solvespace/srf/curve.cpp

492 lines
14 KiB
C++

//-----------------------------------------------------------------------------
// Anything involving curves and sets of curves (except for the real math,
// which is in ratpoly.cpp).
//-----------------------------------------------------------------------------
#include "../solvespace.h"
SBezier SBezier::From(Vector4 p0, Vector4 p1) {
SBezier ret;
ZERO(&ret);
ret.deg = 1;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2) {
SBezier ret;
ZERO(&ret);
ret.deg = 2;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
ret.weight[2] = p2.w;
ret.ctrl [2] = p2.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector4 p0, Vector4 p1, Vector4 p2, Vector4 p3) {
SBezier ret;
ZERO(&ret);
ret.deg = 3;
ret.weight[0] = p0.w;
ret.ctrl [0] = p0.PerspectiveProject();
ret.weight[1] = p1.w;
ret.ctrl [1] = p1.PerspectiveProject();
ret.weight[2] = p2.w;
ret.ctrl [2] = p2.PerspectiveProject();
ret.weight[3] = p3.w;
ret.ctrl [3] = p3.PerspectiveProject();
return ret;
}
SBezier SBezier::From(Vector p0, Vector p1) {
return SBezier::From(p0.Project4d(),
p1.Project4d());
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2) {
return SBezier::From(p0.Project4d(),
p1.Project4d(),
p2.Project4d());
}
SBezier SBezier::From(Vector p0, Vector p1, Vector p2, Vector p3) {
return SBezier::From(p0.Project4d(),
p1.Project4d(),
p2.Project4d(),
p3.Project4d());
}
Vector SBezier::Start(void) {
return ctrl[0];
}
Vector SBezier::Finish(void) {
return ctrl[deg];
}
void SBezier::Reverse(void) {
int i;
for(i = 0; i < (deg+1)/2; i++) {
SWAP(Vector, ctrl[i], ctrl[deg-i]);
SWAP(double, weight[i], weight[deg-i]);
}
}
void SBezier::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
int i;
for(i = 0; i <= deg; i++) {
double ut = ((ctrl[i]).Minus(orig)).Dot(u);
if(ut < *umin) *umin = ut;
if(ut > *umax) *umax = ut;
}
}
SBezier SBezier::TransformedBy(Vector t, Quaternion q) {
SBezier ret = *this;
int i;
for(i = 0; i <= deg; i++) {
ret.ctrl[i] = (q.Rotate(ret.ctrl[i])).Plus(t);
}
return ret;
}
//-----------------------------------------------------------------------------
// Is this Bezier exactly the arc of a circle, projected along the specified
// axis? If yes, return that circle's center and radius.
//-----------------------------------------------------------------------------
bool SBezier::IsCircle(Vector axis, Vector *center, double *r) {
if(deg != 2) return false;
Vector t0 = (ctrl[0]).Minus(ctrl[1]),
t2 = (ctrl[2]).Minus(ctrl[1]),
r0 = axis.Cross(t0),
r2 = axis.Cross(t2);
*center = Vector::AtIntersectionOfLines(ctrl[0], (ctrl[0]).Plus(r0),
ctrl[2], (ctrl[2]).Plus(r2),
NULL, NULL, NULL);
double rd0 = center->Minus(ctrl[0]).Magnitude(),
rd2 = center->Minus(ctrl[2]).Magnitude();
if(fabs(rd0 - rd2) > LENGTH_EPS) {
return false;
}
*r = rd0;
Vector u = r0.WithMagnitude(1),
v = (axis.Cross(u)).WithMagnitude(1);
Point2d c2 = center->Project2d(u, v),
pa2 = (ctrl[0]).Project2d(u, v).Minus(c2),
pb2 = (ctrl[2]).Project2d(u, v).Minus(c2);
double thetaa = atan2(pa2.y, pa2.x), // in fact always zero due to csys
thetab = atan2(pb2.y, pb2.x),
dtheta = WRAP_NOT_0(thetab - thetaa, 2*PI);
if(dtheta > PI) {
// Not possible with a second order Bezier arc; so we must have
// the points backwards.
dtheta = 2*PI - dtheta;
}
if(fabs(weight[1] - cos(dtheta/2)) > LENGTH_EPS) {
return false;
}
return true;
}
bool SBezier::IsRational(void) {
int i;
for(i = 0; i <= deg; i++) {
if(fabs(weight[i] - 1) > LENGTH_EPS) return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Apply a perspective transformation to a rational Bezier curve, calculating
// the new weights as required.
//-----------------------------------------------------------------------------
SBezier SBezier::InPerspective(Vector u, Vector v, Vector n,
Vector origin, double cameraTan)
{
Quaternion q = Quaternion::From(u, v);
q = q.Inverse();
// we want Q*(p - o) = Q*p - Q*o
SBezier ret = this->TransformedBy(q.Rotate(origin).ScaledBy(-1), q);
int i;
for(i = 0; i <= deg; i++) {
Vector4 ct = Vector4::From(ret.weight[i], ret.ctrl[i]);
// so the desired curve, before perspective, is
// (x/w, y/w, z/w)
// and after perspective is
// ((x/w)/(1 - (z/w)*cameraTan, ...
// = (x/(w - z*cameraTan), ...
// so we want to let w' = w - z*cameraTan
ct.w = ct.w - ct.z*cameraTan;
ret.ctrl[i] = ct.PerspectiveProject();
ret.weight[i] = ct.w;
}
return ret;
}
bool SBezier::Equals(SBezier *b) {
// We just test of identical degree and control points, even though two
// curves could still be coincident (even sharing endpoints).
if(deg != b->deg) return false;
int i;
for(i = 0; i <= deg; i++) {
if(!(ctrl[i]).Equals(b->ctrl[i])) return false;
if(fabs(weight[i] - b->weight[i]) > LENGTH_EPS) return false;
}
return true;
}
void SBezierList::Clear(void) {
l.Clear();
}
//-----------------------------------------------------------------------------
// If our list contains multiple identical Beziers (in either forward or
// reverse order), then cull them.
//-----------------------------------------------------------------------------
void SBezierList::CullIdenticalBeziers(void) {
int i, j;
l.ClearTags();
for(i = 0; i < l.n; i++) {
SBezier *bi = &(l.elem[i]), bir;
bir = *bi;
bir.Reverse();
for(j = i + 1; j < l.n; j++) {
SBezier *bj = &(l.elem[j]);
if(bj->Equals(bi) ||
bj->Equals(&bir))
{
bi->tag = 1;
bj->tag = 1;
}
}
}
l.RemoveTagged();
}
SBezierLoop SBezierLoop::FromCurves(SBezierList *sbl,
bool *allClosed, SEdge *errorAt)
{
SBezierLoop loop;
ZERO(&loop);
if(sbl->l.n < 1) return loop;
sbl->l.ClearTags();
SBezier *first = &(sbl->l.elem[0]);
first->tag = 1;
loop.l.Add(first);
Vector start = first->Start();
Vector hanging = first->Finish();
sbl->l.RemoveTagged();
while(sbl->l.n > 0 && !hanging.Equals(start)) {
int i;
bool foundNext = false;
for(i = 0; i < sbl->l.n; i++) {
SBezier *test = &(sbl->l.elem[i]);
if((test->Finish()).Equals(hanging)) {
test->Reverse();
// and let the next test catch it
}
if((test->Start()).Equals(hanging)) {
test->tag = 1;
loop.l.Add(test);
hanging = test->Finish();
sbl->l.RemoveTagged();
foundNext = true;
break;
}
}
if(!foundNext) {
// The loop completed without finding the hanging edge, so
// it's an open loop
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
return loop;
}
}
if(hanging.Equals(start)) {
*allClosed = true;
} else {
// We ran out of edges without forming a closed loop.
errorAt->a = hanging;
errorAt->b = start;
*allClosed = false;
}
return loop;
}
void SBezierLoop::Reverse(void) {
l.Reverse();
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
// If we didn't reverse each curve, then the next curve in list would
// share your start, not your finish.
sb->Reverse();
}
}
void SBezierLoop::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
SBezier *sb;
for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
sb->GetBoundingProjd(u, orig, umin, umax);
}
}
void SBezierLoop::MakePwlInto(SContour *sc) {
List<Vector> lv;
ZERO(&lv);
int i, j;
for(i = 0; i < l.n; i++) {
SBezier *sb = &(l.elem[i]);
sb->MakePwlInto(&lv);
// Each curve's piecewise linearization includes its endpoints,
// which we don't want to duplicate (creating zero-len edges).
for(j = (i == 0 ? 0 : 1); j < lv.n; j++) {
sc->AddPoint(lv.elem[j]);
}
lv.Clear();
}
// Ensure that it's exactly closed, not just within a numerical tolerance.
sc->l.elem[sc->l.n - 1] = sc->l.elem[0];
}
SBezierLoopSet SBezierLoopSet::From(SBezierList *sbl, SPolygon *poly,
bool *allClosed, SEdge *errorAt)
{
int i;
SBezierLoopSet ret;
ZERO(&ret);
while(sbl->l.n > 0) {
bool thisClosed;
SBezierLoop loop;
loop = SBezierLoop::FromCurves(sbl, &thisClosed, errorAt);
if(!thisClosed) {
ret.Clear();
*allClosed = false;
return ret;
}
ret.l.Add(&loop);
poly->AddEmptyContour();
loop.MakePwlInto(&(poly->l.elem[poly->l.n-1]));
}
poly->normal = poly->ComputeNormal();
ret.normal = poly->normal;
if(poly->l.n > 0) {
ret.point = poly->AnyPoint();
} else {
ret.point = Vector::From(0, 0, 0);
}
poly->FixContourDirections();
for(i = 0; i < poly->l.n; i++) {
if(poly->l.elem[i].tag) {
// We had to reverse this contour in order to fix the poly
// contour directions; so need to do the same with the curves.
ret.l.elem[i].Reverse();
}
}
*allClosed = true;
return ret;
}
void SBezierLoopSet::GetBoundingProjd(Vector u, Vector orig,
double *umin, double *umax)
{
SBezierLoop *sbl;
for(sbl = l.First(); sbl; sbl = l.NextAfter(sbl)) {
sbl->GetBoundingProjd(u, orig, umin, umax);
}
}
void SBezierLoopSet::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).Clear();
}
l.Clear();
}
SCurve SCurve::FromTransformationOf(SCurve *a, Vector t, Quaternion q) {
SCurve ret;
ZERO(&ret);
ret.h = a->h;
ret.isExact = a->isExact;
ret.exact = (a->exact).TransformedBy(t, q);
ret.surfA = a->surfA;
ret.surfB = a->surfB;
SCurvePt *p;
for(p = a->pts.First(); p; p = a->pts.NextAfter(p)) {
SCurvePt pp = *p;
pp.p = (q.Rotate(p->p)).Plus(t);
ret.pts.Add(&pp);
}
return ret;
}
void SCurve::Clear(void) {
pts.Clear();
}
SSurface *SCurve::GetSurfaceA(SShell *a, SShell *b) {
if(source == FROM_A) {
return a->surface.FindById(surfA);
} else if(source == FROM_B) {
return b->surface.FindById(surfA);
} else if(source == FROM_INTERSECTION) {
return a->surface.FindById(surfA);
} else oops();
}
SSurface *SCurve::GetSurfaceB(SShell *a, SShell *b) {
if(source == FROM_A) {
return a->surface.FindById(surfB);
} else if(source == FROM_B) {
return b->surface.FindById(surfB);
} else if(source == FROM_INTERSECTION) {
return b->surface.FindById(surfB);
} else oops();
}
//-----------------------------------------------------------------------------
// When we split line segments wherever they intersect a surface, we introduce
// extra pwl points. This may create very short edges that could be removed
// without violating the chord tolerance. Those are ugly, and also break
// stuff in the Booleans. So remove them.
//-----------------------------------------------------------------------------
void SCurve::RemoveShortSegments(SSurface *srfA, SSurface *srfB) {
if(pts.n < 2) return;
pts.ClearTags();
Vector prev = pts.elem[0].p;
int i, a;
for(i = 1; i < pts.n - 1; i++) {
SCurvePt *sct = &(pts.elem[i]),
*scn = &(pts.elem[i+1]);
if(sct->vertex) {
prev = sct->p;
continue;
}
bool mustKeep = false;
// We must check against both surfaces; the piecewise linear edge
// may have a different chord tolerance in the two surfaces. (For
// example, a circle in the surface of a cylinder is just a straight
// line, so it always has perfect chord tol, but that circle in
// a plane is a circle so it doesn't).
for(a = 0; a < 2; a++) {
SSurface *srf = (a == 0) ? srfA : srfB;
Vector puv, nuv;
srf->ClosestPointTo(prev, &(puv.x), &(puv.y));
srf->ClosestPointTo(scn->p, &(nuv.x), &(nuv.y));
if(srf->ChordToleranceForEdge(nuv, puv) > SS.ChordTolMm()) {
mustKeep = true;
}
}
if(mustKeep) {
prev = sct->p;
} else {
sct->tag = 1;
// and prev is unchanged, since there's no longer any point
// in between
}
}
pts.RemoveTagged();
}
STrimBy STrimBy::EntireCurve(SShell *shell, hSCurve hsc, bool backwards) {
STrimBy stb;
ZERO(&stb);
stb.curve = hsc;
SCurve *sc = shell->curve.FindById(hsc);
if(backwards) {
stb.finish = sc->pts.elem[0].p;
stb.start = sc->pts.elem[sc->pts.n - 1].p;
stb.backwards = true;
} else {
stb.start = sc->pts.elem[0].p;
stb.finish = sc->pts.elem[sc->pts.n - 1].p;
stb.backwards = false;
}
return stb;
}