504 lines
18 KiB
C++
504 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// How to intersect two surfaces, to get some type of curve. This is either
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// an exact special case (e.g., two planes to make a line), or a numerical
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// thing.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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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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} else {
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// Try intersecting the surfaces numerically, by a marching algorithm.
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// First, we find all the intersections between a surface and the
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// boundary of the other surface.
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SPointList spl;
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ZERO(&spl);
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int a;
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for(a = 0; a < 2; a++) {
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SShell *shA = (a == 0) ? agnstA : agnstB,
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*shB = (a == 0) ? agnstB : agnstA;
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SSurface *srfA = (a == 0) ? this : b,
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*srfB = (a == 0) ? b : this;
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SEdgeList el;
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ZERO(&el);
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srfA->MakeEdgesInto(shA, &el, false, NULL);
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SEdge *se;
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for(se = el.l.First(); se; se = el.l.NextAfter(se)) {
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List<SInter> lsi;
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ZERO(&lsi);
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srfB->AllPointsIntersecting(se->a, se->b, &lsi,
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true, true, false);
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if(lsi.n == 0) continue;
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// Find the other surface that this curve trims.
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hSCurve hsc = { se->auxA };
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SCurve *sc = shA->curve.FindById(hsc);
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hSSurface hother = (sc->surfA.v == srfA->h.v) ?
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sc->surfB : sc->surfA;
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SSurface *other = shA->surface.FindById(hother);
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SInter *si;
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for(si = lsi.First(); si; si = lsi.NextAfter(si)) {
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Vector p = si->p;
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double u, v;
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srfB->ClosestPointTo(p, &u, &v);
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srfB->PointOnSurfaces(srfA, other, &u, &v);
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p = srfB->PointAt(u, v);
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if(!spl.ContainsPoint(p)) {
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SPoint sp;
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sp.p = p;
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// We also need the edge normal, so that we know in
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// which direction to march.
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srfA->ClosestPointTo(p, &u, &v);
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Vector n = srfA->NormalAt(u, v);
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sp.auxv = n.Cross((se->b).Minus(se->a));
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sp.auxv = (sp.auxv).WithMagnitude(1);
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spl.l.Add(&sp);
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}
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}
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lsi.Clear();
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}
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el.Clear();
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}
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while(spl.l.n >= 2) {
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SCurve sc;
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ZERO(&sc);
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sc.surfA = h;
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sc.surfB = b->h;
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sc.isExact = false;
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sc.source = SCurve::FROM_INTERSECTION;
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Vector start = spl.l.elem[0].p,
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startv = spl.l.elem[0].auxv;
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spl.l.ClearTags();
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spl.l.elem[0].tag = 1;
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spl.l.RemoveTagged();
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// Our chord tolerance is whatever the user specified
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double maxtol = SS.ChordTolMm();
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int maxsteps = max(300, SS.maxSegments*3);
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// The curve starts at our starting point.
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SCurvePt padd;
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ZERO(&padd);
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padd.vertex = true;
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padd.p = start;
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sc.pts.Add(&padd);
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Point2d pa, pb;
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Vector np, npc;
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bool fwd;
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// Better to start with a too-small step, so that we don't miss
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// features of the curve entirely.
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double tol, step = maxtol;
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for(a = 0; a < maxsteps; a++) {
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ClosestPointTo(start, &pa);
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b->ClosestPointTo(start, &pb);
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Vector na = NormalAt(pa).WithMagnitude(1),
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nb = b->NormalAt(pb).WithMagnitude(1);
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if(a == 0) {
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Vector dp = nb.Cross(na);
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if(dp.Dot(startv) < 0) {
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// We want to march in the more inward direction.
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fwd = true;
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} else {
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fwd = false;
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}
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}
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int i;
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for(i = 0; i < 20; i++) {
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Vector dp = nb.Cross(na);
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if(!fwd) dp = dp.ScaledBy(-1);
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dp = dp.WithMagnitude(step);
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np = start.Plus(dp);
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npc = ClosestPointOnThisAndSurface(b, np);
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tol = (npc.Minus(np)).Magnitude();
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if(tol > maxtol*0.8) {
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step *= 0.90;
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} else {
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step /= 0.90;
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}
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if((tol < maxtol) && (tol > maxtol/2)) {
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// If we meet the chord tolerance test, and we're
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// not too fine, then we break out.
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break;
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}
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}
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SPoint *sp;
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for(sp = spl.l.First(); sp; sp = spl.l.NextAfter(sp)) {
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if((sp->p).OnLineSegment(start, npc, 2*SS.ChordTolMm())) {
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sp->tag = 1;
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a = maxsteps;
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npc = sp->p;
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}
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}
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padd.p = npc;
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padd.vertex = (a == maxsteps);
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sc.pts.Add(&padd);
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start = npc;
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}
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spl.l.RemoveTagged();
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// And now we split and insert the curve
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SCurve split = sc.MakeCopySplitAgainst(agnstA, agnstB, this, b);
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sc.Clear();
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into->curve.AddAndAssignId(&split);
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}
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spl.Clear();
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}
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}
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//-----------------------------------------------------------------------------
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// Are two surfaces coincident, with the same (or with opposite) normals?
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// Currently handles planes only.
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//-----------------------------------------------------------------------------
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bool SSurface::CoincidentWith(SSurface *ss, bool sameNormal) {
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if(degm != 1 || degn != 1) return false;
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if(ss->degm != 1 || ss->degn != 1) return false;
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Vector p = ctrl[0][0];
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Vector n = NormalAt(0, 0).WithMagnitude(1);
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double d = n.Dot(p);
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if(!ss->CoincidentWithPlane(n, d)) return false;
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Vector n2 = ss->NormalAt(0, 0);
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if(sameNormal) {
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if(n2.Dot(n) < 0) return false;
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} else {
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if(n2.Dot(n) > 0) return false;
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}
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return true;
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}
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bool SSurface::CoincidentWithPlane(Vector n, double d) {
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if(degm != 1 || degn != 1) return false;
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if(fabs(n.Dot(ctrl[0][0]) - d) > LENGTH_EPS) return false;
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if(fabs(n.Dot(ctrl[0][1]) - d) > LENGTH_EPS) return false;
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if(fabs(n.Dot(ctrl[1][0]) - d) > LENGTH_EPS) return false;
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if(fabs(n.Dot(ctrl[1][1]) - d) > LENGTH_EPS) return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// In our shell, find all surfaces that are coincident with the prototype
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// surface (with same or opposite normal, as specified), and copy all of
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// their trim polygons into el. The edges are returned in uv coordinates for
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// the prototype surface.
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//-----------------------------------------------------------------------------
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void SShell::MakeCoincidentEdgesInto(SSurface *proto, bool sameNormal,
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SEdgeList *el, SShell *useCurvesFrom)
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{
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
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if(proto->CoincidentWith(ss, sameNormal)) {
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ss->MakeEdgesInto(this, el, false, useCurvesFrom);
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}
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}
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SEdge *se;
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for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
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double ua, va, ub, vb;
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proto->ClosestPointTo(se->a, &ua, &va);
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proto->ClosestPointTo(se->b, &ub, &vb);
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if(sameNormal) {
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se->a = Vector::From(ua, va, 0);
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se->b = Vector::From(ub, vb, 0);
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} else {
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// Flip normal, so flip all edge directions
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se->b = Vector::From(ua, va, 0);
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se->a = Vector::From(ub, vb, 0);
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}
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}
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}
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