {
Vector tu[2], tv[2], cp[2], n[2];
double d[2];
for(j = 0; j < 2; j++) {
(srf[j])->TangentsAt(puv[j].x, puv[j].y, &(tu[j]), &(tv[j]));
cp[j] = (srf[j])->PointAt(puv[j]);
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
d[j] = (n[j]).Dot(cp[j]);
}
if((cp[0]).Equals(cp[1], RATPOLY_EPS)) break;
Vector p0 = Vector::AtIntersectionOfPlanes(n[0], d[0], n[1], d[1]),
dp = (n[0]).Cross(n[1]);
Vector pc = p.ClosestPointOnLine(p0, dp);
// Adjust our guess and iterate
for(j = 0; j < 2; j++) {
Vector dc = pc.Minus(cp[j]);
double du = dc.Dot(tu[j]), dv = dc.Dot(tv[j]);
puv[j].x += du / ((tu[j]).MagSquared());
puv[j].y += dv / ((tv[j]).MagSquared());
}
}
if(i >= 10) {
dbp("this and srf, didn't converge, d=%g",
(puv[0].Minus(puv[1])).Magnitude());
}
// If this converged, then the two points are actually equal.
return ((srf[0])->PointAt(puv[0])).Plus(
((srf[1])->PointAt(puv[1]))).ScaledBy(0.5);
}
void SSurface::PointOnSurfaces(SSurface *s1, SSurface *s2,
double *up, double *vp)
{
double u[3] = { *up, 0, 0 }, v[3] = { *vp, 0, 0 };
SSurface *srf[3] = { this, s1, s2 };
// Get initial guesses for (u, v) in the other surfaces
Vector p = PointAt(*u, *v);
(srf[1])->ClosestPointTo(p, &(u[1]), &(v[1]), false);
(srf[2])->ClosestPointTo(p, &(u[2]), &(v[2]), false);
int i, j;
for(i = 0; i < 20; i++) {
// Approximate each surface by a plane
Vector p[3], tu[3], tv[3], n[3];
double d[3];
for(j = 0; j < 3; j++) {
p[j] = (srf[j])->PointAt(u[j], v[j]);
(srf[j])->TangentsAt(u[j], v[j], &(tu[j]), &(tv[j]));
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
d[j] = (n[j]).Dot(p[j]);
}
// If a = b and b = c, then does a = c? No, it doesn't.
if((p[0]).Equals(p[1], RATPOLY_EPS) &&
(p[1]).Equals(p[2], RATPOLY_EPS) &&
(p[2]).Equals(p[0], RATPOLY_EPS))
{
*up = u[0];
*vp = v[0];
return;
}
bool parallel;
Vector pi = Vector::AtIntersectionOfPlanes(n[0], d[0],
n[1], d[1],
n[2], d[2], &parallel);
if(parallel) break;
for(j = 0; j < 3; j++) {
Vector dp = pi.Minus(p[j]);
double du = dp.Dot(tu[j]), dv = dp.Dot(tv[j]);
u[j] += du / (tu[j]).MagSquared();
v[j] += dv / (tv[j]).MagSquared();
}
}
dbp("didn't converge (three surfaces intersecting)");
}