More work on Booleans. This works only for planes, and only for
non-coincident faces. There's also a problem when I don't generate the full intersection polygon of shell B against a given surface in shell A; I need to modify the code to not require that. [git-p4: depot-paths = "//depot/solvespace/": change = 1910]solver
parent
db8859ec31
commit
9ffe95ea65
3
dsc.h
3
dsc.h
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@ -79,6 +79,7 @@ public:
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Vector bmax, Vector bmin);
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bool OutsideAndNotOn(Vector maxv, Vector minv);
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Point2d Project2d(Vector u, Vector v);
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Point2d ProjectXy(void);
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};
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class Point2d {
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@ -88,10 +89,12 @@ public:
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Point2d Plus(Point2d b);
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Point2d Minus(Point2d b);
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Point2d ScaledBy(double s);
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double Dot(Point2d p);
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double DistanceTo(Point2d p);
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double DistanceToLine(Point2d p0, Point2d dp, bool segment);
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double Magnitude(void);
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Point2d WithMagnitude(double v);
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Point2d Normal(void);
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};
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// A simple list
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371
srf/boolean.cpp
371
srf/boolean.cpp
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@ -1,5 +1,7 @@
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#include "solvespace.h"
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static int I, N;
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void SShell::MakeFromUnionOf(SShell *a, SShell *b) {
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MakeFromBoolean(a, b, AS_UNION);
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}
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@ -8,38 +10,66 @@ void SShell::MakeFromDifferenceOf(SShell *a, SShell *b) {
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MakeFromBoolean(a, b, AS_DIFFERENCE);
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}
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SCurve SCurve::MakeCopySplitAgainst(SShell *against) {
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static Vector LineStart, LineDirection;
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static int ByTAlongLine(const void *av, const void *bv)
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{
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Vector *a = (Vector *)av,
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*b = (Vector *)bv;
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double ta = (a->Minus(LineStart)).DivPivoting(LineDirection),
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tb = (b->Minus(LineStart)).DivPivoting(LineDirection);
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return (ta > tb) ? 1 : -1;
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}
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SCurve SCurve::MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB) {
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SCurve ret;
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ret = *this;
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ret.interCurve = false;
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ZERO(&(ret.pts));
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Vector *p;
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for(p = pts.First(); p; p = pts.NextAfter(p)) {
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Vector *p = pts.First();
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if(!p) oops();
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Vector prev = *p;
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ret.pts.Add(p);
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p = pts.NextAfter(p);
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for(; p; p = pts.NextAfter(p)) {
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List<Vector> il;
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ZERO(&il);
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// Find all the intersections with the two passed shells
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if(agnstA) agnstA->AllPointsIntersecting(prev, *p, &il);
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if(agnstB) agnstB->AllPointsIntersecting(prev, *p, &il);
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// If any intersections exist, sort them in order along the
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// line and add them to the curve.
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if(il.n > 0) {
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LineStart = prev;
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LineDirection = p->Minus(prev);
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qsort(il.elem, il.n, sizeof(il.elem[0]), ByTAlongLine);
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Vector *pi;
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for(pi = il.First(); pi; pi = il.NextAfter(pi)) {
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ret.pts.Add(pi);
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}
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}
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ret.pts.Add(p);
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prev = *p;
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}
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return ret;
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}
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void SShell::CopyCurvesSplitAgainst(SShell *against, SShell *into) {
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void SShell::CopyCurvesSplitAgainst(SShell *aga, SShell *agb, SShell *into) {
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SCurve *sc;
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for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) {
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SCurve scn = sc->MakeCopySplitAgainst(against);
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SCurve scn = sc->MakeCopySplitAgainst(aga, agb);
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hSCurve hsc = into->curve.AddAndAssignId(&scn);
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// And note the new ID so that we can rewrite the trims appropriately
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sc->newH = hsc;
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}
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}
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void SShell::MakeEdgeListUseNewCurveIds(SEdgeList *el) {
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SEdge *se;
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for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
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hSCurve oldh = { se->auxA };
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SCurve *osc = curve.FindById(oldh);
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se->auxA = osc->newH.v;
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// auxB is the direction, which is unchanged
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}
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}
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void SSurface::TrimFromEdgeList(SEdgeList *el) {
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el->l.ClearTags();
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@ -95,7 +125,8 @@ void SSurface::TrimFromEdgeList(SEdgeList *el) {
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// also need a pointer to the shell that contains our own surface, since that
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// contains our original trim curves.
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//-----------------------------------------------------------------------------
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SSurface SSurface::MakeCopyTrimAgainst(SShell *against, SShell *shell,
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SSurface SSurface::MakeCopyTrimAgainst(SShell *agnst, SShell *parent,
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SShell *into,
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int type, bool opA)
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{
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SSurface ret;
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@ -103,14 +134,121 @@ SSurface SSurface::MakeCopyTrimAgainst(SShell *against, SShell *shell,
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ret = *this;
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ZERO(&(ret.trim));
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SEdgeList el;
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ZERO(&el);
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MakeEdgesInto(shell, &el, true);
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shell->MakeEdgeListUseNewCurveIds(&el);
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// First, build a list of the existing trim curves; update them to use
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// the split curves.
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STrimBy *stb;
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for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
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STrimBy stn = *stb;
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stn.curve = (parent->curve.FindById(stn.curve))->newH;
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ret.trim.Add(&stn);
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}
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ret.TrimFromEdgeList(&el);
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// Build up our original trim polygon
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SEdgeList orig;
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ZERO(&orig);
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ret.MakeEdgesInto(into, &orig, true);
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ret.trim.Clear();
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el.Clear();
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// And now intersect the other shell against us
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SEdgeList inter;
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ZERO(&inter);
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SSurface *ss;
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for(ss = agnst->surface.First(); ss; ss = agnst->surface.NextAfter(ss)) {
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SCurve *sc;
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for(sc = into->curve.First(); sc; sc = into->curve.NextAfter(sc)) {
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if(!(sc->interCurve)) continue;
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if(opA) {
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if(sc->surfB.v != h.v || sc->surfA.v != ss->h.v) continue;
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} else {
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if(sc->surfA.v != h.v || sc->surfB.v != ss->h.v) continue;
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}
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int i;
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for(i = 1; i < sc->pts.n; i++) {
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Vector a = sc->pts.elem[i-1],
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b = sc->pts.elem[i];
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Point2d auv, buv;
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ss->ClosestPointTo(a, &(auv.x), &(auv.y));
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ss->ClosestPointTo(b, &(buv.x), &(buv.y));
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int c = ss->bsp->ClassifyEdge(auv, buv);
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if(c == SBspUv::INSIDE) {
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Vector ta = Vector::From(0, 0, 0);
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Vector tb = Vector::From(0, 0, 0);
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ClosestPointTo(a, &(ta.x), &(ta.y));
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ClosestPointTo(b, &(tb.x), &(tb.y));
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Vector tn = NormalAt(ta.x, ta.y);
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Vector sn = ss->NormalAt(auv.x, auv.y);
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if((tn.Cross(b.Minus(a))).Dot(sn) > 0) {
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inter.AddEdge(ta, tb, sc->h.v, 0);
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} else {
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inter.AddEdge(tb, ta, sc->h.v, 1);
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}
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}
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}
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}
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}
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SEdgeList final;
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ZERO(&final);
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if(I == 2) dbp("INTERBSP: %d", inter.l.n);
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SBspUv *interbsp = SBspUv::From(&inter);
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if(I == 2) dbp("INTEROVER");
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SEdge *se;
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N = 0;
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for(se = orig.l.First(); se; se = orig.l.NextAfter(se)) {
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int c = interbsp->ClassifyEdge(se->a.ProjectXy(), se->b.ProjectXy());
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if(I == 2) dbp("edge from %.3f %.3f %.3f to %.3f %.3f %.3f",
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CO(PointAt(se->a.x, se->a.y)), CO(PointAt(se->b.x, se->b.y)));
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if(c == SBspUv::OUTSIDE) {
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if(I == 2) dbp(" keep");
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final.AddEdge(se->a, se->b, se->auxA, se->auxB);
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} else {
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if(I == 2) dbp(" don't keep, %d", c);
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}
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N++;
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}
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for(se = inter.l.First(); se; se = inter.l.NextAfter(se)) {
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if(I == 2) {
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Vector mid = (se->a).Plus(se->b).ScaledBy(0.5);
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Vector arrow = (se->b).Minus(se->a);
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SWAP(double, arrow.x, arrow.y);
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arrow.x *= -1;
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arrow = arrow.WithMagnitude(0.03);
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arrow = arrow.Plus(mid);
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SS.nakedEdges.AddEdge(PointAt(se->a.x, se->a.y),
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PointAt(se->b.x, se->b.y));
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SS.nakedEdges.AddEdge(PointAt(mid.x, mid.y),
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PointAt(arrow.x, arrow.y));
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}
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int c = bsp->ClassifyEdge(se->a.ProjectXy(), se->b.ProjectXy());
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if(c == SBspUv::INSIDE) {
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final.AddEdge(se->b, se->a, se->auxA, !se->auxB);
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}
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}
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for(se = final.l.First(); se; se = final.l.NextAfter(se)) {
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}
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ret.TrimFromEdgeList(&final);
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final.Clear();
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inter.Clear();
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orig.Clear();
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return ret;
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}
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
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SSurface ssn;
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ssn = ss->MakeCopyTrimAgainst(against, this, type, opA);
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ssn = ss->MakeCopyTrimAgainst(against, this, into, type, opA);
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into->surface.AddAndAssignId(&ssn);
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I++;
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}
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}
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// Intersect every surface from our shell against every surface
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// from agnst; this will add zero or more curves to the curve
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// list for into.
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sa->IntersectAgainst(sb, into);
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sa->IntersectAgainst(sb, agnst, this, into);
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}
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}
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}
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void SShell::CleanupAfterBoolean(void) {
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
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(ss->orig).Clear();
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(ss->inside).Clear();
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(ss->onSameNormal).Clear();
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(ss->onFlipNormal).Clear();
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}
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}
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void SShell::MakeFromBoolean(SShell *a, SShell *b, int type) {
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a->MakeClassifyingBsps();
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b->MakeClassifyingBsps();
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// Copy over all the original curves, splitting them so that a
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// piecwise linear segment never crosses a surface from the other
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// shell.
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a->CopyCurvesSplitAgainst(b, this);
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b->CopyCurvesSplitAgainst(a, this);
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a->CopyCurvesSplitAgainst(b, NULL, this);
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b->CopyCurvesSplitAgainst(a, NULL, this);
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// Generate the intersection curves for each surface in A against all
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// the surfaces in B
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// the surfaces in B (which is all of the intersection curves).
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a->MakeIntersectionCurvesAgainst(b, this);
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// Then trim and copy the surfaces
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a->CopySurfacesTrimAgainst(b, this, type, true);
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b->CopySurfacesTrimAgainst(a, this, type, false);
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if(a->surface.n == 0 || b->surface.n == 0) {
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// Then trim and copy the surfaces
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I = 100;
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a->CopySurfacesTrimAgainst(b, this, type, true);
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b->CopySurfacesTrimAgainst(a, this, type, false);
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} else {
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I = -1;
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a->CopySurfacesTrimAgainst(b, this, type, true);
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b->CopySurfacesTrimAgainst(a, this, type, false);
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}
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// And clean up the piecewise linear things we made as a calculation aid
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a->CleanupAfterBoolean();
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b->CleanupAfterBoolean();
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}
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//-----------------------------------------------------------------------------
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// All of the BSP routines that we use to perform and accelerate polygon ops.
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//-----------------------------------------------------------------------------
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void SShell::MakeClassifyingBsps(void) {
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
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ss->MakeClassifyingBsp(this);
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}
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}
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void SSurface::MakeClassifyingBsp(SShell *shell) {
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SEdgeList el;
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ZERO(&el);
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MakeEdgesInto(shell, &el, true);
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bsp = SBspUv::From(&el);
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el.Clear();
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}
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SBspUv *SBspUv::Alloc(void) {
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return (SBspUv *)AllocTemporary(sizeof(SBspUv));
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}
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static int ByLength(const void *av, const void *bv)
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{
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SEdge *a = (SEdge *)av,
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*b = (SEdge *)bv;
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double la = (a->a).Minus(a->b).Magnitude(),
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lb = (b->a).Minus(b->b).Magnitude();
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// Sort in descending order, longest first. This improves numerical
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// stability for the normals.
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return (la < lb) ? 1 : -1;
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}
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SBspUv *SBspUv::From(SEdgeList *el) {
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SEdgeList work;
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ZERO(&work);
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SEdge *se;
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for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
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work.AddEdge(se->a, se->b, se->auxA, se->auxB);
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}
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qsort(work.l.elem, work.l.n, sizeof(work.l.elem[0]), ByLength);
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SBspUv *bsp = NULL;
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for(se = work.l.First(); se; se = work.l.NextAfter(se)) {
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bsp = bsp->InsertEdge((se->a).ProjectXy(), (se->b).ProjectXy());
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}
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work.Clear();
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return bsp;
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}
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SBspUv *SBspUv::InsertEdge(Point2d ea, Point2d eb) {
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if(I == 2) {
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dbp("insert edge %.3f %.3f to %.3f %.3f", ea.x, ea.y, eb.x, eb.y);
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}
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if(!this) {
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SBspUv *ret = Alloc();
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ret->a = ea;
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ret->b = eb;
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return ret;
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}
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Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1);
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double d = a.Dot(n);
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double dea = ea.Dot(n) - d,
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deb = eb.Dot(n) - d;
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if(fabs(dea) < LENGTH_EPS && fabs(deb) < LENGTH_EPS) {
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// Line segment is coincident with this one, store in same node
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SBspUv *m = Alloc();
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m->a = ea;
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m->b = eb;
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m->more = more;
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more = m;
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} else if(fabs(dea) < LENGTH_EPS) {
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// Point A lies on this lie, but point B does not
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if(deb > 0) {
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pos = pos->InsertEdge(ea, eb);
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} else {
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neg = neg->InsertEdge(ea, eb);
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}
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} else if(fabs(deb) < LENGTH_EPS) {
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// Point B lies on this lie, but point A does not
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if(dea > 0) {
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pos = pos->InsertEdge(ea, eb);
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} else {
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neg = neg->InsertEdge(ea, eb);
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}
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} else if(dea > 0 && deb > 0) {
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pos = pos->InsertEdge(ea, eb);
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} else if(dea < 0 && deb < 0) {
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neg = neg->InsertEdge(ea, eb);
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} else {
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// New edge crosses this one; we need to split.
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double t = (d - n.Dot(ea)) / (n.Dot(eb.Minus(ea)));
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Point2d pi = ea.Plus((eb.Minus(ea)).ScaledBy(t));
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if(dea > 0) {
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pos = pos->InsertEdge(ea, pi);
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neg = neg->InsertEdge(pi, eb);
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} else {
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neg = neg->InsertEdge(ea, pi);
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pos = pos->InsertEdge(pi, eb);
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}
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}
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return this;
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}
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int SBspUv::ClassifyPoint(Point2d p, Point2d eb) {
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if(!this) return OUTSIDE;
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Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1);
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double d = a.Dot(n);
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double dp = p.Dot(n) - d;
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if(I == 2 && N == 5) {
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dbp("point %.3f %.3f has d=%.3f", p.x, p.y, dp);
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}
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if(fabs(dp) < LENGTH_EPS) {
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if(I == 2 && N == 5) dbp(" on line");
|
||||
SBspUv *f = this;
|
||||
while(f) {
|
||||
Point2d ba = (f->b).Minus(f->a);
|
||||
if(p.DistanceToLine(f->a, ba, true) < LENGTH_EPS) {
|
||||
if(eb.DistanceToLine(f->a, ba, false) < LENGTH_EPS) {
|
||||
if(ba.Dot(eb.Minus(p)) > 0) {
|
||||
return EDGE_PARALLEL;
|
||||
} else {
|
||||
return EDGE_ANTIPARALLEL;
|
||||
}
|
||||
} else {
|
||||
return EDGE_OTHER;
|
||||
}
|
||||
}
|
||||
f = f->more;
|
||||
}
|
||||
// Pick arbitrarily which side to send it down, doesn't matter
|
||||
return neg ? neg->ClassifyPoint(p, eb) : OUTSIDE;
|
||||
} else if(dp > 0) {
|
||||
if(I == 2 && N == 5) dbp(" pos");
|
||||
return pos ? pos->ClassifyPoint(p, eb) : INSIDE;
|
||||
} else {
|
||||
if(I == 2 && N == 5) dbp(" neg");
|
||||
return neg ? neg->ClassifyPoint(p, eb) : OUTSIDE;
|
||||
}
|
||||
}
|
||||
|
||||
int SBspUv::ClassifyEdge(Point2d ea, Point2d eb) {
|
||||
return ClassifyPoint((ea.Plus(eb)).ScaledBy(0.5), eb);
|
||||
}
|
||||
|
||||
|
|
|
@ -522,7 +522,7 @@ void SSurface::ClosestPointTo(Vector p, double *u, double *v) {
|
|||
// independently projected into uv and back, to end up equal with
|
||||
// the LENGTH_EPS. Best case that requires LENGTH_EPS/2, but more
|
||||
// is better and convergence should be fast by now.
|
||||
if(p0.Equals(p, LENGTH_EPS/100)) {
|
||||
if(p0.Equals(p, LENGTH_EPS/1e3)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,35 @@
|
|||
double Bernstein(int k, int deg, double t);
|
||||
double BernsteinDerivative(int k, int deg, double t);
|
||||
|
||||
// Utility data structure, a two-dimensional BSP to accelerate polygon
|
||||
// operations.
|
||||
class SBspUv {
|
||||
public:
|
||||
Point2d a, b;
|
||||
|
||||
SBspUv *pos;
|
||||
SBspUv *neg;
|
||||
|
||||
SBspUv *more;
|
||||
|
||||
static const int INSIDE = 100;
|
||||
static const int OUTSIDE = 200;
|
||||
static const int EDGE_PARALLEL = 300;
|
||||
static const int EDGE_ANTIPARALLEL = 400;
|
||||
static const int EDGE_OTHER = 500;
|
||||
|
||||
static SBspUv *Alloc(void);
|
||||
static SBspUv *From(SEdgeList *el);
|
||||
|
||||
Point2d IntersectionWith(Point2d a, Point2d b);
|
||||
SBspUv *InsertEdge(Point2d a, Point2d b);
|
||||
int ClassifyPoint(Point2d p, Point2d eb);
|
||||
int ClassifyEdge(Point2d ea, Point2d eb);
|
||||
};
|
||||
|
||||
// Now the data structures to represent a shell of trimmed rational polynomial
|
||||
// surfaces.
|
||||
|
||||
class SShell;
|
||||
|
||||
class hSSurface {
|
||||
|
@ -94,7 +123,7 @@ public:
|
|||
hSSurface surfB;
|
||||
|
||||
static SCurve FromTransformationOf(SCurve *a, Vector t, Quaternion q);
|
||||
SCurve MakeCopySplitAgainst(SShell *against);
|
||||
SCurve MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB);
|
||||
|
||||
void Clear(void);
|
||||
};
|
||||
|
@ -130,21 +159,20 @@ public:
|
|||
|
||||
List<STrimBy> trim;
|
||||
|
||||
// The trims broken down into piecewise linear segments.
|
||||
SEdgeList orig;
|
||||
SEdgeList inside;
|
||||
SEdgeList onSameNormal;
|
||||
SEdgeList onFlipNormal;
|
||||
// For testing whether a point (u, v) on the surface lies inside the trim
|
||||
SBspUv *bsp;
|
||||
|
||||
static SSurface FromExtrusionOf(SBezier *spc, Vector t0, Vector t1);
|
||||
static SSurface FromPlane(Vector pt, Vector u, Vector v);
|
||||
static SSurface FromTransformationOf(SSurface *a, Vector t, Quaternion q,
|
||||
bool includingTrims);
|
||||
|
||||
SSurface MakeCopyTrimAgainst(SShell *against, SShell *shell,
|
||||
SSurface MakeCopyTrimAgainst(SShell *against, SShell *parent, SShell *into,
|
||||
int type, bool opA);
|
||||
void TrimFromEdgeList(SEdgeList *el);
|
||||
void IntersectAgainst(SSurface *b, SShell *into);
|
||||
void IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
|
||||
SShell *into);
|
||||
void AllPointsIntersecting(Vector a, Vector b, List<Vector> *l);
|
||||
|
||||
void ClosestPointTo(Vector p, double *u, double *v);
|
||||
Vector PointAt(double u, double v);
|
||||
|
@ -154,6 +182,7 @@ public:
|
|||
|
||||
void TriangulateInto(SShell *shell, SMesh *sm);
|
||||
void MakeEdgesInto(SShell *shell, SEdgeList *sel, bool asUv);
|
||||
void MakeClassifyingBsp(SShell *shell);
|
||||
|
||||
void Clear(void);
|
||||
};
|
||||
|
@ -172,10 +201,11 @@ public:
|
|||
static const int AS_DIFFERENCE = 11;
|
||||
static const int AS_INTERSECT = 12;
|
||||
void MakeFromBoolean(SShell *a, SShell *b, int type);
|
||||
void CopyCurvesSplitAgainst(SShell *against, SShell *into);
|
||||
void CopyCurvesSplitAgainst(SShell *agnstA, SShell *agnstB, SShell *into);
|
||||
void CopySurfacesTrimAgainst(SShell *against, SShell *into, int t, bool a);
|
||||
void MakeIntersectionCurvesAgainst(SShell *against, SShell *into);
|
||||
void MakeEdgeListUseNewCurveIds(SEdgeList *el);
|
||||
void MakeClassifyingBsps(void);
|
||||
void AllPointsIntersecting(Vector a, Vector b, List<Vector> *il);
|
||||
void CleanupAfterBoolean(void);
|
||||
|
||||
void MakeFromCopyOf(SShell *a);
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#include "solvespace.h"
|
||||
|
||||
void SSurface::IntersectAgainst(SSurface *b, SShell *into) {
|
||||
void SSurface::IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
|
||||
SShell *into)
|
||||
{
|
||||
Vector amax, amin, bmax, bmin;
|
||||
GetAxisAlignedBounding(&amax, &amin);
|
||||
b->GetAxisAlignedBounding(&bmax, &bmin);
|
||||
|
@ -37,16 +39,16 @@ void SSurface::IntersectAgainst(SSurface *b, SShell *into) {
|
|||
ZERO(&sc);
|
||||
sc.surfA = h;
|
||||
sc.surfB = b->h;
|
||||
v = inter.Minus(d.WithMagnitude(2*maxl));
|
||||
v = inter.Minus(d.WithMagnitude(5*maxl));
|
||||
sc.pts.Add(&v);
|
||||
v = inter.Plus(d.WithMagnitude(2*maxl));
|
||||
v = inter.Plus(d.WithMagnitude(5*maxl));
|
||||
sc.pts.Add(&v);
|
||||
sc.interCurve = true;
|
||||
|
||||
|
||||
// Now split the line where it intersects our existing surfaces
|
||||
SCurve split = sc.MakeCopySplitAgainst(into);
|
||||
SCurve split = sc.MakeCopySplitAgainst(agnstA, agnstB);
|
||||
sc.Clear();
|
||||
|
||||
split.interCurve = true;
|
||||
into->curve.AddAndAssignId(&split);
|
||||
}
|
||||
|
||||
|
@ -54,3 +56,34 @@ void SSurface::IntersectAgainst(SSurface *b, SShell *into) {
|
|||
// cases, just giving up for now
|
||||
}
|
||||
|
||||
void SSurface::AllPointsIntersecting(Vector a, Vector b, List<Vector> *l) {
|
||||
if(degm == 1 && degn == 1) {
|
||||
// line-plane intersection
|
||||
Vector p = ctrl[0][0];
|
||||
Vector n = NormalAt(0, 0).WithMagnitude(1);
|
||||
double d = n.Dot(p);
|
||||
if((n.Dot(a) - d < -LENGTH_EPS && n.Dot(b) - d > LENGTH_EPS) ||
|
||||
(n.Dot(b) - d < -LENGTH_EPS && n.Dot(a) - d > LENGTH_EPS))
|
||||
{
|
||||
// It crosses the plane, one point of intersection
|
||||
// (a + t*(b - a)) dot n = d
|
||||
// (a dot n) + t*((b - a) dot n) = d
|
||||
// t = (d - (a dot n))/((b - a) dot n)
|
||||
double t = (d - a.Dot(n)) / ((b.Minus(a)).Dot(n));
|
||||
Vector pi = a.Plus((b.Minus(a)).ScaledBy(t));
|
||||
Point2d puv, dummy = { 0, 0 };
|
||||
ClosestPointTo(pi, &(puv.x), &(puv.y));
|
||||
if(bsp->ClassifyPoint(puv, dummy) != SBspUv::OUTSIDE) {
|
||||
l->Add(&pi);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SShell::AllPointsIntersecting(Vector a, Vector b, List<Vector> *il) {
|
||||
SSurface *ss;
|
||||
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
||||
ss->AllPointsIntersecting(a, b, il);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
17
util.cpp
17
util.cpp
|
@ -515,6 +515,13 @@ Point2d Vector::Project2d(Vector u, Vector v) {
|
|||
return p;
|
||||
}
|
||||
|
||||
Point2d Vector::ProjectXy(void) {
|
||||
Point2d p;
|
||||
p.x = x;
|
||||
p.y = y;
|
||||
return p;
|
||||
}
|
||||
|
||||
double Vector::DivPivoting(Vector delta) {
|
||||
double mx = fabs(delta.x), my = fabs(delta.y), mz = fabs(delta.z);
|
||||
|
||||
|
@ -654,6 +661,10 @@ double Point2d::DistanceTo(Point2d p) {
|
|||
return sqrt(dx*dx + dy*dy);
|
||||
}
|
||||
|
||||
double Point2d::Dot(Point2d p) {
|
||||
return x*p.x + y*p.y;
|
||||
}
|
||||
|
||||
double Point2d::DistanceToLine(Point2d p0, Point2d dp, bool segment) {
|
||||
double m = dp.x*dp.x + dp.y*dp.y;
|
||||
if(m < 0.05) return 1e12;
|
||||
|
@ -673,4 +684,10 @@ double Point2d::DistanceToLine(Point2d p0, Point2d dp, bool segment) {
|
|||
}
|
||||
}
|
||||
|
||||
Point2d Point2d::Normal(void) {
|
||||
Point2d ret;
|
||||
ret.x = y;
|
||||
ret.y = -x;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue