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surface.cpp
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//-----------------------------------------------------------------------------
// Anything involving surfaces and sets of surfaces (i.e., shells); except
// for the real math, which is in ratpoly.cpp.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "../solvespace.h"
SSurface SSurface::FromExtrusionOf(SBezier *sb, Vector t0, Vector t1) {
SSurface ret = {};
ret.degm = sb->deg;
ret.degn = 1;
int i;
for(i = 0; i <= ret.degm; i++) {
ret.ctrl[i][0] = (sb->ctrl[i]).Plus(t0);
ret.weight[i][0] = sb->weight[i];
ret.ctrl[i][1] = (sb->ctrl[i]).Plus(t1);
ret.weight[i][1] = sb->weight[i];
}
return ret;
}
bool SSurface::IsExtrusion(SBezier *of, Vector *alongp) const {
int i;
if(degn != 1) return false;
Vector along = (ctrl[0][1]).Minus(ctrl[0][0]);
for(i = 0; i <= degm; i++) {
if((fabs(weight[i][1] - weight[i][0]) < LENGTH_EPS) &&
((ctrl[i][1]).Minus(ctrl[i][0])).Equals(along))
{
continue;
}
return false;
}
// yes, we are a surface of extrusion; copy the original curve and return
if(of) {
for(i = 0; i <= degm; i++) {
of->weight[i] = weight[i][0];
of->ctrl[i] = ctrl[i][0];
}
of->deg = degm;
*alongp = along;
}
return true;
}
bool SSurface::IsCylinder(Vector *axis, Vector *center, double *r,
Vector *start, Vector *finish) const
{
SBezier sb;
if(!IsExtrusion(&sb, axis)) return false;
if(!sb.IsCircle(*axis, center, r)) return false;
*start = sb.ctrl[0];
*finish = sb.ctrl[2];
return true;
}
// Create a surface patch by revolving and possibly translating a curve.
// Works for sections up to but not including 180 degrees.
SSurface SSurface::FromRevolutionOf(SBezier *sb, Vector pt, Vector axis, double thetas,
double thetaf, double dists,
double distf) { // s is start, f is finish
SSurface ret = {};
ret.degm = sb->deg;
ret.degn = 2;
double dtheta = fabs(WRAP_SYMMETRIC(thetaf - thetas, 2*PI));
double w = cos(dtheta / 2);
// Revolve the curve about the z axis
int i;
for(i = 0; i <= ret.degm; i++) {
Vector p = sb->ctrl[i];
Vector ps = p.RotatedAbout(pt, axis, thetas),
pf = p.RotatedAbout(pt, axis, thetaf);
// The middle control point should be at the intersection of the tangents at ps and pf.
// This is equivalent but works for 0 <= angle < 180 degrees.
Vector mid = ps.Plus(pf).ScaledBy(0.5);
Vector c = ps.ClosestPointOnLine(pt, axis);
Vector ct = mid.Minus(c).ScaledBy(1 / (w * w)).Plus(c);
// not sure this is needed
if(ps.Equals(pf)) {
ps = c;
ct = c;
pf = c;
}
// moving along the axis can create hilical surfaces (or straight extrusion if
// thetas==thetaf)
ret.ctrl[i][0] = ps.Plus(axis.ScaledBy(dists));
ret.ctrl[i][1] = ct.Plus(axis.ScaledBy((dists + distf) / 2));
ret.ctrl[i][2] = pf.Plus(axis.ScaledBy(distf));
ret.weight[i][0] = sb->weight[i];
ret.weight[i][1] = sb->weight[i] * w;
ret.weight[i][2] = sb->weight[i];
}
return ret;
}
SSurface SSurface::FromPlane(Vector pt, Vector u, Vector v) {
SSurface ret = {};
ret.degm = 1;
ret.degn = 1;
ret.weight[0][0] = ret.weight[0][1] = 1;
ret.weight[1][0] = ret.weight[1][1] = 1;
ret.ctrl[0][0] = pt;
ret.ctrl[0][1] = pt.Plus(u);
ret.ctrl[1][0] = pt.Plus(v);
ret.ctrl[1][1] = pt.Plus(v).Plus(u);
return ret;
}
SSurface SSurface::FromTransformationOf(SSurface *a, Vector t, Quaternion q, double scale,
bool includingTrims)
{
bool needRotate = !EXACT(q.vx == 0.0 && q.vy == 0.0 && q.vz == 0.0 && q.w == 1.0);
bool needTranslate = !EXACT(t.x == 0.0 && t.y == 0.0 && t.z == 0.0);
bool needScale = !EXACT(scale == 1.0);
SSurface ret = {};
ret.h = a->h;
ret.color = a->color;
ret.face = a->face;
ret.degm = a->degm;
ret.degn = a->degn;
int i, j;
for(i = 0; i <= 3; i++) {
for(j = 0; j <= 3; j++) {
Vector ctrl = a->ctrl[i][j];
if(needScale) {
ctrl = ctrl.ScaledBy(scale);
}
if(needRotate) {
ctrl = q.Rotate(ctrl);
}
if(needTranslate) {
ctrl = ctrl.Plus(t);
}
ret.ctrl[i][j] = ctrl;
ret.weight[i][j] = a->weight[i][j];
}
}
if(includingTrims) {
STrimBy *stb;
ret.trim.ReserveMore(a->trim.n);
for(stb = a->trim.First(); stb; stb = a->trim.NextAfter(stb)) {
STrimBy n = *stb;
if(needScale) {
n.start = n.start.ScaledBy(scale);
n.finish = n.finish.ScaledBy(scale);
}
if(needRotate) {
n.start = q.Rotate(n.start);
n.finish = q.Rotate(n.finish);
}
if(needTranslate) {
n.start = n.start.Plus(t);
n.finish = n.finish.Plus(t);
}
ret.trim.Add(&n);
}
}
if(scale < 0) {
// If we mirror every surface of a shell, then it will end up inside
// out. So fix that here.
ret.Reverse();
}
return ret;
}
void SSurface::GetAxisAlignedBounding(Vector *ptMax, Vector *ptMin) const {
*ptMax = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE);
*ptMin = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE);
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
(ctrl[i][j]).MakeMaxMin(ptMax, ptMin);
}
}
}
bool SSurface::LineEntirelyOutsideBbox(Vector a, Vector b, bool asSegment) const {
Vector amax, amin;
GetAxisAlignedBounding(&amax, &amin);
if(!Vector::BoundingBoxIntersectsLine(amax, amin, a, b, asSegment)) {
// The line segment could fail to intersect the bbox, but lie entirely
// within it and intersect the surface.
if(a.OutsideAndNotOn(amax, amin) && b.OutsideAndNotOn(amax, amin)) {
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Generate the piecewise linear approximation of the trim stb, which applies
// to the curve sc.
//-----------------------------------------------------------------------------
void SSurface::MakeTrimEdgesInto(SEdgeList *sel, MakeAs flags,
SCurve *sc, STrimBy *stb)
{
Vector prev = Vector::From(0, 0, 0);
bool inCurve = false, empty = true;
double u = 0, v = 0;
int i, first, last, increment;
if(stb->backwards) {
first = sc->pts.n - 1;
last = 0;
increment = -1;
} else {
first = 0;
last = sc->pts.n - 1;
increment = 1;
}
for(i = first; i != (last + increment); i += increment) {
Vector tpt, *pt = &(sc->pts[i].p);
if(flags == MakeAs::UV) {
ClosestPointTo(*pt, &u, &v);
tpt = Vector::From(u, v, 0);
} else {
tpt = *pt;
}
if(inCurve) {
sel->AddEdge(prev, tpt, sc->h.v, stb->backwards);
empty = false;
}
prev = tpt; // either uv or xyz, depending on flags
if(pt->Equals(stb->start)) inCurve = true;
if(pt->Equals(stb->finish)) inCurve = false;
}
if(inCurve) dbp("trim was unterminated");
if(empty) dbp("trim was empty");
}
//-----------------------------------------------------------------------------
// Generate all of our trim curves, in piecewise linear form. We can do
// so in either uv or xyz coordinates. And if requested, then we can use
// the split curves from useCurvesFrom instead of the curves in our own
// shell.
//-----------------------------------------------------------------------------
void SSurface::MakeEdgesInto(SShell *shell, SEdgeList *sel, MakeAs flags,
SShell *useCurvesFrom)
{
STrimBy *stb;
for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
SCurve *sc = shell->curve.FindById(stb->curve);
// We have the option to use the curves from another shell; this
// is relevant when generating the coincident edges while doing the
// Booleans, since the curves from the output shell will be split
// against any intersecting surfaces (and the originals aren't).
if(useCurvesFrom) {
sc = useCurvesFrom->curve.FindById(sc->newH);
}
MakeTrimEdgesInto(sel, flags, sc, stb);
}
}
//-----------------------------------------------------------------------------
// Compute the exact tangent to the intersection curve between two surfaces,
// by taking the cross product of the surface normals. We choose the direction
// of this tangent so that its dot product with dir is positive.
//-----------------------------------------------------------------------------
Vector SSurface::ExactSurfaceTangentAt(Vector p, SSurface *srfA, SSurface *srfB, Vector dir)
{
Point2d puva, puvb;
srfA->ClosestPointTo(p, &puva);
srfB->ClosestPointTo(p, &puvb);
Vector ts = (srfA->NormalAt(puva)).Cross(
(srfB->NormalAt(puvb)));
ts = ts.WithMagnitude(1);
if(ts.Dot(dir) < 0) {
ts = ts.ScaledBy(-1);
}
return ts;
}
//-----------------------------------------------------------------------------
// Report our trim curves. If a trim curve is exact and sbl is not null, then
// add its exact form to sbl. Otherwise, add its piecewise linearization to
// sel.
//-----------------------------------------------------------------------------
void SSurface::MakeSectionEdgesInto(SShell *shell, SEdgeList *sel, SBezierList *sbl)
{
STrimBy *stb;
for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
SCurve *sc = shell->curve.FindById(stb->curve);
SBezier *sb = &(sc->exact);
if(sbl && sc->isExact && (sb->deg != 1 || !sel)) {
double ts, tf;
if(stb->backwards) {
sb->ClosestPointTo(stb->start, &tf);
sb->ClosestPointTo(stb->finish, &ts);
} else {
sb->ClosestPointTo(stb->start, &ts);
sb->ClosestPointTo(stb->finish, &tf);
}
SBezier junk_bef, keep_aft;
sb->SplitAt(ts, &junk_bef, &keep_aft);
// In the kept piece, the range that used to go from ts to 1
// now goes from 0 to 1; so rescale tf appropriately.
tf = (tf - ts)/(1 - ts);
SBezier keep_bef, junk_aft;
keep_aft.SplitAt(tf, &keep_bef, &junk_aft);
sbl->l.Add(&keep_bef);
} else if(sbl && !sel && !sc->isExact) {
// We must approximate this trim curve, as piecewise cubic sections.
SSurface *srfA = shell->surface.FindById(sc->surfA);
SSurface *srfB = shell->surface.FindById(sc->surfB);
Vector s = stb->backwards ? stb->finish : stb->start,
f = stb->backwards ? stb->start : stb->finish;
int sp, fp;
for(sp = 0; sp < sc->pts.n; sp++) {
if(s.Equals(sc->pts[sp].p)) break;
}
if(sp >= sc->pts.n) return;
for(fp = sp; fp < sc->pts.n; fp++) {
if(f.Equals(sc->pts[fp].p)) break;
}
if(fp >= sc->pts.n) return;
// So now the curve we want goes from elem[sp] to elem[fp]
while(sp < fp) {
// Initially, we'll try approximating the entire trim curve
// as a single Bezier segment
int fpt = fp;
for(;;) {
// So construct a cubic Bezier with the correct endpoints
// and tangents for the current span.
Vector st = sc->pts[sp].p,
ft = sc->pts[fpt].p,
sf = ft.Minus(st);
double m = sf.Magnitude() / 3;
Vector stan = ExactSurfaceTangentAt(st, srfA, srfB, sf),
ftan = ExactSurfaceTangentAt(ft, srfA, srfB, sf);
SBezier sb = SBezier::From(st,
st.Plus (stan.WithMagnitude(m)),
ft.Minus(ftan.WithMagnitude(m)),
ft);
// And test how much this curve deviates from the
// intermediate points (if any).
int i;
bool tooFar = false;
for(i = sp + 1; i <= (fpt - 1); i++) {
Vector p = sc->pts[i].p;
double t;
sb.ClosestPointTo(p, &t, /*mustConverge=*/false);
Vector pp = sb.PointAt(t);
if((pp.Minus(p)).Magnitude() > SS.ChordTolMm()/2) {
tooFar = true;
break;
}
}
if(tooFar) {
// Deviates by too much, so try a shorter span
fpt--;
continue;
} else {
// Okay, so use this piece and break.
sbl->l.Add(&sb);
break;
}
}
// And continue interpolating, starting wherever the curve
// we just generated finishes.
sp = fpt;
}
} else {
if(sel) MakeTrimEdgesInto(sel, MakeAs::XYZ, sc, stb);
}
}
}
void SSurface::TriangulateInto(SShell *shell, SMesh *sm) {
SEdgeList el = {};
MakeEdgesInto(shell, &el, MakeAs::UV);
SPolygon poly = {};
if(el.AssemblePolygon(&poly, NULL, /*keepDir=*/true)) {
int i, start = sm->l.n;
if(degm == 1 && degn == 1) {
// A surface with curvature along one direction only; so
// choose the triangulation with chords that lie as much
// as possible within the surface. And since the trim curves
// have been pwl'd to within the desired chord tol, that will
// produce a surface good to within roughly that tol.
//
// If this is just a plane (degree (1, 1)) then the triangulation
// code will notice that, and not bother checking chord tols.
poly.UvTriangulateInto(sm, this);
} else {
// A surface with compound curvature. So we must overlay a
// two-dimensional grid, and triangulate around that.
poly.UvGridTriangulateInto(sm, this);
}
STriMeta meta = { face, color };
for(i = start; i < sm->l.n; i++) {
STriangle *st = &(sm->l[i]);
st->meta = meta;
st->an = NormalAt(st->a.x, st->a.y);
st->bn = NormalAt(st->b.x, st->b.y);
st->cn = NormalAt(st->c.x, st->c.y);
st->a = PointAt(st->a.x, st->a.y);
st->b = PointAt(st->b.x, st->b.y);
st->c = PointAt(st->c.x, st->c.y);
// Works out that my chosen contour direction is inconsistent with
// the triangle direction, sigh.
st->FlipNormal();
}
} else {
dbp("failed to assemble polygon to trim nurbs surface in uv space");
}
el.Clear();
poly.Clear();
}
//-----------------------------------------------------------------------------
// Reverse the parametrisation of one of our dimensions, which flips the
// normal. We therefore must reverse all our trim curves too. The uv
// coordinates change, but trim curves are stored as xyz so nothing happens
//-----------------------------------------------------------------------------
void SSurface::Reverse() {
int i, j;
for(i = 0; i < (degm+1)/2; i++) {
for(j = 0; j <= degn; j++) {
swap(ctrl[i][j], ctrl[degm-i][j]);
swap(weight[i][j], weight[degm-i][j]);
}
}
STrimBy *stb;
for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
stb->backwards = !stb->backwards;
swap(stb->start, stb->finish);
}
}
void SSurface::ScaleSelfBy(double s) {
int i, j;
for(i = 0; i <= degm; i++) {
for(j = 0; j <= degn; j++) {
ctrl[i][j] = ctrl[i][j].ScaledBy(s);
}
}
}
void SSurface::Clear() {
trim.Clear();
}