solvespace/srf/triangulate.cpp
Jonathan Westhues bb4b767e99 Tear everything apart, moving away from meshes and toward shells.
Add stubs for functions to perform Booleans, and get rid of mesh
stuff, including the kd tree accelerated snap to vertex (which
should not be required if the shell triangulation performs as it
should).

Also check that a sketch is not self-intersecting before extruding
it or whatever. This is dead slow, needs n*log(n) implementation.

[git-p4: depot-paths = "//depot/solvespace/": change = 1902]
2009-01-22 19:30:30 -08:00

274 lines
7.4 KiB
C++

#include "../solvespace.h"
void SPolygon::UvTriangulateInto(SMesh *m) {
if(l.n <= 0) return;
SDWORD in = GetMilliseconds();
normal = Vector::From(0, 0, 1);
while(l.n > 0) {
FixContourDirections();
l.ClearTags();
// Find a top-level contour, and start with that. Then build bridges
// in order to merge all its islands into a single contour.
SContour *top;
for(top = l.First(); top; top = l.NextAfter(top)) {
if(top->timesEnclosed == 0) {
break;
}
}
if(!top) {
dbp("polygon has no top-level contours?");
return;
}
// Start with the outer contour
SContour merged;
ZERO(&merged);
top->tag = 1;
top->CopyInto(&merged);
(merged.l.n)--;
// List all of the edges, for testing whether bridges work.
SEdgeList el;
ZERO(&el);
top->MakeEdgesInto(&el);
List<Vector> vl;
ZERO(&vl);
// And now find all of its holes;
SContour *sc;
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->timesEnclosed != 1) continue;
if(sc->l.n < 1) continue;
if(top->ContainsPointProjdToNormal(normal, sc->l.elem[0].p)) {
sc->tag = 2;
sc->MakeEdgesInto(&el);
sc->FindPointWithMinX();
}
}
dbp("finished finding holes: %d ms", GetMilliseconds() - in);
for(;;) {
double xmin = 1e10;
SContour *scmin = NULL;
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->tag != 2) continue;
if(sc->xminPt.x < xmin) {
xmin = sc->xminPt.x;
scmin = sc;
}
}
if(!scmin) break;
if(!merged.BridgeToContour(scmin, &el, &vl)) {
dbp("couldn't merge our hole");
return;
}
dbp(" bridged to contour: %d ms", GetMilliseconds() - in);
scmin->tag = 3;
}
dbp("finished merging holes: %d ms", GetMilliseconds() - in);
merged.UvTriangulateInto(m);
dbp("finished ear clippping: %d ms", GetMilliseconds() - in);
merged.l.Clear();
el.Clear();
vl.Clear();
l.RemoveTagged();
}
}
bool SContour::BridgeToContour(SContour *sc,
SEdgeList *avoidEdges, List<Vector> *avoidPts)
{
int i, j;
// Start looking for a bridge on our new hole near its leftmost (min x)
// point.
int sco = 0;
for(i = 0; i < (sc->l.n - 1); i++) {
if((sc->l.elem[i].p).EqualsExactly(sc->xminPt)) {
sco = i;
}
}
// And start looking on our merged contour at whichever point is nearest
// to the leftmost point of the new segment.
int thiso = 0;
double dmin = 1e10;
for(i = 0; i < l.n; i++) {
Vector p = l.elem[i].p;
double d = (p.Minus(sc->xminPt)).MagSquared();
if(d < dmin) {
dmin = d;
thiso = i;
}
}
int thisp, scp;
Vector a, b, *f;
for(i = 0; i < l.n; i++) {
thisp = WRAP(i+thiso, l.n);
a = l.elem[thisp].p;
for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
if(f->Equals(a)) break;
}
if(f) continue;
for(j = 0; j < (sc->l.n - 1); j++) {
scp = WRAP(j+sco, (sc->l.n - 1));
b = sc->l.elem[scp].p;
for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
if(f->Equals(b)) break;
}
if(f) continue;
if(avoidEdges->AnyEdgeCrossings(a, b) > 0) {
// doesn't work, bridge crosses an existing edge
} else {
goto haveEdge;
}
}
}
// Tried all the possibilities, didn't find an edge
return false;
haveEdge:
SContour merged;
ZERO(&merged);
for(i = 0; i < l.n; i++) {
merged.AddPoint(l.elem[i].p);
if(i == thisp) {
// less than or equal; need to duplicate the join point
for(j = 0; j <= (sc->l.n - 1); j++) {
int jp = WRAP(j + scp, (sc->l.n - 1));
merged.AddPoint((sc->l.elem[jp]).p);
}
// and likewise duplicate join point for the outer curve
merged.AddPoint(l.elem[i].p);
}
}
// and future bridges mustn't cross our bridge, and it's tricky to get
// things right if two bridges come from the same point
avoidEdges->AddEdge(a, b);
avoidPts->Add(&a);
avoidPts->Add(&b);
l.Clear();
l = merged.l;
return true;
}
bool SContour::IsEar(int bp) {
int ap = WRAP(bp-1, l.n),
cp = WRAP(bp+1, l.n);
STriangle tr;
ZERO(&tr);
tr.a = l.elem[ap].p;
tr.b = l.elem[bp].p;
tr.c = l.elem[cp].p;
Vector n = Vector::From(0, 0, -1);
if((tr.Normal()).Dot(n) < LENGTH_EPS) {
// This vertex is reflex, or between two collinear edges; either way,
// it's not an ear.
return false;
}
// Accelerate with an axis-aligned bounding box test
Vector maxv = tr.a, minv = tr.a;
(tr.b).MakeMaxMin(&maxv, &minv);
(tr.c).MakeMaxMin(&maxv, &minv);
int i;
for(i = 0; i < l.n; i++) {
if(i == ap || i == bp || i == cp) continue;
Vector p = l.elem[i].p;
if(p.OutsideAndNotOn(maxv, minv)) continue;
// A point on the edge of the triangle is considered to be inside,
// and therefore makes it a non-ear; but a point on the vertex is
// "outside", since that's necessary to make bridges work.
if(p.EqualsExactly(tr.a)) continue;
if(p.EqualsExactly(tr.b)) continue;
if(p.EqualsExactly(tr.c)) continue;
if(tr.ContainsPointProjd(n, p)) {
return false;
}
}
return true;
}
void SContour::ClipEarInto(SMesh *m, int bp) {
int ap = WRAP(bp-1, l.n),
cp = WRAP(bp+1, l.n);
STriangle tr;
ZERO(&tr);
tr.a = l.elem[ap].p;
tr.b = l.elem[bp].p;
tr.c = l.elem[cp].p;
m->AddTriangle(&tr);
// By deleting the point at bp, we may change the ear-ness of the points
// on either side.
l.elem[ap].ear = SPoint::UNKNOWN;
l.elem[cp].ear = SPoint::UNKNOWN;
l.ClearTags();
l.elem[bp].tag = 1;
l.RemoveTagged();
}
void SContour::UvTriangulateInto(SMesh *m) {
int i;
// First, calculate the ear-ness of all the points
for(i = 0; i < l.n; i++) {
(l.elem[i]).ear = IsEar(i) ? SPoint::EAR : SPoint::NOT_EAR;
}
bool toggle = false;
while(l.n > 3) {
// Some points may have changed ear-ness, so recalculate
for(i = 0; i < l.n; i++) {
if(l.elem[i].ear == SPoint::UNKNOWN) {
(l.elem[i]).ear = IsEar(i) ? SPoint::EAR : SPoint::NOT_EAR;
}
}
// And find a candidate ear; alternate the starting position so
// we generate strip-like triangulations instead of fan-like
int ear = -1;
toggle = !toggle;
int offset = toggle ? -1 : 0;
for(i = 0; i < l.n; i++) {
ear = WRAP(i+offset, l.n);
if(l.elem[ear].ear == SPoint::EAR) {
break;
}
}
if(ear < 0) {
dbp("couldn't find an ear! fail");
return;
}
ClipEarInto(m, ear);
}
ClipEarInto(m, 0); // add the last triangle
}