#include "solvespace.h" #define gs (SS.GW.gs) bool Group::AssembleLoops(void) { SBezierList sbl; ZERO(&sbl); int i; for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); if(e->group.v != h.v) continue; if(e->construction) continue; if(e->forceHidden) continue; e->GenerateBezierCurves(&sbl); } bool allClosed; bezierLoopSet = SBezierLoopSet::From(&sbl, &poly, &allClosed, &(polyError.notClosedAt)); sbl.Clear(); return allClosed; } void Group::GenerateLoops(void) { poly.Clear(); bezierLoopSet.Clear(); if(type == DRAWING_3D || type == DRAWING_WORKPLANE || type == ROTATE || type == TRANSLATE || type == IMPORTED) { if(AssembleLoops()) { polyError.how = POLY_GOOD; if(!poly.AllPointsInPlane(&(polyError.errorPointAt))) { // The edges aren't all coplanar; so not a good polygon polyError.how = POLY_NOT_COPLANAR; poly.Clear(); bezierLoopSet.Clear(); } if(poly.SelfIntersecting(&(polyError.errorPointAt))) { polyError.how = POLY_SELF_INTERSECTING; poly.Clear(); bezierLoopSet.Clear(); } } else { polyError.how = POLY_NOT_CLOSED; poly.Clear(); bezierLoopSet.Clear(); } } } void SShell::RemapFaces(Group *g, int remap) { SSurface *ss; for(ss = surface.First(); ss; ss = surface.NextAfter(ss)){ hEntity face = { ss->face }; if(face.v == Entity::NO_ENTITY.v) continue; face = g->Remap(face, remap); ss->face = face.v; } } void SMesh::RemapFaces(Group *g, int remap) { STriangle *tr; for(tr = l.First(); tr; tr = l.NextAfter(tr)) { hEntity face = { tr->meta.face }; if(face.v == Entity::NO_ENTITY.v) continue; face = g->Remap(face, remap); tr->meta.face = face.v; } } template void Group::GenerateForStepAndRepeat(T *prevs, T *steps, T *outs, int how) { T workA, workB; ZERO(&workA); ZERO(&workB); T *soFar = &workA, *scratch = &workB; soFar->MakeFromCopyOf(prevs); int n = (int)valA, a0 = 0; if(subtype == ONE_SIDED && skipFirst) { a0++; n++; } int a; for(a = a0; a < n; a++) { int ap = a*2 - (subtype == ONE_SIDED ? 0 : (n-1)); int remap = (a == (n - 1)) ? REMAP_LAST : a; T transd; ZERO(&transd); if(type == TRANSLATE) { Vector trans = Vector::From(h.param(0), h.param(1), h.param(2)); trans = trans.ScaledBy(ap); transd.MakeFromTransformationOf(steps, trans, Quaternion::IDENTITY); } else { Vector trans = Vector::From(h.param(0), h.param(1), h.param(2)); double theta = ap * SK.GetParam(h.param(3))->val; double c = cos(theta), s = sin(theta); Vector axis = Vector::From(h.param(4), h.param(5), h.param(6)); Quaternion q = Quaternion::From(c, s*axis.x, s*axis.y, s*axis.z); // Rotation is centered at t; so A(x - t) + t = Ax + (t - At) transd.MakeFromTransformationOf(steps, trans.Minus(q.Rotate(trans)), q); } // We need to rewrite any plane face entities to the transformed ones. transd.RemapFaces(this, remap); if(how == COMBINE_AS_DIFFERENCE) { scratch->MakeFromDifferenceOf(soFar, &transd); } else if(how == COMBINE_AS_UNION) { scratch->MakeFromUnionOf(soFar, &transd); } else { scratch->MakeFromAssemblyOf(soFar, &transd); } SWAP(T *, scratch, soFar); scratch->Clear(); transd.Clear(); } outs->Clear(); *outs = *soFar; } template void Group::GenerateForBoolean(T *prevs, T *thiss, T *outs) { // If this group contributes no new mesh, then our running mesh is the // same as last time, no combining required. Likewise if we have a mesh // but it's suppressed. if(thiss->IsEmpty() || suppress) { outs->MakeFromCopyOf(prevs); return; } // So our group's shell appears in thisShell. Combine this with the // previous group's shell, using the requested operation. if(meshCombine == COMBINE_AS_UNION) { outs->MakeFromUnionOf(prevs, thiss); } else if(meshCombine == COMBINE_AS_DIFFERENCE) { outs->MakeFromDifferenceOf(prevs, thiss); } else { outs->MakeFromAssemblyOf(prevs, thiss); } } void Group::GenerateShellAndMesh(void) { bool prevBooleanFailed = booleanFailed; booleanFailed = false; thisShell.Clear(); thisMesh.Clear(); runningShell.Clear(); runningMesh.Clear(); if(type == TRANSLATE || type == ROTATE) { Group *src = SK.GetGroup(opA); Group *pg = src->PreviousGroup(); if(src->thisMesh.IsEmpty() && pg->runningMesh.IsEmpty() && !forceToMesh) { SShell *toStep = &(src->thisShell), *prev = &(pg->runningShell); GenerateForStepAndRepeat (prev, toStep, &runningShell, src->meshCombine); if(meshCombine != COMBINE_AS_ASSEMBLE) { runningShell.MergeCoincidentSurfaces(); } } else { SMesh prevm, stepm; ZERO(&prevm); ZERO(&stepm); prevm.MakeFromCopyOf(&(pg->runningMesh)); pg->runningShell.TriangulateInto(&prevm); stepm.MakeFromCopyOf(&(src->thisMesh)); src->thisShell.TriangulateInto(&stepm); SMesh outm; ZERO(&outm); GenerateForStepAndRepeat (&prevm, &stepm, &outm, src->meshCombine); // And make sure that the output mesh is vertex-to-vertex. SKdNode *root = SKdNode::From(&outm); root->SnapToMesh(&outm); root->MakeMeshInto(&runningMesh); outm.Clear(); stepm.Clear(); prevm.Clear(); } displayDirty = true; return; } if(type == EXTRUDE) { Group *src = SK.GetGroup(opA); Vector translate = Vector::From(h.param(0), h.param(1), h.param(2)); Vector tbot, ttop; if(subtype == ONE_SIDED) { tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2); } else { tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1); } thisShell.MakeFromExtrusionOf(&(src->bezierLoopSet), tbot, ttop, color); Vector onOrig = src->bezierLoopSet.point; // And for any plane faces, annotate the model with the entity for // that face, so that the user can select them with the mouse. int i; for(i = 0; i < thisShell.surface.n; i++) { SSurface *ss = &(thisShell.surface.elem[i]); hEntity face = Entity::NO_ENTITY; Vector p = ss->PointAt(0, 0), n = ss->NormalAt(0, 0).WithMagnitude(1); double d = n.Dot(p); if(i == 0 || i == 1) { // These are the top and bottom of the shell. if(fabs((onOrig.Plus(ttop)).Dot(n) - d) < LENGTH_EPS) { face = Remap(Entity::NO_ENTITY, REMAP_TOP); ss->face = face.v; } if(fabs((onOrig.Plus(tbot)).Dot(n) - d) < LENGTH_EPS) { face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM); ss->face = face.v; } continue; } // So these are the sides if(ss->degm != 1 || ss->degn != 1) continue; Entity *e; for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) { if(e->group.v != opA.v) continue; if(e->type != Entity::LINE_SEGMENT) continue; Vector a = SK.GetEntity(e->point[0])->PointGetNum(), b = SK.GetEntity(e->point[1])->PointGetNum(); a = a.Plus(ttop); b = b.Plus(ttop); // Could get taken backwards, so check all cases. if((a.Equals(ss->ctrl[0][0]) && b.Equals(ss->ctrl[1][0])) || (b.Equals(ss->ctrl[0][0]) && a.Equals(ss->ctrl[1][0])) || (a.Equals(ss->ctrl[0][1]) && b.Equals(ss->ctrl[1][1])) || (b.Equals(ss->ctrl[0][1]) && a.Equals(ss->ctrl[1][1]))) { face = Remap(e->h, REMAP_LINE_TO_FACE); ss->face = face.v; break; } } } } else if(type == LATHE) { Group *src = SK.GetGroup(opA); Vector pt = SK.GetEntity(predef.origin)->PointGetNum(), axis = SK.GetEntity(predef.entityB)->VectorGetNum(); axis = axis.WithMagnitude(1); thisShell.MakeFromRevolutionOf(&(src->bezierLoopSet), pt, axis, color); } else if(type == IMPORTED) { // The imported shell or mesh are copied over, with the appropriate // transformation applied. We also must remap the face entities. Vector offset = { SK.GetParam(h.param(0))->val, SK.GetParam(h.param(1))->val, SK.GetParam(h.param(2))->val }; Quaternion q = { SK.GetParam(h.param(3))->val, SK.GetParam(h.param(4))->val, SK.GetParam(h.param(5))->val, SK.GetParam(h.param(6))->val }; thisMesh.MakeFromTransformationOf(&impMesh, offset, q); thisMesh.RemapFaces(this, 0); thisShell.MakeFromTransformationOf(&impShell, offset, q); thisShell.RemapFaces(this, 0); } if(meshCombine != COMBINE_AS_ASSEMBLE) { thisShell.MergeCoincidentSurfaces(); } // So now we've got the mesh or shell for this group. Combine it with // the previous group's mesh or shell with the requested Boolean, and // we're done. Group *pg = PreviousGroup(); if(pg->runningMesh.IsEmpty() && thisMesh.IsEmpty() && !forceToMesh) { SShell *prevs = &(pg->runningShell); GenerateForBoolean(prevs, &thisShell, &runningShell); if(meshCombine != COMBINE_AS_ASSEMBLE) { runningShell.MergeCoincidentSurfaces(); } // If the Boolean failed, then we should note that in the text screen // for this group. booleanFailed = runningShell.booleanFailed; if(booleanFailed != prevBooleanFailed) { SS.later.showTW = true; } } else { SMesh prevm, thism; ZERO(&prevm); ZERO(&thism); prevm.MakeFromCopyOf(&(pg->runningMesh)); pg->runningShell.TriangulateInto(&prevm); thism.MakeFromCopyOf(&thisMesh); thisShell.TriangulateInto(&thism); SMesh outm; ZERO(&outm); GenerateForBoolean(&prevm, &thism, &outm); // And make sure that the output mesh is vertex-to-vertex. SKdNode *root = SKdNode::From(&outm); root->SnapToMesh(&outm); root->MakeMeshInto(&runningMesh); outm.Clear(); thism.Clear(); prevm.Clear(); } displayDirty = true; } void Group::GenerateDisplayItems(void) { // This is potentially slow (since we've got to triangulate a shell, or // to find the emphasized edges for a mesh), so we will run it only // if its inputs have changed. if(displayDirty) { displayMesh.Clear(); runningShell.TriangulateInto(&displayMesh); STriangle *tr; for(tr = runningMesh.l.First(); tr; tr = runningMesh.l.NextAfter(tr)) { STriangle trn = *tr; Vector n = trn.Normal(); trn.an = n; trn.bn = n; trn.cn = n; displayMesh.AddTriangle(&trn); } displayEdges.Clear(); if(SS.GW.showEdges) { runningShell.MakeEdgesInto(&displayEdges); runningMesh.MakeEmphasizedEdgesInto(&displayEdges); } displayDirty = false; } } Group *Group::PreviousGroup(void) { int i; for(i = 0; i < SK.group.n; i++) { Group *g = &(SK.group.elem[i]); if(g->h.v == h.v) break; } if(i == 0 || i >= SK.group.n) return NULL; return &(SK.group.elem[i-1]); } void Group::DrawDisplayItems(int t) { int specColor; if(t == DRAWING_3D || t == DRAWING_WORKPLANE) { specColor = RGB(25, 25, 25); // force the color to something dim } else { specColor = -1; // use the model color } // The back faces are drawn in red; should never seem them, since we // draw closed shells, so that's a debugging aid. GLfloat mpb[] = { 1.0f, 0.1f, 0.1f, 1.0 }; glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, mpb); // When we fill the mesh, we need to know which triangles are selected // or hovered, in order to draw them differently. DWORD mh = 0, ms1 = 0, ms2 = 0; hEntity he = SS.GW.hover.entity; if(he.v != 0 && SK.GetEntity(he)->IsFace()) { mh = he.v; } SS.GW.GroupSelection(); if(gs.faces > 0) ms1 = gs.face[0].v; if(gs.faces > 1) ms2 = gs.face[1].v; if(SS.GW.showShaded) { glEnable(GL_LIGHTING); glxFillMesh(specColor, &displayMesh, mh, ms1, ms2); glDisable(GL_LIGHTING); } if(SS.GW.showEdges) { glLineWidth(1); glxDepthRangeOffset(2); glxColor3d(REDf (SS.edgeColor), GREENf(SS.edgeColor), BLUEf (SS.edgeColor)); glxDrawEdges(&displayEdges, false); } if(SS.GW.showMesh) glxDebugMesh(&displayMesh); } void Group::Draw(void) { // Everything here gets drawn whether or not the group is hidden; we // can control this stuff independently, with show/hide solids, edges, // mesh, etc. Group *pg = PreviousGroup(); if(pg && thisMesh.IsEmpty() && thisShell.IsEmpty()) { // We don't contribute any new solid model in this group, so our // display items are identical to the previous group's; which means // that we can just display those, and stop ourselves from // recalculating for those every time we get a change in this group. pg->GenerateDisplayItems(); pg->DrawDisplayItems(type); } else { GenerateDisplayItems(); DrawDisplayItems(type); } // And finally show the polygons too if(!SS.GW.showShaded) return; if(polyError.how == POLY_NOT_CLOSED) { // Report this error only in sketch-in-workplane groups; otherwise // it's just a nuisance. if(type == DRAWING_WORKPLANE) { glDisable(GL_DEPTH_TEST); glxColor4d(1, 0, 0, 0.2); glLineWidth(10); glBegin(GL_LINES); glxVertex3v(polyError.notClosedAt.a); glxVertex3v(polyError.notClosedAt.b); glEnd(); glLineWidth(1); glxColor3d(1, 0, 0); glxWriteText("not closed contour!", polyError.notClosedAt.b, SS.GW.projRight, SS.GW.projUp, NULL, NULL); glEnable(GL_DEPTH_TEST); } } else if(polyError.how == POLY_NOT_COPLANAR || polyError.how == POLY_SELF_INTERSECTING) { // These errors occur at points, not lines if(type == DRAWING_WORKPLANE) { glDisable(GL_DEPTH_TEST); glxColor3d(1, 0, 0); char *msg = (polyError.how == POLY_NOT_COPLANAR) ? "points not all coplanar!" : "contour is self-intersecting!"; glxWriteText(msg, polyError.errorPointAt, SS.GW.projRight, SS.GW.projUp, NULL, NULL); glEnable(GL_DEPTH_TEST); } } else { glxColor4d(0, 0.1, 0.1, 0.5); glxDepthRangeOffset(1); glxFillPolygon(&poly); glxDepthRangeOffset(0); } }