solvespace/polygon.h

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#ifndef __POLYGON_H
#define __POLYGON_H
class SPolygon;
class SContour;
class SMesh;
class SBsp3;
class SEdge {
public:
int tag;
Vector a, b;
static SEdge From(Vector a, Vector b);
};
class SEdgeList {
public:
List<SEdge> l;
void Clear(void);
void AddEdge(Vector a, Vector b);
bool AssemblePolygon(SPolygon *dest, SEdge *errorAt);
bool AssembleContour(Vector first, Vector last, SContour *dest,
SEdge *errorAt);
};
class SPoint {
public:
int tag;
Vector p;
};
class SContour {
public:
List<SPoint> l;
void AddPoint(Vector p);
void MakeEdgesInto(SEdgeList *el);
void Reverse(void);
Vector ComputeNormal(void);
bool IsClockwiseProjdToNormal(Vector n);
bool ContainsPointProjdToNormal(Vector n, Vector p);
bool AllPointsInPlane(Vector n, double d, Vector *notCoplanarAt);
void OffsetInto(SContour *dest, double r);
};
typedef struct {
DWORD face;
int color;
} STriMeta;
class SPolygon {
public:
List<SContour> l;
Vector normal;
Vector ComputeNormal(void);
void AddEmptyContour(void);
int WindingNumberForPoint(Vector p);
bool ContainsPoint(Vector p);
void MakeEdgesInto(SEdgeList *el);
void FixContourDirections(void);
void TriangulateInto(SMesh *m);
void TriangulateInto(SMesh *m, STriMeta meta);
void Clear(void);
bool AllPointsInPlane(Vector *notCoplanarAt);
bool IsEmpty(void);
Vector AnyPoint(void);
void OffsetInto(SPolygon *dest, double r);
};
class STriangle {
public:
int tag;
STriMeta meta;
Vector a, b, c;
static STriangle From(STriMeta meta, Vector a, Vector b, Vector c);
Vector Normal(void);
void FlipNormal(void);
double MinAltitude(void);
int WindingNumberForPoint(Vector p);
bool ContainsPoint(Vector p);
bool ContainsPointProjd(Vector n, Vector p);
};
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;
static const int POS = 100, NEG = 101, COPLANAR = 200;
void InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3);
void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3);
Vector IntersectionWith(Vector a, Vector b);
SBsp2 *InsertEdge(SEdge *nedge, Vector nnp, Vector out);
static SBsp2 *Alloc(void);
void DebugDraw(Vector n, double d);
};
class SBsp3 {
public:
Vector n;
double d;
STriangle tri;
SBsp3 *pos;
SBsp3 *neg;
SBsp3 *more;
SBsp2 *edges;
static SBsp3 *Alloc(void);
static SBsp3 *FromMesh(SMesh *m);
Vector IntersectionWith(Vector a, Vector b);
static const int POS = 100, NEG = 101, COPLANAR = 200;
void InsertHow(int how, STriangle *str, SMesh *instead);
SBsp3 *Insert(STriangle *str, SMesh *instead);
void InsertConvexHow(int 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 DebugDraw(void);
};
class SMesh {
public:
List<STriangle> l;
bool flipNormal;
bool keepCoplanar;
bool atLeastOneDiscarded;
void Clear(void);
void AddTriangle(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);
void GetBounding(Vector *vmax, Vector *vmin);
void Simplify(int start);
void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3);
void MakeFromUnion(SMesh *a, SMesh *b);
void MakeFromDifference(SMesh *a, SMesh *b);
bool MakeFromInterferenceCheck(SMesh *srca, SMesh *srcb, SMesh *errorAt);
void MakeFromCopy(SMesh *a);
DWORD FirstIntersectionWith(Point2d mp);
};
// A linked list of triangles
class STriangleLl {
public:
int tag;
STriangle *tri;
STriangleLl *next;
static STriangleLl *Alloc(void);
};
class SKdNode {
public:
static const int BY_X = 0;
static const int BY_Y = 1;
static const int BY_Z = 2;
int which;
double c;
SKdNode *gt;
SKdNode *lt;
STriangleLl *tris;
static SKdNode *Alloc(void);
static SKdNode *From(SMesh *m);
static SKdNode *From(STriangleLl *tll, int which);
void AddTriangle(STriangle *tr);
void MakeMeshInto(SMesh *m);
void ClearTags(void);
void FindEdgeOn(Vector a, Vector b, int *n, int *nOther,
STriMeta m, int cnt);
void MakeCertainEdgesInto(SEdgeList *sel, bool emphasized);
void SnapToMesh(SMesh *m);
void SnapToVertex(Vector v, SMesh *extras);
};
#endif