solvespace/srf/boolean.cpp

786 lines
27 KiB
C++

#include "solvespace.h"
int I, N, FLAG;
void SShell::MakeFromUnionOf(SShell *a, SShell *b) {
MakeFromBoolean(a, b, AS_UNION);
}
void SShell::MakeFromDifferenceOf(SShell *a, SShell *b) {
MakeFromBoolean(a, b, AS_DIFFERENCE);
}
//-----------------------------------------------------------------------------
// Take our original pwl curve. Wherever an edge intersects a surface within
// either agnstA or agnstB, split the piecewise linear element. Then refine
// the intersection so that it lies on all three relevant surfaces: the
// intersecting surface, srfA, and srfB. (So the pwl curve should lie at
// the intersection of srfA and srfB.) Return a new pwl curve with everything
// split.
//-----------------------------------------------------------------------------
static Vector LineStart, LineDirection;
static int ByTAlongLine(const void *av, const void *bv)
{
SInter *a = (SInter *)av,
*b = (SInter *)bv;
double ta = (a->p.Minus(LineStart)).DivPivoting(LineDirection),
tb = (b->p.Minus(LineStart)).DivPivoting(LineDirection);
return (ta > tb) ? 1 : -1;
}
SCurve SCurve::MakeCopySplitAgainst(SShell *agnstA, SShell *agnstB,
SSurface *srfA, SSurface *srfB)
{
SCurve ret;
ret = *this;
ZERO(&(ret.pts));
SCurvePt *p = pts.First();
if(!p) oops();
SCurvePt prev = *p;
ret.pts.Add(p);
p = pts.NextAfter(p);
for(; p; p = pts.NextAfter(p)) {
List<SInter> il;
ZERO(&il);
// Find all the intersections with the two passed shells
if(agnstA)
agnstA->AllPointsIntersecting(prev.p, p->p, &il, true, true, true);
if(agnstB)
agnstB->AllPointsIntersecting(prev.p, p->p, &il, true, true, true);
if(il.n > 0) {
// The intersections were generated by intersecting the pwl
// edge against a surface; so they must be refined to lie
// exactly on the original curve.
SInter *pi;
for(pi = il.First(); pi; pi = il.NextAfter(pi)) {
double u, v;
(pi->srf)->ClosestPointTo(pi->p, &u, &v, false);
(pi->srf)->PointOnSurfaces(srfA, srfB, &u, &v);
pi->p = (pi->srf)->PointAt(u, v);
}
// And now sort them in order along the line. Note that we must
// do that after refining, in case the refining would make two
// points switch places.
LineStart = prev.p;
LineDirection = (p->p).Minus(prev.p);
qsort(il.elem, il.n, sizeof(il.elem[0]), ByTAlongLine);
// And now uses the intersections to generate our split pwl edge(s)
Vector prev = Vector::From(VERY_POSITIVE, 0, 0);
for(pi = il.First(); pi; pi = il.NextAfter(pi)) {
double t = (pi->p.Minus(LineStart)).DivPivoting(LineDirection);
// On-edge intersection will generate same split point for
// both surfaces, so don't create zero-length edge.
if(!prev.Equals(pi->p)) {
SCurvePt scpt;
scpt.tag = 0;
scpt.p = pi->p;
scpt.vertex = true;
ret.pts.Add(&scpt);
}
prev = pi->p;
}
}
il.Clear();
ret.pts.Add(p);
prev = *p;
}
return ret;
}
void SShell::CopyCurvesSplitAgainst(bool opA, SShell *agnst, SShell *into) {
SCurve *sc;
for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) {
SCurve scn = sc->MakeCopySplitAgainst(agnst, NULL,
surface.FindById(sc->surfA),
surface.FindById(sc->surfB));
scn.source = opA ? SCurve::FROM_A : SCurve::FROM_B;
hSCurve hsc = into->curve.AddAndAssignId(&scn);
// And note the new ID so that we can rewrite the trims appropriately
sc->newH = hsc;
}
}
void SSurface::TrimFromEdgeList(SEdgeList *el) {
el->l.ClearTags();
STrimBy stb;
ZERO(&stb);
for(;;) {
// Find an edge, any edge; we'll start from there.
SEdge *se;
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
if(se->tag) continue;
break;
}
if(!se) break;
se->tag = 1;
stb.start = se->a;
stb.finish = se->b;
stb.curve.v = se->auxA;
stb.backwards = se->auxB ? true : false;
// Find adjoining edges from the same curve; those should be
// merged into a single trim.
bool merged;
do {
merged = false;
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
if(se->tag) continue;
if(se->auxA != stb.curve.v) continue;
if(( se->auxB && !stb.backwards) ||
(!se->auxB && stb.backwards)) continue;
if((se->a).Equals(stb.finish)) {
stb.finish = se->b;
se->tag = 1;
merged = true;
} else if((se->b).Equals(stb.start)) {
stb.start = se->a;
se->tag = 1;
merged = true;
}
}
} while(merged);
// And add the merged trim, with xyz (not uv like the polygon) pts
stb.start = PointAt(stb.start.x, stb.start.y);
stb.finish = PointAt(stb.finish.x, stb.finish.y);
trim.Add(&stb);
}
}
// For each edge, we record the membership of the regions to its left and
// right, which we call the "in direction" and "out direction" (wrt its
// outer normal)
#define INDIR (0)
#define OUTDIR (8)
// Regions of interest are the other shell itself, the coincident faces of the
// shell (same or opposite normal) and the original surface.
#define SHELL (0)
#define COINCIDENT_SAME (1)
#define COINCIDENT_OPPOSITE (2)
#define ORIG (3)
// Macro for building bit to test
#define INSIDE(reg, dir) (1 << ((reg)+(dir)))
static bool KeepRegion(int type, bool opA, int tag, int dir)
{
bool inShell = (tag & INSIDE(SHELL, dir)) != 0,
inSame = (tag & INSIDE(COINCIDENT_SAME, dir)) != 0,
inOpp = (tag & INSIDE(COINCIDENT_OPPOSITE, dir)) != 0,
inOrig = (tag & INSIDE(ORIG, dir)) != 0;
bool inFace = inSame || inOpp;
// If these are correct, then they should be independent of inShell
// if inFace is true.
if(!inOrig) return false;
switch(type) {
case SShell::AS_UNION:
if(opA) {
return (!inShell && !inFace);
} else {
return (!inShell && !inFace) || inSame;
}
break;
case SShell::AS_DIFFERENCE:
if(opA) {
return (!inShell && !inFace);
} else {
return (inShell && !inFace) || inSame;
}
break;
default: oops();
}
}
static bool KeepEdge(int type, bool opA, int tag)
{
bool keepIn = KeepRegion(type, opA, tag, INDIR),
keepOut = KeepRegion(type, opA, tag, OUTDIR);
// If the regions to the left and right of this edge are both in or both
// out, then this edge is not useful and should be discarded.
if(keepIn && !keepOut) return true;
return false;
}
static int TagByClassifiedEdge(int bspclass, int reg)
{
switch(bspclass) {
case SBspUv::INSIDE:
return INSIDE(reg, OUTDIR) | INSIDE(reg, INDIR);
case SBspUv::OUTSIDE:
return 0;
case SBspUv::EDGE_PARALLEL:
return INSIDE(reg, INDIR);
case SBspUv::EDGE_ANTIPARALLEL:
return INSIDE(reg, OUTDIR);
default: oops();
}
}
void DBPEDGE(int tag) {
dbp("edge: indir %s %s %s %s ; outdir %s %s %s %s",
(tag & INSIDE(SHELL, INDIR)) ? "shell" : "",
(tag & INSIDE(COINCIDENT_SAME, INDIR)) ? "coinc-same" : "",
(tag & INSIDE(COINCIDENT_OPPOSITE, INDIR)) ? "coinc-opp" : "",
(tag & INSIDE(ORIG, INDIR)) ? "orig" : "",
(tag & INSIDE(SHELL, OUTDIR)) ? "shell" : "",
(tag & INSIDE(COINCIDENT_SAME, OUTDIR)) ? "coinc-same" : "",
(tag & INSIDE(COINCIDENT_OPPOSITE, OUTDIR)) ? "coinc-opp" : "",
(tag & INSIDE(ORIG, OUTDIR)) ? "orig" : "");
}
void DEBUGEDGELIST(SEdgeList *sel, SSurface *surf) {
dbp("print %d edges", sel->l.n);
SEdge *se;
for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
Vector mid = (se->a).Plus(se->b).ScaledBy(0.5);
Vector arrow = (se->b).Minus(se->a);
SWAP(double, arrow.x, arrow.y);
arrow.x *= -1;
arrow = arrow.WithMagnitude(0.03);
arrow = arrow.Plus(mid);
SS.nakedEdges.AddEdge(surf->PointAt(se->a.x, se->a.y),
surf->PointAt(se->b.x, se->b.y));
SS.nakedEdges.AddEdge(surf->PointAt(mid.x, mid.y),
surf->PointAt(arrow.x, arrow.y));
}
}
//-----------------------------------------------------------------------------
// Trim this surface against the specified shell, in the way that's appropriate
// for the specified Boolean operation type (and which operand we are). We
// also need a pointer to the shell that contains our own surface, since that
// contains our original trim curves.
//-----------------------------------------------------------------------------
SSurface SSurface::MakeCopyTrimAgainst(SShell *agnst, SShell *parent,
SShell *into,
int type, bool opA)
{
SSurface ret;
// The returned surface is identical, just the trim curves change
ret = *this;
ZERO(&(ret.trim));
// First, build a list of the existing trim curves; update them to use
// the split curves.
STrimBy *stb;
for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
STrimBy stn = *stb;
stn.curve = (parent->curve.FindById(stn.curve))->newH;
ret.trim.Add(&stn);
}
if(type == SShell::AS_DIFFERENCE && !opA) {
// The second operand of a Boolean difference gets turned inside out
ret.Reverse();
}
// Build up our original trim polygon; remember the coordinates could
// be changed if we just flipped the surface normal.
SEdgeList orig;
ZERO(&orig);
ret.MakeEdgesInto(into, &orig, true);
ret.trim.Clear();
// which means that we can't necessarily use the old BSP...
SBspUv *origBsp = SBspUv::From(&orig);
// Find any surfaces from the other shell that are coincident with ours,
// and get the intersection polygons, grouping surfaces with the same
// and with opposite normal separately.
SEdgeList sameNormal, oppositeNormal;
ZERO(&sameNormal);
ZERO(&oppositeNormal);
agnst->MakeCoincidentEdgesInto(&ret, true, &sameNormal, into);
agnst->MakeCoincidentEdgesInto(&ret, false, &oppositeNormal, into);
// and cull parallel or anti-parallel pairs, which may occur if multiple
// surfaces are coincident with ours
sameNormal.CullExtraneousEdges();
oppositeNormal.CullExtraneousEdges();
// and build the trees for quick in-polygon testing
SBspUv *sameBsp = SBspUv::From(&sameNormal);
SBspUv *oppositeBsp = SBspUv::From(&oppositeNormal);
// And now intersect the other shell against us
SEdgeList inter;
ZERO(&inter);
SSurface *ss;
for(ss = agnst->surface.First(); ss; ss = agnst->surface.NextAfter(ss)) {
SCurve *sc;
for(sc = into->curve.First(); sc; sc = into->curve.NextAfter(sc)) {
if(sc->source != SCurve::FROM_INTERSECTION) continue;
if(opA) {
if(sc->surfA.v != h.v || sc->surfB.v != ss->h.v) continue;
} else {
if(sc->surfB.v != h.v || sc->surfA.v != ss->h.v) continue;
}
int i;
for(i = 1; i < sc->pts.n; i++) {
Vector a = sc->pts.elem[i-1].p,
b = sc->pts.elem[i].p;
Point2d auv, buv;
ss->ClosestPointTo(a, &(auv.x), &(auv.y));
ss->ClosestPointTo(b, &(buv.x), &(buv.y));
int c = ss->bsp->ClassifyEdge(auv, buv);
if(c != SBspUv::OUTSIDE) {
Vector ta = Vector::From(0, 0, 0);
Vector tb = Vector::From(0, 0, 0);
ret.ClosestPointTo(a, &(ta.x), &(ta.y));
ret.ClosestPointTo(b, &(tb.x), &(tb.y));
Vector tn = ret.NormalAt(ta.x, ta.y);
Vector sn = ss->NormalAt(auv.x, auv.y);
// We are subtracting the portion of our surface that
// lies in the shell, so the in-plane edge normal should
// point opposite to the surface normal.
bool bkwds = true;
if((tn.Cross(b.Minus(a))).Dot(sn) < 0) bkwds = !bkwds;
if(type == SShell::AS_DIFFERENCE && !opA) bkwds = !bkwds;
if(bkwds) {
inter.AddEdge(tb, ta, sc->h.v, 1);
} else {
inter.AddEdge(ta, tb, sc->h.v, 0);
}
}
}
}
}
SEdgeList final;
ZERO(&final);
SEdge *se;
for(se = orig.l.First(); se; se = orig.l.NextAfter(se)) {
Point2d auv = (se->a).ProjectXy(),
buv = (se->b).ProjectXy();
int c_same = sameBsp->ClassifyEdge(auv, buv);
int c_opp = oppositeBsp->ClassifyEdge(auv, buv);
// Get the midpoint of this edge
Point2d am = (auv.Plus(buv)).ScaledBy(0.5);
Vector pt = ret.PointAt(am.x, am.y);
// and the outer normal from the trim polygon (within the surface)
Vector surf_n = ret.NormalAt(am.x, am.y);
Vector ea = ret.PointAt(auv.x, auv.y),
eb = ret.PointAt(buv.x, buv.y);
Vector edge_n = surf_n.Cross((eb.Minus(ea)));
int c_shell = agnst->ClassifyPoint(pt, edge_n, surf_n);
int tag = 0;
tag |= INSIDE(ORIG, INDIR);
tag |= TagByClassifiedEdge(c_same, COINCIDENT_SAME);
tag |= TagByClassifiedEdge(c_opp, COINCIDENT_OPPOSITE);
if(c_shell == SShell::INSIDE) {
tag |= INSIDE(SHELL, INDIR) | INSIDE(SHELL, OUTDIR);
} else if(c_shell == SShell::OUTSIDE) {
tag |= 0;
} else if(c_shell == SShell::SURF_PARALLEL) {
tag |= INSIDE(SHELL, INDIR);
} else if(c_shell == SShell::SURF_ANTIPARALLEL) {
tag |= INSIDE(SHELL, OUTDIR);
} else if(c_shell == SShell::EDGE_PARALLEL) {
tag |= INSIDE(SHELL, INDIR);
} else if(c_shell == SShell::EDGE_ANTIPARALLEL) {
tag |= INSIDE(SHELL, OUTDIR);
} else if(c_shell == SShell::EDGE_TANGENT) {
continue;
}
if(KeepEdge(type, opA, tag)) {
final.AddEdge(se->a, se->b, se->auxA, se->auxB);
}
}
for(se = inter.l.First(); se; se = inter.l.NextAfter(se)) {
Point2d auv = (se->a).ProjectXy(),
buv = (se->b).ProjectXy();
int c_this = origBsp->ClassifyEdge(auv, buv);
int c_same = sameBsp->ClassifyEdge(auv, buv);
int c_opp = oppositeBsp->ClassifyEdge(auv, buv);
int tag = 0;
tag |= TagByClassifiedEdge(c_this, ORIG);
tag |= TagByClassifiedEdge(c_same, COINCIDENT_SAME);
tag |= TagByClassifiedEdge(c_opp, COINCIDENT_OPPOSITE);
if(type == SShell::AS_DIFFERENCE && !opA) {
// The second operand of a difference gets turned inside out
tag |= INSIDE(SHELL, INDIR);
} else {
tag |= INSIDE(SHELL, OUTDIR);
}
if(KeepEdge(type, opA, tag)) {
final.AddEdge(se->a, se->b, se->auxA, se->auxB);
}
}
// Cull extraneous edges; duplicates or anti-parallel pairs. In particular,
// we can get duplicate edges if our surface intersects the other shell
// at an edge, so that both surfaces intersect coincident (and both
// generate an intersection edge).
final.CullExtraneousEdges();
// Use our reassembled edges to trim the new surface.
ret.TrimFromEdgeList(&final);
SPolygon poly;
ZERO(&poly);
final.l.ClearTags();
if(!final.AssemblePolygon(&poly, NULL, true)) {
into->booleanFailed = true;
DEBUGEDGELIST(&final, &ret);
}
poly.Clear();
sameNormal.Clear();
oppositeNormal.Clear();
final.Clear();
inter.Clear();
orig.Clear();
return ret;
}
void SShell::CopySurfacesTrimAgainst(SShell *against, SShell *into,
int type, bool opA)
{
SSurface *ss;
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
SSurface ssn;
ssn = ss->MakeCopyTrimAgainst(against, this, into, type, opA);
ss->newH = into->surface.AddAndAssignId(&ssn);
I++;
}
}
void SShell::MakeIntersectionCurvesAgainst(SShell *agnst, SShell *into) {
SSurface *sa;
for(sa = surface.First(); sa; sa = surface.NextAfter(sa)) {
SSurface *sb;
for(sb = agnst->surface.First(); sb; sb = agnst->surface.NextAfter(sb)){
// Intersect every surface from our shell against every surface
// from agnst; this will add zero or more curves to the curve
// list for into.
sa->IntersectAgainst(sb, this, agnst, into);
}
FLAG++;
}
}
void SShell::CleanupAfterBoolean(void) {
SSurface *ss;
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
}
}
//-----------------------------------------------------------------------------
// All curves contain handles to the two surfaces that they trim. After a
// Boolean or assembly, we must rewrite those handles to refer to the curves
// by their new IDs.
//-----------------------------------------------------------------------------
void SShell::RewriteSurfaceHandlesForCurves(SShell *a, SShell *b) {
SCurve *sc;
for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) {
if(sc->source == SCurve::FROM_A) {
sc->surfA = a->surface.FindById(sc->surfA)->newH;
sc->surfB = a->surface.FindById(sc->surfB)->newH;
} else if(sc->source == SCurve::FROM_B) {
sc->surfA = b->surface.FindById(sc->surfA)->newH;
sc->surfB = b->surface.FindById(sc->surfB)->newH;
} else if(sc->source == SCurve::FROM_INTERSECTION) {
sc->surfA = a->surface.FindById(sc->surfA)->newH;
sc->surfB = b->surface.FindById(sc->surfB)->newH;
} else {
oops();
}
}
}
//-----------------------------------------------------------------------------
// Copy all the surfaces and curves from two different shells into a single
// shell. The only difficulty is to rewrite all of their handles; we don't
// look for any surface intersections, so if two objects interfere then the
// result is just self-intersecting. This is used for assembly, since it's
// much faster than merging as union.
//-----------------------------------------------------------------------------
void SShell::MakeFromAssemblyOf(SShell *a, SShell *b) {
booleanFailed = false;
Vector t = Vector::From(0, 0, 0);
Quaternion q = Quaternion::IDENTITY;
int i = 0;
SShell *ab;
// First, copy over all the curves. Note which shell (a or b) each curve
// came from, but assign it a new ID.
SCurve *c, cn;
for(i = 0; i < 2; i++) {
ab = (i == 0) ? a : b;
for(c = ab->curve.First(); c; c = ab->curve.NextAfter(c)) {
cn = SCurve::FromTransformationOf(c, t, q);
cn.source = (i == 0) ? SCurve::FROM_A : SCurve::FROM_B;
// surfA and surfB are wrong now, and we can't fix them until
// we've assigned IDs to the surfaces. So we'll get that later.
c->newH = curve.AddAndAssignId(&cn);
}
}
// Likewise copy over all the surfaces.
SSurface *s, sn;
for(i = 0; i < 2; i++) {
ab = (i == 0) ? a : b;
for(s = ab->surface.First(); s; s = ab->surface.NextAfter(s)) {
sn = SSurface::FromTransformationOf(s, t, q, true);
// All the trim curve IDs get rewritten; we know the new handles
// to the curves since we recorded them in the previous step.
STrimBy *stb;
for(stb = sn.trim.First(); stb; stb = sn.trim.NextAfter(stb)) {
stb->curve = ab->curve.FindById(stb->curve)->newH;
}
s->newH = surface.AddAndAssignId(&sn);
}
}
// Finally, rewrite the surfaces associated with each curve to use the
// new handles.
RewriteSurfaceHandlesForCurves(a, b);
}
void SShell::MakeFromBoolean(SShell *a, SShell *b, int type) {
booleanFailed = false;
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(true, b, this);
b->CopyCurvesSplitAgainst(false, a, 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);
SCurve *sc;
for(sc = curve.First(); sc; sc = curve.NextAfter(sc)) {
SSurface *srfA, *srfB;
if(sc->source == SCurve::FROM_A) {
srfA = a->surface.FindById(sc->surfA);
srfB = a->surface.FindById(sc->surfB);
} else if(sc->source == SCurve::FROM_B) {
srfA = b->surface.FindById(sc->surfA);
srfB = b->surface.FindById(sc->surfB);
} else if(sc->source == SCurve::FROM_INTERSECTION) {
srfA = a->surface.FindById(sc->surfA);
srfB = b->surface.FindById(sc->surfB);
}
sc->RemoveShortSegments(srfA, srfB);
}
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);
b->CopySurfacesTrimAgainst(a, this, type, false);
}
// Now that we've copied the surfaces, we know their new hSurfaces, so
// rewrite the curves to refer to the surfaces by their handles in the
// result.
RewriteSurfaceHandlesForCurves(a, b);
// 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) {
int ret = ClassifyPoint((ea.Plus(eb)).ScaledBy(0.5), eb);
if(ret == EDGE_OTHER) {
// Perhaps the edge is tangent at its midpoint (and we screwed up
// somewhere earlier and failed to split it); try a different
// point on the edge.
ret = ClassifyPoint(ea.Plus((eb.Minus(ea)).ScaledBy(0.294)), eb);
}
return ret;
}