#include "solvespace.h" int I, N, FLAG; void SShell::MakeFromUnionOf(SShell *a, SShell *b) { MakeFromBoolean(a, b, AS_UNION); } void SShell::MakeFromDifferenceOf(SShell *a, SShell *b) { MakeFromBoolean(a, b, AS_DIFFERENCE); } //----------------------------------------------------------------------------- // Take our original pwl curve. Wherever an edge intersects a surface within // either agnstA or agnstB, split the piecewise linear element. Then refine // the intersection so that it lies on all three relevant surfaces: the // intersecting surface, srfA, and srfB. (So the pwl curve should lie at // the intersection of srfA and srfB.) Return a new pwl curve with everything // split. //----------------------------------------------------------------------------- static Vector LineStart, LineDirection; static int ByTAlongLine(const void *av, const void *bv) { SInter *a = (SInter *)av, *b = (SInter *)bv; double ta = (a->p.Minus(LineStart)).DivPivoting(LineDirection), tb = (b->p.Minus(LineStart)).DivPivoting(LineDirection); return (ta > tb) ? 1 : -1; } SCurve SCurve::MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB, SSurface *srfA, SSurface *srfB) { SCurve ret; ret = *this; ZERO(&(ret.pts)); SCurvePt *p = pts.First(); if(!p) oops(); SCurvePt prev = *p; ret.pts.Add(p); p = pts.NextAfter(p); for(; p; p = pts.NextAfter(p)) { List il; ZERO(&il); // Find all the intersections with the two passed shells if(agnstA) agnstA->AllPointsIntersecting(prev.p, p->p, &il, true, false, true); if(agnstB) agnstB->AllPointsIntersecting(prev.p, p->p, &il, true, false, true); if(il.n > 0) { // The intersections were generated by intersecting the pwl // edge against a surface; so they must be refined to lie // exactly on the original curve. il.ClearTags(); SInter *pi; for(pi = il.First(); pi; pi = il.NextAfter(pi)) { if(pi->srf == srfA || pi->srf == srfB) { // The edge certainly intersects the surfaces that it // trims (at its endpoints), but those ones don't count. // They are culled later, but no sense calculating them // and they will cause numerical problems (since two // of the three surfaces they're refined to lie on will // be identical, so the matrix will be singular). pi->tag = 1; continue; } Point2d puv; (pi->srf)->ClosestPointTo(pi->p, &puv, false); // Split the edge if the intersection lies within the surface's // trim curves, or within the chord tol of the trim curve; want // some slop if points are close to edge and pwl is too coarse, // and it doesn't hurt to split unnecessarily. Point2d dummy = { 0, 0 }; int c = pi->srf->bsp->ClassifyPoint(puv, dummy, pi->srf); if(c == SBspUv::OUTSIDE) { double d; d = pi->srf->bsp->MinimumDistanceToEdge(puv, pi->srf); if(d > SS.ChordTolMm()) { pi->tag = 1; continue; } } // We're keeping the intersection, so actually refine it. (pi->srf)->PointOnSurfaces(srfA, srfB, &(puv.x), &(puv.y)); pi->p = (pi->srf)->PointAt(puv); } il.RemoveTagged(); // And now sort them in order along the line. Note that we must // do that after refining, in case the refining would make two // points switch places. LineStart = prev.p; LineDirection = (p->p).Minus(prev.p); qsort(il.elem, il.n, sizeof(il.elem[0]), ByTAlongLine); // And now uses the intersections to generate our split pwl edge(s) Vector prev = Vector::From(VERY_POSITIVE, 0, 0); for(pi = il.First(); pi; pi = il.NextAfter(pi)) { double t = (pi->p.Minus(LineStart)).DivPivoting(LineDirection); // On-edge intersection will generate same split point for // both surfaces, so don't create zero-length edge. if(!prev.Equals(pi->p)) { SCurvePt scpt; scpt.tag = 0; scpt.p = pi->p; scpt.vertex = true; ret.pts.Add(&scpt); } prev = pi->p; } } il.Clear(); ret.pts.Add(p); prev = *p; } return ret; } void SShell::CopyCurvesSplitAgainst(bool opA, SShell *agnst, SShell *into) { SCurve *sc; for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) { SCurve scn = sc->MakeCopySplitAgainst(agnst, NULL, surface.FindById(sc->surfA), surface.FindById(sc->surfB)); scn.source = opA ? SCurve::FROM_A : SCurve::FROM_B; hSCurve hsc = into->curve.AddAndAssignId(&scn); // And note the new ID so that we can rewrite the trims appropriately sc->newH = hsc; } } void SSurface::TrimFromEdgeList(SEdgeList *el, bool asUv) { el->l.ClearTags(); STrimBy stb; ZERO(&stb); for(;;) { // Find an edge, any edge; we'll start from there. SEdge *se; for(se = el->l.First(); se; se = el->l.NextAfter(se)) { if(se->tag) continue; break; } if(!se) break; se->tag = 1; stb.start = se->a; stb.finish = se->b; stb.curve.v = se->auxA; stb.backwards = se->auxB ? true : false; // Find adjoining edges from the same curve; those should be // merged into a single trim. bool merged; do { merged = false; for(se = el->l.First(); se; se = el->l.NextAfter(se)) { if(se->tag) continue; if(se->auxA != stb.curve.v) continue; if(( se->auxB && !stb.backwards) || (!se->auxB && stb.backwards)) continue; if((se->a).Equals(stb.finish)) { stb.finish = se->b; se->tag = 1; merged = true; } else if((se->b).Equals(stb.start)) { stb.start = se->a; se->tag = 1; merged = true; } } } while(merged); if(asUv) { stb.start = PointAt(stb.start.x, stb.start.y); stb.finish = PointAt(stb.finish.x, stb.finish.y); } // And add the merged trim, with xyz (not uv like the polygon) pts trim.Add(&stb); } } static bool KeepRegion(int type, bool opA, int shell, int orig) { bool inShell = (shell == SShell::INSIDE), inSame = (shell == SShell::COINC_SAME), inOpp = (shell == SShell::COINC_OPP), inOrig = (orig == SShell::INSIDE); bool inFace = inSame || inOpp; // If these are correct, then they should be independent of inShell // if inFace is true. if(!inOrig) return false; switch(type) { case SShell::AS_UNION: if(opA) { return (!inShell && !inFace); } else { return (!inShell && !inFace) || inSame; } break; case SShell::AS_DIFFERENCE: if(opA) { return (!inShell && !inFace); } else { return (inShell && !inFace) || inSame; } break; default: oops(); } } static bool KeepEdge(int type, bool opA, int indir_shell, int outdir_shell, int indir_orig, int outdir_orig) { bool keepIn = KeepRegion(type, opA, indir_shell, indir_orig), keepOut = KeepRegion(type, opA, outdir_shell, outdir_orig); // If the regions to the left and right of this edge are both in or both // out, then this edge is not useful and should be discarded. if(keepIn && !keepOut) return true; return false; } static void TagByClassifiedEdge(int bspclass, int *indir, int *outdir) { switch(bspclass) { case SBspUv::INSIDE: *indir = SShell::INSIDE; *outdir = SShell::INSIDE; break; case SBspUv::OUTSIDE: *indir = SShell::OUTSIDE; *outdir = SShell::OUTSIDE; break; case SBspUv::EDGE_PARALLEL: *indir = SShell::INSIDE; *outdir = SShell::OUTSIDE; break; case SBspUv::EDGE_ANTIPARALLEL: *indir = SShell::OUTSIDE; *outdir = SShell::INSIDE; break; default: dbp("TagByClassifiedEdge: fail!"); *indir = SShell::OUTSIDE; *outdir = SShell::OUTSIDE; break; } } void DEBUGEDGELIST(SEdgeList *sel, SSurface *surf) { dbp("print %d edges", sel->l.n); SEdge *se; for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) { Vector mid = (se->a).Plus(se->b).ScaledBy(0.5); Vector arrow = (se->b).Minus(se->a); SWAP(double, arrow.x, arrow.y); arrow.x *= -1; arrow = arrow.WithMagnitude(0.01); arrow = arrow.Plus(mid); SS.nakedEdges.AddEdge(surf->PointAt(se->a.x, se->a.y), surf->PointAt(se->b.x, se->b.y)); SS.nakedEdges.AddEdge(surf->PointAt(mid.x, mid.y), surf->PointAt(arrow.x, arrow.y)); } } static char *REGION(int d) { switch(d) { case SShell::INSIDE: return "inside"; case SShell::OUTSIDE: return "outside"; case SShell::COINC_SAME: return "same"; case SShell::COINC_OPP: return "opp"; default: return "xxx"; } } //----------------------------------------------------------------------------- // We are given src, with at least one edge, and avoid, a list of points to // avoid. We return a chain of edges (that share endpoints), such that no // point within the avoid list ever occurs in the middle of a chain. And we // delete the edges in that chain from our source list. //----------------------------------------------------------------------------- void SSurface::FindChainAvoiding(SEdgeList *src, SEdgeList *dest, SPointList *avoid) { if(src->l.n < 1) oops(); // Start with an arbitrary edge. dest->l.Add(&(src->l.elem[0])); src->l.ClearTags(); src->l.elem[0].tag = 1; bool added; do { added = false; // The start and finish of the current edge chain Vector s = dest->l.elem[0].a, f = dest->l.elem[dest->l.n - 1].b; // We can attach a new edge at the start or finish, as long as that // start or finish point isn't in the list of points to avoid. bool startOkay = !avoid->ContainsPoint(s), finishOkay = !avoid->ContainsPoint(f); // Now look for an unused edge that joins at the start or finish of // our chain (if permitted by the avoid list). SEdge *se; for(se = src->l.First(); se; se = src->l.NextAfter(se)) { if(se->tag) continue; if(startOkay && s.Equals(se->b)) { dest->l.AddToBeginning(se); s = se->a; se->tag = 1; startOkay = !avoid->ContainsPoint(s); } else if(finishOkay && f.Equals(se->a)) { dest->l.Add(se); f = se->b; se->tag = 1; finishOkay = !avoid->ContainsPoint(f); } else { continue; } added = true; } } while(added); src->l.RemoveTagged(); } void SSurface::EdgeNormalsWithinSurface(Point2d auv, Point2d buv, Vector *pt, Vector *enin, Vector *enout, Vector *surfn, DWORD auxA, SShell *shell, SShell *sha, SShell *shb) { // the midpoint of the edge Point2d muv = (auv.Plus(buv)).ScaledBy(0.5); // a vector parallel to the edge Point2d abuv = buv.Minus(auv).WithMagnitude(0.01); *pt = PointAt(muv); // If this edge just approximates a curve, then refine our midpoint so // so that it actually lies on that curve too. Otherwise stuff like // point-on-face tests will fail, since the point won't actually lie // on the other face. hSCurve hc = { auxA }; SCurve *sc = shell->curve.FindById(hc); if(sc->isExact && sc->exact.deg != 1) { double t; sc->exact.ClosestPointTo(*pt, &t, false); *pt = sc->exact.PointAt(t); ClosestPointTo(*pt, &muv); } else if(!sc->isExact) { SSurface *trimmedA = sc->GetSurfaceA(sha, shb), *trimmedB = sc->GetSurfaceB(sha, shb); *pt = trimmedA->ClosestPointOnThisAndSurface(trimmedB, *pt); ClosestPointTo(*pt, &muv); } *surfn = NormalAt(muv.x, muv.y); // Compute the edge's inner normal in xyz space. Vector ab = (PointAt(auv)).Minus(PointAt(buv)), enxyz = (ab.Cross(*surfn)).WithMagnitude(SS.ChordTolMm()); // And based on that, compute the edge's inner normal in uv space. This // vector is perpendicular to the edge in xyz, but not necessarily in uv. Vector tu, tv; TangentsAt(muv.x, muv.y, &tu, &tv); Point2d enuv; enuv.x = enxyz.Dot(tu) / tu.MagSquared(); enuv.y = enxyz.Dot(tv) / tv.MagSquared(); // Compute the inner and outer normals of this edge (within the srf), // in xyz space. These are not necessarily antiparallel, if the // surface is curved. Vector pin = PointAt(muv.Minus(enuv)), pout = PointAt(muv.Plus(enuv)); *enin = pin.Minus(*pt), *enout = pout.Minus(*pt); } //----------------------------------------------------------------------------- // Trim this surface against the specified shell, in the way that's appropriate // for the specified Boolean operation type (and which operand we are). We // also need a pointer to the shell that contains our own surface, since that // contains our original trim curves. //----------------------------------------------------------------------------- SSurface SSurface::MakeCopyTrimAgainst(SShell *parent, SShell *sha, SShell *shb, SShell *into, int type) { bool opA = (parent == sha); SShell *agnst = opA ? shb : sha; SSurface ret; // The returned surface is identical, just the trim curves change ret = *this; ZERO(&(ret.trim)); // First, build a list of the existing trim curves; update them to use // the split curves. STrimBy *stb; for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) { STrimBy stn = *stb; stn.curve = (parent->curve.FindById(stn.curve))->newH; ret.trim.Add(&stn); } if(type == SShell::AS_DIFFERENCE && !opA) { // The second operand of a Boolean difference gets turned inside out ret.Reverse(); } // Build up our original trim polygon; remember the coordinates could // be changed if we just flipped the surface normal, and we are using // the split curves (not the original curves). SEdgeList orig; ZERO(&orig); ret.MakeEdgesInto(into, &orig, AS_UV); ret.trim.Clear(); // which means that we can't necessarily use the old BSP... SBspUv *origBsp = SBspUv::From(&orig, &ret); // And now intersect the other shell against us SEdgeList inter; ZERO(&inter); SSurface *ss; for(ss = agnst->surface.First(); ss; ss = agnst->surface.NextAfter(ss)) { SCurve *sc; for(sc = into->curve.First(); sc; sc = into->curve.NextAfter(sc)) { if(sc->source != SCurve::FROM_INTERSECTION) continue; if(opA) { if(sc->surfA.v != h.v || sc->surfB.v != ss->h.v) continue; } else { if(sc->surfB.v != h.v || sc->surfA.v != ss->h.v) continue; } int i; for(i = 1; i < sc->pts.n; i++) { Vector a = sc->pts.elem[i-1].p, b = sc->pts.elem[i].p; Point2d auv, buv; ss->ClosestPointTo(a, &(auv.x), &(auv.y)); ss->ClosestPointTo(b, &(buv.x), &(buv.y)); int c = ss->bsp->ClassifyEdge(auv, buv, ss); if(c != SBspUv::OUTSIDE) { Vector ta = Vector::From(0, 0, 0); Vector tb = Vector::From(0, 0, 0); ret.ClosestPointTo(a, &(ta.x), &(ta.y)); ret.ClosestPointTo(b, &(tb.x), &(tb.y)); Vector tn = ret.NormalAt(ta.x, ta.y); Vector sn = ss->NormalAt(auv.x, auv.y); // We are subtracting the portion of our surface that // lies in the shell, so the in-plane edge normal should // point opposite to the surface normal. bool bkwds = true; if((tn.Cross(b.Minus(a))).Dot(sn) < 0) bkwds = !bkwds; if(type == SShell::AS_DIFFERENCE && !opA) bkwds = !bkwds; if(bkwds) { inter.AddEdge(tb, ta, sc->h.v, 1); } else { inter.AddEdge(ta, tb, sc->h.v, 0); } } } } } // Record all the points where more than two edges join, which I will call // the choosing points. If two edges join at a non-choosing point, then // they must either both be kept or both be discarded (since that would // otherwise create an open contour). SPointList choosing; ZERO(&choosing); SEdge *se; for(se = orig.l.First(); se; se = orig.l.NextAfter(se)) { choosing.IncrementTagFor(se->a); choosing.IncrementTagFor(se->b); } for(se = inter.l.First(); se; se = inter.l.NextAfter(se)) { choosing.IncrementTagFor(se->a); choosing.IncrementTagFor(se->b); } SPoint *sp; for(sp = choosing.l.First(); sp; sp = choosing.l.NextAfter(sp)) { if(sp->tag == 2) { sp->tag = 1; } else { sp->tag = 0; } } choosing.l.RemoveTagged(); // The list of edges to trim our new surface, a combination of edges from // our original and intersecting edge lists. SEdgeList final; ZERO(&final); while(orig.l.n > 0) { SEdgeList chain; ZERO(&chain); FindChainAvoiding(&orig, &chain, &choosing); // Arbitrarily choose an edge within the chain to classify; they // should all be the same, though. se = &(chain.l.elem[chain.l.n/2]); Point2d auv = (se->a).ProjectXy(), buv = (se->b).ProjectXy(); Vector pt, enin, enout, surfn; ret.EdgeNormalsWithinSurface(auv, buv, &pt, &enin, &enout, &surfn, se->auxA, into, sha, shb); int indir_shell, outdir_shell, indir_orig, outdir_orig; indir_orig = SShell::INSIDE; outdir_orig = SShell::OUTSIDE; agnst->ClassifyEdge(&indir_shell, &outdir_shell, ret.PointAt(auv), ret.PointAt(buv), pt, enin, enout, surfn); if(KeepEdge(type, opA, indir_shell, outdir_shell, indir_orig, outdir_orig)) { for(se = chain.l.First(); se; se = chain.l.NextAfter(se)) { final.AddEdge(se->a, se->b, se->auxA, se->auxB); } } chain.Clear(); } while(inter.l.n > 0) { SEdgeList chain; ZERO(&chain); FindChainAvoiding(&inter, &chain, &choosing); // Any edge in the chain, same as above. se = &(chain.l.elem[chain.l.n/2]); Point2d auv = (se->a).ProjectXy(), buv = (se->b).ProjectXy(); Vector pt, enin, enout, surfn; ret.EdgeNormalsWithinSurface(auv, buv, &pt, &enin, &enout, &surfn, se->auxA, into, sha, shb); int indir_shell, outdir_shell, indir_orig, outdir_orig; int c_this = origBsp->ClassifyEdge(auv, buv, &ret); TagByClassifiedEdge(c_this, &indir_orig, &outdir_orig); agnst->ClassifyEdge(&indir_shell, &outdir_shell, ret.PointAt(auv), ret.PointAt(buv), pt, enin, enout, surfn); if(KeepEdge(type, opA, indir_shell, outdir_shell, indir_orig, outdir_orig)) { for(se = chain.l.First(); se; se = chain.l.NextAfter(se)) { final.AddEdge(se->a, se->b, se->auxA, se->auxB); } } chain.Clear(); } // Cull extraneous edges; duplicates or anti-parallel pairs. In particular, // we can get duplicate edges if our surface intersects the other shell // at an edge, so that both surfaces intersect coincident (and both // generate an intersection edge). final.CullExtraneousEdges(); // Use our reassembled edges to trim the new surface. ret.TrimFromEdgeList(&final, true); SPolygon poly; ZERO(&poly); final.l.ClearTags(); if(!final.AssemblePolygon(&poly, NULL, true)) { into->booleanFailed = true; dbp("failed: I=%d, avoid=%d", I, choosing.l.n); DEBUGEDGELIST(&final, &ret); } poly.Clear(); choosing.Clear(); final.Clear(); inter.Clear(); orig.Clear(); return ret; } void SShell::CopySurfacesTrimAgainst(SShell *sha, SShell *shb, SShell *into, int type) { SSurface *ss; for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) { SSurface ssn; ssn = ss->MakeCopyTrimAgainst(this, sha, shb, into, type); ss->newH = into->surface.AddAndAssignId(&ssn); I++; } } void SShell::MakeIntersectionCurvesAgainst(SShell *agnst, SShell *into) { SSurface *sa; for(sa = surface.First(); sa; sa = surface.NextAfter(sa)) { SSurface *sb; for(sb = agnst->surface.First(); sb; sb = agnst->surface.NextAfter(sb)){ // Intersect every surface from our shell against every surface // from agnst; this will add zero or more curves to the curve // list for into. sa->IntersectAgainst(sb, this, agnst, into); } } } void SShell::CleanupAfterBoolean(void) { SSurface *ss; for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) { ss->edges.Clear(); } } //----------------------------------------------------------------------------- // All curves contain handles to the two surfaces that they trim. After a // Boolean or assembly, we must rewrite those handles to refer to the curves // by their new IDs. //----------------------------------------------------------------------------- void SShell::RewriteSurfaceHandlesForCurves(SShell *a, SShell *b) { SCurve *sc; for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) { sc->surfA = sc->GetSurfaceA(a, b)->newH, sc->surfB = sc->GetSurfaceB(a, b)->newH; } } //----------------------------------------------------------------------------- // Copy all the surfaces and curves from two different shells into a single // shell. The only difficulty is to rewrite all of their handles; we don't // look for any surface intersections, so if two objects interfere then the // result is just self-intersecting. This is used for assembly, since it's // much faster than merging as union. //----------------------------------------------------------------------------- void SShell::MakeFromAssemblyOf(SShell *a, SShell *b) { booleanFailed = false; Vector t = Vector::From(0, 0, 0); Quaternion q = Quaternion::IDENTITY; int i = 0; SShell *ab; // First, copy over all the curves. Note which shell (a or b) each curve // came from, but assign it a new ID. SCurve *c, cn; for(i = 0; i < 2; i++) { ab = (i == 0) ? a : b; for(c = ab->curve.First(); c; c = ab->curve.NextAfter(c)) { cn = SCurve::FromTransformationOf(c, t, q, false); cn.source = (i == 0) ? SCurve::FROM_A : SCurve::FROM_B; // surfA and surfB are wrong now, and we can't fix them until // we've assigned IDs to the surfaces. So we'll get that later. c->newH = curve.AddAndAssignId(&cn); } } // Likewise copy over all the surfaces. SSurface *s, sn; for(i = 0; i < 2; i++) { ab = (i == 0) ? a : b; for(s = ab->surface.First(); s; s = ab->surface.NextAfter(s)) { sn = SSurface::FromTransformationOf(s, t, q, false, true); // All the trim curve IDs get rewritten; we know the new handles // to the curves since we recorded them in the previous step. STrimBy *stb; for(stb = sn.trim.First(); stb; stb = sn.trim.NextAfter(stb)) { stb->curve = ab->curve.FindById(stb->curve)->newH; } s->newH = surface.AddAndAssignId(&sn); } } // Finally, rewrite the surfaces associated with each curve to use the // new handles. RewriteSurfaceHandlesForCurves(a, b); } void SShell::MakeFromBoolean(SShell *a, SShell *b, int type) { booleanFailed = false; a->MakeClassifyingBsps(NULL); b->MakeClassifyingBsps(NULL); // Copy over all the original curves, splitting them so that a // piecwise linear segment never crosses a surface from the other // shell. a->CopyCurvesSplitAgainst(true, b, this); b->CopyCurvesSplitAgainst(false, a, this); // Generate the intersection curves for each surface in A against all // the surfaces in B (which is all of the intersection curves). a->MakeIntersectionCurvesAgainst(b, this); SCurve *sc; for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) { SSurface *srfA = sc->GetSurfaceA(a, b), *srfB = sc->GetSurfaceB(a, b); sc->RemoveShortSegments(srfA, srfB); } // And clean up the piecewise linear things we made as a calculation aid a->CleanupAfterBoolean(); b->CleanupAfterBoolean(); // Remake the classifying BSPs with the split (and short-segment-removed) // curves a->MakeClassifyingBsps(this); b->MakeClassifyingBsps(this); if(b->surface.n == 0 || a->surface.n == 0) { I = 1000000; } else { I = 0; } // Then trim and copy the surfaces a->CopySurfacesTrimAgainst(a, b, this, type); b->CopySurfacesTrimAgainst(a, b, this, type); // Now that we've copied the surfaces, we know their new hSurfaces, so // rewrite the curves to refer to the surfaces by their handles in the // result. RewriteSurfaceHandlesForCurves(a, b); // And clean up the piecewise linear things we made as a calculation aid a->CleanupAfterBoolean(); b->CleanupAfterBoolean(); } //----------------------------------------------------------------------------- // All of the BSP routines that we use to perform and accelerate polygon ops. //----------------------------------------------------------------------------- void SShell::MakeClassifyingBsps(SShell *useCurvesFrom) { SSurface *ss; for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) { ss->MakeClassifyingBsp(this, useCurvesFrom); } } void SSurface::MakeClassifyingBsp(SShell *shell, SShell *useCurvesFrom) { SEdgeList el; ZERO(&el); MakeEdgesInto(shell, &el, AS_UV, useCurvesFrom); bsp = SBspUv::From(&el, this); el.Clear(); ZERO(&edges); MakeEdgesInto(shell, &edges, AS_XYZ, useCurvesFrom); } SBspUv *SBspUv::Alloc(void) { return (SBspUv *)AllocTemporary(sizeof(SBspUv)); } static int ByLength(const void *av, const void *bv) { SEdge *a = (SEdge *)av, *b = (SEdge *)bv; double la = (a->a).Minus(a->b).Magnitude(), lb = (b->a).Minus(b->b).Magnitude(); // Sort in descending order, longest first. This improves numerical // stability for the normals. return (la < lb) ? 1 : -1; } SBspUv *SBspUv::From(SEdgeList *el, SSurface *srf) { SEdgeList work; ZERO(&work); SEdge *se; for(se = el->l.First(); se; se = el->l.NextAfter(se)) { work.AddEdge(se->a, se->b, se->auxA, se->auxB); } qsort(work.l.elem, work.l.n, sizeof(work.l.elem[0]), ByLength); SBspUv *bsp = NULL; for(se = work.l.First(); se; se = work.l.NextAfter(se)) { bsp = bsp->InsertEdge((se->a).ProjectXy(), (se->b).ProjectXy(), srf); } work.Clear(); return bsp; } //----------------------------------------------------------------------------- // The points in this BSP are in uv space, but we want to apply our tolerances // consistently in xyz (i.e., we want to say a point is on-edge if its xyz // distance to that edge is less than LENGTH_EPS, irrespective of its distance // in uv). So we linearize the surface about the point we're considering and // then do the test. That preserves point-on-line relationships, and the only // time we care about exact correctness is when we're very close to the line, // which is when the linearization is accurate. //----------------------------------------------------------------------------- void SBspUv::ScalePoints(Point2d *pt, Point2d *a, Point2d *b, SSurface *srf) { Vector tu, tv; srf->TangentsAt(pt->x, pt->y, &tu, &tv); double mu = tu.Magnitude(), mv = tv.Magnitude(); pt->x *= mu; pt->y *= mv; a ->x *= mu; a ->y *= mv; b ->x *= mu; b ->y *= mv; } double SBspUv::ScaledSignedDistanceToLine(Point2d pt, Point2d a, Point2d b, SSurface *srf) { ScalePoints(&pt, &a, &b, srf); Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1); double d = a.Dot(n); return pt.Dot(n) - d; } double SBspUv::ScaledDistanceToLine(Point2d pt, Point2d a, Point2d b, bool seg, SSurface *srf) { ScalePoints(&pt, &a, &b, srf); return pt.DistanceToLine(a, b, seg); } SBspUv *SBspUv::InsertEdge(Point2d ea, Point2d eb, SSurface *srf) { if(!this) { SBspUv *ret = Alloc(); ret->a = ea; ret->b = eb; return ret; } double dea = ScaledSignedDistanceToLine(ea, a, b, srf), deb = ScaledSignedDistanceToLine(eb, a, b, srf); if(fabs(dea) < LENGTH_EPS && fabs(deb) < LENGTH_EPS) { // Line segment is coincident with this one, store in same node SBspUv *m = Alloc(); m->a = ea; m->b = eb; m->more = more; more = m; } else if(fabs(dea) < LENGTH_EPS) { // Point A lies on this lie, but point B does not if(deb > 0) { pos = pos->InsertEdge(ea, eb, srf); } else { neg = neg->InsertEdge(ea, eb, srf); } } else if(fabs(deb) < LENGTH_EPS) { // Point B lies on this lie, but point A does not if(dea > 0) { pos = pos->InsertEdge(ea, eb, srf); } else { neg = neg->InsertEdge(ea, eb, srf); } } else if(dea > 0 && deb > 0) { pos = pos->InsertEdge(ea, eb, srf); } else if(dea < 0 && deb < 0) { neg = neg->InsertEdge(ea, eb, srf); } else { // New edge crosses this one; we need to split. Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1); double d = a.Dot(n); double t = (d - n.Dot(ea)) / (n.Dot(eb.Minus(ea))); Point2d pi = ea.Plus((eb.Minus(ea)).ScaledBy(t)); if(dea > 0) { pos = pos->InsertEdge(ea, pi, srf); neg = neg->InsertEdge(pi, eb, srf); } else { neg = neg->InsertEdge(ea, pi, srf); pos = pos->InsertEdge(pi, eb, srf); } } return this; } int SBspUv::ClassifyPoint(Point2d p, Point2d eb, SSurface *srf) { if(!this) return OUTSIDE; double dp = ScaledSignedDistanceToLine(p, a, b, srf); if(fabs(dp) < LENGTH_EPS) { SBspUv *f = this; while(f) { Point2d ba = (f->b).Minus(f->a); if(ScaledDistanceToLine(p, f->a, ba, true, srf) < LENGTH_EPS) { if(ScaledDistanceToLine(eb, f->a, ba, false, srf) < 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 int c1 = neg ? neg->ClassifyPoint(p, eb, srf) : OUTSIDE; int c2 = pos ? pos->ClassifyPoint(p, eb, srf) : INSIDE; if(c1 != c2) { dbp("MISMATCH: %d %d %08x %08x", c1, c2, neg, pos); } return c1; } else if(dp > 0) { return pos ? pos->ClassifyPoint(p, eb, srf) : INSIDE; } else { return neg ? neg->ClassifyPoint(p, eb, srf) : OUTSIDE; } } int SBspUv::ClassifyEdge(Point2d ea, Point2d eb, SSurface *srf) { int ret = ClassifyPoint((ea.Plus(eb)).ScaledBy(0.5), eb, srf); if(ret == EDGE_OTHER) { // Perhaps the edge is tangent at its midpoint (and we screwed up // somewhere earlier and failed to split it); try a different // point on the edge. ret = ClassifyPoint(ea.Plus((eb.Minus(ea)).ScaledBy(0.294)), eb, srf); } return ret; } double SBspUv::MinimumDistanceToEdge(Point2d p, SSurface *srf) { if(!this) return VERY_POSITIVE; double dn = neg->MinimumDistanceToEdge(p, srf), dp = pos->MinimumDistanceToEdge(p, srf); Point2d as = a, bs = b; ScalePoints(&p, &as, &bs, srf); double d = p.DistanceToLine(as, bs.Minus(as), true); return min(d, min(dn, dp)); }