//----------------------------------------------------------------------------- // Anything involving curves and sets of curves (except for the real math, // which is in ratpoly.cpp). //----------------------------------------------------------------------------- #include "../solvespace.h" SBezier SBezier::From(Vector4 p0, Vector4 p1) { SBezier ret; ZERO(&ret); ret.deg = 1; ret.weight[0] = p0.w; ret.ctrl [0] = p0.PerspectiveProject(); ret.weight[1] = p1.w; ret.ctrl [1] = p1.PerspectiveProject(); return ret; } SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2) { SBezier ret; ZERO(&ret); ret.deg = 2; ret.weight[0] = p0.w; ret.ctrl [0] = p0.PerspectiveProject(); ret.weight[1] = p1.w; ret.ctrl [1] = p1.PerspectiveProject(); ret.weight[2] = p2.w; ret.ctrl [2] = p2.PerspectiveProject(); return ret; } SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2, Vector4 p3) { SBezier ret; ZERO(&ret); ret.deg = 3; ret.weight[0] = p0.w; ret.ctrl [0] = p0.PerspectiveProject(); ret.weight[1] = p1.w; ret.ctrl [1] = p1.PerspectiveProject(); ret.weight[2] = p2.w; ret.ctrl [2] = p2.PerspectiveProject(); ret.weight[3] = p3.w; ret.ctrl [3] = p3.PerspectiveProject(); return ret; } SBezier SBezier::From(Vector p0, Vector p1) { return SBezier::From(p0.Project4d(), p1.Project4d()); } SBezier SBezier::From(Vector p0, Vector p1, Vector p2) { return SBezier::From(p0.Project4d(), p1.Project4d(), p2.Project4d()); } SBezier SBezier::From(Vector p0, Vector p1, Vector p2, Vector p3) { return SBezier::From(p0.Project4d(), p1.Project4d(), p2.Project4d(), p3.Project4d()); } Vector SBezier::Start(void) { return ctrl[0]; } Vector SBezier::Finish(void) { return ctrl[deg]; } void SBezier::Reverse(void) { int i; for(i = 0; i < (deg+1)/2; i++) { SWAP(Vector, ctrl[i], ctrl[deg-i]); SWAP(double, weight[i], weight[deg-i]); } } void SBezier::GetBoundingProjd(Vector u, Vector orig, double *umin, double *umax) { int i; for(i = 0; i <= deg; i++) { double ut = ((ctrl[i]).Minus(orig)).Dot(u); if(ut < *umin) *umin = ut; if(ut > *umax) *umax = ut; } } SBezier SBezier::TransformedBy(Vector t, Quaternion q) { SBezier ret = *this; int i; for(i = 0; i <= deg; i++) { ret.ctrl[i] = (q.Rotate(ret.ctrl[i])).Plus(t); } return ret; } //----------------------------------------------------------------------------- // Is this Bezier exactly the arc of a circle, projected along the specified // axis? If yes, return that circle's center and radius. //----------------------------------------------------------------------------- bool SBezier::IsCircle(Vector axis, Vector *center, double *r) { if(deg != 2) return false; if(ctrl[1].DistanceToLine(ctrl[0], ctrl[2].Minus(ctrl[0])) < LENGTH_EPS) { // This is almost a line segment. So it's a circle with very large // radius, which is likely to make code that tries to handle circles // blow up. So return false. return false; } Vector t0 = (ctrl[0]).Minus(ctrl[1]), t2 = (ctrl[2]).Minus(ctrl[1]), r0 = axis.Cross(t0), r2 = axis.Cross(t2); *center = Vector::AtIntersectionOfLines(ctrl[0], (ctrl[0]).Plus(r0), ctrl[2], (ctrl[2]).Plus(r2), NULL, NULL, NULL); double rd0 = center->Minus(ctrl[0]).Magnitude(), rd2 = center->Minus(ctrl[2]).Magnitude(); if(fabs(rd0 - rd2) > LENGTH_EPS) { return false; } *r = rd0; Vector u = r0.WithMagnitude(1), v = (axis.Cross(u)).WithMagnitude(1); Point2d c2 = center->Project2d(u, v), pa2 = (ctrl[0]).Project2d(u, v).Minus(c2), pb2 = (ctrl[2]).Project2d(u, v).Minus(c2); double thetaa = atan2(pa2.y, pa2.x), // in fact always zero due to csys thetab = atan2(pb2.y, pb2.x), dtheta = WRAP_NOT_0(thetab - thetaa, 2*PI); if(dtheta > PI) { // Not possible with a second order Bezier arc; so we must have // the points backwards. dtheta = 2*PI - dtheta; } if(fabs(weight[1] - cos(dtheta/2)) > LENGTH_EPS) { return false; } return true; } bool SBezier::IsRational(void) { int i; for(i = 0; i <= deg; i++) { if(fabs(weight[i] - 1) > LENGTH_EPS) return true; } return false; } //----------------------------------------------------------------------------- // Apply a perspective transformation to a rational Bezier curve, calculating // the new weights as required. //----------------------------------------------------------------------------- SBezier SBezier::InPerspective(Vector u, Vector v, Vector n, Vector origin, double cameraTan) { Quaternion q = Quaternion::From(u, v); q = q.Inverse(); // we want Q*(p - o) = Q*p - Q*o SBezier ret = this->TransformedBy(q.Rotate(origin).ScaledBy(-1), q); int i; for(i = 0; i <= deg; i++) { Vector4 ct = Vector4::From(ret.weight[i], ret.ctrl[i]); // so the desired curve, before perspective, is // (x/w, y/w, z/w) // and after perspective is // ((x/w)/(1 - (z/w)*cameraTan, ... // = (x/(w - z*cameraTan), ... // so we want to let w' = w - z*cameraTan ct.w = ct.w - ct.z*cameraTan; ret.ctrl[i] = ct.PerspectiveProject(); ret.weight[i] = ct.w; } return ret; } bool SBezier::Equals(SBezier *b) { // We just test of identical degree and control points, even though two // curves could still be coincident (even sharing endpoints). if(deg != b->deg) return false; int i; for(i = 0; i <= deg; i++) { if(!(ctrl[i]).Equals(b->ctrl[i])) return false; if(fabs(weight[i] - b->weight[i]) > LENGTH_EPS) return false; } return true; } void SBezierList::Clear(void) { l.Clear(); } //----------------------------------------------------------------------------- // If our list contains multiple identical Beziers (in either forward or // reverse order), then cull them. //----------------------------------------------------------------------------- void SBezierList::CullIdenticalBeziers(void) { int i, j; l.ClearTags(); for(i = 0; i < l.n; i++) { SBezier *bi = &(l.elem[i]), bir; bir = *bi; bir.Reverse(); for(j = i + 1; j < l.n; j++) { SBezier *bj = &(l.elem[j]); if(bj->Equals(bi) || bj->Equals(&bir)) { bi->tag = 1; bj->tag = 1; } } } l.RemoveTagged(); } //----------------------------------------------------------------------------- // Find all the points where a list of Bezier curves intersects another list // of Bezier curves. We do this by intersecting their piecewise linearizations, // and then refining any intersections that we find to lie exactly on the // curves. So this will screw up on tangencies and stuff, but otherwise should // be fine. //----------------------------------------------------------------------------- void SBezierList::AllIntersectionsWith(SBezierList *sblb, SPointList *spl) { SBezier *sba, *sbb; for(sba = l.First(); sba; sba = l.NextAfter(sba)) { for(sbb = sblb->l.First(); sbb; sbb = sblb->l.NextAfter(sbb)) { sbb->AllIntersectionsWith(sba, spl); } } } void SBezier::AllIntersectionsWith(SBezier *sbb, SPointList *spl) { SPointList splRaw; ZERO(&splRaw); SEdgeList sea, seb; ZERO(&sea); ZERO(&seb); this->MakePwlInto(&sea); sbb ->MakePwlInto(&seb); SEdge *se; for(se = sea.l.First(); se; se = sea.l.NextAfter(se)) { // This isn't quite correct, since AnyEdgeCrossings doesn't count // the case where two pairs of line segments intersect at their // vertices. So this isn't robust, although that case isn't very // likely. seb.AnyEdgeCrossings(se->a, se->b, NULL, &splRaw); } SPoint *sp; for(sp = splRaw.l.First(); sp; sp = splRaw.l.NextAfter(sp)) { Vector p = sp->p; if(PointOnThisAndCurve(sbb, &p)) { if(!spl->ContainsPoint(p)) spl->Add(p); } } sea.Clear(); seb.Clear(); splRaw.Clear(); } SBezierLoop SBezierLoop::FromCurves(SBezierList *sbl, bool *allClosed, SEdge *errorAt) { SBezierLoop loop; ZERO(&loop); if(sbl->l.n < 1) return loop; sbl->l.ClearTags(); SBezier *first = &(sbl->l.elem[0]); first->tag = 1; loop.l.Add(first); Vector start = first->Start(); Vector hanging = first->Finish(); sbl->l.RemoveTagged(); while(sbl->l.n > 0 && !hanging.Equals(start)) { int i; bool foundNext = false; for(i = 0; i < sbl->l.n; i++) { SBezier *test = &(sbl->l.elem[i]); if((test->Finish()).Equals(hanging)) { test->Reverse(); // and let the next test catch it } if((test->Start()).Equals(hanging)) { test->tag = 1; loop.l.Add(test); hanging = test->Finish(); sbl->l.RemoveTagged(); foundNext = true; break; } } if(!foundNext) { // The loop completed without finding the hanging edge, so // it's an open loop errorAt->a = hanging; errorAt->b = start; *allClosed = false; return loop; } } if(hanging.Equals(start)) { *allClosed = true; } else { // We ran out of edges without forming a closed loop. errorAt->a = hanging; errorAt->b = start; *allClosed = false; } return loop; } void SBezierLoop::Reverse(void) { l.Reverse(); SBezier *sb; for(sb = l.First(); sb; sb = l.NextAfter(sb)) { // If we didn't reverse each curve, then the next curve in list would // share your start, not your finish. sb->Reverse(); } } void SBezierLoop::GetBoundingProjd(Vector u, Vector orig, double *umin, double *umax) { SBezier *sb; for(sb = l.First(); sb; sb = l.NextAfter(sb)) { sb->GetBoundingProjd(u, orig, umin, umax); } } void SBezierLoop::MakePwlInto(SContour *sc) { List lv; ZERO(&lv); int i, j; for(i = 0; i < l.n; i++) { SBezier *sb = &(l.elem[i]); sb->MakePwlInto(&lv); // Each curve's piecewise linearization includes its endpoints, // which we don't want to duplicate (creating zero-len edges). for(j = (i == 0 ? 0 : 1); j < lv.n; j++) { sc->AddPoint(lv.elem[j]); } lv.Clear(); } // Ensure that it's exactly closed, not just within a numerical tolerance. sc->l.elem[sc->l.n - 1] = sc->l.elem[0]; } SBezierLoopSet SBezierLoopSet::From(SBezierList *sbl, SPolygon *poly, bool *allClosed, SEdge *errorAt) { int i; SBezierLoopSet ret; ZERO(&ret); while(sbl->l.n > 0) { bool thisClosed; SBezierLoop loop; loop = SBezierLoop::FromCurves(sbl, &thisClosed, errorAt); if(!thisClosed) { ret.Clear(); *allClosed = false; return ret; } ret.l.Add(&loop); poly->AddEmptyContour(); loop.MakePwlInto(&(poly->l.elem[poly->l.n-1])); } poly->normal = poly->ComputeNormal(); ret.normal = poly->normal; if(poly->l.n > 0) { ret.point = poly->AnyPoint(); } else { ret.point = Vector::From(0, 0, 0); } poly->FixContourDirections(); for(i = 0; i < poly->l.n; i++) { if(poly->l.elem[i].tag) { // We had to reverse this contour in order to fix the poly // contour directions; so need to do the same with the curves. ret.l.elem[i].Reverse(); } } *allClosed = true; return ret; } void SBezierLoopSet::GetBoundingProjd(Vector u, Vector orig, double *umin, double *umax) { SBezierLoop *sbl; for(sbl = l.First(); sbl; sbl = l.NextAfter(sbl)) { sbl->GetBoundingProjd(u, orig, umin, umax); } } void SBezierLoopSet::Clear(void) { int i; for(i = 0; i < l.n; i++) { (l.elem[i]).Clear(); } l.Clear(); } SCurve SCurve::FromTransformationOf(SCurve *a, Vector t, Quaternion q) { SCurve ret; ZERO(&ret); ret.h = a->h; ret.isExact = a->isExact; ret.exact = (a->exact).TransformedBy(t, q); ret.surfA = a->surfA; ret.surfB = a->surfB; SCurvePt *p; for(p = a->pts.First(); p; p = a->pts.NextAfter(p)) { SCurvePt pp = *p; pp.p = (q.Rotate(p->p)).Plus(t); ret.pts.Add(&pp); } return ret; } void SCurve::Clear(void) { pts.Clear(); } SSurface *SCurve::GetSurfaceA(SShell *a, SShell *b) { if(source == FROM_A) { return a->surface.FindById(surfA); } else if(source == FROM_B) { return b->surface.FindById(surfA); } else if(source == FROM_INTERSECTION) { return a->surface.FindById(surfA); } else oops(); } SSurface *SCurve::GetSurfaceB(SShell *a, SShell *b) { if(source == FROM_A) { return a->surface.FindById(surfB); } else if(source == FROM_B) { return b->surface.FindById(surfB); } else if(source == FROM_INTERSECTION) { return b->surface.FindById(surfB); } else oops(); } //----------------------------------------------------------------------------- // When we split line segments wherever they intersect a surface, we introduce // extra pwl points. This may create very short edges that could be removed // without violating the chord tolerance. Those are ugly, and also break // stuff in the Booleans. So remove them. //----------------------------------------------------------------------------- void SCurve::RemoveShortSegments(SSurface *srfA, SSurface *srfB) { if(pts.n < 2) return; pts.ClearTags(); Vector prev = pts.elem[0].p; int i, a; for(i = 1; i < pts.n - 1; i++) { SCurvePt *sct = &(pts.elem[i]), *scn = &(pts.elem[i+1]); if(sct->vertex) { prev = sct->p; continue; } bool mustKeep = false; // We must check against both surfaces; the piecewise linear edge // may have a different chord tolerance in the two surfaces. (For // example, a circle in the surface of a cylinder is just a straight // line, so it always has perfect chord tol, but that circle in // a plane is a circle so it doesn't). for(a = 0; a < 2; a++) { SSurface *srf = (a == 0) ? srfA : srfB; Vector puv, nuv; srf->ClosestPointTo(prev, &(puv.x), &(puv.y)); srf->ClosestPointTo(scn->p, &(nuv.x), &(nuv.y)); if(srf->ChordToleranceForEdge(nuv, puv) > SS.ChordTolMm()) { mustKeep = true; } } if(mustKeep) { prev = sct->p; } else { sct->tag = 1; // and prev is unchanged, since there's no longer any point // in between } } pts.RemoveTagged(); } STrimBy STrimBy::EntireCurve(SShell *shell, hSCurve hsc, bool backwards) { STrimBy stb; ZERO(&stb); stb.curve = hsc; SCurve *sc = shell->curve.FindById(hsc); if(backwards) { stb.finish = sc->pts.elem[0].p; stb.start = sc->pts.elem[sc->pts.n - 1].p; stb.backwards = true; } else { stb.start = sc->pts.elem[0].p; stb.finish = sc->pts.elem[sc->pts.n - 1].p; stb.backwards = false; } return stb; }