solvespace/srf/ratpoly.cpp

589 lines
17 KiB
C++

//-----------------------------------------------------------------------------
// Math on rational polynomial surfaces and curves, typically in Bezier
// form. Evaluate, root-find (by Newton's methods), evaluate derivatives,
// and so on.
//-----------------------------------------------------------------------------
#include "../solvespace.h"
// Converge it to better than LENGTH_EPS; we want two points, each
// independently projected into uv and back, to end up equal with the
// LENGTH_EPS. Best case that requires LENGTH_EPS/2, but more is better
// and convergence should be fast by now.
#define RATPOLY_EPS (LENGTH_EPS/(1e2))
static double Bernstein(int k, int deg, double t)
{
if(k > deg || k < 0) return 0;
switch(deg) {
case 0:
return 1;
break;
case 1:
if(k == 0) {
return (1 - t);
} else if(k = 1) {
return t;
}
break;
case 2:
if(k == 0) {
return (1 - t)*(1 - t);
} else if(k == 1) {
return 2*(1 - t)*t;
} else if(k == 2) {
return t*t;
}
break;
case 3:
if(k == 0) {
return (1 - t)*(1 - t)*(1 - t);
} else if(k == 1) {
return 3*(1 - t)*(1 - t)*t;
} else if(k == 2) {
return 3*(1 - t)*t*t;
} else if(k == 3) {
return t*t*t;
}
break;
}
oops();
}
double BernsteinDerivative(int k, int deg, double t)
{
switch(deg) {
case 0:
return 0;
break;
case 1:
if(k == 0) {
return -1;
} else if(k = 1) {
return 1;
}
break;
case 2:
if(k == 0) {
return -2 + 2*t;
} else if(k == 1) {
return 2 - 4*t;
} else if(k == 2) {
return 2*t;
}
break;
case 3:
if(k == 0) {
return -3 + 6*t - 3*t*t;
} else if(k == 1) {
return 3 - 12*t + 9*t*t;
} else if(k == 2) {
return 6*t - 9*t*t;
} else if(k == 3) {
return 3*t*t;
}
break;
}
oops();
}
Vector SBezier::PointAt(double t) {
Vector pt = Vector::From(0, 0, 0);
double d = 0;
int i;
for(i = 0; i <= deg; i++) {
double B = Bernstein(i, deg, t);
pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
d += weight[i]*B;
}
pt = pt.ScaledBy(1.0/d);
return pt;
}
Vector SBezier::TangentAt(double t) {
Vector pt = Vector::From(0, 0, 0), pt_p = Vector::From(0, 0, 0);
double d = 0, d_p = 0;
int i;
for(i = 0; i <= deg; i++) {
double B = Bernstein(i, deg, t),
Bp = BernsteinDerivative(i, deg, t);
pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
d += weight[i]*B;
pt_p = pt_p.Plus(ctrl[i].ScaledBy(Bp*weight[i]));
d_p += weight[i]*Bp;
}
// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
Vector ret;
ret = (pt_p.ScaledBy(d)).Minus(pt.ScaledBy(d_p));
ret = ret.ScaledBy(1.0/(d*d));
return ret;
}
void SBezier::ClosestPointTo(Vector p, double *t, bool converge) {
int i;
double minDist = VERY_POSITIVE;
*t = 0;
double res = (deg <= 2) ? 7.0 : 20.0;
for(i = 0; i < (int)res; i++) {
double tryt = (i/res);
Vector tryp = PointAt(tryt);
double d = (tryp.Minus(p)).Magnitude();
if(d < minDist) {
*t = tryt;
minDist = d;
}
}
Vector p0;
for(i = 0; i < (converge ? 15 : 5); i++) {
p0 = PointAt(*t);
if(p0.Equals(p, RATPOLY_EPS)) {
return;
}
Vector dp = TangentAt(*t);
Vector pc = p.ClosestPointOnLine(p0, dp);
*t += (pc.Minus(p0)).DivPivoting(dp);
}
if(converge) {
dbp("didn't converge (closest point on bezier curve)");
}
}
bool SBezier::PointOnThisAndCurve(SBezier *sbb, Vector *p) {
double ta, tb;
this->ClosestPointTo(*p, &ta, false);
sbb ->ClosestPointTo(*p, &tb, false);
int i;
for(i = 0; i < 20; i++) {
Vector pa = this->PointAt(ta),
pb = sbb ->PointAt(tb),
da = this->TangentAt(ta),
db = sbb ->TangentAt(tb);
if(pa.Equals(pb, RATPOLY_EPS)) {
*p = pa;
return true;
}
double tta, ttb;
Vector::ClosestPointBetweenLines(pa, da, pb, db, &tta, &ttb);
ta += tta;
tb += ttb;
}
return false;
}
void SBezier::SplitAt(double t, SBezier *bef, SBezier *aft) {
Vector4 ct[4];
int i;
for(i = 0; i <= deg; i++) {
ct[i] = Vector4::From(weight[i], ctrl[i]);
}
switch(deg) {
case 1: {
Vector4 cts = Vector4::Blend(ct[0], ct[1], t);
*bef = SBezier::From(ct[0], cts);
*aft = SBezier::From(cts, ct[1]);
break;
}
case 2: {
Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
ct12 = Vector4::Blend(ct[1], ct[2], t),
cts = Vector4::Blend(ct01, ct12, t);
*bef = SBezier::From(ct[0], ct01, cts);
*aft = SBezier::From(cts, ct12, ct[2]);
break;
}
case 3: {
Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
ct12 = Vector4::Blend(ct[1], ct[2], t),
ct23 = Vector4::Blend(ct[2], ct[3], t),
ct01_12 = Vector4::Blend(ct01, ct12, t),
ct12_23 = Vector4::Blend(ct12, ct23, t),
cts = Vector4::Blend(ct01_12, ct12_23, t);
*bef = SBezier::From(ct[0], ct01, ct01_12, cts);
*aft = SBezier::From(cts, ct12_23, ct23, ct[3]);
break;
}
default: oops();
}
}
void SBezier::MakePwlInto(SEdgeList *sel, double chordTol) {
List<Vector> lv;
ZERO(&lv);
MakePwlInto(&lv, chordTol);
int i;
for(i = 1; i < lv.n; i++) {
sel->AddEdge(lv.elem[i-1], lv.elem[i]);
}
lv.Clear();
}
void SBezier::MakePwlInto(List<SCurvePt> *l, double chordTol) {
List<Vector> lv;
ZERO(&lv);
MakePwlInto(&lv, chordTol);
int i;
for(i = 0; i < lv.n; i++) {
SCurvePt scpt;
scpt.tag = 0;
scpt.p = lv.elem[i];
scpt.vertex = (i == 0) || (i == (lv.n - 1));
l->Add(&scpt);
}
lv.Clear();
}
void SBezier::MakePwlInto(SContour *sc, double chordTol) {
List<Vector> lv;
ZERO(&lv);
MakePwlInto(&lv, chordTol);
int i;
for(i = 0; i < lv.n; i++) {
sc->AddPoint(lv.elem[i]);
}
lv.Clear();
}
void SBezier::MakePwlInto(List<Vector> *l, double chordTol) {
if(chordTol == 0) {
// Use the default chord tolerance.
chordTol = SS.ChordTolMm();
}
l->Add(&(ctrl[0]));
MakePwlWorker(l, 0.0, 1.0, chordTol);
}
void SBezier::MakePwlWorker(List<Vector> *l, double ta, double tb,
double chordTol)
{
Vector pa = PointAt(ta);
Vector pb = PointAt(tb);
// Can't test in the middle, or certain cubics would break.
double tm1 = (2*ta + tb) / 3;
double tm2 = (ta + 2*tb) / 3;
Vector pm1 = PointAt(tm1);
Vector pm2 = PointAt(tm2);
double d = max(pm1.DistanceToLine(pa, pb.Minus(pa)),
pm2.DistanceToLine(pa, pb.Minus(pa)));
double step = 1.0/SS.maxSegments;
if((tb - ta) < step || d < chordTol) {
// A previous call has already added the beginning of our interval.
l->Add(&pb);
} else {
double tm = (ta + tb) / 2;
MakePwlWorker(l, ta, tm, chordTol);
MakePwlWorker(l, tm, tb, chordTol);
}
}
Vector SSurface::PointAt(Point2d puv) {
return PointAt(puv.x, puv.y);
}
Vector SSurface::PointAt(double u, double v) {
Vector num = Vector::From(0, 0, 0);
double den = 0;
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
double Bi = Bernstein(i, degm, u),
Bj = Bernstein(j, degn, v);
num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
den += weight[i][j]*Bi*Bj;
}
}
num = num.ScaledBy(1.0/den);
return num;
}
void SSurface::TangentsAt(double u, double v, Vector *tu, Vector *tv) {
Vector num = Vector::From(0, 0, 0),
num_u = Vector::From(0, 0, 0),
num_v = Vector::From(0, 0, 0);
double den = 0,
den_u = 0,
den_v = 0;
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
double Bi = Bernstein(i, degm, u),
Bj = Bernstein(j, degn, v),
Bip = BernsteinDerivative(i, degm, u),
Bjp = BernsteinDerivative(j, degn, v);
num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
den += weight[i][j]*Bi*Bj;
num_u = num_u.Plus(ctrl[i][j].ScaledBy(Bip*Bj*weight[i][j]));
den_u += weight[i][j]*Bip*Bj;
num_v = num_v.Plus(ctrl[i][j].ScaledBy(Bi*Bjp*weight[i][j]));
den_v += weight[i][j]*Bi*Bjp;
}
}
// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
*tu = ((num_u.ScaledBy(den)).Minus(num.ScaledBy(den_u)));
*tu = tu->ScaledBy(1.0/(den*den));
*tv = ((num_v.ScaledBy(den)).Minus(num.ScaledBy(den_v)));
*tv = tv->ScaledBy(1.0/(den*den));
}
Vector SSurface::NormalAt(Point2d puv) {
return NormalAt(puv.x, puv.y);
}
Vector SSurface::NormalAt(double u, double v) {
Vector tu, tv;
TangentsAt(u, v, &tu, &tv);
return tu.Cross(tv);
}
void SSurface::ClosestPointTo(Vector p, Point2d *puv, bool converge) {
ClosestPointTo(p, &(puv->x), &(puv->y), converge);
}
void SSurface::ClosestPointTo(Vector p, double *u, double *v, bool converge) {
// A few special cases first; when control points are coincident the
// derivative goes to zero at the conrol points, and would result in
// nonconvergence. We avoid that here, and also guarantee a consistent
// (u, v) (of the infinitely many possible in one parameter).
if(p.Equals(ctrl[0] [0] )) { *u = 0; *v = 0; return; }
if(p.Equals(ctrl[degm][0] )) { *u = 1; *v = 0; return; }
if(p.Equals(ctrl[degm][degn])) { *u = 1; *v = 1; return; }
if(p.Equals(ctrl[0] [degn])) { *u = 0; *v = 1; return; }
// And planes are trivial, so don't waste time iterating over those.
if(degm == 1 && degn == 1) {
Vector orig = ctrl[0][0],
bu = (ctrl[1][0]).Minus(orig),
bv = (ctrl[0][1]).Minus(orig);
if((ctrl[1][1]).Equals(orig.Plus(bu).Plus(bv))) {
Vector dp = p.Minus(orig);
*u = dp.Dot(bu) / bu.MagSquared();
*v = dp.Dot(bv) / bv.MagSquared();
return;
}
}
// Try whatever the previous guess was. This is likely to do something
// good if we're working our way along a curve or something else where
// we project successive points that are close to each other; something
// like a 20% speedup empirically.
if(converge) {
double ut = cached.x, vt = cached.y;
if(ClosestPointNewton(p, &ut, &vt, converge)) {
cached.x = *u = ut;
cached.y = *v = vt;
return;
}
}
// Search for a reasonable initial guess
int i, j;
double minDist = VERY_POSITIVE;
int res = (max(degm, degn) == 2) ? 7 : 20;
for(i = 0; i < res; i++) {
for(j = 0; j < res; j++) {
double tryu = (i + 0.5)/res, tryv = (j + 0.5)/res;
Vector tryp = PointAt(tryu, tryv);
double d = (tryp.Minus(p)).Magnitude();
if(d < minDist) {
*u = tryu;
*v = tryv;
minDist = d;
}
}
}
if(ClosestPointNewton(p, u, v, converge)) {
cached.x = *u;
cached.y = *v;
return;
}
// If we failed to converge, then at least don't return NaN.
if(isnan(*u) || isnan(*v)) {
*u = *v = 0;
}
}
bool SSurface::ClosestPointNewton(Vector p, double *u, double *v, bool converge)
{
// Initial guess is in u, v; refine by Newton iteration.
Vector p0;
for(int i = 0; i < (converge ? 25 : 5); i++) {
p0 = PointAt(*u, *v);
if(converge) {
if(p0.Equals(p, RATPOLY_EPS)) {
return true;
}
}
Vector tu, tv;
TangentsAt(*u, *v, &tu, &tv);
// Project the point into a plane through p0, with basis tu, tv; a
// second-order thing would converge faster but needs second
// derivatives.
Vector dp = p.Minus(p0);
double du = dp.Dot(tu), dv = dp.Dot(tv);
*u += du / (tu.MagSquared());
*v += dv / (tv.MagSquared());
}
if(converge) {
dbp("didn't converge");
dbp("have %.3f %.3f %.3f", CO(p0));
dbp("want %.3f %.3f %.3f", CO(p));
dbp("distance = %g", (p.Minus(p0)).Magnitude());
}
return false;
}
bool SSurface::PointIntersectingLine(Vector p0, Vector p1, double *u, double *v)
{
int i;
for(i = 0; i < 15; i++) {
Vector pi, p, tu, tv;
p = PointAt(*u, *v);
TangentsAt(*u, *v, &tu, &tv);
Vector n = (tu.Cross(tv)).WithMagnitude(1);
double d = p.Dot(n);
bool parallel;
pi = Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, &parallel);
if(parallel) break;
// Check for convergence
if(pi.Equals(p, RATPOLY_EPS)) return true;
// Adjust our guess and iterate
Vector dp = pi.Minus(p);
double du = dp.Dot(tu), dv = dp.Dot(tv);
*u += du / (tu.MagSquared());
*v += dv / (tv.MagSquared());
}
// dbp("didn't converge (surface intersecting line)");
return false;
}
Vector SSurface::ClosestPointOnThisAndSurface(SSurface *srf2, Vector p) {
// This is untested.
int i, j;
Point2d puv[2];
SSurface *srf[2] = { this, srf2 };
for(j = 0; j < 2; j++) {
(srf[j])->ClosestPointTo(p, &(puv[j]), false);
}
for(i = 0; i < 10; i++) {
Vector tu[2], tv[2], cp[2], n[2];
double d[2];
for(j = 0; j < 2; j++) {
(srf[j])->TangentsAt(puv[j].x, puv[j].y, &(tu[j]), &(tv[j]));
cp[j] = (srf[j])->PointAt(puv[j]);
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
d[j] = (n[j]).Dot(cp[j]);
}
if((cp[0]).Equals(cp[1], RATPOLY_EPS)) break;
Vector p0 = Vector::AtIntersectionOfPlanes(n[0], d[0], n[1], d[1]),
dp = (n[0]).Cross(n[1]);
Vector pc = p.ClosestPointOnLine(p0, dp);
// Adjust our guess and iterate
for(j = 0; j < 2; j++) {
Vector dc = pc.Minus(cp[j]);
double du = dc.Dot(tu[j]), dv = dc.Dot(tv[j]);
puv[j].x += du / ((tu[j]).MagSquared());
puv[j].y += dv / ((tv[j]).MagSquared());
}
}
if(i >= 10) {
dbp("this and srf, didn't converge, d=%g",
(puv[0].Minus(puv[1])).Magnitude());
}
// If this converged, then the two points are actually equal.
return ((srf[0])->PointAt(puv[0])).Plus(
((srf[1])->PointAt(puv[1]))).ScaledBy(0.5);
}
void SSurface::PointOnSurfaces(SSurface *s1, SSurface *s2,
double *up, double *vp)
{
double u[3] = { *up, 0, 0 }, v[3] = { *vp, 0, 0 };
SSurface *srf[3] = { this, s1, s2 };
// Get initial guesses for (u, v) in the other surfaces
Vector p = PointAt(*u, *v);
(srf[1])->ClosestPointTo(p, &(u[1]), &(v[1]), false);
(srf[2])->ClosestPointTo(p, &(u[2]), &(v[2]), false);
int i, j;
for(i = 0; i < 20; i++) {
// Approximate each surface by a plane
Vector p[3], tu[3], tv[3], n[3];
double d[3];
for(j = 0; j < 3; j++) {
p[j] = (srf[j])->PointAt(u[j], v[j]);
(srf[j])->TangentsAt(u[j], v[j], &(tu[j]), &(tv[j]));
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
d[j] = (n[j]).Dot(p[j]);
}
// If a = b and b = c, then does a = c? No, it doesn't.
if((p[0]).Equals(p[1], RATPOLY_EPS) &&
(p[1]).Equals(p[2], RATPOLY_EPS) &&
(p[2]).Equals(p[0], RATPOLY_EPS))
{
*up = u[0];
*vp = v[0];
return;
}
bool parallel;
Vector pi = Vector::AtIntersectionOfPlanes(n[0], d[0],
n[1], d[1],
n[2], d[2], &parallel);
if(parallel) break;
for(j = 0; j < 3; j++) {
Vector dp = pi.Minus(p[j]);
double du = dp.Dot(tu[j]), dv = dp.Dot(tv[j]);
u[j] += du / (tu[j]).MagSquared();
v[j] += dv / (tv[j]).MagSquared();
}
}
dbp("didn't converge (three surfaces intersecting)");
}