929 lines
32 KiB
C++
929 lines
32 KiB
C++
#include "solvespace.h"
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// Dot product tolerance for perpendicular.
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const double SShell::DOTP_TOL = 1e-3;
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extern int FLAG;
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void SSurface::AddExactIntersectionCurve(SBezier *sb, SSurface *srfB,
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SShell *agnstA, SShell *agnstB, SShell *into)
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{
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SCurve sc;
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ZERO(&sc);
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// Important to keep the order of (surfA, surfB) consistent; when we later
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// rewrite the identifiers, we rewrite surfA from A and surfB from B.
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sc.surfA = h;
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sc.surfB = srfB->h;
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sc.exact = *sb;
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sc.isExact = true;
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// Now we have to piecewise linearize the curve. If there's already an
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// identical curve in the shell, then follow that pwl exactly, otherwise
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// calculate from scratch.
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SCurve split, *existing = NULL, *se;
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SBezier sbrev = *sb;
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sbrev.Reverse();
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bool backwards = false;
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for(se = into->curve.First(); se; se = into->curve.NextAfter(se)) {
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if(se->isExact) {
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if(sb->Equals(&(se->exact))) {
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existing = se;
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break;
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}
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if(sbrev.Equals(&(se->exact))) {
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existing = se;
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backwards = true;
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break;
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}
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}
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}
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if(existing) {
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SCurvePt *v;
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for(v = existing->pts.First(); v; v = existing->pts.NextAfter(v)) {
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sc.pts.Add(v);
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}
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if(backwards) sc.pts.Reverse();
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split = sc;
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ZERO(&sc);
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} else {
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sb->MakePwlInto(&(sc.pts));
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// and split the line where it intersects our existing surfaces
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split = sc.MakeCopySplitAgainst(agnstA, agnstB, this, srfB);
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sc.Clear();
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}
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if(0 && sb->deg == 1) {
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dbp(" ");
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SCurvePt *prev = NULL, *v;
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dbp("split.pts.n =%d", split.pts.n);
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for(v = split.pts.First(); v; v = split.pts.NextAfter(v)) {
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if(prev) {
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Vector e = (prev->p).Minus(v->p).WithMagnitude(-1);
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SS.nakedEdges.AddEdge((prev->p).Plus(e), (v->p).Minus(e));
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}
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prev = v;
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}
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}
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// Nothing should be generating zero-len edges.
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if((sb->Start()).Equals(sb->Finish())) oops();
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split.source = SCurve::FROM_INTERSECTION;
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into->curve.AddAndAssignId(&split);
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}
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void SSurface::IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
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SShell *into)
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{
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Vector amax, amin, bmax, bmin;
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GetAxisAlignedBounding(&amax, &amin);
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b->GetAxisAlignedBounding(&bmax, &bmin);
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if(Vector::BoundingBoxesDisjoint(amax, amin, bmax, bmin)) {
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// They cannot possibly intersect, no curves to generate
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return;
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}
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Vector alongt, alongb;
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SBezier oft, ofb;
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bool isExtdt = this->IsExtrusion(&oft, &alongt),
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isExtdb = b->IsExtrusion(&ofb, &alongb);
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if(degm == 1 && degn == 1 && b->degm == 1 && b->degn == 1) {
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// Line-line intersection; it's a plane or nothing.
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Vector na = NormalAt(0, 0).WithMagnitude(1),
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nb = b->NormalAt(0, 0).WithMagnitude(1);
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double da = na.Dot(PointAt(0, 0)),
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db = nb.Dot(b->PointAt(0, 0));
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Vector dl = na.Cross(nb);
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if(dl.Magnitude() < LENGTH_EPS) return; // parallel planes
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dl = dl.WithMagnitude(1);
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Vector p = Vector::AtIntersectionOfPlanes(na, da, nb, db);
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// Trim it to the region 0 <= {u,v} <= 1 for each plane; not strictly
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// necessary, since line will be split and excess edges culled, but
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// this improves speed and robustness.
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int i;
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double tmax = VERY_POSITIVE, tmin = VERY_NEGATIVE;
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for(i = 0; i < 2; i++) {
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SSurface *s = (i == 0) ? this : b;
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Vector tu, tv;
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s->TangentsAt(0, 0, &tu, &tv);
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double up, vp, ud, vd;
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s->ClosestPointTo(p, &up, &vp);
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ud = (dl.Dot(tu)) / tu.MagSquared();
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vd = (dl.Dot(tv)) / tv.MagSquared();
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// so u = up + t*ud
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// v = vp + t*vd
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if(ud > LENGTH_EPS) {
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tmin = max(tmin, -up/ud);
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tmax = min(tmax, (1 - up)/ud);
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} else if(ud < -LENGTH_EPS) {
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tmax = min(tmax, -up/ud);
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tmin = max(tmin, (1 - up)/ud);
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} else {
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if(up < -LENGTH_EPS || up > 1 + LENGTH_EPS) {
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// u is constant, and outside [0, 1]
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tmax = VERY_NEGATIVE;
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}
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}
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if(vd > LENGTH_EPS) {
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tmin = max(tmin, -vp/vd);
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tmax = min(tmax, (1 - vp)/vd);
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} else if(vd < -LENGTH_EPS) {
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tmax = min(tmax, -vp/vd);
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tmin = max(tmin, (1 - vp)/vd);
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} else {
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if(vp < -LENGTH_EPS || vp > 1 + LENGTH_EPS) {
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// v is constant, and outside [0, 1]
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tmax = VERY_NEGATIVE;
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}
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}
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}
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if(tmax > tmin + LENGTH_EPS) {
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SBezier bezier = SBezier::From(p.Plus(dl.ScaledBy(tmin)),
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p.Plus(dl.ScaledBy(tmax)));
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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} else if((degm == 1 && degn == 1 && isExtdb) ||
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(b->degm == 1 && b->degn == 1 && isExtdt))
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{
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// The intersection between a plane and a surface of extrusion
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SSurface *splane, *sext;
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if(degm == 1 && degn == 1) {
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splane = this;
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sext = b;
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} else {
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splane = b;
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sext = this;
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}
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Vector n = splane->NormalAt(0, 0).WithMagnitude(1), along;
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double d = n.Dot(splane->PointAt(0, 0));
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SBezier bezier;
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(void)sext->IsExtrusion(&bezier, &along);
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if(fabs(n.Dot(along)) < LENGTH_EPS) {
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// Direction of extrusion is parallel to plane; so intersection
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// is zero or more lines. Build a line within the plane, and
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// normal to the direction of extrusion, and intersect that line
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// against the surface; each intersection point corresponds to
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// a line.
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Vector pm, alu, p0, dp;
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// a point halfway along the extrusion
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pm = ((sext->ctrl[0][0]).Plus(sext->ctrl[0][1])).ScaledBy(0.5);
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alu = along.WithMagnitude(1);
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dp = (n.Cross(along)).WithMagnitude(1);
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// n, alu, and dp form an orthogonal csys; set n component to
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// place it on the plane, alu component to lie halfway along
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// extrusion, and dp component doesn't matter so zero
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p0 = n.ScaledBy(d).Plus(alu.ScaledBy(pm.Dot(alu)));
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List<SInter> inters;
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ZERO(&inters);
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sext->AllPointsIntersecting(
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p0, p0.Plus(dp), &inters, false, false, true);
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SInter *si;
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for(si = inters.First(); si; si = inters.NextAfter(si)) {
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Vector al = along.ScaledBy(0.5);
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SBezier bezier;
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bezier = SBezier::From((si->p).Minus(al), (si->p).Plus(al));
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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inters.Clear();
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} else {
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// Direction of extrusion is not parallel to plane; so
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// intersection is projection of extruded curve into our plane.
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int i;
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for(i = 0; i <= bezier.deg; i++) {
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Vector p0 = bezier.ctrl[i],
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p1 = p0.Plus(along);
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bezier.ctrl[i] =
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Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, NULL);
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}
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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} else if(isExtdt && isExtdb &&
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sqrt(fabs(alongt.Dot(alongb))) >
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sqrt(alongt.Magnitude() * alongb.Magnitude()) - LENGTH_EPS)
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{
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// Two surfaces of extrusion along the same axis. So they might
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// intersect along some number of lines parallel to the axis.
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Vector axis = alongt.WithMagnitude(1);
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List<SInter> inters;
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ZERO(&inters);
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List<Vector> lv;
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ZERO(&lv);
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double a_axis0 = ( ctrl[0][0]).Dot(axis),
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a_axis1 = ( ctrl[0][1]).Dot(axis),
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b_axis0 = (b->ctrl[0][0]).Dot(axis),
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b_axis1 = (b->ctrl[0][1]).Dot(axis);
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if(a_axis0 > a_axis1) SWAP(double, a_axis0, a_axis1);
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if(b_axis0 > b_axis1) SWAP(double, b_axis0, b_axis1);
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double ab_axis0 = max(a_axis0, b_axis0),
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ab_axis1 = min(a_axis1, b_axis1);
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if(fabs(ab_axis0 - ab_axis1) < LENGTH_EPS) {
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// The line would be zero-length
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return;
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}
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Vector axis0 = axis.ScaledBy(ab_axis0),
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axis1 = axis.ScaledBy(ab_axis1),
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axisc = (axis0.Plus(axis1)).ScaledBy(0.5);
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oft.MakePwlInto(&lv);
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int i;
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for(i = 0; i < lv.n - 1; i++) {
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Vector pa = lv.elem[i], pb = lv.elem[i+1];
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pa = pa.Minus(axis.ScaledBy(pa.Dot(axis)));
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pb = pb.Minus(axis.ScaledBy(pb.Dot(axis)));
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pa = pa.Plus(axisc);
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pb = pb.Plus(axisc);
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b->AllPointsIntersecting(pa, pb, &inters, true, false, false);
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}
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SInter *si;
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for(si = inters.First(); si; si = inters.NextAfter(si)) {
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Vector p = (si->p).Minus(axis.ScaledBy((si->p).Dot(axis)));
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double ub, vb;
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b->ClosestPointTo(p, &ub, &vb, true);
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SSurface plane;
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plane = SSurface::FromPlane(p, axis.Normal(0), axis.Normal(1));
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b->PointOnSurfaces(this, &plane, &ub, &vb);
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p = b->PointAt(ub, vb);
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SBezier bezier;
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bezier = SBezier::From(p.Plus(axis0), p.Plus(axis1));
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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inters.Clear();
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lv.Clear();
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}
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// need to implement general numerical surface intersection for tough
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// cases, just giving up for now
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}
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double SSurface::DepartureFromCoplanar(void) {
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int i, j;
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int ia, ja, ib, jb, ic, jc;
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double best;
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// Grab three points to define a plane; first choose (0, 0) arbitrarily.
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ia = ja = 0;
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// Then the point farthest from pt a.
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best = VERY_NEGATIVE;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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if(i == ia && j == ja) continue;
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double dist = (ctrl[i][j]).Minus(ctrl[ia][ja]).Magnitude();
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if(dist > best) {
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best = dist;
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ib = i;
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jb = j;
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}
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}
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}
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// Then biggest magnitude of ab cross ac.
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best = VERY_NEGATIVE;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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if(i == ia && j == ja) continue;
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if(i == ib && j == jb) continue;
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double mag =
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((ctrl[ia][ja].Minus(ctrl[ib][jb]))).Cross(
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(ctrl[ia][ja].Minus(ctrl[i ][j ]))).Magnitude();
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if(mag > best) {
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best = mag;
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ic = i;
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jc = j;
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}
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}
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}
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Vector n = ((ctrl[ia][ja].Minus(ctrl[ib][jb]))).Cross(
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(ctrl[ia][ja].Minus(ctrl[ic][jc])));
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n = n.WithMagnitude(1);
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double d = (ctrl[ia][ja]).Dot(n);
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// Finally, calculate the deviation from each point to the plane.
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double farthest = VERY_NEGATIVE;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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double dist = fabs(n.Dot(ctrl[i][j]) - d);
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if(dist > farthest) {
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farthest = dist;
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}
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}
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}
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return farthest;
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}
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void SSurface::WeightControlPoints(void) {
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int i, j;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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ctrl[i][j] = (ctrl[i][j]).ScaledBy(weight[i][j]);
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}
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}
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}
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void SSurface::UnWeightControlPoints(void) {
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int i, j;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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ctrl[i][j] = (ctrl[i][j]).ScaledBy(1.0/weight[i][j]);
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}
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}
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}
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void SSurface::CopyRowOrCol(bool row, int this_ij, SSurface *src, int src_ij) {
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if(row) {
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int j;
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for(j = 0; j <= degn; j++) {
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ctrl [this_ij][j] = src->ctrl [src_ij][j];
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weight[this_ij][j] = src->weight[src_ij][j];
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}
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} else {
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int i;
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for(i = 0; i <= degm; i++) {
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ctrl [i][this_ij] = src->ctrl [i][src_ij];
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weight[i][this_ij] = src->weight[i][src_ij];
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}
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}
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}
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void SSurface::BlendRowOrCol(bool row, int this_ij, SSurface *a, int a_ij,
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SSurface *b, int b_ij)
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{
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if(row) {
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int j;
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for(j = 0; j <= degn; j++) {
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Vector c = (a->ctrl [a_ij][j]).Plus(b->ctrl [b_ij][j]);
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double w = (a->weight[a_ij][j] + b->weight[b_ij][j]);
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ctrl [this_ij][j] = c.ScaledBy(0.5);
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weight[this_ij][j] = w / 2;
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}
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} else {
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int i;
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for(i = 0; i <= degm; i++) {
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Vector c = (a->ctrl [i][a_ij]).Plus(b->ctrl [i][b_ij]);
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double w = (a->weight[i][a_ij] + b->weight[i][b_ij]);
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ctrl [i][this_ij] = c.ScaledBy(0.5);
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weight[i][this_ij] = w / 2;
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}
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}
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}
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void SSurface::SplitInHalf(bool byU, SSurface *sa, SSurface *sb) {
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sa->degm = sb->degm = degm;
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sa->degn = sb->degn = degn;
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// by de Casteljau's algorithm in a projective space; so we must work
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// on points (w*x, w*y, w*z, w)
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WeightControlPoints();
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switch(byU ? degm : degn) {
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case 1:
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 1, this, 1);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 0, this, 0, this, 1);
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break;
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case 2:
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 2, this, 2);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 1, this, 1, this, 2);
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sa->BlendRowOrCol(byU, 2, sa, 1, sb, 1);
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sb->BlendRowOrCol(byU, 0, sa, 1, sb, 1);
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break;
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case 3: {
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SSurface st;
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st.degm = degm; st.degn = degn;
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 3, this, 3);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 2, this, 2, this, 3);
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st. BlendRowOrCol(byU, 0, this, 1, this, 2); // scratch var
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sa->BlendRowOrCol(byU, 2, sa, 1, &st, 0);
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sb->BlendRowOrCol(byU, 1, sb, 2, &st, 0);
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sa->BlendRowOrCol(byU, 3, sa, 2, sb, 1);
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sb->BlendRowOrCol(byU, 0, sa, 2, sb, 1);
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break;
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}
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default: oops();
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}
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sa->UnWeightControlPoints();
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sb->UnWeightControlPoints();
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UnWeightControlPoints();
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}
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//-----------------------------------------------------------------------------
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// Find all points where the indicated finite (if segment) or infinite (if not
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// segment) line intersects our surface. Report them in uv space in the list.
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// We first do a bounding box check; if the line doesn't intersect, then we're
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// done. If it does, then we check how small our surface is. If it's big,
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// then we subdivide into quarters and recurse. If it's small, then we refine
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// by Newton's method and record the point.
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//-----------------------------------------------------------------------------
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void SSurface::AllPointsIntersectingUntrimmed(Vector a, Vector b,
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int *cnt, int *level,
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List<Inter> *l, bool segment,
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SSurface *sorig)
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{
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// Test if the line intersects our axis-aligned bounding box; if no, then
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// no possibility of an intersection
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if(LineEntirelyOutsideBbox(a, b, segment)) return;
|
|
|
|
if(*cnt > 2000) {
|
|
dbp("!!! too many subdivisions (level=%d)!", *level);
|
|
dbp("degm = %d degn = %d", degm, degn);
|
|
return;
|
|
}
|
|
(*cnt)++;
|
|
|
|
// If we might intersect, and the surface is small, then switch to Newton
|
|
// iterations.
|
|
if(DepartureFromCoplanar() < 0.2*SS.ChordTolMm()) {
|
|
Vector p = (ctrl[0 ][0 ]).Plus(
|
|
ctrl[0 ][degn]).Plus(
|
|
ctrl[degm][0 ]).Plus(
|
|
ctrl[degm][degn]).ScaledBy(0.25);
|
|
Inter inter;
|
|
sorig->ClosestPointTo(p, &(inter.p.x), &(inter.p.y), false);
|
|
if(sorig->PointIntersectingLine(a, b, &(inter.p.x), &(inter.p.y))) {
|
|
Vector p = sorig->PointAt(inter.p.x, inter.p.y);
|
|
// Debug check, verify that the point lies in both surfaces
|
|
// (which it ought to, since the surfaces should be coincident)
|
|
double u, v;
|
|
ClosestPointTo(p, &u, &v);
|
|
l->Add(&inter);
|
|
} else {
|
|
// Might not converge if line is almost tangent to surface...
|
|
}
|
|
return;
|
|
}
|
|
|
|
// But the surface is big, so split it, alternating by u and v
|
|
SSurface surf0, surf1;
|
|
SplitInHalf((*level & 1) == 0, &surf0, &surf1);
|
|
|
|
int nextLevel = (*level) + 1;
|
|
(*level) = nextLevel;
|
|
surf0.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
|
|
(*level) = nextLevel;
|
|
surf1.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Find all points where a line through a and b intersects our surface, and
|
|
// add them to the list. If seg is true then report only intersections that
|
|
// lie within the finite line segment (not including the endpoints); otherwise
|
|
// we work along the infinite line. And we report either just intersections
|
|
// inside the trim curve, or any intersection with u, v in [0, 1]. And we
|
|
// either disregard or report tangent points.
|
|
//-----------------------------------------------------------------------------
|
|
void SSurface::AllPointsIntersecting(Vector a, Vector b,
|
|
List<SInter> *l,
|
|
bool seg, bool trimmed, bool inclTangent)
|
|
{
|
|
if(LineEntirelyOutsideBbox(a, b, seg)) return;
|
|
|
|
Vector ba = b.Minus(a);
|
|
double bam = ba.Magnitude();
|
|
|
|
List<Inter> inters;
|
|
ZERO(&inters);
|
|
|
|
// All the intersections between the line and the surface; either special
|
|
// cases that we can quickly solve in closed form, or general numerical.
|
|
Vector center, axis, start, finish;
|
|
double radius;
|
|
if(degm == 1 && degn == 1) {
|
|
// Against a plane, easy.
|
|
Vector n = NormalAt(0, 0).WithMagnitude(1);
|
|
double d = n.Dot(PointAt(0, 0));
|
|
// Trim to line segment now if requested, don't generate points that
|
|
// would just get discarded later.
|
|
if(!seg ||
|
|
(n.Dot(a) > d + LENGTH_EPS && n.Dot(b) < d - LENGTH_EPS) ||
|
|
(n.Dot(b) > d + LENGTH_EPS && n.Dot(a) < d - LENGTH_EPS))
|
|
{
|
|
Vector p = Vector::AtIntersectionOfPlaneAndLine(n, d, a, b, NULL);
|
|
Inter inter;
|
|
ClosestPointTo(p, &(inter.p.x), &(inter.p.y));
|
|
inters.Add(&inter);
|
|
}
|
|
} else if(IsCylinder(&axis, ¢er, &radius, &start, &finish)) {
|
|
// This one can be solved in closed form too.
|
|
Vector ab = b.Minus(a);
|
|
if(axis.Cross(ab).Magnitude() < LENGTH_EPS) {
|
|
// edge is parallel to axis of cylinder, no intersection points
|
|
return;
|
|
}
|
|
// A coordinate system centered at the center of the circle, with
|
|
// the edge under test horizontal
|
|
Vector u, v, n = axis.WithMagnitude(1);
|
|
u = (ab.Minus(n.ScaledBy(ab.Dot(n)))).WithMagnitude(1);
|
|
v = n.Cross(u);
|
|
Point2d ap = (a.Minus(center)).DotInToCsys(u, v, n).ProjectXy(),
|
|
bp = (b.Minus(center)).DotInToCsys(u, v, n).ProjectXy(),
|
|
sp = (start. Minus(center)).DotInToCsys(u, v, n).ProjectXy(),
|
|
fp = (finish.Minus(center)).DotInToCsys(u, v, n).ProjectXy();
|
|
|
|
double thetas = atan2(sp.y, sp.x), thetaf = atan2(fp.y, fp.x);
|
|
|
|
Point2d ip[2];
|
|
int ip_n = 0;
|
|
if(fabs(fabs(ap.y) - radius) < LENGTH_EPS) {
|
|
// tangent
|
|
if(inclTangent) {
|
|
ip[0] = Point2d::From(0, ap.y);
|
|
ip_n = 1;
|
|
}
|
|
} else if(fabs(ap.y) < radius) {
|
|
// two intersections
|
|
double xint = sqrt(radius*radius - ap.y*ap.y);
|
|
ip[0] = Point2d::From(-xint, ap.y);
|
|
ip[1] = Point2d::From( xint, ap.y);
|
|
ip_n = 2;
|
|
}
|
|
int i;
|
|
for(i = 0; i < ip_n; i++) {
|
|
double t = (ip[i].Minus(ap)).DivPivoting(bp.Minus(ap));
|
|
// This is a point on the circle; but is it on the arc?
|
|
Point2d pp = ap.Plus((bp.Minus(ap)).ScaledBy(t));
|
|
double theta = atan2(pp.y, pp.x);
|
|
double dp = WRAP_SYMMETRIC(theta - thetas, 2*PI),
|
|
df = WRAP_SYMMETRIC(thetaf - thetas, 2*PI);
|
|
double tol = LENGTH_EPS/radius;
|
|
|
|
if((df > 0 && ((dp < -tol) || (dp > df + tol))) ||
|
|
(df < 0 && ((dp > tol) || (dp < df - tol))))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Vector p = a.Plus((b.Minus(a)).ScaledBy(t));
|
|
|
|
Inter inter;
|
|
ClosestPointTo(p, &(inter.p.x), &(inter.p.y));
|
|
inters.Add(&inter);
|
|
}
|
|
} else {
|
|
// General numerical solution by subdivision, fallback
|
|
int cnt = 0, level = 0;
|
|
AllPointsIntersectingUntrimmed(a, b, &cnt, &level, &inters, seg, this);
|
|
}
|
|
|
|
// Remove duplicate intersection points
|
|
inters.ClearTags();
|
|
int i, j;
|
|
for(i = 0; i < inters.n; i++) {
|
|
for(j = i + 1; j < inters.n; j++) {
|
|
if(inters.elem[i].p.Equals(inters.elem[j].p)) {
|
|
inters.elem[j].tag = 1;
|
|
}
|
|
}
|
|
}
|
|
inters.RemoveTagged();
|
|
|
|
for(i = 0; i < inters.n; i++) {
|
|
Point2d puv = inters.elem[i].p;
|
|
|
|
// Make sure the point lies within the finite line segment
|
|
Vector pxyz = PointAt(puv.x, puv.y);
|
|
double t = (pxyz.Minus(a)).DivPivoting(ba);
|
|
if(seg && (t > 1 - LENGTH_EPS/bam || t < LENGTH_EPS/bam)) {
|
|
continue;
|
|
}
|
|
|
|
// And that it lies inside our trim region
|
|
Point2d dummy = { 0, 0 }, ia = { 0, 0 }, ib = { 0, 0 };
|
|
int c = bsp->ClassifyPoint(puv, dummy, &ia, &ib);
|
|
if(trimmed && c == SBspUv::OUTSIDE) {
|
|
continue;
|
|
}
|
|
|
|
// It does, so generate the intersection
|
|
SInter si;
|
|
si.p = pxyz;
|
|
si.surfNormal = NormalAt(puv.x, puv.y);
|
|
si.pinter = puv;
|
|
si.srf = this;
|
|
si.onEdge = (c != SBspUv::INSIDE);
|
|
si.edgeA = ia;
|
|
si.edgeB = ib;
|
|
l->Add(&si);
|
|
}
|
|
|
|
inters.Clear();
|
|
}
|
|
|
|
void SShell::AllPointsIntersecting(Vector a, Vector b,
|
|
List<SInter> *il,
|
|
bool seg, bool trimmed, bool inclTangent)
|
|
{
|
|
SSurface *ss;
|
|
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
|
ss->AllPointsIntersecting(a, b, il, seg, trimmed, inclTangent);
|
|
}
|
|
}
|
|
|
|
int SShell::ClassifyRegion(Vector edge_n, Vector inter_surf_n,
|
|
Vector edge_surf_n)
|
|
{
|
|
double dot = inter_surf_n.Dot(edge_n);
|
|
if(fabs(dot) < DOTP_TOL) {
|
|
// The edge's surface and the edge-on-face surface
|
|
// are coincident. Test the edge's surface normal
|
|
// to see if it's with same or opposite normals.
|
|
if(inter_surf_n.Dot(edge_surf_n) > 0) {
|
|
return COINC_SAME;
|
|
} else {
|
|
return COINC_OPP;
|
|
}
|
|
} else if(dot > 0) {
|
|
return OUTSIDE;
|
|
} else {
|
|
return INSIDE;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Does the given point lie on our shell? There are many cases; inside and
|
|
// outside are obvious, but then there's all the edge-on-edge and edge-on-face
|
|
// possibilities.
|
|
//
|
|
// To calculate, we intersect a ray through p with our shell, and classify
|
|
// using the closest intersection point. If the ray hits a surface on edge,
|
|
// then just reattempt in a different random direction.
|
|
//-----------------------------------------------------------------------------
|
|
bool SShell::ClassifyEdge(int *indir, int *outdir,
|
|
Vector ea, Vector eb,
|
|
Vector p,
|
|
Vector edge_n_in, Vector edge_n_out, Vector surf_n)
|
|
{
|
|
List<SInter> l;
|
|
ZERO(&l);
|
|
|
|
srand(0);
|
|
|
|
// First, check for edge-on-edge
|
|
int edge_inters = 0;
|
|
Vector inter_surf_n[2], inter_edge_n[2];
|
|
SSurface *srf;
|
|
for(srf = surface.First(); srf; srf = surface.NextAfter(srf)) {
|
|
if(srf->LineEntirelyOutsideBbox(ea, eb, true)) continue;
|
|
|
|
SEdgeList *sel = &(srf->edges);
|
|
SEdge *se;
|
|
for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
|
|
if((ea.Equals(se->a) && eb.Equals(se->b)) ||
|
|
(eb.Equals(se->a) && ea.Equals(se->b)) ||
|
|
p.OnLineSegment(se->a, se->b))
|
|
{
|
|
if(edge_inters < 2) {
|
|
// Edge-on-edge case
|
|
Point2d pm;
|
|
srf->ClosestPointTo(p, &pm, false);
|
|
// A vector normal to the surface, at the intersection point
|
|
inter_surf_n[edge_inters] = srf->NormalAt(pm);
|
|
// A vector normal to the intersecting edge (but within the
|
|
// intersecting surface) at the intersection point, pointing
|
|
// out.
|
|
inter_edge_n[edge_inters] =
|
|
(inter_surf_n[edge_inters]).Cross((se->b).Minus((se->a)));
|
|
}
|
|
|
|
edge_inters++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(edge_inters == 2) {
|
|
// TODO, make this use the appropriate curved normals
|
|
double dotp[2];
|
|
for(int i = 0; i < 2; i++) {
|
|
dotp[i] = edge_n_out.Dot(inter_surf_n[i]);
|
|
}
|
|
|
|
if(fabs(dotp[1]) < DOTP_TOL) {
|
|
SWAP(double, dotp[0], dotp[1]);
|
|
SWAP(Vector, inter_surf_n[0], inter_surf_n[1]);
|
|
SWAP(Vector, inter_edge_n[0], inter_edge_n[1]);
|
|
}
|
|
|
|
int coinc = (surf_n.Dot(inter_surf_n[0])) > 0 ? COINC_SAME : COINC_OPP;
|
|
|
|
if(fabs(dotp[0]) < DOTP_TOL && fabs(dotp[1]) < DOTP_TOL) {
|
|
// This is actually an edge on face case, just that the face
|
|
// is split into two pieces joining at our edge.
|
|
*indir = coinc;
|
|
*outdir = coinc;
|
|
} else if(fabs(dotp[0]) < DOTP_TOL && dotp[1] > DOTP_TOL) {
|
|
if(edge_n_out.Dot(inter_edge_n[0]) > 0) {
|
|
*indir = coinc;
|
|
*outdir = OUTSIDE;
|
|
} else {
|
|
*indir = INSIDE;
|
|
*outdir = coinc;
|
|
}
|
|
} else if(fabs(dotp[0]) < DOTP_TOL && dotp[1] < -DOTP_TOL) {
|
|
if(edge_n_out.Dot(inter_edge_n[0]) > 0) {
|
|
*indir = coinc;
|
|
*outdir = INSIDE;
|
|
} else {
|
|
*indir = OUTSIDE;
|
|
*outdir = coinc;
|
|
}
|
|
} else if(dotp[0] > DOTP_TOL && dotp[1] > DOTP_TOL) {
|
|
*indir = INSIDE;
|
|
*outdir = OUTSIDE;
|
|
} else if(dotp[0] < -DOTP_TOL && dotp[1] < -DOTP_TOL) {
|
|
*indir = OUTSIDE;
|
|
*outdir = INSIDE;
|
|
} else {
|
|
// Edge is tangent to the shell at shell's edge, so can't be
|
|
// a boundary of the surface.
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if(edge_inters != 0) dbp("bad, edge_inters=%d", edge_inters);
|
|
|
|
int cnt = 0;
|
|
for(;;) {
|
|
// Cast a ray in a random direction (two-sided so that we test if
|
|
// the point lies on a surface, but use only one side for in/out
|
|
// testing)
|
|
Vector ray = Vector::From(Random(1), Random(1), Random(1));
|
|
AllPointsIntersecting(
|
|
p.Minus(ray), p.Plus(ray), &l, false, true, false);
|
|
|
|
// no intersections means it's outside
|
|
*indir = OUTSIDE;
|
|
*outdir = OUTSIDE;
|
|
double dmin = VERY_POSITIVE;
|
|
bool onEdge = false;
|
|
edge_inters = 0;
|
|
|
|
SInter *si;
|
|
for(si = l.First(); si; si = l.NextAfter(si)) {
|
|
double t = ((si->p).Minus(p)).DivPivoting(ray);
|
|
if(t*ray.Magnitude() < -LENGTH_EPS) {
|
|
// wrong side, doesn't count
|
|
continue;
|
|
}
|
|
|
|
double d = ((si->p).Minus(p)).Magnitude();
|
|
|
|
// We actually should never hit this case; it should have been
|
|
// handled above.
|
|
if(d < LENGTH_EPS && si->onEdge) {
|
|
edge_inters++;
|
|
}
|
|
|
|
if(d < dmin) {
|
|
dmin = d;
|
|
|
|
if(d < LENGTH_EPS) {
|
|
// Edge-on-face (unless edge-on-edge above supercedes)
|
|
Point2d pin, pout;
|
|
(si->srf)->ClosestPointTo(p.Plus(edge_n_in), &pin, false);
|
|
(si->srf)->ClosestPointTo(p.Plus(edge_n_out), &pout, false);
|
|
|
|
Vector surf_n_in = (si->srf)->NormalAt(pin),
|
|
surf_n_out = (si->srf)->NormalAt(pout);
|
|
|
|
*indir = ClassifyRegion(edge_n_in, surf_n_in, surf_n);
|
|
*outdir = ClassifyRegion(edge_n_out, surf_n_out, surf_n);
|
|
} else {
|
|
// Edge does not lie on surface; either strictly inside
|
|
// or strictly outside
|
|
if((si->surfNormal).Dot(ray) > 0) {
|
|
*indir = INSIDE;
|
|
*outdir = INSIDE;
|
|
} else {
|
|
*indir = OUTSIDE;
|
|
*outdir = OUTSIDE;
|
|
}
|
|
}
|
|
onEdge = si->onEdge;
|
|
}
|
|
}
|
|
l.Clear();
|
|
|
|
// If the point being tested lies exactly on an edge of the shell,
|
|
// then our ray always lies on edge, and that's okay. Otherwise
|
|
// try again in a different random direction.
|
|
if(!onEdge) break;
|
|
if(cnt++ > 5) {
|
|
dbp("can't find a ray that doesn't hit on edge!");
|
|
dbp("on edge = %d, edge_inters = %d", onEdge, edge_inters);
|
|
SS.nakedEdges.AddEdge(ea, eb);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are two surfaces coincident, with the same (or with opposite) normals?
|
|
// Currently handles planes only.
|
|
//-----------------------------------------------------------------------------
|
|
bool SSurface::CoincidentWith(SSurface *ss, bool sameNormal) {
|
|
if(degm != 1 || degn != 1) return false;
|
|
if(ss->degm != 1 || ss->degn != 1) return false;
|
|
|
|
Vector p = ctrl[0][0];
|
|
Vector n = NormalAt(0, 0).WithMagnitude(1);
|
|
double d = n.Dot(p);
|
|
|
|
if(!ss->CoincidentWithPlane(n, d)) return false;
|
|
|
|
Vector n2 = ss->NormalAt(0, 0);
|
|
if(sameNormal) {
|
|
if(n2.Dot(n) < 0) return false;
|
|
} else {
|
|
if(n2.Dot(n) > 0) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SSurface::CoincidentWithPlane(Vector n, double d) {
|
|
if(degm != 1 || degn != 1) return false;
|
|
if(fabs(n.Dot(ctrl[0][0]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[0][1]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[1][0]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[1][1]) - d) > LENGTH_EPS) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// In our shell, find all surfaces that are coincident with the prototype
|
|
// surface (with same or opposite normal, as specified), and copy all of
|
|
// their trim polygons into el. The edges are returned in uv coordinates for
|
|
// the prototype surface.
|
|
//-----------------------------------------------------------------------------
|
|
void SShell::MakeCoincidentEdgesInto(SSurface *proto, bool sameNormal,
|
|
SEdgeList *el, SShell *useCurvesFrom)
|
|
{
|
|
SSurface *ss;
|
|
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
|
if(proto->CoincidentWith(ss, sameNormal)) {
|
|
ss->MakeEdgesInto(this, el, false, useCurvesFrom);
|
|
}
|
|
}
|
|
|
|
SEdge *se;
|
|
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
|
|
double ua, va, ub, vb;
|
|
proto->ClosestPointTo(se->a, &ua, &va);
|
|
proto->ClosestPointTo(se->b, &ub, &vb);
|
|
|
|
if(sameNormal) {
|
|
se->a = Vector::From(ua, va, 0);
|
|
se->b = Vector::From(ub, vb, 0);
|
|
} else {
|
|
// Flip normal, so flip all edge directions
|
|
se->b = Vector::From(ua, va, 0);
|
|
se->a = Vector::From(ub, vb, 0);
|
|
}
|
|
}
|
|
}
|
|
|