forked from solvespace/solvespace
-
Notifications
You must be signed in to change notification settings - Fork 4
Expand file tree
/
Copy pathtriangulate.cpp
More file actions
505 lines (426 loc) · 15.4 KB
/
triangulate.cpp
File metadata and controls
505 lines (426 loc) · 15.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
//-----------------------------------------------------------------------------
// Triangulate a surface. If the surface is curved, then we first superimpose
// a grid of quads, with spacing to achieve our chord tolerance. We then
// proceed by ear-clipping; the resulting mesh should be watertight and not
// awful numerically, but has no special properties (Delaunay, etc.).
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "../solvespace.h"
void SPolygon::UvTriangulateInto(SMesh *m, SSurface *srf) {
if(l.n <= 0) return;
//int64_t in = GetMilliseconds();
normal = Vector::From(0, 0, 1);
while(l.n > 0) {
FixContourDirections();
l.ClearTags();
// Find a top-level contour, and start with that. Then build bridges
// in order to merge all its islands into a single contour.
SContour *top;
for(top = l.First(); top; top = l.NextAfter(top)) {
if(top->timesEnclosed == 0) {
break;
}
}
if(!top) {
dbp("polygon has no top-level contours?");
return;
}
// Start with the outer contour
SContour merged = {};
top->tag = 1;
top->CopyInto(&merged);
(merged.l.n)--;
// List all of the edges, for testing whether bridges work.
SEdgeList el = {};
top->MakeEdgesInto(&el);
List<Vector> vl = {};
// And now find all of its holes. Note that we will also find any
// outer contours that lie entirely within this contour, and any
// holes for those contours. But that's okay, because we can merge
// those too.
SContour *sc;
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->timesEnclosed != 1) continue;
if(sc->l.n < 2) continue;
// Test the midpoint of an edge. Our polygon may not be self-
// intersecting, but two contours may share a vertex; so a
// vertex could be on the edge of another polygon, in which
// case ContainsPointProjdToNormal returns indeterminate.
Vector tp = sc->AnyEdgeMidpoint();
if(top->ContainsPointProjdToNormal(normal, tp)) {
sc->tag = 2;
sc->MakeEdgesInto(&el);
sc->FindPointWithMinX();
}
}
// dbp("finished finding holes: %d ms", (int)(GetMilliseconds() - in));
for(;;) {
double xmin = 1e10;
SContour *scmin = NULL;
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->tag != 2) continue;
if(sc->xminPt.x < xmin) {
xmin = sc->xminPt.x;
scmin = sc;
}
}
if(!scmin) break;
if(!merged.BridgeToContour(scmin, &el, &vl)) {
dbp("couldn't merge our hole");
return;
}
// dbp(" bridged to contour: %d ms", (int)(GetMilliseconds() - in));
scmin->tag = 3;
}
// dbp("finished merging holes: %d ms", (int)(GetMilliseconds() - in));
merged.UvTriangulateInto(m, srf);
// dbp("finished ear clippping: %d ms", (int)(GetMilliseconds() - in));
merged.l.Clear();
el.Clear();
vl.Clear();
// Careful, need to free the points within the contours, and not just
// the contours themselves. This was a tricky memory leak.
for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
if(sc->tag) {
sc->l.Clear();
}
}
l.RemoveTagged();
}
}
bool SContour::BridgeToContour(SContour *sc,
SEdgeList *avoidEdges, List<Vector> *avoidPts)
{
int i, j;
// Start looking for a bridge on our new hole near its leftmost (min x)
// point.
int sco = 0;
for(i = 0; i < (sc->l.n - 1); i++) {
if((sc->l.elem[i].p).EqualsExactly(sc->xminPt)) {
sco = i;
}
}
// And start looking on our merged contour at whichever point is nearest
// to the leftmost point of the new segment.
int thiso = 0;
double dmin = 1e10;
for(i = 0; i < l.n; i++) {
Vector p = l.elem[i].p;
double d = (p.Minus(sc->xminPt)).MagSquared();
if(d < dmin) {
dmin = d;
thiso = i;
}
}
int thisp, scp;
Vector a, b, *f;
// First check if the contours share a point; in that case we should
// merge them there, without a bridge.
for(i = 0; i < l.n; i++) {
thisp = WRAP(i+thiso, l.n);
a = l.elem[thisp].p;
for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
if(f->Equals(a)) break;
}
if(f) continue;
for(j = 0; j < (sc->l.n - 1); j++) {
scp = WRAP(j+sco, (sc->l.n - 1));
b = sc->l.elem[scp].p;
if(a.Equals(b)) {
goto haveEdge;
}
}
}
// If that fails, look for a bridge that does not intersect any edges.
for(i = 0; i < l.n; i++) {
thisp = WRAP(i+thiso, l.n);
a = l.elem[thisp].p;
for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
if(f->Equals(a)) break;
}
if(f) continue;
for(j = 0; j < (sc->l.n - 1); j++) {
scp = WRAP(j+sco, (sc->l.n - 1));
b = sc->l.elem[scp].p;
for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
if(f->Equals(b)) break;
}
if(f) continue;
if(avoidEdges->AnyEdgeCrossings(a, b) > 0) {
// doesn't work, bridge crosses an existing edge
} else {
goto haveEdge;
}
}
}
// Tried all the possibilities, didn't find an edge
return false;
haveEdge:
SContour merged = {};
for(i = 0; i < l.n; i++) {
merged.AddPoint(l.elem[i].p);
if(i == thisp) {
// less than or equal; need to duplicate the join point
for(j = 0; j <= (sc->l.n - 1); j++) {
int jp = WRAP(j + scp, (sc->l.n - 1));
merged.AddPoint((sc->l.elem[jp]).p);
}
// and likewise duplicate join point for the outer curve
merged.AddPoint(l.elem[i].p);
}
}
// and future bridges mustn't cross our bridge, and it's tricky to get
// things right if two bridges come from the same point
avoidEdges->AddEdge(a, b);
avoidPts->Add(&a);
avoidPts->Add(&b);
l.Clear();
l = merged.l;
return true;
}
bool SContour::IsEar(int bp, double scaledEps) {
int ap = WRAP(bp-1, l.n),
cp = WRAP(bp+1, l.n);
STriangle tr = {};
tr.a = l.elem[ap].p;
tr.b = l.elem[bp].p;
tr.c = l.elem[cp].p;
if((tr.a).Equals(tr.c)) {
// This is two coincident and anti-parallel edges. Zero-area, so
// won't generate a real triangle, but we certainly can clip it.
return true;
}
Vector n = Vector::From(0, 0, -1);
if((tr.Normal()).Dot(n) < scaledEps) {
// This vertex is reflex, or between two collinear edges; either way,
// it's not an ear.
return false;
}
// Accelerate with an axis-aligned bounding box test
Vector maxv = tr.a, minv = tr.a;
(tr.b).MakeMaxMin(&maxv, &minv);
(tr.c).MakeMaxMin(&maxv, &minv);
int i;
for(i = 0; i < l.n; i++) {
if(i == ap || i == bp || i == cp) continue;
Vector p = l.elem[i].p;
if(p.OutsideAndNotOn(maxv, minv)) continue;
// A point on the edge of the triangle is considered to be inside,
// and therefore makes it a non-ear; but a point on the vertex is
// "outside", since that's necessary to make bridges work.
if(p.EqualsExactly(tr.a)) continue;
if(p.EqualsExactly(tr.b)) continue;
if(p.EqualsExactly(tr.c)) continue;
if(tr.ContainsPointProjd(n, p)) {
return false;
}
}
return true;
}
void SContour::ClipEarInto(SMesh *m, int bp, double scaledEps) {
int ap = WRAP(bp-1, l.n),
cp = WRAP(bp+1, l.n);
STriangle tr = {};
tr.a = l.elem[ap].p;
tr.b = l.elem[bp].p;
tr.c = l.elem[cp].p;
if(tr.Normal().MagSquared() < scaledEps*scaledEps) {
// A vertex with more than two edges will cause us to generate
// zero-area triangles, which must be culled.
} else {
m->AddTriangle(&tr);
}
// By deleting the point at bp, we may change the ear-ness of the points
// on either side.
l.elem[ap].ear = SPoint::UNKNOWN;
l.elem[cp].ear = SPoint::UNKNOWN;
l.ClearTags();
l.elem[bp].tag = 1;
l.RemoveTagged();
}
void SContour::UvTriangulateInto(SMesh *m, SSurface *srf) {
Vector tu, tv;
srf->TangentsAt(0.5, 0.5, &tu, &tv);
double s = sqrt(tu.MagSquared() + tv.MagSquared());
// We would like to apply our tolerances in xyz; but that would be a lot
// of work, so at least scale the epsilon semi-reasonably. That's
// perfect for square planes, less perfect for anything else.
double scaledEps = LENGTH_EPS / s;
int i;
// Clean the original contour by removing any zero-length edges.
l.ClearTags();
for(i = 1; i < l.n; i++) {
if((l.elem[i].p).Equals(l.elem[i-1].p)) {
l.elem[i].tag = 1;
}
}
l.RemoveTagged();
// Now calculate the ear-ness of each vertex
for(i = 0; i < l.n; i++) {
(l.elem[i]).ear = IsEar(i, scaledEps) ? SPoint::EAR : SPoint::NOT_EAR;
}
bool toggle = false;
while(l.n > 3) {
// Some points may have changed ear-ness, so recalculate
for(i = 0; i < l.n; i++) {
if(l.elem[i].ear == SPoint::UNKNOWN) {
(l.elem[i]).ear = IsEar(i, scaledEps) ?
SPoint::EAR : SPoint::NOT_EAR;
}
}
int bestEar = -1;
double bestChordTol = VERY_POSITIVE;
// Alternate the starting position so we generate strip-like
// triangulations instead of fan-like
toggle = !toggle;
int offset = toggle ? -1 : 0;
for(i = 0; i < l.n; i++) {
int ear = WRAP(i+offset, l.n);
if(l.elem[ear].ear == SPoint::EAR) {
if(srf->degm == 1 && srf->degn == 1) {
// This is a plane; any ear is a good ear.
bestEar = ear;
break;
}
// If we are triangulating a curved surface, then try to
// clip ears that have a small chord tolerance from the
// surface.
Vector prev = l.elem[WRAP((i+offset-1), l.n)].p,
next = l.elem[WRAP((i+offset+1), l.n)].p;
double tol = srf->ChordToleranceForEdge(prev, next);
if(tol < bestChordTol - scaledEps) {
bestEar = ear;
bestChordTol = tol;
}
if(bestChordTol < 0.1*SS.ChordTolMm()) {
break;
}
}
}
if(bestEar < 0) {
dbp("couldn't find an ear! fail");
return;
}
ClipEarInto(m, bestEar, scaledEps);
}
ClipEarInto(m, 0, scaledEps); // add the last triangle
}
double SSurface::ChordToleranceForEdge(Vector a, Vector b) {
Vector as = PointAt(a.x, a.y), bs = PointAt(b.x, b.y);
double worst = VERY_NEGATIVE;
int i;
for(i = 1; i <= 3; i++) {
Vector p = a. Plus((b. Minus(a )).ScaledBy(i/4.0)),
ps = as.Plus((bs.Minus(as)).ScaledBy(i/4.0));
Vector pps = PointAt(p.x, p.y);
worst = max(worst, (pps.Minus(ps)).MagSquared());
}
return sqrt(worst);
}
Vector SSurface::PointAtMaybeSwapped(double u, double v, bool swapped) {
if(swapped) {
return PointAt(v, u);
} else {
return PointAt(u, v);
}
}
void SSurface::MakeTriangulationGridInto(List<double> *l, double vs, double vf,
bool swapped)
{
double worst = 0;
// Try piecewise linearizing four curves, at u = 0, 1/3, 2/3, 1; choose
// the worst chord tolerance of any of those.
int i;
for(i = 0; i <= 3; i++) {
double u = i/3.0;
// This chord test should be identical to the one in SBezier::MakePwl
// to make the piecewise linear edges line up with the grid more or
// less.
Vector ps = PointAtMaybeSwapped(u, vs, swapped),
pf = PointAtMaybeSwapped(u, vf, swapped);
double vm1 = (2*vs + vf) / 3,
vm2 = (vs + 2*vf) / 3;
Vector pm1 = PointAtMaybeSwapped(u, vm1, swapped),
pm2 = PointAtMaybeSwapped(u, vm2, swapped);
worst = max(worst, pm1.DistanceToLine(ps, pf.Minus(ps)));
worst = max(worst, pm2.DistanceToLine(ps, pf.Minus(ps)));
}
double step = 1.0/SS.GetMaxSegments();
if((vf - vs) < step || worst < SS.ChordTolMm()) {
l->Add(&vf);
} else {
MakeTriangulationGridInto(l, vs, (vs+vf)/2, swapped);
MakeTriangulationGridInto(l, (vs+vf)/2, vf, swapped);
}
}
void SPolygon::UvGridTriangulateInto(SMesh *mesh, SSurface *srf) {
SEdgeList orig = {};
MakeEdgesInto(&orig);
SEdgeList holes = {};
normal = Vector::From(0, 0, 1);
FixContourDirections();
// Build a rectangular grid, with horizontal and vertical lines in the
// uv plane. The spacing of these lines is adaptive, so calculate that.
List<double> li, lj;
li = {};
lj = {};
double v = 0;
li.Add(&v);
srf->MakeTriangulationGridInto(&li, 0, 1, true);
lj.Add(&v);
srf->MakeTriangulationGridInto(&lj, 0, 1, false);
// Now iterate over each quad in the grid. If it's outside the polygon,
// or if it intersects the polygon, then we discard it. Otherwise we
// generate two triangles in the mesh, and cut it out of our polygon.
int i, j;
for(i = 0; i < (li.n - 1); i++) {
for(j = 0; j < (lj.n - 1); j++) {
double us = li.elem[i], uf = li.elem[i+1],
vs = lj.elem[j], vf = lj.elem[j+1];
Vector a = Vector::From(us, vs, 0),
b = Vector::From(us, vf, 0),
c = Vector::From(uf, vf, 0),
d = Vector::From(uf, vs, 0);
if(orig.AnyEdgeCrossings(a, b, NULL) ||
orig.AnyEdgeCrossings(b, c, NULL) ||
orig.AnyEdgeCrossings(c, d, NULL) ||
orig.AnyEdgeCrossings(d, a, NULL))
{
continue;
}
// There's no intersections, so it doesn't matter which point
// we decide to test.
if(!this->ContainsPoint(a)) {
continue;
}
// Add the quad to our mesh
STriangle tr = {};
tr.a = a;
tr.b = b;
tr.c = c;
mesh->AddTriangle(&tr);
tr.a = a;
tr.b = c;
tr.c = d;
mesh->AddTriangle(&tr);
holes.AddEdge(a, b);
holes.AddEdge(b, c);
holes.AddEdge(c, d);
holes.AddEdge(d, a);
}
}
holes.CullExtraneousEdges();
SPolygon hp = {};
holes.AssemblePolygon(&hp, NULL, true);
SContour *sc;
for(sc = hp.l.First(); sc; sc = hp.l.NextAfter(sc)) {
l.Add(sc);
}
orig.Clear();
holes.Clear();
li.Clear();
lj.Clear();
hp.l.Clear();
UvTriangulateInto(mesh, srf);
}