655 lines
21 KiB
C++
655 lines
21 KiB
C++
#include "solvespace.h"
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static int I, N;
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void SShell::MakeFromUnionOf(SShell *a, SShell *b) {
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MakeFromBoolean(a, b, AS_UNION);
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}
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void SShell::MakeFromDifferenceOf(SShell *a, SShell *b) {
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MakeFromBoolean(a, b, AS_DIFFERENCE);
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}
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static Vector LineStart, LineDirection;
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static int ByTAlongLine(const void *av, const void *bv)
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{
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SInter *a = (SInter *)av,
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*b = (SInter *)bv;
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double ta = (a->p.Minus(LineStart)).DivPivoting(LineDirection),
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tb = (b->p.Minus(LineStart)).DivPivoting(LineDirection);
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return (ta > tb) ? 1 : -1;
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}
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SCurve SCurve::MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB) {
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SCurve ret;
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ret = *this;
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ret.interCurve = false;
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ZERO(&(ret.pts));
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Vector *p = pts.First();
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if(!p) oops();
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Vector prev = *p;
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ret.pts.Add(p);
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p = pts.NextAfter(p);
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for(; p; p = pts.NextAfter(p)) {
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List<SInter> il;
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ZERO(&il);
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// Find all the intersections with the two passed shells
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if(agnstA) agnstA->AllPointsIntersecting(prev, *p, &il, true, true);
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if(agnstB) agnstB->AllPointsIntersecting(prev, *p, &il, true, true);
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// If any intersections exist, sort them in order along the
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// line and add them to the curve.
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if(il.n > 0) {
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LineStart = prev;
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LineDirection = p->Minus(prev);
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qsort(il.elem, il.n, sizeof(il.elem[0]), ByTAlongLine);
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Vector prev = Vector::From(VERY_POSITIVE, 0, 0);
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SInter *pi;
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for(pi = il.First(); pi; pi = il.NextAfter(pi)) {
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// On-edge intersection will generate same split point for
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// both surfaces, so don't create zero-length edge.
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if(!prev.Equals(pi->p)) {
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ret.pts.Add(&(pi->p));
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}
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prev = pi->p;
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}
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}
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il.Clear();
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ret.pts.Add(p);
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prev = *p;
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}
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return ret;
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}
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void SShell::CopyCurvesSplitAgainst(SShell *aga, SShell *agb, SShell *into) {
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SCurve *sc;
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for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) {
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SCurve scn = sc->MakeCopySplitAgainst(aga, agb);
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hSCurve hsc = into->curve.AddAndAssignId(&scn);
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// And note the new ID so that we can rewrite the trims appropriately
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sc->newH = hsc;
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}
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}
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void SSurface::TrimFromEdgeList(SEdgeList *el) {
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el->l.ClearTags();
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STrimBy stb;
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ZERO(&stb);
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for(;;) {
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// Find an edge, any edge; we'll start from there.
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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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if(se->tag) continue;
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break;
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}
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if(!se) break;
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se->tag = 1;
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stb.start = se->a;
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stb.finish = se->b;
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stb.curve.v = se->auxA;
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stb.backwards = se->auxB ? true : false;
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// Find adjoining edges from the same curve; those should be
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// merged into a single trim.
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bool merged;
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do {
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merged = false;
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for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
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if(se->tag) continue;
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if(se->auxA != stb.curve.v) continue;
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if(( se->auxB && !stb.backwards) ||
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(!se->auxB && stb.backwards)) continue;
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if((se->a).Equals(stb.finish)) {
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stb.finish = se->b;
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se->tag = 1;
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merged = true;
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} else if((se->b).Equals(stb.start)) {
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stb.start = se->a;
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se->tag = 1;
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merged = true;
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}
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}
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} while(merged);
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// And add the merged trim, with xyz (not uv like the polygon) pts
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stb.start = PointAt(stb.start.x, stb.start.y);
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stb.finish = PointAt(stb.finish.x, stb.finish.y);
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trim.Add(&stb);
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}
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}
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// For each edge, we record the membership of the regions to its left and
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// right, which we call the "in direction" and "out direction" (wrt its
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// outer normal)
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#define INDIR (0)
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#define OUTDIR (8)
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// Regions of interest are the other shell itself, the coincident faces of the
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// shell (same or opposite normal) and the original surface.
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#define SHELL (0)
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#define COINCIDENT_SAME (1)
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#define COINCIDENT_OPPOSITE (2)
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#define ORIG (3)
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// Macro for building bit to test
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#define INSIDE(reg, dir) (1 << ((reg)+(dir)))
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static bool KeepRegion(int type, bool opA, int tag, int dir)
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{
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bool inShell = (tag & INSIDE(SHELL, dir)) != 0,
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inSame = (tag & INSIDE(COINCIDENT_SAME, dir)) != 0,
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inOpp = (tag & INSIDE(COINCIDENT_OPPOSITE, dir)) != 0,
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inOrig = (tag & INSIDE(ORIG, dir)) != 0;
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bool inFace = inSame || inOpp;
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// If these are correct, then they should be independent of inShell
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// if inFace is true.
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if(!inOrig) return false;
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switch(type) {
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case SShell::AS_UNION:
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if(opA) {
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return (!inShell && !inFace);
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} else {
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return (!inShell && !inFace) || inSame;
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}
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break;
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case SShell::AS_DIFFERENCE:
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if(opA) {
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return (!inShell && !inFace);
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} else {
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return (inShell && !inFace) || inSame;
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}
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break;
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default: oops();
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}
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}
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static bool KeepEdge(int type, bool opA, int tag)
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{
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bool keepIn = KeepRegion(type, opA, tag, INDIR),
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keepOut = KeepRegion(type, opA, tag, OUTDIR);
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// If the regions to the left and right of this edge are both in or both
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// out, then this edge is not useful and should be discarded.
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if(keepIn && !keepOut) return true;
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return false;
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}
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static int TagByClassifiedEdge(int bspclass, int reg)
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{
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switch(bspclass) {
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case SBspUv::INSIDE:
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return INSIDE(reg, OUTDIR) | INSIDE(reg, INDIR);
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case SBspUv::OUTSIDE:
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return 0;
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case SBspUv::EDGE_PARALLEL:
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return INSIDE(reg, INDIR);
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case SBspUv::EDGE_ANTIPARALLEL:
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return INSIDE(reg, OUTDIR);
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default: oops();
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}
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}
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void DBPEDGE(int tag) {
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dbp("edge: indir %s %s %s %s ; outdir %s %s %s %s",
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(tag & INSIDE(SHELL, INDIR)) ? "shell" : "",
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(tag & INSIDE(COINCIDENT_SAME, INDIR)) ? "coinc-same" : "",
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(tag & INSIDE(COINCIDENT_OPPOSITE, INDIR)) ? "coinc-opp" : "",
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(tag & INSIDE(ORIG, INDIR)) ? "orig" : "",
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(tag & INSIDE(SHELL, OUTDIR)) ? "shell" : "",
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(tag & INSIDE(COINCIDENT_SAME, OUTDIR)) ? "coinc-same" : "",
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(tag & INSIDE(COINCIDENT_OPPOSITE, OUTDIR)) ? "coinc-opp" : "",
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(tag & INSIDE(ORIG, OUTDIR)) ? "orig" : "");
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}
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void DEBUGEDGELIST(SEdgeList *sel, SSurface *surf) {
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SEdge *se;
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for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
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Vector mid = (se->a).Plus(se->b).ScaledBy(0.5);
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Vector arrow = (se->b).Minus(se->a);
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SWAP(double, arrow.x, arrow.y);
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arrow.x *= -1;
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arrow = arrow.WithMagnitude(0.03);
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arrow = arrow.Plus(mid);
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SS.nakedEdges.AddEdge(surf->PointAt(se->a.x, se->a.y),
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surf->PointAt(se->b.x, se->b.y));
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SS.nakedEdges.AddEdge(surf->PointAt(mid.x, mid.y),
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surf->PointAt(arrow.x, arrow.y));
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}
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}
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//-----------------------------------------------------------------------------
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// Trim this surface against the specified shell, in the way that's appropriate
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// for the specified Boolean operation type (and which operand we are). We
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// also need a pointer to the shell that contains our own surface, since that
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// contains our original trim curves.
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//-----------------------------------------------------------------------------
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SSurface SSurface::MakeCopyTrimAgainst(SShell *agnst, SShell *parent,
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SShell *into,
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int type, bool opA)
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{
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SSurface ret;
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// The returned surface is identical, just the trim curves change
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ret = *this;
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ZERO(&(ret.trim));
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// First, build a list of the existing trim curves; update them to use
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// the split curves.
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STrimBy *stb;
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for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
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STrimBy stn = *stb;
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stn.curve = (parent->curve.FindById(stn.curve))->newH;
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ret.trim.Add(&stn);
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}
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if(type == SShell::AS_DIFFERENCE && !opA) {
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// The second operand of a Boolean difference gets turned inside out
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ret.Reverse();
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}
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// Build up our original trim polygon; remember the coordinates could
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// be changed if we just flipped the surface normal.
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SEdgeList orig;
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ZERO(&orig);
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ret.MakeEdgesInto(into, &orig, true);
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ret.trim.Clear();
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// which means that we can't necessarily use the old BSP...
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SBspUv *origBsp = SBspUv::From(&orig);
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// Find any surfaces from the other shell that are coincident with ours,
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// and get the intersection polygons, grouping surfaces with the same
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// and with opposite normal separately.
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SEdgeList sameNormal, oppositeNormal;
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ZERO(&sameNormal);
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ZERO(&oppositeNormal);
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agnst->MakeCoincidentEdgesInto(&ret, true, &sameNormal);
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agnst->MakeCoincidentEdgesInto(&ret, false, &oppositeNormal);
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// and build the trees for quick in-polygon testing
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SBspUv *sameBsp = SBspUv::From(&sameNormal);
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SBspUv *oppositeBsp = SBspUv::From(&oppositeNormal);
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// And now intersect the other shell against us
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SEdgeList inter;
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ZERO(&inter);
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SSurface *ss;
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for(ss = agnst->surface.First(); ss; ss = agnst->surface.NextAfter(ss)) {
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SCurve *sc;
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for(sc = into->curve.First(); sc; sc = into->curve.NextAfter(sc)) {
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if(!(sc->interCurve)) continue;
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if(opA) {
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if(sc->surfB.v != h.v || sc->surfA.v != ss->h.v) continue;
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} else {
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if(sc->surfA.v != h.v || sc->surfB.v != ss->h.v) continue;
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}
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int i;
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for(i = 1; i < sc->pts.n; i++) {
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Vector a = sc->pts.elem[i-1],
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b = sc->pts.elem[i];
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Point2d auv, buv;
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ss->ClosestPointTo(a, &(auv.x), &(auv.y));
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ss->ClosestPointTo(b, &(buv.x), &(buv.y));
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int c = ss->bsp->ClassifyEdge(auv, buv);
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if(c != SBspUv::OUTSIDE) {
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Vector ta = Vector::From(0, 0, 0);
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Vector tb = Vector::From(0, 0, 0);
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ret.ClosestPointTo(a, &(ta.x), &(ta.y));
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ret.ClosestPointTo(b, &(tb.x), &(tb.y));
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Vector tn = ret.NormalAt(ta.x, ta.y);
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Vector sn = ss->NormalAt(auv.x, auv.y);
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// We are subtracting the portion of our surface that
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// lies in the shell, so the in-plane edge normal should
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// point opposite to the surface normal.
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bool bkwds = true;
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if((tn.Cross(b.Minus(a))).Dot(sn) < 0) bkwds = !bkwds;
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if(type == SShell::AS_DIFFERENCE && !opA) bkwds = !bkwds;
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if(bkwds) {
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inter.AddEdge(tb, ta, sc->h.v, 1);
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} else {
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inter.AddEdge(ta, tb, sc->h.v, 0);
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}
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}
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}
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}
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}
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SEdgeList final;
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ZERO(&final);
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SEdge *se;
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for(se = orig.l.First(); se; se = orig.l.NextAfter(se)) {
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Point2d auv = (se->a).ProjectXy(),
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buv = (se->b).ProjectXy();
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int c_same = sameBsp->ClassifyEdge(auv, buv);
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int c_opp = oppositeBsp->ClassifyEdge(auv, buv);
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// Get the midpoint of this edge
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Point2d am = (auv.Plus(buv)).ScaledBy(0.5);
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Vector pt = ret.PointAt(am.x, am.y);
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// and the outer normal from the trim polygon (within the surface)
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Vector n = ret.NormalAt(am.x, am.y);
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Vector ea = ret.PointAt(auv.x, auv.y),
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eb = ret.PointAt(buv.x, buv.y);
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Vector ptout = n.Cross((eb.Minus(ea)));
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int c_shell = agnst->ClassifyPoint(pt, ptout);
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int tag = 0;
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tag |= INSIDE(ORIG, INDIR);
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tag |= TagByClassifiedEdge(c_same, COINCIDENT_SAME);
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tag |= TagByClassifiedEdge(c_opp, COINCIDENT_OPPOSITE);
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if(c_shell == SShell::INSIDE) {
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tag |= INSIDE(SHELL, INDIR) | INSIDE(SHELL, OUTDIR);
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} else if(c_shell == SShell::OUTSIDE) {
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tag |= 0;
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} else if(c_shell == SShell::SURF_PARALLEL) {
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tag |= INSIDE(SHELL, INDIR);
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} else if(c_shell == SShell::SURF_ANTIPARALLEL) {
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tag |= INSIDE(SHELL, OUTDIR);
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} else if(c_shell == SShell::EDGE_PARALLEL) {
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tag |= INSIDE(SHELL, INDIR);
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} else if(c_shell == SShell::EDGE_ANTIPARALLEL) {
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tag |= INSIDE(SHELL, OUTDIR);
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} else if(c_shell == SShell::EDGE_TANGENT) {
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continue;
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}
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if(KeepEdge(type, opA, tag)) {
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final.AddEdge(se->a, se->b, se->auxA, se->auxB);
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}
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}
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for(se = inter.l.First(); se; se = inter.l.NextAfter(se)) {
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Point2d auv = (se->a).ProjectXy(),
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buv = (se->b).ProjectXy();
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int c_this = origBsp->ClassifyEdge(auv, buv);
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int c_same = sameBsp->ClassifyEdge(auv, buv);
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int c_opp = oppositeBsp->ClassifyEdge(auv, buv);
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int tag = 0;
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tag |= TagByClassifiedEdge(c_this, ORIG);
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tag |= TagByClassifiedEdge(c_same, COINCIDENT_SAME);
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tag |= TagByClassifiedEdge(c_opp, COINCIDENT_OPPOSITE);
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if(type == SShell::AS_DIFFERENCE && !opA) {
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// The second operand of a difference gets turned inside out
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tag |= INSIDE(SHELL, INDIR);
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} else {
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tag |= INSIDE(SHELL, OUTDIR);
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}
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if(KeepEdge(type, opA, tag)) {
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final.AddEdge(se->a, se->b, se->auxA, se->auxB);
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}
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}
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// Cull extraneous edges; duplicates or anti-parallel pairs
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final.l.ClearTags();
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int i, j;
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for(i = 0; i < final.l.n; i++) {
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se = &(final.l.elem[i]);
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for(j = i+1; j < final.l.n; j++) {
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SEdge *set = &(final.l.elem[j]);
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if((set->a).Equals(se->a) && (set->b).Equals(se->b)) {
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// Two parallel edges exist; so keep only the first one. This
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// can happen if our surface intersects the shell at an edge,
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// so that we get two copies of the intersection edge.
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set->tag = 1;
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}
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if((set->a).Equals(se->b) && (set->b).Equals(se->a)) {
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// Two anti-parallel edges exist; so keep neither.
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se->tag = 1;
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set->tag = 1;
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}
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}
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}
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final.l.RemoveTagged();
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// if(I == 0) DEBUGEDGELIST(&final, &ret);
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// Use our reassembled edges to trim the new surface.
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ret.TrimFromEdgeList(&final);
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sameNormal.Clear();
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oppositeNormal.Clear();
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final.Clear();
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inter.Clear();
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orig.Clear();
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return ret;
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}
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void SShell::CopySurfacesTrimAgainst(SShell *against, SShell *into,
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int type, bool opA)
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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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SSurface ssn;
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ssn = ss->MakeCopyTrimAgainst(against, this, into, type, opA);
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into->surface.AddAndAssignId(&ssn);
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I++;
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}
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}
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void SShell::MakeIntersectionCurvesAgainst(SShell *agnst, SShell *into) {
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SSurface *sa;
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for(sa = agnst->surface.First(); sa; sa = agnst->surface.NextAfter(sa)) {
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SSurface *sb;
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for(sb = surface.First(); sb; sb = surface.NextAfter(sb)) {
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// Intersect every surface from our shell against every surface
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// from agnst; this will add zero or more curves to the curve
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// list for into.
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sa->IntersectAgainst(sb, agnst, this, into);
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}
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}
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}
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void SShell::CleanupAfterBoolean(void) {
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
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}
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}
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|
|
void SShell::MakeFromBoolean(SShell *a, SShell *b, int type) {
|
|
a->MakeClassifyingBsps();
|
|
b->MakeClassifyingBsps();
|
|
|
|
// Copy over all the original curves, splitting them so that a
|
|
// piecwise linear segment never crosses a surface from the other
|
|
// shell.
|
|
a->CopyCurvesSplitAgainst(b, NULL, this);
|
|
b->CopyCurvesSplitAgainst(a, NULL, this);
|
|
|
|
// Generate the intersection curves for each surface in A against all
|
|
// the surfaces in B (which is all of the intersection curves).
|
|
a->MakeIntersectionCurvesAgainst(b, this);
|
|
|
|
I = 100;
|
|
if(b->surface.n == 0 || a->surface.n == 0) {
|
|
// Then trim and copy the surfaces
|
|
a->CopySurfacesTrimAgainst(b, this, type, true);
|
|
b->CopySurfacesTrimAgainst(a, this, type, false);
|
|
} else {
|
|
a->CopySurfacesTrimAgainst(b, this, type, true);
|
|
I = -1;
|
|
b->CopySurfacesTrimAgainst(a, this, type, false);
|
|
}
|
|
|
|
// And clean up the piecewise linear things we made as a calculation aid
|
|
a->CleanupAfterBoolean();
|
|
b->CleanupAfterBoolean();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// All of the BSP routines that we use to perform and accelerate polygon ops.
|
|
//-----------------------------------------------------------------------------
|
|
void SShell::MakeClassifyingBsps(void) {
|
|
SSurface *ss;
|
|
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
|
ss->MakeClassifyingBsp(this);
|
|
}
|
|
}
|
|
|
|
void SSurface::MakeClassifyingBsp(SShell *shell) {
|
|
SEdgeList el;
|
|
ZERO(&el);
|
|
|
|
MakeEdgesInto(shell, &el, true);
|
|
bsp = SBspUv::From(&el);
|
|
|
|
el.Clear();
|
|
}
|
|
|
|
SBspUv *SBspUv::Alloc(void) {
|
|
return (SBspUv *)AllocTemporary(sizeof(SBspUv));
|
|
}
|
|
|
|
static int ByLength(const void *av, const void *bv)
|
|
{
|
|
SEdge *a = (SEdge *)av,
|
|
*b = (SEdge *)bv;
|
|
|
|
double la = (a->a).Minus(a->b).Magnitude(),
|
|
lb = (b->a).Minus(b->b).Magnitude();
|
|
|
|
// Sort in descending order, longest first. This improves numerical
|
|
// stability for the normals.
|
|
return (la < lb) ? 1 : -1;
|
|
}
|
|
SBspUv *SBspUv::From(SEdgeList *el) {
|
|
SEdgeList work;
|
|
ZERO(&work);
|
|
|
|
SEdge *se;
|
|
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
|
|
work.AddEdge(se->a, se->b, se->auxA, se->auxB);
|
|
}
|
|
qsort(work.l.elem, work.l.n, sizeof(work.l.elem[0]), ByLength);
|
|
|
|
SBspUv *bsp = NULL;
|
|
for(se = work.l.First(); se; se = work.l.NextAfter(se)) {
|
|
bsp = bsp->InsertEdge((se->a).ProjectXy(), (se->b).ProjectXy());
|
|
}
|
|
|
|
work.Clear();
|
|
return bsp;
|
|
}
|
|
|
|
SBspUv *SBspUv::InsertEdge(Point2d ea, Point2d eb) {
|
|
if(!this) {
|
|
SBspUv *ret = Alloc();
|
|
ret->a = ea;
|
|
ret->b = eb;
|
|
return ret;
|
|
}
|
|
|
|
Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1);
|
|
double d = a.Dot(n);
|
|
|
|
double dea = ea.Dot(n) - d,
|
|
deb = eb.Dot(n) - d;
|
|
|
|
if(fabs(dea) < LENGTH_EPS && fabs(deb) < LENGTH_EPS) {
|
|
// Line segment is coincident with this one, store in same node
|
|
SBspUv *m = Alloc();
|
|
m->a = ea;
|
|
m->b = eb;
|
|
m->more = more;
|
|
more = m;
|
|
} else if(fabs(dea) < LENGTH_EPS) {
|
|
// Point A lies on this lie, but point B does not
|
|
if(deb > 0) {
|
|
pos = pos->InsertEdge(ea, eb);
|
|
} else {
|
|
neg = neg->InsertEdge(ea, eb);
|
|
}
|
|
} else if(fabs(deb) < LENGTH_EPS) {
|
|
// Point B lies on this lie, but point A does not
|
|
if(dea > 0) {
|
|
pos = pos->InsertEdge(ea, eb);
|
|
} else {
|
|
neg = neg->InsertEdge(ea, eb);
|
|
}
|
|
} else if(dea > 0 && deb > 0) {
|
|
pos = pos->InsertEdge(ea, eb);
|
|
} else if(dea < 0 && deb < 0) {
|
|
neg = neg->InsertEdge(ea, eb);
|
|
} else {
|
|
// New edge crosses this one; we need to split.
|
|
double t = (d - n.Dot(ea)) / (n.Dot(eb.Minus(ea)));
|
|
Point2d pi = ea.Plus((eb.Minus(ea)).ScaledBy(t));
|
|
if(dea > 0) {
|
|
pos = pos->InsertEdge(ea, pi);
|
|
neg = neg->InsertEdge(pi, eb);
|
|
} else {
|
|
neg = neg->InsertEdge(ea, pi);
|
|
pos = pos->InsertEdge(pi, eb);
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
|
|
int SBspUv::ClassifyPoint(Point2d p, Point2d eb) {
|
|
if(!this) return OUTSIDE;
|
|
|
|
Point2d n = ((b.Minus(a)).Normal()).WithMagnitude(1);
|
|
double d = a.Dot(n);
|
|
|
|
double dp = p.Dot(n) - d;
|
|
|
|
if(fabs(dp) < LENGTH_EPS) {
|
|
SBspUv *f = this;
|
|
while(f) {
|
|
Point2d ba = (f->b).Minus(f->a);
|
|
if(p.DistanceToLine(f->a, ba, true) < LENGTH_EPS) {
|
|
if(eb.DistanceToLine(f->a, ba, false) < LENGTH_EPS) {
|
|
if(ba.Dot(eb.Minus(p)) > 0) {
|
|
return EDGE_PARALLEL;
|
|
} else {
|
|
return EDGE_ANTIPARALLEL;
|
|
}
|
|
} else {
|
|
return EDGE_OTHER;
|
|
}
|
|
}
|
|
f = f->more;
|
|
}
|
|
// Pick arbitrarily which side to send it down, doesn't matter
|
|
int c1 = neg ? neg->ClassifyPoint(p, eb) : OUTSIDE;
|
|
int c2 = pos ? pos->ClassifyPoint(p, eb) : INSIDE;
|
|
if(c1 != c2) {
|
|
dbp("MISMATCH: %d %d %08x %08x", c1, c2, neg, pos);
|
|
}
|
|
return c1;
|
|
} else if(dp > 0) {
|
|
return pos ? pos->ClassifyPoint(p, eb) : INSIDE;
|
|
} else {
|
|
return neg ? neg->ClassifyPoint(p, eb) : OUTSIDE;
|
|
}
|
|
}
|
|
|
|
int SBspUv::ClassifyEdge(Point2d ea, Point2d eb) {
|
|
return ClassifyPoint((ea.Plus(eb)).ScaledBy(0.5), eb);
|
|
}
|
|
|