solvespace/src/polygon.h
whitequark 6fcf1bbe79 Somewhat improve rendering of transparent meshes.
After this commit, any transparent triangles are drawn last, which
causes them to not clobber the depth buffer, and so if they overlap
some opaque triangles, then these opaque triangles will be visible.

There are still issues with overlapping transparent triangles,
and with transparent triangles overlapping outlines and entities.
2016-12-05 03:11:34 +00:00

412 lines
11 KiB
C++

//-----------------------------------------------------------------------------
// Anything relating to plane polygons and triangles, and (generally, non-
// planar) meshes thereof.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#ifndef __POLYGON_H
#define __POLYGON_H
class SPointList;
class SPolygon;
class SContour;
class SMesh;
class SBsp3;
class SOutlineList;
enum class EarType : uint32_t {
UNKNOWN = 0,
NOT_EAR = 1,
EAR = 2
};
enum class BspClass : uint32_t {
POS = 100,
NEG = 101,
COPLANAR = 200
};
enum class EdgeKind : uint32_t {
NAKED_OR_SELF_INTER = 100,
SELF_INTER = 200,
TURNING = 300,
EMPHASIZED = 400,
SHARP = 500,
};
class SEdge {
public:
int tag;
int auxA, auxB;
Vector a, b;
static SEdge From(Vector a, Vector b);
bool EdgeCrosses(Vector a, Vector b, Vector *pi=NULL, SPointList *spl=NULL) const;
};
class SEdgeList {
public:
List<SEdge> l;
void Clear();
void AddEdge(Vector a, Vector b, int auxA=0, int auxB=0, int tag=0);
bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false) const;
bool AssembleContour(Vector first, Vector last, SContour *dest,
SEdge *errorAt, bool keepDir) const;
int AnyEdgeCrossings(Vector a, Vector b,
Vector *pi=NULL, SPointList *spl=NULL) const;
bool ContainsEdgeFrom(const SEdgeList *sel) const;
bool ContainsEdge(const SEdge *se) const;
void CullExtraneousEdges();
void MergeCollinearSegments(Vector a, Vector b);
};
// A kd-tree element needs to go on a side of a node if it's when KDTREE_EPS
// of the boundary. So increasing this number never breaks anything, but may
// result in more duplicated elements. So it's conservative to be sloppy here.
#define KDTREE_EPS (20*LENGTH_EPS)
class SEdgeLl {
public:
SEdge *se;
SEdgeLl *next;
static SEdgeLl *Alloc();
};
class SKdNodeEdges {
public:
int which; // whether c is x, y, or z
double c;
SKdNodeEdges *gt;
SKdNodeEdges *lt;
SEdgeLl *edges;
static SKdNodeEdges *From(SEdgeList *sel);
static SKdNodeEdges *From(SEdgeLl *sell);
static SKdNodeEdges *Alloc();
int AnyEdgeCrossings(Vector a, Vector b, int cnt,
Vector *pi=NULL, SPointList *spl=NULL) const;
};
class SPoint {
public:
int tag;
EarType ear;
Vector p;
Vector auxv;
};
class SPointList {
public:
List<SPoint> l;
void Clear();
bool ContainsPoint(Vector pt) const;
int IndexForPoint(Vector pt) const;
void IncrementTagFor(Vector pt);
void Add(Vector pt);
};
class SContour {
public:
int tag;
int timesEnclosed;
Vector xminPt;
List<SPoint> l;
void AddPoint(Vector p);
void MakeEdgesInto(SEdgeList *el) const;
void Reverse();
Vector ComputeNormal() const;
double SignedAreaProjdToNormal(Vector n) const;
bool IsClockwiseProjdToNormal(Vector n) const;
bool ContainsPointProjdToNormal(Vector n, Vector p) const;
void OffsetInto(SContour *dest, double r) const;
void CopyInto(SContour *dest) const;
void FindPointWithMinX();
Vector AnyEdgeMidpoint() const;
bool IsEar(int bp, double scaledEps) const;
bool BridgeToContour(SContour *sc, SEdgeList *el, List<Vector> *vl);
void ClipEarInto(SMesh *m, int bp, double scaledEps);
void UvTriangulateInto(SMesh *m, SSurface *srf);
};
typedef struct {
uint32_t face;
RgbaColor color;
} STriMeta;
class SPolygon {
public:
List<SContour> l;
Vector normal;
Vector ComputeNormal() const;
void AddEmptyContour();
int WindingNumberForPoint(Vector p) const;
double SignedArea() const;
bool ContainsPoint(Vector p) const;
void MakeEdgesInto(SEdgeList *el) const;
void FixContourDirections();
void Clear();
bool SelfIntersecting(Vector *intersectsAt) const;
bool IsEmpty() const;
Vector AnyPoint() const;
void OffsetInto(SPolygon *dest, double r) const;
void UvTriangulateInto(SMesh *m, SSurface *srf);
void UvGridTriangulateInto(SMesh *m, SSurface *srf);
void TriangulateInto(SMesh *m) const;
void InverseTransformInto(SPolygon *sp, Vector u, Vector v, Vector n) const;
};
class STriangle {
public:
int tag;
STriMeta meta;
union {
struct { Vector a, b, c; };
Vector vertices[3];
};
union {
struct { Vector an, bn, cn; };
Vector normals[3];
};
static STriangle From(STriMeta meta, Vector a, Vector b, Vector c);
Vector Normal() const;
void FlipNormal();
double MinAltitude() const;
int WindingNumberForPoint(Vector p) const;
bool ContainsPoint(Vector p) const;
bool ContainsPointProjd(Vector n, Vector p) const;
STriangle Transform(Vector o, Vector u, Vector v) const;
bool Raytrace(const Vector &rayPoint, const Vector &rayDir,
double *t, Vector *inters) const;
};
class SBsp2 {
public:
Vector np; // normal to the plane
Vector no; // outer normal to the edge
double d;
SEdge edge;
SBsp2 *pos;
SBsp2 *neg;
SBsp2 *more;
void InsertTriangleHow(BspClass how, STriangle *tr, SMesh *m, SBsp3 *bsp3);
void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3);
Vector IntersectionWith(Vector a, Vector b) const;
void InsertEdge(SEdge *nedge, Vector nnp, Vector out);
static SBsp2 *InsertOrCreateEdge(SBsp2 *where, SEdge *nedge,
Vector nnp, Vector out);
static SBsp2 *Alloc();
};
class SBsp3 {
public:
Vector n;
double d;
STriangle tri;
SBsp3 *pos;
SBsp3 *neg;
SBsp3 *more;
SBsp2 *edges;
static SBsp3 *Alloc();
static SBsp3 *FromMesh(const SMesh *m);
Vector IntersectionWith(Vector a, Vector b) const;
void InsertHow(BspClass how, STriangle *str, SMesh *instead);
void Insert(STriangle *str, SMesh *instead);
static SBsp3 *InsertOrCreate(SBsp3 *where, STriangle *str, SMesh *instead);
void InsertConvexHow(BspClass how, STriMeta meta, Vector *vertex, size_t n,
SMesh *instead);
SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, size_t n, SMesh *instead);
void InsertInPlane(bool pos2, STriangle *tr, SMesh *m);
void GenerateInPaintOrder(SMesh *m) const;
};
class SMesh {
public:
List<STriangle> l;
bool flipNormal;
bool keepCoplanar;
bool atLeastOneDiscarded;
bool isTransparent;
void Clear();
void AddTriangle(const STriangle *st);
void AddTriangle(STriMeta meta, Vector a, Vector b, Vector c);
void AddTriangle(STriMeta meta, Vector n,
Vector a, Vector b, Vector c);
void DoBounding(Vector v, Vector *vmax, Vector *vmin) const;
void GetBounding(Vector *vmax, Vector *vmin) const;
void Simplify(int start);
void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3);
void MakeFromUnionOf(SMesh *a, SMesh *b);
void MakeFromDifferenceOf(SMesh *a, SMesh *b);
void MakeFromCopyOf(SMesh *a);
void MakeFromTransformationOf(SMesh *a, Vector trans,
Quaternion q, double scale);
void MakeFromAssemblyOf(SMesh *a, SMesh *b);
void MakeEdgesInPlaneInto(SEdgeList *sel, Vector n, double d);
void MakeOutlinesInto(SOutlineList *sol, EdgeKind type);
void PrecomputeTransparency();
bool IsEmpty() const;
void RemapFaces(Group *g, int remap);
uint32_t FirstIntersectionWith(Point2d mp) const;
};
// A linked list of triangles
class STriangleLl {
public:
STriangle *tri;
STriangleLl *next;
static STriangleLl *Alloc();
};
class SOutline {
public:
int tag;
Vector a, b, nl, nr;
bool IsVisible(Vector projDir) const;
};
class SOutlineList {
public:
List<SOutline> l;
void Clear();
void AddEdge(Vector a, Vector b, Vector nl, Vector nr, int tag = 0);
void ListTaggedInto(SEdgeList *el, int auxA = 0, int auxB = 0);
void MakeFromCopyOf(SOutlineList *ol);
};
class SKdNode {
public:
struct EdgeOnInfo {
int count;
bool frontFacing;
bool intersectsMesh;
STriangle *tr;
int ai;
int bi;
};
int which; // whether c is x, y, or z
double c;
SKdNode *gt;
SKdNode *lt;
STriangleLl *tris;
static SKdNode *Alloc();
static SKdNode *From(SMesh *m);
static SKdNode *From(STriangleLl *tll);
void AddTriangle(STriangle *tr);
void MakeMeshInto(SMesh *m) const;
void ListTrianglesInto(std::vector<STriangle *> *tl) const;
void ClearTags() const;
void FindEdgeOn(Vector a, Vector b, int cnt, bool coplanarIsInter, EdgeOnInfo *info) const;
void MakeCertainEdgesInto(SEdgeList *sel, EdgeKind how, bool coplanarIsInter,
bool *inter, bool *leaky, int auxA = 0) const;
void MakeOutlinesInto(SOutlineList *sel, EdgeKind tagKind) const;
void OcclusionTestLine(SEdge orig, SEdgeList *sel, int cnt) const;
void SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr) const;
void SnapToMesh(SMesh *m);
void SnapToVertex(Vector v, SMesh *extras);
};
class PolylineBuilder {
public:
struct Edge;
struct Vertex {
Vector pos;
std::vector<Edge *> edges;
bool GetNext(uint32_t kind, Vertex **next, Edge **nextEdge);
bool GetNext(uint32_t kind, Vector plane, double d, Vertex **next, Edge **nextEdge);
size_t CountEdgesWithTagAndKind(int tag, uint32_t kind) const;
};
struct VertexPairHash {
size_t operator()(const std::pair<Vertex *, Vertex *> &v) const;
};
struct Edge {
Vertex *a;
Vertex *b;
uint32_t kind;
int tag;
union {
uintptr_t data;
SOutline *outline;
SEdge *edge;
};
Vertex *GetOtherVertex(Vertex *v) const;
bool GetStartAndNext(Vertex **start, Vertex **next, bool loop) const;
};
std::unordered_map<Vector, Vertex *, VectorHash, VectorPred> vertices;
std::unordered_map<std::pair<Vertex *, Vertex *>, Edge *, VertexPairHash> edgeMap;
std::vector<Edge *> edges;
~PolylineBuilder();
void Clear();
Vertex *AddVertex(const Vector &pos);
Edge *AddEdge(const Vector &p0, const Vector &p1, uint32_t kind, uintptr_t data = 0);
void Generate(
std::function<void(Vertex *start, Vertex *next, Edge *edge)> startFunc,
std::function<void(Vertex *next, Edge *edge)> nextFunc,
std::function<void(Edge *)> aloneFunc,
std::function<void()> endFunc = [](){});
void MakeFromEdges(const SEdgeList &sel);
void MakeFromOutlines(const SOutlineList &sol);
void GenerateEdges(SEdgeList *sel);
void GenerateOutlines(SOutlineList *sol);
};
#endif