solvespace/srf/surfinter.cpp
Jonathan Westhues bc70089dd0 Add code to subdivide (with de Castljau's algorithm) a surface, and
use that for surface-line intersections. That has major problems
with the heuristic on when to stop and do Newton polishing.

There's also an issue with all the Newton stuff when surfaces join
tangent.

And update the wishlist to reflect current needs.

[git-p4: depot-paths = "//depot/solvespace/": change = 1925]
2009-03-08 02:59:57 -08:00

522 lines
18 KiB
C++

#include "solvespace.h"
extern int FLAG;
void SSurface::AddExactIntersectionCurve(SBezier *sb, SSurface *srfB,
SShell *agnstA, SShell *agnstB, SShell *into)
{
SCurve sc;
ZERO(&sc);
sc.surfA = h;
sc.surfB = srfB->h;
sb->MakePwlInto(&(sc.pts));
// Now split the line where it intersects our existing surfaces
SCurve split = sc.MakeCopySplitAgainst(agnstA, agnstB, this, srfB);
sc.Clear();
/*
if(sb->deg == 1) {
dbp(" ");
Vector *prev = NULL, *v;
dbp("split.pts.n =%d", split.pts.n);
for(v = split.pts.First(); v; v = split.pts.NextAfter(v)) {
if(prev) {
SS.nakedEdges.AddEdge(*prev, *v);
}
prev = v;
}
} */
split.source = SCurve::FROM_INTERSECTION;
into->curve.AddAndAssignId(&split);
}
void SSurface::IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
SShell *into)
{
Vector amax, amin, bmax, bmin;
GetAxisAlignedBounding(&amax, &amin);
b->GetAxisAlignedBounding(&bmax, &bmin);
if(Vector::BoundingBoxesDisjoint(amax, amin, bmax, bmin)) {
// They cannot possibly intersect, no curves to generate
return;
}
if((degm == 1 && degn == 1 && b->IsExtrusion(NULL, NULL)) ||
(b->degm == 1 && b->degn == 1 && this->IsExtrusion(NULL, NULL)))
{
// The intersection between a plane and a surface of extrusion
SSurface *splane, *sext;
if(degm == 1 && degn == 1) {
splane = this;
sext = b;
} else {
splane = b;
sext = this;
}
Vector n = splane->NormalAt(0, 0).WithMagnitude(1), along;
double d = n.Dot(splane->PointAt(0, 0));
SBezier bezier;
(void)sext->IsExtrusion(&bezier, &along);
if(fabs(n.Dot(along)) < LENGTH_EPS) {
// Direction of extrusion is parallel to plane; so intersection
// is zero or more lines. Build a line within the plane, and
// normal to the direction of extrusion, and intersect that line
// against the surface; each intersection point corresponds to
// a line.
Vector pm, alu, p0, dp;
// a point halfway along the extrusion
pm = ((sext->ctrl[0][0]).Plus(sext->ctrl[0][1])).ScaledBy(0.5);
alu = along.WithMagnitude(1);
dp = (n.Cross(along)).WithMagnitude(1);
// n, alu, and dp form an orthogonal csys; set n component to
// place it on the plane, alu component to lie halfway along
// extrusion, and dp component doesn't matter so zero
p0 = n.ScaledBy(d).Plus(alu.ScaledBy(pm.Dot(alu)));
List<SInter> inters;
ZERO(&inters);
sext->AllPointsIntersecting(p0, p0.Plus(dp), &inters, false, false);
SInter *si;
for(si = inters.First(); si; si = inters.NextAfter(si)) {
Vector al = along.ScaledBy(0.5);
SBezier bezier;
bezier = SBezier::From((si->p).Minus(al), (si->p).Plus(al));
AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
}
inters.Clear();
} else {
// Direction of extrusion is not parallel to plane; so
// intersection is projection of extruded curve into our plane.
// If both curves are planes, then we could do it either way;
// so choose the one that generates the shorter curve.
// XXX TODO
int i;
for(i = 0; i <= bezier.deg; i++) {
Vector p0 = bezier.ctrl[i],
p1 = p0.Plus(along);
bezier.ctrl[i] =
Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, NULL);
}
AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
}
}
// need to implement general numerical surface intersection for tough
// cases, just giving up for now
}
void SSurface::WeightControlPoints(void) {
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
ctrl[i][j] = (ctrl[i][j]).ScaledBy(weight[i][j]);
}
}
}
void SSurface::UnWeightControlPoints(void) {
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
ctrl[i][j] = (ctrl[i][j]).ScaledBy(1.0/weight[i][j]);
}
}
}
void SSurface::CopyRowOrCol(bool row, int this_ij, SSurface *src, int src_ij) {
if(row) {
int j;
for(j = 0; j <= degn; j++) {
ctrl [this_ij][j] = src->ctrl [src_ij][j];
weight[this_ij][j] = src->weight[src_ij][j];
}
} else {
int i;
for(i = 0; i <= degm; i++) {
ctrl [i][this_ij] = src->ctrl [i][src_ij];
weight[i][this_ij] = src->weight[i][src_ij];
}
}
}
void SSurface::BlendRowOrCol(bool row, int this_ij, SSurface *a, int a_ij,
SSurface *b, int b_ij)
{
if(row) {
int j;
for(j = 0; j <= degn; j++) {
Vector c = (a->ctrl [a_ij][j]).Plus(b->ctrl [b_ij][j]);
double w = (a->weight[a_ij][j] + b->weight[b_ij][j]);
ctrl [this_ij][j] = c.ScaledBy(0.5);
weight[this_ij][j] = w / 2;
}
} else {
int i;
for(i = 0; i <= degm; i++) {
Vector c = (a->ctrl [i][a_ij]).Plus(b->ctrl [i][b_ij]);
double w = (a->weight[i][a_ij] + b->weight[i][b_ij]);
ctrl [i][this_ij] = c.ScaledBy(0.5);
weight[i][this_ij] = w / 2;
}
}
}
void SSurface::SplitInHalf(bool byU, SSurface *sa, SSurface *sb) {
sa->degm = sb->degm = degm;
sa->degn = sb->degn = degn;
// by de Casteljau's algorithm in a projective space; so we must work
// on points (w*x, w*y, w*z, w)
WeightControlPoints();
switch(byU ? degm : degn) {
case 1:
sa->CopyRowOrCol (byU, 0, this, 0);
sb->CopyRowOrCol (byU, 1, this, 1);
sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
sb->BlendRowOrCol(byU, 0, this, 0, this, 1);
break;
case 2:
sa->CopyRowOrCol (byU, 0, this, 0);
sb->CopyRowOrCol (byU, 2, this, 2);
sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
sb->BlendRowOrCol(byU, 1, this, 1, this, 2);
sa->BlendRowOrCol(byU, 2, sa, 1, sb, 1);
sb->BlendRowOrCol(byU, 0, sa, 1, sb, 1);
break;
case 3: {
SSurface st;
st.degm = degm; st.degn = degn;
sa->CopyRowOrCol (byU, 0, this, 0);
sb->CopyRowOrCol (byU, 3, this, 3);
sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
sb->BlendRowOrCol(byU, 2, this, 2, this, 3);
st. BlendRowOrCol(byU, 0, this, 1, this, 2); // scratch var
sa->BlendRowOrCol(byU, 2, sa, 1, &st, 0);
sb->BlendRowOrCol(byU, 1, sb, 2, &st, 0);
sa->BlendRowOrCol(byU, 3, sa, 2, sb, 1);
sb->BlendRowOrCol(byU, 0, sa, 2, sb, 1);
break;
}
default: oops();
}
sa->UnWeightControlPoints();
sb->UnWeightControlPoints();
UnWeightControlPoints();
}
//-----------------------------------------------------------------------------
// Find all points where the indicated finite (if segment) or infinite (if not
// segment) line intersects our surface. Report them in uv space in the list.
// We first do a bounding box check; if the line doesn't intersect, then we're
// done. If it does, then we check how small our surface is. If it's big,
// then we subdivide into quarters and recurse. If it's small, then we refine
// by Newton's method and record the point.
//-----------------------------------------------------------------------------
void SSurface::AllPointsIntersectingUntrimmed(Vector a, Vector b,
int *cnt, int *level,
List<Inter> *l, bool segment,
SSurface *sorig)
{
// Test if the line intersects our axis-aligned bounding box; if no, then
// no possibility of an intersection
Vector amax, amin;
GetAxisAlignedBounding(&amax, &amin);
if(!Vector::BoundingBoxIntersectsLine(amax, amin, a, b, segment)) {
// The line segment could fail to intersect the bbox, but lie entirely
// within it and intersect the surface.
if(a.OutsideAndNotOn(amax, amin) && b.OutsideAndNotOn(amax, amin)) {
return;
}
}
if(*cnt > 2000) {
dbp("!!! too many subdivisions (level=%d)!", *level);
return;
}
(*cnt)++;
// If we might intersect, and the surface is small, then switch to Newton
// iterations.
double h = max(amax.x - amin.x,
max(amax.y - amin.y,
amax.z - amin.z));
if(fabs(h) < SS.ChordTolMm()) {
Vector p = (amax.Plus(amin)).ScaledBy(0.5);
Inter inter;
sorig->ClosestPointTo(p, &(inter.p.x), &(inter.p.y), false);
if(sorig->PointIntersectingLine(a, b, &(inter.p.x), &(inter.p.y))) {
Vector p = sorig->PointAt(inter.p.x, inter.p.y);
// Debug check, verify that the point lies in both surfaces
// (which it ought to, since the surfaces should be coincident)
double u, v;
ClosestPointTo(p, &u, &v);
l->Add(&inter);
} else {
// Might not converge if line is almost tangent to surface...
}
return;
}
// But the surface is big, so split it, alternating by u and v
SSurface surf0, surf1;
SplitInHalf((*level & 1) == 0, &surf0, &surf1);
int nextLevel = (*level) + 1;
(*level) = nextLevel;
surf0.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
(*level) = nextLevel;
surf1.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
}
//-----------------------------------------------------------------------------
// Find all points where a line through a and b intersects our surface, and
// add them to the list. If seg is true then report only intersections that
// lie within the finite line segment (not including the endpoints); otherwise
// we work along the infinite line.
//-----------------------------------------------------------------------------
void SSurface::AllPointsIntersecting(Vector a, Vector b,
List<SInter> *l, bool seg, bool trimmed)
{
Vector ba = b.Minus(a);
double bam = ba.Magnitude();
List<Inter> inters;
ZERO(&inters);
// First, get all the intersections between the infinite ray and the
// untrimmed surface.
int cnt = 0, level = 0;
AllPointsIntersectingUntrimmed(a, b, &cnt, &level, &inters, seg, this);
// Remove duplicate intersection points
inters.ClearTags();
int i, j;
for(i = 0; i < inters.n; i++) {
for(j = i + 1; j < inters.n; j++) {
if(inters.elem[i].p.Equals(inters.elem[j].p)) {
inters.elem[j].tag = 1;
}
}
}
inters.RemoveTagged();
for(i = 0; i < inters.n; i++) {
Point2d puv = inters.elem[i].p;
// Make sure the point lies within the finite line segment
Vector pxyz = PointAt(puv.x, puv.y);
double t = (pxyz.Minus(a)).DivPivoting(ba);
if(seg && (t > 1 - LENGTH_EPS/bam || t < LENGTH_EPS/bam)) {
continue;
}
// And that it lies inside our trim region
Point2d dummy = { 0, 0 };
int c = bsp->ClassifyPoint(puv, dummy);
if(trimmed && c == SBspUv::OUTSIDE) {
continue;
}
// It does, so generate the intersection
SInter si;
si.p = pxyz;
si.surfNormal = NormalAt(puv.x, puv.y);
si.hsrf = h;
si.srf = this;
si.onEdge = (c != SBspUv::INSIDE);
l->Add(&si);
}
inters.Clear();
}
void SShell::AllPointsIntersecting(Vector a, Vector b,
List<SInter> *il, bool seg, bool trimmed)
{
SSurface *ss;
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
ss->AllPointsIntersecting(a, b, il, seg, trimmed);
}
}
//-----------------------------------------------------------------------------
// Does the given point lie on our shell? It might be inside or outside, or
// it might be on the surface with pout parallel or anti-parallel to the
// intersecting surface's normal.
//
// To calculate, we intersect a ray through p with our shell, and classify
// using the closest intersection point. If the ray hits a surface on edge,
// then just reattempt in a different random direction.
//-----------------------------------------------------------------------------
int SShell::ClassifyPoint(Vector p, Vector pout) {
List<SInter> l;
ZERO(&l);
srand(0);
int ret, cnt = 0, edge_inters;
double edge_dotp[2];
for(;;) {
// Cast a ray in a random direction (two-sided so that we test if
// the point lies on a surface, but use only one side for in/out
// testing)
Vector ray = Vector::From(Random(1), Random(1), Random(1));
AllPointsIntersecting(p.Minus(ray), p.Plus(ray), &l, false, true);
double dmin = VERY_POSITIVE;
ret = OUTSIDE; // no intersections means it's outside
bool onEdge = false;
edge_inters = 0;
SInter *si;
for(si = l.First(); si; si = l.NextAfter(si)) {
double t = ((si->p).Minus(p)).DivPivoting(ray);
if(t*ray.Magnitude() < -LENGTH_EPS) {
// wrong side, doesn't count
continue;
}
double d = ((si->p).Minus(p)).Magnitude();
// Handle edge-on-edge
if(d < LENGTH_EPS && si->onEdge && edge_inters < 2) {
edge_dotp[edge_inters] = (si->surfNormal).Dot(pout);
edge_inters++;
}
if(d < dmin) {
dmin = d;
if(d < LENGTH_EPS) {
// Edge-on-face (unless edge-on-edge above supercedes)
if((si->surfNormal).Dot(pout) > 0) {
ret = SURF_PARALLEL;
} else {
ret = SURF_ANTIPARALLEL;
}
} else {
// Edge does not lie on surface; either strictly inside
// or strictly outside
if((si->surfNormal).Dot(ray) > 0) {
ret = INSIDE;
} else {
ret = OUTSIDE;
}
}
onEdge = si->onEdge;
}
}
l.Clear();
// If the point being tested lies exactly on an edge of the shell,
// then our ray always lies on edge, and that's okay. Otherwise
// try again in a different random direction.
if((edge_inters == 2) || !onEdge) break;
if(cnt++ > 20) {
dbp("can't find a ray that doesn't hit on edge!");
break;
}
}
if(edge_inters == 2) {
double tol = 1e-3;
if(edge_dotp[0] > -tol && edge_dotp[1] > -tol) {
return EDGE_PARALLEL;
} else if(edge_dotp[0] < tol && edge_dotp[1] < tol) {
return EDGE_ANTIPARALLEL;
} else {
return EDGE_TANGENT;
}
} else {
return ret;
}
}
//-----------------------------------------------------------------------------
// Are two surfaces coincident, with the same (or with opposite) normals?
// Currently handles planes only.
//-----------------------------------------------------------------------------
bool SSurface::CoincidentWith(SSurface *ss, bool sameNormal) {
if(degm != 1 || degn != 1) return false;
if(ss->degm != 1 || ss->degn != 1) return false;
Vector p = ctrl[0][0];
Vector n = NormalAt(0, 0).WithMagnitude(1);
double d = n.Dot(p);
if(!ss->CoincidentWithPlane(n, d)) return false;
Vector n2 = ss->NormalAt(0, 0);
if(sameNormal) {
if(n2.Dot(n) < 0) return false;
} else {
if(n2.Dot(n) > 0) return false;
}
return true;
}
bool SSurface::CoincidentWithPlane(Vector n, double d) {
if(degm != 1 || degn != 1) return false;
if(fabs(n.Dot(ctrl[0][0]) - d) > LENGTH_EPS) return false;
if(fabs(n.Dot(ctrl[0][1]) - d) > LENGTH_EPS) return false;
if(fabs(n.Dot(ctrl[1][0]) - d) > LENGTH_EPS) return false;
if(fabs(n.Dot(ctrl[1][1]) - d) > LENGTH_EPS) return false;
return true;
}
//-----------------------------------------------------------------------------
// In our shell, find all surfaces that are coincident with the prototype
// surface (with same or opposite normal, as specified), and copy all of
// their trim polygons into el. The edges are returned in uv coordinates for
// the prototype surface.
//-----------------------------------------------------------------------------
void SShell::MakeCoincidentEdgesInto(SSurface *proto, bool sameNormal,
SEdgeList *el)
{
SSurface *ss;
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
if(proto->CoincidentWith(ss, sameNormal)) {
ss->MakeEdgesInto(this, el, false);
}
}
SEdge *se;
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
double ua, va, ub, vb;
proto->ClosestPointTo(se->a, &ua, &va);
proto->ClosestPointTo(se->b, &ub, &vb);
if(sameNormal) {
se->a = Vector::From(ua, va, 0);
se->b = Vector::From(ub, vb, 0);
} else {
// Flip normal, so flip all edge directions
se->b = Vector::From(ua, va, 0);
se->a = Vector::From(ub, vb, 0);
}
}
}