solvespace/srf/triangulate.cpp

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#include "../solvespace.h"
void SPolygon::UvTriangulateInto(SMesh *m, SSurface *srf) {
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. Note that we will also find any
// outer contours that lie entirely within this contour, and any
// holes for those contours. But that's okay, because we can merge
// those too.
SContour *sc;
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->timesEnclosed != 1) continue;
if(sc->l.n < 2) continue;
// Test the midpoint of an edge. Our polygon may not be self-
// intersecting, but two contours may share a vertex; so a
// vertex could be on the edge of another polygon, in which
// case ContainsPointProjdToNormal returns indeterminate.
Vector tp = sc->AnyEdgeMidpoint();
if(top->ContainsPointProjdToNormal(normal, tp)) {
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, srf);
// dbp("finished ear clippping: %d ms", GetMilliseconds() - in);
merged.l.Clear();
el.Clear();
vl.Clear();
// Careful, need to free the points within the contours, and not just
// the contours themselves. This was a tricky memory leak.
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->tag) {
sc->l.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;
// First check if the contours share a point; in that case we should
// merge them there, without a bridge.
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;
if(a.Equals(b)) {
goto haveEdge;
}
}
}
// If that fails, look for a bridge that does not intersect any edges.
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, double scaledEps) {
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;
if((tr.a).Equals(tr.c)) {
// This is two coincident and anti-parallel edges. Zero-area, so
// won't generate a real triangle, but we certainly can clip it.
return true;
}
Vector n = Vector::From(0, 0, -1);
if((tr.Normal()).Dot(n) < scaledEps) {
// 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, double scaledEps) {
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;
if(tr.Normal().MagSquared() < scaledEps*scaledEps) {
// A vertex with more than two edges will cause us to generate
// zero-area triangles, which must be culled.
} else {
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, SSurface *srf) {
Vector tu, tv;
srf->TangentsAt(0.5, 0.5, &tu, &tv);
double s = sqrt(tu.MagSquared() + tv.MagSquared());
// We would like to apply our tolerances in xyz; but that would be a lot
// of work, so at least scale the epsilon semi-reasonably. That's
// perfect for square planes, less perfect for anything else.
double scaledEps = LENGTH_EPS / s;
int i;
// Clean the original contour by removing any zero-length edges.
l.ClearTags();
for(i = 1; i < l.n; i++) {
if((l.elem[i].p).Equals(l.elem[i-1].p)) {
l.elem[i].tag = 1;
}
}
l.RemoveTagged();
// Now calculate the ear-ness of each vertex
for(i = 0; i < l.n; i++) {
(l.elem[i]).ear = IsEar(i, scaledEps) ? 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, scaledEps) ?
SPoint::EAR : SPoint::NOT_EAR;
}
}
int bestEar = -1;
double bestChordTol = VERY_POSITIVE;
// Alternate the starting position so we generate strip-like
// triangulations instead of fan-like
toggle = !toggle;
int offset = toggle ? -1 : 0;
for(i = 0; i < l.n; i++) {
int ear = WRAP(i+offset, l.n);
if(l.elem[ear].ear == SPoint::EAR) {
if(srf->degm == 1 && srf->degn == 1) {
// This is a plane; any ear is a good ear.
bestEar = ear;
break;
}
// If we are triangulating a curved surface, then try to
// clip ears that have a small chord tolerance from the
// surface.
Vector prev = l.elem[WRAP((i+offset-1), l.n)].p,
next = l.elem[WRAP((i+offset+1), l.n)].p;
double tol = srf->ChordToleranceForEdge(prev, next);
if(tol < bestChordTol - scaledEps) {
bestEar = ear;
bestChordTol = tol;
}
if(bestChordTol < 0.1*SS.ChordTolMm()) {
break;
}
}
}
if(bestEar < 0) {
dbp("couldn't find an ear! fail");
return;
}
ClipEarInto(m, bestEar, scaledEps);
}
ClipEarInto(m, 0, scaledEps); // add the last triangle
}
double SSurface::ChordToleranceForEdge(Vector a, Vector b) {
Vector as = PointAt(a.x, a.y), bs = PointAt(b.x, b.y);
double worst = VERY_NEGATIVE;
int i;
for(i = 1; i <= 3; i++) {
Vector p = a. Plus((b. Minus(a )).ScaledBy(i/4.0)),
ps = as.Plus((bs.Minus(as)).ScaledBy(i/4.0));
Vector pps = PointAt(p.x, p.y);
worst = max(worst, (pps.Minus(ps)).MagSquared());
}
return sqrt(worst);
}
Vector SSurface::PointAtMaybeSwapped(double u, double v, bool swapped) {
if(swapped) {
return PointAt(v, u);
} else {
return PointAt(u, v);
}
}
void SSurface::MakeTriangulationGridInto(List<double> *l, double vs, double vf,
bool swapped)
{
double worst = 0;
// Try piecewise linearizing four curves, at u = 0, 1/3, 2/3, 1; choose
// the worst chord tolerance of any of those.
int i;
for(i = 0; i <= 3; i++) {
double u = i/3.0;
// This chord test should be identical to the one in SBezier::MakePwl
// to make the piecewise linear edges line up with the grid more or
// less.
Vector ps = PointAtMaybeSwapped(u, vs, swapped),
pf = PointAtMaybeSwapped(u, vf, swapped);
double vm1 = (2*vs + vf) / 3,
vm2 = (vs + 2*vf) / 3;
Vector pm1 = PointAtMaybeSwapped(u, vm1, swapped),
pm2 = PointAtMaybeSwapped(u, vm2, swapped);
worst = max(worst, pm1.DistanceToLine(ps, pf.Minus(ps)));
worst = max(worst, pm2.DistanceToLine(ps, pf.Minus(ps)));
}
double step = 1.0/SS.maxSegments;
if((vf - vs) < step || worst < SS.ChordTolMm()) {
l->Add(&vf);
} else {
MakeTriangulationGridInto(l, vs, (vs+vf)/2, swapped);
MakeTriangulationGridInto(l, (vs+vf)/2, vf, swapped);
}
}
void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
SEdgeList orig;
ZERO(&orig);
MakeEdgesInto(&orig);
SEdgeList holes;
ZERO(&holes);
normal = Vector::From(0, 0, 1);
FixContourDirections();
// Build a rectangular grid, with horizontal and vertical lines in the
// uv plane. The spacing of these lines is adaptive, so calculate that.
List<double> li, lj;
ZERO(&li);
ZERO(&lj);
double v = 0;
li.Add(&v);
srf->MakeTriangulationGridInto(&li, 0, 1, true);
lj.Add(&v);
srf->MakeTriangulationGridInto(&lj, 0, 1, false);
// Now iterate over each quad in the grid. If it's outside the polygon,
// or if it intersects the polygon, then we discard it. Otherwise we
// generate two triangles in the mesh, and cut it out of our polygon.
int i, j;
for(i = 0; i < (li.n - 1); i++) {
for(j = 0; j < (lj.n - 1); j++) {
double us = li.elem[i], uf = li.elem[i+1],
vs = lj.elem[j], vf = lj.elem[j+1];
Vector a = Vector::From(us, vs, 0),
b = Vector::From(us, vf, 0),
c = Vector::From(uf, vf, 0),
d = Vector::From(uf, vs, 0);
if(orig.AnyEdgeCrossings(a, b, NULL) ||
orig.AnyEdgeCrossings(b, c, NULL) ||
orig.AnyEdgeCrossings(c, d, NULL) ||
orig.AnyEdgeCrossings(d, a, NULL))
{
continue;
}
// There's no intersections, so it doesn't matter which point
// we decide to test.
if(!this->ContainsPoint(a)) {
continue;
}
// Add the quad to our mesh
STriangle tr;
ZERO(&tr);
tr.a = a;
tr.b = b;
tr.c = c;
mesh->AddTriangle(&tr);
tr.a = a;
tr.b = c;
tr.c = d;
mesh->AddTriangle(&tr);
holes.AddEdge(a, b);
holes.AddEdge(b, c);
holes.AddEdge(c, d);
holes.AddEdge(d, a);
}
}
holes.CullExtraneousEdges();
SPolygon hp;
ZERO(&hp);
holes.AssemblePolygon(&hp, NULL, true);
SContour *sc;
for(sc = hp.l.First(); sc; sc = hp.l.NextAfter(sc)) {
l.Add(sc);
}
orig.Clear();
holes.Clear();
li.Clear();
lj.Clear();
hp.l.Clear();
UvTriangulateInto(mesh, srf);
}