solvespace/src/polygon.h

346 lines
8.9 KiB
C++

//-----------------------------------------------------------------------------
// Anything relating to plane polygons and triangles, and (generally, non-
// planar) meshes thereof.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#ifndef __POLYGON_H
#define __POLYGON_H
class SPointList;
class SPolygon;
class SContour;
class SMesh;
class SBsp3;
class SOutlineList;
enum class EarType : uint32_t {
UNKNOWN = 0,
NOT_EAR = 1,
EAR = 2
};
enum class BspClass : uint32_t {
POS = 100,
NEG = 101,
COPLANAR = 200
};
enum class EdgeKind : uint32_t {
NAKED_OR_SELF_INTER = 100,
SELF_INTER = 200,
TURNING = 300,
EMPHASIZED = 400,
SHARP = 500,
};
class SEdge {
public:
int tag;
int auxA, auxB;
Vector a, b;
static SEdge From(Vector a, Vector b);
bool EdgeCrosses(Vector a, Vector b, Vector *pi=NULL, SPointList *spl=NULL) const;
};
class SEdgeList {
public:
List<SEdge> l;
void Clear();
void AddEdge(Vector a, Vector b, int auxA=0, int auxB=0);
bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false) const;
bool AssembleContour(Vector first, Vector last, SContour *dest,
SEdge *errorAt, bool keepDir) const;
int AnyEdgeCrossings(Vector a, Vector b,
Vector *pi=NULL, SPointList *spl=NULL) const;
bool ContainsEdgeFrom(const SEdgeList *sel) const;
bool ContainsEdge(const SEdge *se) const;
void CullExtraneousEdges();
void MergeCollinearSegments(Vector a, Vector b);
};
// A kd-tree element needs to go on a side of a node if it's when KDTREE_EPS
// of the boundary. So increasing this number never breaks anything, but may
// result in more duplicated elements. So it's conservative to be sloppy here.
#define KDTREE_EPS (20*LENGTH_EPS)
class SEdgeLl {
public:
SEdge *se;
SEdgeLl *next;
static SEdgeLl *Alloc();
};
class SKdNodeEdges {
public:
int which; // whether c is x, y, or z
double c;
SKdNodeEdges *gt;
SKdNodeEdges *lt;
SEdgeLl *edges;
static SKdNodeEdges *From(SEdgeList *sel);
static SKdNodeEdges *From(SEdgeLl *sell);
static SKdNodeEdges *Alloc();
int AnyEdgeCrossings(Vector a, Vector b, int cnt,
Vector *pi=NULL, SPointList *spl=NULL) const;
};
class SPoint {
public:
int tag;
EarType ear;
Vector p;
Vector auxv;
};
class SPointList {
public:
List<SPoint> l;
void Clear();
bool ContainsPoint(Vector pt) const;
int IndexForPoint(Vector pt) const;
void IncrementTagFor(Vector pt);
void Add(Vector pt);
};
class SContour {
public:
int tag;
int timesEnclosed;
Vector xminPt;
List<SPoint> l;
void AddPoint(Vector p);
void MakeEdgesInto(SEdgeList *el) const;
void Reverse();
Vector ComputeNormal() const;
double SignedAreaProjdToNormal(Vector n) const;
bool IsClockwiseProjdToNormal(Vector n) const;
bool ContainsPointProjdToNormal(Vector n, Vector p) const;
void OffsetInto(SContour *dest, double r) const;
void CopyInto(SContour *dest) const;
void FindPointWithMinX();
Vector AnyEdgeMidpoint() const;
bool IsEar(int bp, double scaledEps) const;
bool BridgeToContour(SContour *sc, SEdgeList *el, List<Vector> *vl);
void ClipEarInto(SMesh *m, int bp, double scaledEps);
void UvTriangulateInto(SMesh *m, SSurface *srf);
};
typedef struct {
uint32_t face;
RgbaColor color;
} STriMeta;
class SPolygon {
public:
List<SContour> l;
Vector normal;
Vector ComputeNormal();
void AddEmptyContour();
int WindingNumberForPoint(Vector p) const;
double SignedArea() const;
bool ContainsPoint(Vector p) const;
void MakeEdgesInto(SEdgeList *el) const;
void FixContourDirections();
void Clear();
bool SelfIntersecting(Vector *intersectsAt) const;
bool IsEmpty() const;
Vector AnyPoint() const;
void OffsetInto(SPolygon *dest, double r) const;
void UvTriangulateInto(SMesh *m, SSurface *srf);
void UvGridTriangulateInto(SMesh *m, SSurface *srf);
};
class STriangle {
public:
int tag;
STriMeta meta;
Vector a, b, c;
Vector an, bn, cn;
static STriangle From(STriMeta meta, Vector a, Vector b, Vector c);
Vector Normal() const;
void FlipNormal();
double MinAltitude() const;
int WindingNumberForPoint(Vector p) const;
bool ContainsPoint(Vector p) const;
bool ContainsPointProjd(Vector n, Vector p) const;
};
class SBsp2 {
public:
Vector np; // normal to the plane
Vector no; // outer normal to the edge
double d;
SEdge edge;
SBsp2 *pos;
SBsp2 *neg;
SBsp2 *more;
void InsertTriangleHow(BspClass how, STriangle *tr, SMesh *m, SBsp3 *bsp3);
void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3);
Vector IntersectionWith(Vector a, Vector b) const;
void InsertEdge(SEdge *nedge, Vector nnp, Vector out);
static SBsp2 *InsertOrCreateEdge(SBsp2 *where, SEdge *nedge,
Vector nnp, Vector out);
static SBsp2 *Alloc();
void DebugDraw(Vector n, double d) const;
};
class SBsp3 {
public:
Vector n;
double d;
STriangle tri;
SBsp3 *pos;
SBsp3 *neg;
SBsp3 *more;
SBsp2 *edges;
static SBsp3 *Alloc();
static SBsp3 *FromMesh(SMesh *m);
Vector IntersectionWith(Vector a, Vector b) const;
void InsertHow(BspClass how, STriangle *str, SMesh *instead);
void Insert(STriangle *str, SMesh *instead);
static SBsp3 *InsertOrCreate(SBsp3 *where, STriangle *str, SMesh *instead);
void InsertConvexHow(BspClass how, STriMeta meta, Vector *vertex, int n,
SMesh *instead);
SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, int n, SMesh *instead);
void InsertInPlane(bool pos2, STriangle *tr, SMesh *m);
void GenerateInPaintOrder(SMesh *m) const;
void DebugDraw() const;
};
class SMesh {
public:
List<STriangle> l;
bool flipNormal;
bool keepCoplanar;
bool atLeastOneDiscarded;
bool isTransparent;
void Clear();
void AddTriangle(const STriangle *st);
void AddTriangle(STriMeta meta, Vector a, Vector b, Vector c);
void AddTriangle(STriMeta meta, Vector n,
Vector a, Vector b, Vector c);
void DoBounding(Vector v, Vector *vmax, Vector *vmin) const;
void GetBounding(Vector *vmax, Vector *vmin) const;
void Simplify(int start);
void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3);
void MakeFromUnionOf(SMesh *a, SMesh *b);
void MakeFromDifferenceOf(SMesh *a, SMesh *b);
void MakeFromCopyOf(SMesh *a);
void MakeFromTransformationOf(SMesh *a, Vector trans,
Quaternion q, double scale);
void MakeFromAssemblyOf(SMesh *a, SMesh *b);
void MakeEdgesInPlaneInto(SEdgeList *sel, Vector n, double d);
void MakeCertainEdgesAndOutlinesInto(SEdgeList *sel, SOutlineList *sol, EdgeKind type);
bool IsEmpty() const;
void RemapFaces(Group *g, int remap);
uint32_t FirstIntersectionWith(Point2d mp) const;
};
// A linked list of triangles
class STriangleLl {
public:
STriangle *tri;
STriangleLl *next;
static STriangleLl *Alloc();
};
class SOutline {
public:
int tag;
Vector a, b, nl, nr;
bool IsVisible(Vector projDir) const;
};
class SOutlineList {
public:
List<SOutline> l;
void Clear();
void AddEdge(Vector a, Vector b, Vector nl, Vector nr);
void MakeFromCopyOf(SOutlineList *ol);
};
class SKdNode {
public:
struct EdgeOnInfo {
int count;
bool frontFacing;
bool intersectsMesh;
STriangle *tr;
int ai;
int bi;
};
int which; // whether c is x, y, or z
double c;
SKdNode *gt;
SKdNode *lt;
STriangleLl *tris;
static SKdNode *Alloc();
static SKdNode *From(SMesh *m);
static SKdNode *From(STriangleLl *tll);
void AddTriangle(STriangle *tr);
void MakeMeshInto(SMesh *m) const;
void ListTrianglesInto(std::vector<STriangle *> *tl) const;
void ClearTags() const;
void FindEdgeOn(Vector a, Vector b, int cnt, bool coplanarIsInter, EdgeOnInfo *info) const;
void MakeCertainEdgesInto(SEdgeList *sel, EdgeKind how, bool coplanarIsInter,
bool *inter, bool *leaky, int auxA = 0) const;
void MakeOutlinesInto(SOutlineList *sel) const;
void OcclusionTestLine(SEdge orig, SEdgeList *sel, int cnt, bool removeHidden) const;
void SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr, bool removeHidden) const;
void SnapToMesh(SMesh *m);
void SnapToVertex(Vector v, SMesh *extras);
};
#endif