437 lines
12 KiB
C++
437 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// Math on rational polynomial surfaces and curves, typically in Bezier
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// form. Evaluate, root-find (by Newton's methods), evaluate derivatives,
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// and so on.
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//-----------------------------------------------------------------------------
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#include "../solvespace.h"
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// Converge it to better than LENGTH_EPS; we want two points, each
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// independently projected into uv and back, to end up equal with the
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// LENGTH_EPS. Best case that requires LENGTH_EPS/2, but more is better
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// and convergence should be fast by now.
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#define RATPOLY_EPS (LENGTH_EPS/(1e2))
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static double Bernstein(int k, int deg, double t)
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{
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if(k > deg || k < 0) return 0;
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switch(deg) {
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case 0:
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return 1;
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break;
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case 1:
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if(k == 0) {
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return (1 - t);
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} else if(k = 1) {
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return t;
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}
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break;
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case 2:
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if(k == 0) {
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return (1 - t)*(1 - t);
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} else if(k == 1) {
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return 2*(1 - t)*t;
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} else if(k == 2) {
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return t*t;
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}
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break;
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case 3:
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if(k == 0) {
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return (1 - t)*(1 - t)*(1 - t);
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} else if(k == 1) {
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return 3*(1 - t)*(1 - t)*t;
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} else if(k == 2) {
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return 3*(1 - t)*t*t;
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} else if(k == 3) {
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return t*t*t;
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}
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break;
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}
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oops();
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}
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double BernsteinDerivative(int k, int deg, double t)
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{
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switch(deg) {
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case 0:
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return 0;
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break;
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case 1:
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if(k == 0) {
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return -1;
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} else if(k = 1) {
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return 1;
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}
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break;
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case 2:
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if(k == 0) {
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return -2 + 2*t;
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} else if(k == 1) {
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return 2 - 4*t;
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} else if(k == 2) {
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return 2*t;
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}
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break;
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case 3:
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if(k == 0) {
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return -3 + 6*t - 3*t*t;
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} else if(k == 1) {
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return 3 - 12*t + 9*t*t;
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} else if(k == 2) {
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return 6*t - 9*t*t;
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} else if(k == 3) {
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return 3*t*t;
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}
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break;
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}
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oops();
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}
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Vector SBezier::PointAt(double t) {
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Vector pt = Vector::From(0, 0, 0);
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double d = 0;
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int i;
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for(i = 0; i <= deg; i++) {
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double B = Bernstein(i, deg, t);
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pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
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d += weight[i]*B;
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}
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pt = pt.ScaledBy(1.0/d);
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return pt;
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}
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Vector SBezier::TangentAt(double t) {
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Vector pt = Vector::From(0, 0, 0), pt_p = Vector::From(0, 0, 0);
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double d = 0, d_p = 0;
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int i;
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for(i = 0; i <= deg; i++) {
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double B = Bernstein(i, deg, t),
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Bp = BernsteinDerivative(i, deg, t);
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pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
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d += weight[i]*B;
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pt_p = pt_p.Plus(ctrl[i].ScaledBy(Bp*weight[i]));
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d_p += weight[i]*Bp;
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}
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// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
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Vector ret;
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ret = (pt_p.ScaledBy(d)).Minus(pt.ScaledBy(d_p));
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ret = ret.ScaledBy(1.0/(d*d));
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return ret;
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}
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void SBezier::ClosestPointTo(Vector p, double *t) {
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int i;
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double minDist = VERY_POSITIVE;
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*t = 0;
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double res = (deg <= 2) ? 7.0 : 20.0;
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for(i = 0; i < (int)res; i++) {
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double tryt = (i/res);
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Vector tryp = PointAt(tryt);
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double d = (tryp.Minus(p)).Magnitude();
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if(d < minDist) {
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*t = tryt;
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minDist = d;
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}
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}
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Vector p0;
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for(i = 0; i < 15; i++) {
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p0 = PointAt(*t);
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if(p0.Equals(p, RATPOLY_EPS)) {
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return;
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}
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Vector dp = TangentAt(*t);
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Vector pc = p.ClosestPointOnLine(p0, dp);
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*t += (pc.Minus(p0)).DivPivoting(dp);
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}
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dbp("didn't converge (closest point on bezier curve)");
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}
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void SBezier::SplitAt(double t, SBezier *bef, SBezier *aft) {
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Vector4 ct[4];
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int i;
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for(i = 0; i <= deg; i++) {
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ct[i] = Vector4::From(weight[i], ctrl[i]);
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}
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switch(deg) {
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case 1: {
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Vector4 cts = Vector4::Blend(ct[0], ct[1], t);
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*bef = SBezier::From(ct[0], cts);
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*aft = SBezier::From(cts, ct[1]);
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break;
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}
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case 2: {
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Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
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ct12 = Vector4::Blend(ct[1], ct[2], t),
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cts = Vector4::Blend(ct01, ct12, t);
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*bef = SBezier::From(ct[0], ct01, cts);
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*aft = SBezier::From(cts, ct12, ct[2]);
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break;
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}
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case 3: {
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Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
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ct12 = Vector4::Blend(ct[1], ct[2], t),
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ct23 = Vector4::Blend(ct[2], ct[3], t),
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ct01_12 = Vector4::Blend(ct01, ct12, t),
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ct12_23 = Vector4::Blend(ct12, ct23, t),
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cts = Vector4::Blend(ct01_12, ct12_23, t);
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*bef = SBezier::From(ct[0], ct01, ct01_12, cts);
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*aft = SBezier::From(cts, ct12_23, ct23, ct[3]);
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break;
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}
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default: oops();
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}
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}
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void SBezier::MakePwlInto(List<SCurvePt> *l) {
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List<Vector> lv;
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ZERO(&lv);
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MakePwlInto(&lv);
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int i;
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for(i = 0; i < lv.n; i++) {
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SCurvePt scpt;
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scpt.tag = 0;
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scpt.p = lv.elem[i];
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scpt.vertex = (i == 0) || (i == (lv.n - 1));
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l->Add(&scpt);
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}
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lv.Clear();
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}
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void SBezier::MakePwlInto(List<Vector> *l) {
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l->Add(&(ctrl[0]));
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MakePwlWorker(l, 0.0, 1.0);
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}
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void SBezier::MakePwlWorker(List<Vector> *l, double ta, double tb) {
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Vector pa = PointAt(ta);
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Vector pb = PointAt(tb);
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// Can't test in the middle, or certain cubics would break.
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double tm1 = (2*ta + tb) / 3;
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double tm2 = (ta + 2*tb) / 3;
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Vector pm1 = PointAt(tm1);
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Vector pm2 = PointAt(tm2);
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double d = max(pm1.DistanceToLine(pa, pb.Minus(pa)),
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pm2.DistanceToLine(pa, pb.Minus(pa)));
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double step = 1.0/SS.maxSegments;
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if((tb - ta) < step || d < SS.ChordTolMm()) {
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// A previous call has already added the beginning of our interval.
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l->Add(&pb);
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} else {
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double tm = (ta + tb) / 2;
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MakePwlWorker(l, ta, tm);
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MakePwlWorker(l, tm, tb);
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}
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}
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Vector SSurface::PointAt(double u, double v) {
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Vector num = Vector::From(0, 0, 0);
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double den = 0;
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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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double Bi = Bernstein(i, degm, u),
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Bj = Bernstein(j, degn, v);
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num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
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den += weight[i][j]*Bi*Bj;
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}
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}
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num = num.ScaledBy(1.0/den);
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return num;
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}
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void SSurface::TangentsAt(double u, double v, Vector *tu, Vector *tv) {
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Vector num = Vector::From(0, 0, 0),
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num_u = Vector::From(0, 0, 0),
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num_v = Vector::From(0, 0, 0);
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double den = 0,
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den_u = 0,
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den_v = 0;
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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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double Bi = Bernstein(i, degm, u),
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Bj = Bernstein(j, degn, v),
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Bip = BernsteinDerivative(i, degm, u),
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Bjp = BernsteinDerivative(j, degn, v);
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num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
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den += weight[i][j]*Bi*Bj;
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num_u = num_u.Plus(ctrl[i][j].ScaledBy(Bip*Bj*weight[i][j]));
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den_u += weight[i][j]*Bip*Bj;
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num_v = num_v.Plus(ctrl[i][j].ScaledBy(Bi*Bjp*weight[i][j]));
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den_v += weight[i][j]*Bi*Bjp;
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}
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}
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// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
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*tu = ((num_u.ScaledBy(den)).Minus(num.ScaledBy(den_u)));
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*tu = tu->ScaledBy(1.0/(den*den));
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*tv = ((num_v.ScaledBy(den)).Minus(num.ScaledBy(den_v)));
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*tv = tv->ScaledBy(1.0/(den*den));
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}
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Vector SSurface::NormalAt(double u, double v) {
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Vector tu, tv;
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TangentsAt(u, v, &tu, &tv);
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return tu.Cross(tv);
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}
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void SSurface::ClosestPointTo(Vector p, double *u, double *v, bool converge) {
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int i, j;
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if(degm == 1 && degn == 1) {
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*u = *v = 0; // a plane, perfect no matter what the initial guess
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} else {
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double minDist = VERY_POSITIVE;
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double res = (max(degm, degn) == 2) ? 7.0 : 20.0;
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for(i = 0; i < (int)res; i++) {
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for(j = 0; j <= (int)res; j++) {
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double tryu = (i/res), tryv = (j/res);
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Vector tryp = PointAt(tryu, tryv);
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double d = (tryp.Minus(p)).Magnitude();
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if(d < minDist) {
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*u = tryu;
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*v = tryv;
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minDist = d;
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}
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}
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}
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}
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// Initial guess is in u, v
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Vector p0;
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for(i = 0; i < (converge ? 15 : 3); i++) {
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p0 = PointAt(*u, *v);
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if(converge) {
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if(p0.Equals(p, RATPOLY_EPS)) {
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return;
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}
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}
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Vector tu, tv;
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TangentsAt(*u, *v, &tu, &tv);
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// Project the point into a plane through p0, with basis tu, tv; a
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// second-order thing would converge faster but needs second
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// derivatives.
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Vector dp = p.Minus(p0);
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double du = dp.Dot(tu), dv = dp.Dot(tv);
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*u += du / (tu.MagSquared());
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*v += dv / (tv.MagSquared());
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}
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if(converge) {
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dbp("didn't converge");
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dbp("have %.3f %.3f %.3f", CO(p0));
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dbp("want %.3f %.3f %.3f", CO(p));
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dbp("distance = %g", (p.Minus(p0)).Magnitude());
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}
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if(isnan(*u) || isnan(*v)) {
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*u = *v = 0;
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}
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}
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bool SSurface::PointIntersectingLine(Vector p0, Vector p1, double *u, double *v)
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{
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int i;
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for(i = 0; i < 15; i++) {
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Vector pi, p, tu, tv;
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p = PointAt(*u, *v);
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TangentsAt(*u, *v, &tu, &tv);
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Vector n = (tu.Cross(tv)).WithMagnitude(1);
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double d = p.Dot(n);
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bool parallel;
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pi = Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, ¶llel);
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if(parallel) break;
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// Check for convergence
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if(pi.Equals(p, RATPOLY_EPS)) return true;
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// Adjust our guess and iterate
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Vector dp = pi.Minus(p);
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double du = dp.Dot(tu), dv = dp.Dot(tv);
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*u += du / (tu.MagSquared());
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*v += dv / (tv.MagSquared());
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}
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// dbp("didn't converge (surface intersecting line)");
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return false;
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}
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void SSurface::PointOnSurfaces(SSurface *s1, SSurface *s2,
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double *up, double *vp)
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{
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double u[3] = { *up, 0, 0 }, v[3] = { *vp, 0, 0 };
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SSurface *srf[3] = { this, s1, s2 };
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// Get initial guesses for (u, v) in the other surfaces
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Vector p = PointAt(*u, *v);
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(srf[1])->ClosestPointTo(p, &(u[1]), &(v[1]), false);
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(srf[2])->ClosestPointTo(p, &(u[2]), &(v[2]), false);
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int i, j;
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for(i = 0; i < 15; i++) {
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// Approximate each surface by a plane
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Vector p[3], tu[3], tv[3], n[3];
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double d[3];
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for(j = 0; j < 3; j++) {
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p[j] = (srf[j])->PointAt(u[j], v[j]);
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(srf[j])->TangentsAt(u[j], v[j], &(tu[j]), &(tv[j]));
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n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
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d[j] = (n[j]).Dot(p[j]);
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}
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// If a = b and b = c, then does a = c? No, it doesn't.
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if((p[0]).Equals(p[1], RATPOLY_EPS) &&
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(p[1]).Equals(p[2], RATPOLY_EPS) &&
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(p[2]).Equals(p[0], RATPOLY_EPS))
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{
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*up = u[0];
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*vp = v[0];
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return;
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}
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bool parallel;
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Vector pi = Vector::AtIntersectionOfPlanes(n[0], d[0],
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n[1], d[1],
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n[2], d[2], ¶llel);
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if(parallel) break;
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for(j = 0; j < 3; j++) {
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Vector dp = pi.Minus(p[j]);
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double du = dp.Dot(tu[j]), dv = dp.Dot(tv[j]);
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u[j] += du / (tu[j]).MagSquared();
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v[j] += dv / (tv[j]).MagSquared();
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}
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}
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dbp("didn't converge (three surfaces intersecting)");
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}
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