solvespace/srf/ratpoly.cpp
Jonathan Westhues ebca6130ec Early attempts at rational polynomial surfaces. I can create one
from an extrusion, with piecewise linear trim curves for everything
(that are shared, so that they appear only once for the two
surfaces that each trims). No Boolean operations on them, and the
triangulation is bad, because gl seems to merge collinear edges.

So before going further, I seem to need my own triangulation code.
I have not had great luck in the past, but I can't live without it
now.

[git-p4: depot-paths = "//depot/solvespace/": change = 1899]
2009-01-19 02:37:10 -08:00

619 lines
16 KiB
C++

#include "../solvespace.h"
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)
{
return deg*(Bernstein(k-1, deg-1, t) - Bernstein(k, deg-1, t));
}
SBezier SBezier::From(Vector p0, Vector p1) {
SBezier ret;
ZERO(&ret);
ret.deg = 1;
ret.weight[0] = ret.weight[1] = 1;
ret.ctrl[0] = p0;
ret.ctrl[1] = p1;
return ret;
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2) {
SBezier ret;
ZERO(&ret);
ret.deg = 2;
ret.weight[0] = ret.weight[1] = ret.weight[2] = 1;
ret.ctrl[0] = p0;
ret.ctrl[1] = p1;
ret.ctrl[2] = p2;
return ret;
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2, Vector p3) {
SBezier ret;
ZERO(&ret);
ret.deg = 3;
ret.weight[0] = ret.weight[1] = ret.weight[2] = ret.weight[3] = 1;
ret.ctrl[0] = p0;
ret.ctrl[1] = p1;
ret.ctrl[2] = p2;
ret.ctrl[3] = p3;
return ret;
}
Vector SBezier::Start(void) {
return ctrl[0];
}
Vector SBezier::Finish(void) {
return ctrl[deg];
}
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;
}
void SBezier::MakePwlInto(List<Vector> *l) {
MakePwlInto(l, Vector::From(0, 0, 0));
}
void SBezier::MakePwlInto(List<Vector> *l, Vector offset) {
Vector p = (ctrl[0]).Plus(offset);
l->Add(&p);
MakePwlWorker(l, 0.0, 1.0, offset);
}
void SBezier::MakePwlWorker(List<Vector> *l, double ta, double tb, Vector off) {
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 tol = SS.chordTol/SS.GW.scale;
double step = 1.0/SS.maxSegments;
if((tb - ta) < step || d < tol) {
// A previous call has already added the beginning of our interval.
pb = pb.Plus(off);
l->Add(&pb);
} else {
double tm = (ta + tb) / 2;
MakePwlWorker(l, ta, tm, off);
MakePwlWorker(l, tm, tb, off);
}
}
void SBezier::Reverse(void) {
int i;
for(i = 0; i < (deg+1)/2; i++) {
SWAP(Vector, ctrl[i], ctrl[deg-i]);
SWAP(double, weight[i], weight[deg-i]);
}
}
void SBezierList::Clear(void) {
l.Clear();
}
SBezierLoop SBezierLoop::FromCurves(SBezierList *sbl,
bool *allClosed, SEdge *errorAt)
{
SBezierLoop loop;
ZERO(&loop);
if(sbl->l.n < 1) return loop;
sbl->l.ClearTags();
SBezier *first = &(sbl->l.elem[0]);
first->tag = 1;
loop.l.Add(first);
Vector start = first->Start();
Vector hanging = first->Finish();
sbl->l.RemoveTagged();
while(sbl->l.n > 0 && !hanging.Equals(start)) {
int i;
bool foundNext = false;
for(i = 0; i < sbl->l.n; i++) {
SBezier *test = &(sbl->l.elem[i]);
if((test->Finish()).Equals(hanging)) {
test->Reverse();
// and let the next test catch it
}
if((test->Start()).Equals(hanging)) {
test->tag = 1;
loop.l.Add(test);
hanging = test->Finish();
sbl->l.RemoveTagged();
foundNext = true;
break;
}
}
if(!foundNext) {
// The loop completed without finding the hanging edge, so
// it's an open loop
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
return loop;
}
}
if(hanging.Equals(start)) {
*allClosed = true;
} else {
// We ran out of edges without forming a closed loop.
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
}
return loop;
}
void SBezierLoop::Reverse(void) {
l.Reverse();
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
// If we didn't reverse each curve, then the next curve in list would
// share your start, not your finish.
sb->Reverse();
}
}
void SBezierLoop::MakePwlInto(SContour *sc) {
List<Vector> lv;
ZERO(&lv);
int i, j;
for(i = 0; i < l.n; i++) {
SBezier *sb = &(l.elem[i]);
sb->MakePwlInto(&lv);
// Each curve's piecewise linearization includes its endpoints,
// which we don't want to duplicate (creating zero-len edges).
for(j = (i == 0 ? 0 : 1); j < lv.n; j++) {
sc->AddPoint(lv.elem[j]);
}
lv.Clear();
}
// Ensure that it's exactly closed, not just within a numerical tolerance.
sc->l.elem[sc->l.n - 1] = sc->l.elem[0];
}
SBezierLoopSet SBezierLoopSet::From(SBezierList *sbl, SPolygon *poly,
bool *allClosed, SEdge *errorAt)
{
int i;
SBezierLoopSet ret;
ZERO(&ret);
while(sbl->l.n > 0) {
bool thisClosed;
SBezierLoop loop;
loop = SBezierLoop::FromCurves(sbl, &thisClosed, errorAt);
if(!thisClosed) {
ret.Clear();
*allClosed = false;
return ret;
}
ret.l.Add(&loop);
poly->AddEmptyContour();
loop.MakePwlInto(&(poly->l.elem[poly->l.n-1]));
}
poly->normal = poly->ComputeNormal();
ret.normal = poly->normal;
if(poly->l.n > 0) {
ret.point = poly->AnyPoint();
} else {
ret.point = Vector::From(0, 0, 0);
}
poly->FixContourDirections();
for(i = 0; i < poly->l.n; i++) {
if(poly->l.elem[i].tag) {
// We had to reverse this contour in order to fix the poly
// contour directions; so need to do the same with the curves.
ret.l.elem[i].Reverse();
}
}
*allClosed = true;
return ret;
}
void SBezierLoopSet::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).Clear();
}
l.Clear();
}
void SCurve::Clear(void) {
pts.Clear();
}
STrimBy STrimBy::EntireCurve(SShell *shell, hSCurve hsc) {
STrimBy stb;
ZERO(&stb);
stb.curve = hsc;
SCurve *sc = shell->curve.FindById(hsc);
stb.start = sc->pts.elem[0];
stb.finish = sc->pts.elem[sc->pts.n - 1];
return stb;
}
SSurface SSurface::FromExtrusionOf(SBezier *sb, Vector t0, Vector t1) {
SSurface ret;
ZERO(&ret);
ret.degm = sb->deg;
ret.degn = 1;
int i;
for(i = 0; i <= ret.degm; i++) {
ret.ctrl[i][0] = (sb->ctrl[i]).Plus(t0);
ret.weight[i][0] = sb->weight[i];
ret.ctrl[i][1] = (sb->ctrl[i]).Plus(t1);
ret.weight[i][1] = sb->weight[i];
}
return ret;
}
SSurface SSurface::FromPlane(Vector pt, Vector n) {
SSurface ret;
ZERO(&ret);
ret.degm = 1;
ret.degn = 1;
Vector u = n.Normal(0), v = n.Normal(1);
ret.weight[0][0] = ret.weight[0][1] = 1;
ret.weight[1][0] = ret.weight[1][1] = 1;
ret.ctrl[0][0] = pt;
ret.ctrl[0][1] = pt.Plus(u);
ret.ctrl[1][0] = pt.Plus(v);
ret.ctrl[1][1] = pt.Plus(v).Plus(u);
return ret;
}
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(double u, double v) {
Vector tu, tv;
TangentsAt(u, v, &tu, &tv);
return tu.Cross(tv);
}
void SSurface::ClosestPointTo(Vector p, double *u, double *v) {
int i, j;
double minDist = 1e10;
double res = 7.0;
for(i = 0; i < (int)res; i++) {
for(j = 0; j <= (int)res; j++) {
double tryu = (i/res), tryv = (j/res);
Vector tryp = PointAt(tryu, tryv);
double d = (tryp.Minus(p)).Magnitude();
if(d < minDist) {
*u = tryu;
*v = tryv;
minDist = d;
}
}
}
// Initial guess is in u, v
Vector p0;
for(i = 0; i < 50; i++) {
p0 = PointAt(*u, *v);
if(p0.Equals(p)) {
return;
}
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 / (tu.MagSquared());
}
dbp("didn't converge");
dbp("have %.3f %.3f %.3f", CO(p0));
dbp("want %.3f %.3f %.3f", CO(p));
if(isnan(*u) || isnan(*v)) {
*u = *v = 0;
}
}
void SSurface::TriangulateInto(SShell *shell, SMesh *sm) {
SEdgeList el;
ZERO(&el);
STrimBy *stb;
for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
SCurve *sc = shell->curve.FindById(stb->curve);
Vector prevuv, ptuv;
bool inCurve = false;
Vector *pt;
double u = 0, v = 0;
for(pt = sc->pts.First(); pt; pt = sc->pts.NextAfter(pt)) {
ClosestPointTo(*pt, &u, &v);
ptuv = Vector::From(u, v, 0);
if(inCurve) {
el.AddEdge(prevuv, ptuv);
}
prevuv = ptuv;
if(pt->EqualsExactly(stb->start)) inCurve = true;
if(pt->EqualsExactly(stb->finish)) inCurve = false;
}
}
SPolygon poly;
ZERO(&poly);
if(!el.AssemblePolygon(&poly, NULL)) {
dbp("failed to assemble polygon to trim nurbs surface in uv space");
}
int i, start = sm->l.n;
STriMeta meta = { 0, 0x888888 };
poly.normal = Vector::From(0, 0, 1);
poly.TriangulateInto(sm, meta);
for(i = start; i < sm->l.n; i++) {
STriangle *st = &(sm->l.elem[i]);
st->an = NormalAt(st->a.x, st->a.y);
st->bn = NormalAt(st->b.x, st->b.y);
st->cn = NormalAt(st->c.x, st->c.y);
st->a = PointAt(st->a.x, st->a.y);
st->b = PointAt(st->b.x, st->b.y);
st->c = PointAt(st->c.x, st->c.y);
if((st->Normal()).Dot(st->an) < 0) {
// Have to get the vertices in the right order
st->FlipNormal();
}
}
el.Clear();
poly.Clear();
}
void SSurface::Clear(void) {
trim.Clear();
}
SShell SShell::FromExtrusionOf(SBezierLoopSet *sbls, Vector t0, Vector t1) {
SShell ret;
ZERO(&ret);
// Make the extrusion direction consistent with respect to the normal
// of the sketch we're extruding.
if((t0.Minus(t1)).Dot(sbls->normal) < 0) {
SWAP(Vector, t0, t1);
}
// First, generate the top and bottom surfaces of the extrusion; just
// planes.
SSurface s0, s1;
s0 = SSurface::FromPlane(sbls->point.Plus(t0), sbls->normal.ScaledBy(-1));
s1 = SSurface::FromPlane(sbls->point.Plus(t1), sbls->normal.ScaledBy( 1));
hSSurface hs0 = ret.surface.AddAndAssignId(&s0),
hs1 = ret.surface.AddAndAssignId(&s1);
// Now go through the input curves. For each one, generate its surface
// of extrusion, its two translated trim curves, and one trim line. We
// go through by loops so that we can assign the lines correctly.
SBezierLoop *sbl;
for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
SBezier *sb;
typedef struct {
STrimBy trim;
hSSurface hs;
} TrimLine;
List<TrimLine> trimLines;
ZERO(&trimLines);
for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
// Generate the surface of extrusion of this curve, and add
// it to the list
SSurface ss = SSurface::FromExtrusionOf(sb, t0, t1);
hSSurface hsext = ret.surface.AddAndAssignId(&ss);
// Translate the curve by t0 and t1 to produce two trim curves
SCurve sc;
ZERO(&sc);
sb->MakePwlInto(&(sc.pts), t0);
hSCurve hc0 = ret.curve.AddAndAssignId(&sc);
STrimBy stb0 = STrimBy::EntireCurve(&ret, hc0);
ZERO(&sc);
sb->MakePwlInto(&(sc.pts), t1);
hSCurve hc1 = ret.curve.AddAndAssignId(&sc);
STrimBy stb1 = STrimBy::EntireCurve(&ret, hc1);
// The translated curves trim the flat top and bottom surfaces.
(ret.surface.FindById(hs0))->trim.Add(&stb0);
(ret.surface.FindById(hs1))->trim.Add(&stb1);
// The translated curves also trim the surface of extrusion.
(ret.surface.FindById(hsext))->trim.Add(&stb0);
(ret.surface.FindById(hsext))->trim.Add(&stb1);
// And form the trim line
Vector pt = sb->Finish();
Vector p0 = pt.Plus(t0), p1 = pt.Plus(t1);
ZERO(&sc);
sc.pts.Add(&p0);
sc.pts.Add(&p1);
hSCurve hl = ret.curve.AddAndAssignId(&sc);
// save this for later
TrimLine tl;
tl.trim = STrimBy::EntireCurve(&ret, hl);
tl.hs = hsext;
trimLines.Add(&tl);
}
int i;
for(i = 0; i < trimLines.n; i++) {
TrimLine *tl = &(trimLines.elem[i]);
SSurface *ss = ret.surface.FindById(tl->hs);
TrimLine *tlp = &(trimLines.elem[WRAP(i-1, trimLines.n)]);
ss->trim.Add(&(tl->trim));
ss->trim.Add(&(tlp->trim));
}
trimLines.Clear();
}
return ret;
}
void SShell::TriangulateInto(SMesh *sm) {
SSurface *s;
for(s = surface.First(); s; s = surface.NextAfter(s)) {
s->TriangulateInto(this, sm);
}
}
void SShell::Clear(void) {
SSurface *s;
for(s = surface.First(); s; s = surface.NextAfter(s)) {
s->Clear();
}
surface.Clear();
SCurve *c;
for(c = curve.First(); c; c = curve.NextAfter(c)) {
c->Clear();
}
curve.Clear();
}