solvespace/polygon.h
Jonathan Westhues d6d198ee40 Add triangulation of surfaces with compound curvature; I just build
a grid of quads, with adaptive spacing. The quads that lie entirely
within the trim polygon are triangulated and knocked out from the
polygon, and then the polygon is triangulated.

That works okay, though rather slow. But there are issues with
surfaces of revolution that touch the axis, since they end up with
a singularity. That will require some thought.

[git-p4: depot-paths = "//depot/solvespace/": change = 1951]
2009-05-08 00:33:04 -08:00

238 lines
5.9 KiB
C++

#ifndef __POLYGON_H
#define __POLYGON_H
class SPolygon;
class SContour;
class SMesh;
class SBsp3;
class SEdge {
public:
int tag;
int auxA, auxB;
Vector a, b;
static SEdge From(Vector a, Vector b);
};
class SEdgeList {
public:
List<SEdge> l;
void Clear(void);
void AddEdge(Vector a, Vector b, int auxA=0, int auxB=0);
bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false);
bool AssembleContour(Vector first, Vector last, SContour *dest,
SEdge *errorAt, bool keepDir);
int AnyEdgeCrossings(Vector a, Vector b, Vector *pi=NULL);
void CullExtraneousEdges(void);
void MergeCollinearSegments(Vector a, Vector b);
};
class SPoint {
public:
int tag;
static const int UNKNOWN = 0;
static const int NOT_EAR = 1;
static const int EAR = 2;
int ear;
Vector p;
};
class SContour {
public:
int tag;
int timesEnclosed;
Vector xminPt;
List<SPoint> l;
void AddPoint(Vector p);
void MakeEdgesInto(SEdgeList *el);
void Reverse(void);
Vector ComputeNormal(void);
bool IsClockwiseProjdToNormal(Vector n);
bool ContainsPointProjdToNormal(Vector n, Vector p);
bool AllPointsInPlane(Vector n, double d, Vector *notCoplanarAt);
void OffsetInto(SContour *dest, double r);
void CopyInto(SContour *dest);
void FindPointWithMinX(void);
bool IsEar(int bp);
bool BridgeToContour(SContour *sc, SEdgeList *el, List<Vector> *vl);
void ClipEarInto(SMesh *m, int bp);
void UvTriangulateInto(SMesh *m, SSurface *srf);
};
typedef struct {
DWORD face;
int color;
} STriMeta;
class SPolygon {
public:
List<SContour> l;
Vector normal;
Vector ComputeNormal(void);
void AddEmptyContour(void);
int WindingNumberForPoint(Vector p);
bool ContainsPoint(Vector p);
void MakeEdgesInto(SEdgeList *el);
void FixContourDirections(void);
void TriangulateInto(SMesh *m);
void TriangulateInto(SMesh *m, STriMeta meta);
void Clear(void);
bool AllPointsInPlane(Vector *notCoplanarAt);
bool SelfIntersecting(Vector *intersectsAt);
bool IsEmpty(void);
Vector AnyPoint(void);
void OffsetInto(SPolygon *dest, double r);
void UvTriangulateInto(SMesh *m, SSurface *srf);
void UvGridTriangulateInto(SMesh *m, SSurface *srf);
};
class STriangle {
public:
int tag;
STriMeta meta;
Vector a, b, c;
Vector an, bn, cn;
static STriangle From(STriMeta meta, Vector a, Vector b, Vector c);
Vector Normal(void);
void FlipNormal(void);
double MinAltitude(void);
int WindingNumberForPoint(Vector p);
bool ContainsPoint(Vector p);
bool ContainsPointProjd(Vector n, Vector p);
};
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;
static const int POS = 100, NEG = 101, COPLANAR = 200;
void InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3);
void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3);
Vector IntersectionWith(Vector a, Vector b);
SBsp2 *InsertEdge(SEdge *nedge, Vector nnp, Vector out);
static SBsp2 *Alloc(void);
void DebugDraw(Vector n, double d);
};
class SBsp3 {
public:
Vector n;
double d;
STriangle tri;
SBsp3 *pos;
SBsp3 *neg;
SBsp3 *more;
SBsp2 *edges;
static SBsp3 *Alloc(void);
static SBsp3 *FromMesh(SMesh *m);
Vector IntersectionWith(Vector a, Vector b);
static const int POS = 100, NEG = 101, COPLANAR = 200;
void InsertHow(int how, STriangle *str, SMesh *instead);
SBsp3 *Insert(STriangle *str, SMesh *instead);
void InsertConvexHow(int how, STriMeta meta, Vector *vertex, int n,
SMesh *instead);
SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, int n, SMesh *instead);
void InsertInPlane(bool pos2, STriangle *tr, SMesh *m);
void GenerateInPaintOrder(SMesh *m);
void DebugDraw(void);
};
class SMesh {
public:
List<STriangle> l;
bool flipNormal;
bool keepCoplanar;
bool atLeastOneDiscarded;
void Clear(void);
void AddTriangle(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);
void GetBounding(Vector *vmax, Vector *vmin);
void Simplify(int start);
void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3);
void MakeFromUnion(SMesh *a, SMesh *b);
void MakeFromDifference(SMesh *a, SMesh *b);
bool MakeFromInterferenceCheck(SMesh *srca, SMesh *srcb, SMesh *errorAt);
void MakeFromCopy(SMesh *a);
DWORD FirstIntersectionWith(Point2d mp);
};
// A linked list of triangles
class STriangleLl {
public:
int tag;
STriangle *tri;
STriangleLl *next;
static STriangleLl *Alloc(void);
};
class SKdNode {
public:
static const int BY_X = 0;
static const int BY_Y = 1;
static const int BY_Z = 2;
int which;
double c;
SKdNode *gt;
SKdNode *lt;
STriangleLl *tris;
static SKdNode *Alloc(void);
static SKdNode *From(SMesh *m);
static SKdNode *From(STriangleLl *tll, int which);
void AddTriangle(STriangle *tr);
void MakeMeshInto(SMesh *m);
void ClearTags(void);
void FindEdgeOn(Vector a, Vector b, int *n, int cnt,
bool *inter, bool *fwd);
void MakeNakedEdgesInto(SEdgeList *sel, bool *inter=NULL, bool *leaky=NULL);
void MakeTurningEdgesInto(SEdgeList *sel);
void OcclusionTestLine(SEdge orig, SEdgeList *sel, int cnt);
void SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr);
};
#endif