655 lines
22 KiB
C++
655 lines
22 KiB
C++
#include "solvespace.h"
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extern int FLAG;
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void SSurface::AddExactIntersectionCurve(SBezier *sb, SSurface *srfB,
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SShell *agnstA, SShell *agnstB, SShell *into)
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{
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SCurve sc;
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ZERO(&sc);
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sc.surfA = h;
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sc.surfB = srfB->h;
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sb->MakePwlInto(&(sc.pts));
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// Now split the line where it intersects our existing surfaces
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SCurve split = sc.MakeCopySplitAgainst(agnstA, agnstB, this, srfB);
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sc.Clear();
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if(0 && sb->deg == 1) {
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dbp(" ");
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Vector *prev = NULL, *v;
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dbp("split.pts.n =%d", split.pts.n);
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for(v = split.pts.First(); v; v = split.pts.NextAfter(v)) {
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if(prev) {
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SS.nakedEdges.AddEdge(*prev, *v);
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}
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prev = v;
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}
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}
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split.source = SCurve::FROM_INTERSECTION;
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into->curve.AddAndAssignId(&split);
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}
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void SSurface::IntersectAgainst(SSurface *b, SShell *agnstA, SShell *agnstB,
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SShell *into)
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{
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Vector amax, amin, bmax, bmin;
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GetAxisAlignedBounding(&amax, &amin);
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b->GetAxisAlignedBounding(&bmax, &bmin);
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if(Vector::BoundingBoxesDisjoint(amax, amin, bmax, bmin)) {
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// They cannot possibly intersect, no curves to generate
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return;
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}
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if(degm == 1 && degn == 1 && b->degm == 1 && b->degn == 1) {
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// Line-line intersection; it's a plane or nothing.
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Vector na = NormalAt(0, 0).WithMagnitude(1),
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nb = b->NormalAt(0, 0).WithMagnitude(1);
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double da = na.Dot(PointAt(0, 0)),
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db = nb.Dot(b->PointAt(0, 0));
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Vector dl = na.Cross(nb);
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if(dl.Magnitude() < LENGTH_EPS) return; // parallel planes
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dl = dl.WithMagnitude(1);
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Vector p = Vector::AtIntersectionOfPlanes(na, da, nb, db);
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// Trim it to the region 0 <= {u,v} <= 1 for each plane; not strictly
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// necessary, since line will be split and excess edges culled, but
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// this improves speed and robustness.
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int i;
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double tmax = VERY_POSITIVE, tmin = VERY_NEGATIVE;
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for(i = 0; i < 2; i++) {
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SSurface *s = (i == 0) ? this : b;
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Vector tu, tv;
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s->TangentsAt(0, 0, &tu, &tv);
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double up, vp, ud, vd;
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s->ClosestPointTo(p, &up, &vp);
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ud = (dl.Dot(tu)) / tu.MagSquared();
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vd = (dl.Dot(tv)) / tv.MagSquared();
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// so u = up + t*ud
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// v = vp + t*vd
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if(ud > LENGTH_EPS) {
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tmin = max(tmin, -up/ud);
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tmax = min(tmax, (1 - up)/ud);
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} else if(ud < -LENGTH_EPS) {
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tmax = min(tmax, -up/ud);
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tmin = max(tmin, (1 - up)/ud);
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} else {
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if(up < -LENGTH_EPS || up > 1 + LENGTH_EPS) {
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// u is constant, and outside [0, 1]
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tmax = VERY_NEGATIVE;
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}
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}
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if(vd > LENGTH_EPS) {
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tmin = max(tmin, -vp/vd);
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tmax = min(tmax, (1 - vp)/vd);
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} else if(vd < -LENGTH_EPS) {
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tmax = min(tmax, -vp/vd);
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tmin = max(tmin, (1 - vp)/vd);
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} else {
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if(vp < -LENGTH_EPS || vp > 1 + LENGTH_EPS) {
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// v is constant, and outside [0, 1]
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tmax = VERY_NEGATIVE;
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}
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}
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}
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if(tmax > tmin) {
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SBezier bezier = SBezier::From(p.Plus(dl.ScaledBy(tmin)),
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p.Plus(dl.ScaledBy(tmax)));
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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} else if((degm == 1 && degn == 1 && b->IsExtrusion(NULL, NULL)) ||
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(b->degm == 1 && b->degn == 1 && this->IsExtrusion(NULL, NULL)))
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{
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// The intersection between a plane and a surface of extrusion
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SSurface *splane, *sext;
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if(degm == 1 && degn == 1) {
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splane = this;
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sext = b;
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} else {
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splane = b;
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sext = this;
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}
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Vector n = splane->NormalAt(0, 0).WithMagnitude(1), along;
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double d = n.Dot(splane->PointAt(0, 0));
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SBezier bezier;
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(void)sext->IsExtrusion(&bezier, &along);
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if(fabs(n.Dot(along)) < LENGTH_EPS) {
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// Direction of extrusion is parallel to plane; so intersection
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// is zero or more lines. Build a line within the plane, and
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// normal to the direction of extrusion, and intersect that line
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// against the surface; each intersection point corresponds to
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// a line.
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Vector pm, alu, p0, dp;
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// a point halfway along the extrusion
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pm = ((sext->ctrl[0][0]).Plus(sext->ctrl[0][1])).ScaledBy(0.5);
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alu = along.WithMagnitude(1);
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dp = (n.Cross(along)).WithMagnitude(1);
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// n, alu, and dp form an orthogonal csys; set n component to
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// place it on the plane, alu component to lie halfway along
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// extrusion, and dp component doesn't matter so zero
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p0 = n.ScaledBy(d).Plus(alu.ScaledBy(pm.Dot(alu)));
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List<SInter> inters;
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ZERO(&inters);
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sext->AllPointsIntersecting(p0, p0.Plus(dp), &inters, false, false);
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SInter *si;
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for(si = inters.First(); si; si = inters.NextAfter(si)) {
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Vector al = along.ScaledBy(0.5);
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SBezier bezier;
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bezier = SBezier::From((si->p).Minus(al), (si->p).Plus(al));
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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inters.Clear();
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} else {
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// Direction of extrusion is not parallel to plane; so
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// intersection is projection of extruded curve into our plane.
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int i;
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for(i = 0; i <= bezier.deg; i++) {
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Vector p0 = bezier.ctrl[i],
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p1 = p0.Plus(along);
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bezier.ctrl[i] =
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Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, NULL);
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}
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AddExactIntersectionCurve(&bezier, b, agnstA, agnstB, into);
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}
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}
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// need to implement general numerical surface intersection for tough
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// cases, just giving up for now
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}
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double SSurface::DepartureFromCoplanar(void) {
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int i, j;
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int ia, ja, ib, jb, ic, jc;
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double best;
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// Grab three points to define a plane; first choose (0, 0) arbitrarily.
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ia = ja = 0;
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// Then the point farthest from pt a.
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best = VERY_NEGATIVE;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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if(i == ia && j == ja) continue;
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double dist = (ctrl[i][j]).Minus(ctrl[ia][ja]).Magnitude();
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if(dist > best) {
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best = dist;
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ib = i;
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jb = j;
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}
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}
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}
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// Then biggest magnitude of ab cross ac.
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best = VERY_NEGATIVE;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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if(i == ia && j == ja) continue;
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if(i == ib && j == jb) continue;
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double mag =
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((ctrl[ia][ja].Minus(ctrl[ib][jb]))).Cross(
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(ctrl[ia][ja].Minus(ctrl[i ][j ]))).Magnitude();
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if(mag > best) {
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best = mag;
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ic = i;
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jc = j;
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}
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}
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}
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Vector n = ((ctrl[ia][ja].Minus(ctrl[ib][jb]))).Cross(
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(ctrl[ia][ja].Minus(ctrl[ic][jc])));
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n = n.WithMagnitude(1);
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double d = (ctrl[ia][ja]).Dot(n);
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// Finally, calculate the deviation from each point to the plane.
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double farthest = VERY_NEGATIVE;
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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 dist = fabs(n.Dot(ctrl[i][j]) - d);
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if(dist > farthest) {
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farthest = dist;
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}
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}
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}
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return farthest;
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}
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void SSurface::WeightControlPoints(void) {
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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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ctrl[i][j] = (ctrl[i][j]).ScaledBy(weight[i][j]);
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}
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}
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}
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void SSurface::UnWeightControlPoints(void) {
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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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ctrl[i][j] = (ctrl[i][j]).ScaledBy(1.0/weight[i][j]);
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}
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}
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}
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void SSurface::CopyRowOrCol(bool row, int this_ij, SSurface *src, int src_ij) {
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if(row) {
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int j;
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for(j = 0; j <= degn; j++) {
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ctrl [this_ij][j] = src->ctrl [src_ij][j];
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weight[this_ij][j] = src->weight[src_ij][j];
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}
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} else {
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int i;
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for(i = 0; i <= degm; i++) {
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ctrl [i][this_ij] = src->ctrl [i][src_ij];
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weight[i][this_ij] = src->weight[i][src_ij];
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}
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}
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}
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void SSurface::BlendRowOrCol(bool row, int this_ij, SSurface *a, int a_ij,
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SSurface *b, int b_ij)
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{
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if(row) {
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int j;
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for(j = 0; j <= degn; j++) {
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Vector c = (a->ctrl [a_ij][j]).Plus(b->ctrl [b_ij][j]);
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double w = (a->weight[a_ij][j] + b->weight[b_ij][j]);
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ctrl [this_ij][j] = c.ScaledBy(0.5);
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weight[this_ij][j] = w / 2;
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}
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} else {
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int i;
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for(i = 0; i <= degm; i++) {
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Vector c = (a->ctrl [i][a_ij]).Plus(b->ctrl [i][b_ij]);
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double w = (a->weight[i][a_ij] + b->weight[i][b_ij]);
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ctrl [i][this_ij] = c.ScaledBy(0.5);
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weight[i][this_ij] = w / 2;
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}
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}
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}
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void SSurface::SplitInHalf(bool byU, SSurface *sa, SSurface *sb) {
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sa->degm = sb->degm = degm;
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sa->degn = sb->degn = degn;
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// by de Casteljau's algorithm in a projective space; so we must work
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// on points (w*x, w*y, w*z, w)
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WeightControlPoints();
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switch(byU ? degm : degn) {
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case 1:
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 1, this, 1);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 0, this, 0, this, 1);
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break;
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case 2:
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 2, this, 2);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 1, this, 1, this, 2);
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sa->BlendRowOrCol(byU, 2, sa, 1, sb, 1);
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sb->BlendRowOrCol(byU, 0, sa, 1, sb, 1);
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break;
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case 3: {
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SSurface st;
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st.degm = degm; st.degn = degn;
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sa->CopyRowOrCol (byU, 0, this, 0);
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sb->CopyRowOrCol (byU, 3, this, 3);
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sa->BlendRowOrCol(byU, 1, this, 0, this, 1);
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sb->BlendRowOrCol(byU, 2, this, 2, this, 3);
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st. BlendRowOrCol(byU, 0, this, 1, this, 2); // scratch var
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sa->BlendRowOrCol(byU, 2, sa, 1, &st, 0);
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sb->BlendRowOrCol(byU, 1, sb, 2, &st, 0);
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sa->BlendRowOrCol(byU, 3, sa, 2, sb, 1);
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sb->BlendRowOrCol(byU, 0, sa, 2, sb, 1);
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break;
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}
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default: oops();
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}
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sa->UnWeightControlPoints();
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sb->UnWeightControlPoints();
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UnWeightControlPoints();
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}
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//-----------------------------------------------------------------------------
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// Find all points where the indicated finite (if segment) or infinite (if not
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// segment) line intersects our surface. Report them in uv space in the list.
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// We first do a bounding box check; if the line doesn't intersect, then we're
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// done. If it does, then we check how small our surface is. If it's big,
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// then we subdivide into quarters and recurse. If it's small, then we refine
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// by Newton's method and record the point.
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//-----------------------------------------------------------------------------
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void SSurface::AllPointsIntersectingUntrimmed(Vector a, Vector b,
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int *cnt, int *level,
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List<Inter> *l, bool segment,
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SSurface *sorig)
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{
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// Test if the line intersects our axis-aligned bounding box; if no, then
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// no possibility of an intersection
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Vector amax, amin;
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GetAxisAlignedBounding(&amax, &amin);
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if(!Vector::BoundingBoxIntersectsLine(amax, amin, a, b, segment)) {
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// The line segment could fail to intersect the bbox, but lie entirely
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// within it and intersect the surface.
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if(a.OutsideAndNotOn(amax, amin) && b.OutsideAndNotOn(amax, amin)) {
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return;
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}
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}
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if(*cnt > 2000) {
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dbp("!!! too many subdivisions (level=%d)!", *level);
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dbp("degm = %d degn = %d", degm, degn);
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return;
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}
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(*cnt)++;
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// If we might intersect, and the surface is small, then switch to Newton
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// iterations.
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if(DepartureFromCoplanar() < 0.2*SS.ChordTolMm()) {
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Vector p = (amax.Plus(amin)).ScaledBy(0.5);
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Inter inter;
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sorig->ClosestPointTo(p, &(inter.p.x), &(inter.p.y), false);
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if(sorig->PointIntersectingLine(a, b, &(inter.p.x), &(inter.p.y))) {
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Vector p = sorig->PointAt(inter.p.x, inter.p.y);
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// Debug check, verify that the point lies in both surfaces
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// (which it ought to, since the surfaces should be coincident)
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double u, v;
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ClosestPointTo(p, &u, &v);
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l->Add(&inter);
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} else {
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// Might not converge if line is almost tangent to surface...
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}
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return;
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}
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// But the surface is big, so split it, alternating by u and v
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SSurface surf0, surf1;
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SplitInHalf((*level & 1) == 0, &surf0, &surf1);
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int nextLevel = (*level) + 1;
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(*level) = nextLevel;
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surf0.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
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(*level) = nextLevel;
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surf1.AllPointsIntersectingUntrimmed(a, b, cnt, level, l, segment, sorig);
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}
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//-----------------------------------------------------------------------------
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// Find all points where a line through a and b intersects our surface, and
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// add them to the list. If seg is true then report only intersections that
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// lie within the finite line segment (not including the endpoints); otherwise
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// we work along the infinite line.
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//-----------------------------------------------------------------------------
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void SSurface::AllPointsIntersecting(Vector a, Vector b,
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List<SInter> *l, bool seg, bool trimmed)
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{
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Vector ba = b.Minus(a);
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double bam = ba.Magnitude();
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List<Inter> inters;
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ZERO(&inters);
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// All the intersections between the line and the surface; either special
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// cases that we can quickly solve in closed form, or general numerical.
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Vector center, axis;
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double radius, dtheta;
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if(degm == 1 && degn == 1) {
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// Against a plane, easy.
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Vector n = NormalAt(0, 0).WithMagnitude(1);
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double d = n.Dot(PointAt(0, 0));
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// Trim to line segment now if requested, don't generate points that
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// would just get discarded later.
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if(!seg ||
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(n.Dot(a) > d + LENGTH_EPS && n.Dot(b) < d - LENGTH_EPS) ||
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(n.Dot(b) > d + LENGTH_EPS && n.Dot(a) < d - LENGTH_EPS))
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{
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Vector p = Vector::AtIntersectionOfPlaneAndLine(n, d, a, b, NULL);
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Inter inter;
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ClosestPointTo(p, &(inter.p.x), &(inter.p.y));
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inters.Add(&inter);
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}
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} else if(IsCylinder(¢er, &axis, &radius, &dtheta) && 0) {
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// XXX, cylinder is easy in closed form
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} else {
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// General numerical solution by subdivision, fallback
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int cnt = 0, level = 0;
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AllPointsIntersectingUntrimmed(a, b, &cnt, &level, &inters, seg, this);
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}
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// Remove duplicate intersection points
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inters.ClearTags();
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int i, j;
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for(i = 0; i < inters.n; i++) {
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for(j = i + 1; j < inters.n; j++) {
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if(inters.elem[i].p.Equals(inters.elem[j].p)) {
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inters.elem[j].tag = 1;
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}
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}
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}
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inters.RemoveTagged();
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for(i = 0; i < inters.n; i++) {
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Point2d puv = inters.elem[i].p;
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// Make sure the point lies within the finite line segment
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Vector pxyz = PointAt(puv.x, puv.y);
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double t = (pxyz.Minus(a)).DivPivoting(ba);
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if(seg && (t > 1 - LENGTH_EPS/bam || t < LENGTH_EPS/bam)) {
|
|
continue;
|
|
}
|
|
|
|
// And that it lies inside our trim region
|
|
Point2d dummy = { 0, 0 };
|
|
int c = bsp->ClassifyPoint(puv, dummy);
|
|
if(trimmed && c == SBspUv::OUTSIDE) {
|
|
continue;
|
|
}
|
|
|
|
// It does, so generate the intersection
|
|
SInter si;
|
|
si.p = pxyz;
|
|
si.surfNormal = NormalAt(puv.x, puv.y);
|
|
si.hsrf = h;
|
|
si.srf = this;
|
|
si.onEdge = (c != SBspUv::INSIDE);
|
|
l->Add(&si);
|
|
}
|
|
|
|
inters.Clear();
|
|
}
|
|
|
|
void SShell::AllPointsIntersecting(Vector a, Vector b,
|
|
List<SInter> *il, bool seg, bool trimmed)
|
|
{
|
|
SSurface *ss;
|
|
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
|
ss->AllPointsIntersecting(a, b, il, seg, trimmed);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Does the given point lie on our shell? It might be inside or outside, or
|
|
// it might be on the surface with pout parallel or anti-parallel to the
|
|
// intersecting surface's normal.
|
|
//
|
|
// To calculate, we intersect a ray through p with our shell, and classify
|
|
// using the closest intersection point. If the ray hits a surface on edge,
|
|
// then just reattempt in a different random direction.
|
|
//-----------------------------------------------------------------------------
|
|
int SShell::ClassifyPoint(Vector p, Vector pout) {
|
|
List<SInter> l;
|
|
ZERO(&l);
|
|
|
|
srand(0);
|
|
|
|
int ret, cnt = 0, edge_inters;
|
|
double edge_dotp[2];
|
|
|
|
for(;;) {
|
|
// Cast a ray in a random direction (two-sided so that we test if
|
|
// the point lies on a surface, but use only one side for in/out
|
|
// testing)
|
|
Vector ray = Vector::From(Random(1), Random(1), Random(1));
|
|
AllPointsIntersecting(p.Minus(ray), p.Plus(ray), &l, false, true);
|
|
|
|
double dmin = VERY_POSITIVE;
|
|
ret = OUTSIDE; // no intersections means it's outside
|
|
bool onEdge = false;
|
|
edge_inters = 0;
|
|
|
|
SInter *si;
|
|
for(si = l.First(); si; si = l.NextAfter(si)) {
|
|
double t = ((si->p).Minus(p)).DivPivoting(ray);
|
|
if(t*ray.Magnitude() < -LENGTH_EPS) {
|
|
// wrong side, doesn't count
|
|
continue;
|
|
}
|
|
|
|
double d = ((si->p).Minus(p)).Magnitude();
|
|
|
|
// Handle edge-on-edge
|
|
if(d < LENGTH_EPS && si->onEdge && edge_inters < 2) {
|
|
edge_dotp[edge_inters] = (si->surfNormal).Dot(pout);
|
|
edge_inters++;
|
|
}
|
|
|
|
if(d < dmin) {
|
|
dmin = d;
|
|
if(d < LENGTH_EPS) {
|
|
// Edge-on-face (unless edge-on-edge above supercedes)
|
|
if((si->surfNormal).Dot(pout) > 0) {
|
|
ret = SURF_PARALLEL;
|
|
} else {
|
|
ret = SURF_ANTIPARALLEL;
|
|
}
|
|
} else {
|
|
// Edge does not lie on surface; either strictly inside
|
|
// or strictly outside
|
|
if((si->surfNormal).Dot(ray) > 0) {
|
|
ret = INSIDE;
|
|
} else {
|
|
ret = OUTSIDE;
|
|
}
|
|
}
|
|
onEdge = si->onEdge;
|
|
}
|
|
}
|
|
l.Clear();
|
|
|
|
// If the point being tested lies exactly on an edge of the shell,
|
|
// then our ray always lies on edge, and that's okay. Otherwise
|
|
// try again in a different random direction.
|
|
if((edge_inters == 2) || !onEdge) break;
|
|
if(cnt++ > 20) {
|
|
dbp("can't find a ray that doesn't hit on edge!");
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(edge_inters == 2) {
|
|
double tol = 1e-3;
|
|
|
|
if(edge_dotp[0] > -tol && edge_dotp[1] > -tol) {
|
|
return EDGE_PARALLEL;
|
|
} else if(edge_dotp[0] < tol && edge_dotp[1] < tol) {
|
|
return EDGE_ANTIPARALLEL;
|
|
} else {
|
|
return EDGE_TANGENT;
|
|
}
|
|
} else {
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are two surfaces coincident, with the same (or with opposite) normals?
|
|
// Currently handles planes only.
|
|
//-----------------------------------------------------------------------------
|
|
bool SSurface::CoincidentWith(SSurface *ss, bool sameNormal) {
|
|
if(degm != 1 || degn != 1) return false;
|
|
if(ss->degm != 1 || ss->degn != 1) return false;
|
|
|
|
Vector p = ctrl[0][0];
|
|
Vector n = NormalAt(0, 0).WithMagnitude(1);
|
|
double d = n.Dot(p);
|
|
|
|
if(!ss->CoincidentWithPlane(n, d)) return false;
|
|
|
|
Vector n2 = ss->NormalAt(0, 0);
|
|
if(sameNormal) {
|
|
if(n2.Dot(n) < 0) return false;
|
|
} else {
|
|
if(n2.Dot(n) > 0) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SSurface::CoincidentWithPlane(Vector n, double d) {
|
|
if(degm != 1 || degn != 1) return false;
|
|
if(fabs(n.Dot(ctrl[0][0]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[0][1]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[1][0]) - d) > LENGTH_EPS) return false;
|
|
if(fabs(n.Dot(ctrl[1][1]) - d) > LENGTH_EPS) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// In our shell, find all surfaces that are coincident with the prototype
|
|
// surface (with same or opposite normal, as specified), and copy all of
|
|
// their trim polygons into el. The edges are returned in uv coordinates for
|
|
// the prototype surface.
|
|
//-----------------------------------------------------------------------------
|
|
void SShell::MakeCoincidentEdgesInto(SSurface *proto, bool sameNormal,
|
|
SEdgeList *el)
|
|
{
|
|
SSurface *ss;
|
|
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)) {
|
|
if(proto->CoincidentWith(ss, sameNormal)) {
|
|
ss->MakeEdgesInto(this, el, false);
|
|
}
|
|
}
|
|
|
|
SEdge *se;
|
|
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
|
|
double ua, va, ub, vb;
|
|
proto->ClosestPointTo(se->a, &ua, &va);
|
|
proto->ClosestPointTo(se->b, &ub, &vb);
|
|
|
|
if(sameNormal) {
|
|
se->a = Vector::From(ua, va, 0);
|
|
se->b = Vector::From(ub, vb, 0);
|
|
} else {
|
|
// Flip normal, so flip all edge directions
|
|
se->b = Vector::From(ua, va, 0);
|
|
se->a = Vector::From(ub, vb, 0);
|
|
}
|
|
}
|
|
}
|
|
|