//----------------------------------------------------------------------------- // Anything relating to plane polygons and triangles, and (generally, non- // planar) meshes thereof. // // Copyright 2008-2013 Jonathan Westhues. //----------------------------------------------------------------------------- #ifndef __POLYGON_H #define __POLYGON_H class SPointList; class SPolygon; class SContour; class SMesh; class SBsp3; class SEdge { public: int tag; int auxA, auxB; Vector a, b; static SEdge From(Vector a, Vector b); bool EdgeCrosses(Vector a, Vector b, Vector *pi=NULL, SPointList *spl=NULL); }; class SEdgeList { public: List l; void Clear(void); void AddEdge(Vector a, Vector b, int auxA=0, int auxB=0); bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false); bool AssembleContour(Vector first, Vector last, SContour *dest, SEdge *errorAt, bool keepDir); int AnyEdgeCrossings(Vector a, Vector b, Vector *pi=NULL, SPointList *spl=NULL); bool ContainsEdgeFrom(SEdgeList *sel); bool ContainsEdge(SEdge *se); void CullExtraneousEdges(void); void MergeCollinearSegments(Vector a, Vector b); }; // A kd-tree element needs to go on a side of a node if it's when KDTREE_EPS // of the boundary. So increasing this number never breaks anything, but may // result in more duplicated elements. So it's conservative to be sloppy here. #define KDTREE_EPS (20*LENGTH_EPS) class SEdgeLl { public: SEdge *se; SEdgeLl *next; static SEdgeLl *Alloc(void); }; class SKdNodeEdges { public: int which; // whether c is x, y, or z double c; SKdNodeEdges *gt; SKdNodeEdges *lt; SEdgeLl *edges; static SKdNodeEdges *From(SEdgeList *sel); static SKdNodeEdges *From(SEdgeLl *sell); static SKdNodeEdges *Alloc(void); int AnyEdgeCrossings(Vector a, Vector b, int cnt, Vector *pi=NULL, SPointList *spl=NULL); }; class SPoint { public: int tag; enum { UNKNOWN = 0, NOT_EAR = 1, EAR = 2 }; int ear; Vector p; Vector auxv; }; class SPointList { public: List l; void Clear(void); bool ContainsPoint(Vector pt); int IndexForPoint(Vector pt); void IncrementTagFor(Vector pt); void Add(Vector pt); }; class SContour { public: int tag; int timesEnclosed; Vector xminPt; List l; void AddPoint(Vector p); void MakeEdgesInto(SEdgeList *el); void Reverse(void); Vector ComputeNormal(void); double SignedAreaProjdToNormal(Vector n); bool IsClockwiseProjdToNormal(Vector n); bool ContainsPointProjdToNormal(Vector n, Vector p); void OffsetInto(SContour *dest, double r); void CopyInto(SContour *dest); void FindPointWithMinX(void); Vector AnyEdgeMidpoint(void); bool IsEar(int bp, double scaledEps); bool BridgeToContour(SContour *sc, SEdgeList *el, List *vl); void ClipEarInto(SMesh *m, int bp, double scaledEps); void UvTriangulateInto(SMesh *m, SSurface *srf); }; typedef struct { DWORD face; int color; } STriMeta; class SPolygon { public: List l; Vector normal; Vector ComputeNormal(void); void AddEmptyContour(void); int WindingNumberForPoint(Vector p); double SignedArea(void); bool ContainsPoint(Vector p); void MakeEdgesInto(SEdgeList *el); void FixContourDirections(void); void Clear(void); bool SelfIntersecting(Vector *intersectsAt); bool IsEmpty(void); Vector AnyPoint(void); void OffsetInto(SPolygon *dest, double r); void UvTriangulateInto(SMesh *m, SSurface *srf); void UvGridTriangulateInto(SMesh *m, SSurface *srf); }; class STriangle { public: int tag; STriMeta meta; Vector a, b, c; Vector an, bn, cn; static STriangle From(STriMeta meta, Vector a, Vector b, Vector c); Vector Normal(void); void FlipNormal(void); double MinAltitude(void); int WindingNumberForPoint(Vector p); bool ContainsPoint(Vector p); bool ContainsPointProjd(Vector n, Vector p); }; class SBsp2 { public: Vector np; // normal to the plane Vector no; // outer normal to the edge double d; SEdge edge; SBsp2 *pos; SBsp2 *neg; SBsp2 *more; enum { POS = 100, NEG = 101, COPLANAR = 200 }; void InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3); void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3); Vector IntersectionWith(Vector a, Vector b); SBsp2 *InsertEdge(SEdge *nedge, Vector nnp, Vector out); static SBsp2 *Alloc(void); void DebugDraw(Vector n, double d); }; class SBsp3 { public: Vector n; double d; STriangle tri; SBsp3 *pos; SBsp3 *neg; SBsp3 *more; SBsp2 *edges; static SBsp3 *Alloc(void); static SBsp3 *FromMesh(SMesh *m); Vector IntersectionWith(Vector a, Vector b); enum { POS = 100, NEG = 101, COPLANAR = 200 }; void InsertHow(int how, STriangle *str, SMesh *instead); SBsp3 *Insert(STriangle *str, SMesh *instead); void InsertConvexHow(int how, STriMeta meta, Vector *vertex, int n, SMesh *instead); SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, int n, SMesh *instead); void InsertInPlane(bool pos2, STriangle *tr, SMesh *m); void GenerateInPaintOrder(SMesh *m); void DebugDraw(void); }; class SMesh { public: List l; bool flipNormal; bool keepCoplanar; bool atLeastOneDiscarded; void Clear(void); void AddTriangle(STriangle *st); void AddTriangle(STriMeta meta, Vector a, Vector b, Vector c); void AddTriangle(STriMeta meta, Vector n, Vector a, Vector b, Vector c); void DoBounding(Vector v, Vector *vmax, Vector *vmin); void GetBounding(Vector *vmax, Vector *vmin); void Simplify(int start); void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3); void MakeFromUnionOf(SMesh *a, SMesh *b); void MakeFromDifferenceOf(SMesh *a, SMesh *b); void MakeFromCopyOf(SMesh *a); void MakeFromTransformationOf(SMesh *a, Vector trans, Quaternion q, double scale); void MakeFromAssemblyOf(SMesh *a, SMesh *b); void MakeEdgesInPlaneInto(SEdgeList *sel, Vector n, double d); void MakeEmphasizedEdgesInto(SEdgeList *sel); bool IsEmpty(void); void RemapFaces(Group *g, int remap); DWORD FirstIntersectionWith(Point2d mp); }; // A linked list of triangles class STriangleLl { public: STriangle *tri; STriangleLl *next; static STriangleLl *Alloc(void); }; class SKdNode { public: int which; // whether c is x, y, or z double c; SKdNode *gt; SKdNode *lt; STriangleLl *tris; static SKdNode *Alloc(void); static SKdNode *From(SMesh *m); static SKdNode *From(STriangleLl *tll); void AddTriangle(STriangle *tr); void MakeMeshInto(SMesh *m); void ClearTags(void); void FindEdgeOn(Vector a, Vector b, int *n, int cnt, bool coplanarIsInter, bool *inter, bool *fwd, DWORD *face); enum { NAKED_OR_SELF_INTER_EDGES = 100, SELF_INTER_EDGES = 200, TURNING_EDGES = 300, EMPHASIZED_EDGES = 400 }; void MakeCertainEdgesInto(SEdgeList *sel, int how, bool coplanarIsInter, bool *inter, bool *leaky); void OcclusionTestLine(SEdge orig, SEdgeList *sel, int cnt); void SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr); void SnapToMesh(SMesh *m); void SnapToVertex(Vector v, SMesh *extras); }; #endif