Some ugly hacks; discard zero-area triangles, randomize the
triangle list before adding to the BSP, and check if a point in plane lies in multiple triangles and choose the one with the biggest normal magnitude (i.e., area) when testing normal direction. [git-p4: depot-paths = "//depot/solvespace/": change = 1745]solver
parent
d750344653
commit
727ac126fb
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@ -1105,7 +1105,7 @@ void GraphicsWindow::Paint(int w, int h) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/10000);
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glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/100000);
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double tx = projRight.Dot(offset);
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double ty = projUp.Dot(offset);
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59
mesh.cpp
59
mesh.cpp
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@ -51,7 +51,7 @@ void SMesh::GetBounding(Vector *vmax, Vector *vmin) {
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void SMesh::Simplify(int start) {
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#define MAX_TRIANGLES 500
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if(l.n - start > MAX_TRIANGLES) return;
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if(l.n - start > MAX_TRIANGLES) oops();
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STriangle tout[MAX_TRIANGLES];
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int toutc = 0;
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@ -63,10 +63,16 @@ void SMesh::Simplify(int start) {
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int i, j;
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for(i = start; i < l.n; i++) {
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l.elem[i].tag = 0;
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STriangle *tr = &(l.elem[i]);
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if((tr->Normal()).Magnitude() < LENGTH_EPS*LENGTH_EPS) {
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tr->tag = 1;
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} else {
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tr->tag = 0;
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}
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}
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for(;;) {
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bool didAdd;
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convc = 0;
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for(i = start; i < l.n; i++) {
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STriangle *tr = &(l.elem[i]);
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@ -83,7 +89,6 @@ void SMesh::Simplify(int start) {
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}
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if(i >= l.n) break;
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bool didAdd;
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do {
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didAdd = false;
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@ -141,11 +146,27 @@ void SMesh::Simplify(int start) {
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}
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} while(didAdd);
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// I need to debug why this is required; sometimes the above code
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// still generates a convex polygon
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for(i = 0; i < convc; i++) {
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Vector a = conv[WRAP((i-1), convc)],
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b = conv[i],
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c = conv[WRAP((i+1), convc)];
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Vector ab = b.Minus(a);
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Vector bc = c.Minus(b);
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double bDot = (ab.Cross(bc)).Dot(n);
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bDot /= min(ab.Magnitude(), bc.Magnitude());
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if(bDot < 0) return;
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}
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for(i = 0; i < convc - 2; i++) {
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STriangle tr = { 0, conv[0], conv[i+1], conv[i+2] };
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if((tr.Normal()).Magnitude() > LENGTH_EPS*LENGTH_EPS) {
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tout[toutc++] = tr;
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}
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}
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}
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l.n = start0;
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for(i = 0; i < toutc; i++) {
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@ -169,7 +190,7 @@ void SMesh::AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3) {
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AddTriangle(st->a, st->b, st->c);
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}
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}
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if(l.n - pn > 4) {
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if(l.n - pn > 1) {
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Simplify(pn);
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}
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}
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@ -210,9 +231,25 @@ SBsp3 *SBsp3::Alloc(void) { return (SBsp3 *)AllocTemporary(sizeof(SBsp3)); }
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SBsp3 *SBsp3::FromMesh(SMesh *m) {
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SBsp3 *bsp3 = NULL;
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int i;
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SMesh mc; ZERO(&mc);
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for(i = 0; i < m->l.n; i++) {
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bsp3 = bsp3->Insert(&(m->l.elem[i]), NULL);
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mc.AddTriangle(&(m->l.elem[i]));
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}
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srand(0); // Let's be deterministic, at least!
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int n = mc.l.n;
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while(n > 1) {
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int k = rand() % n;
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n--;
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SWAP(STriangle, mc.l.elem[k], mc.l.elem[n]);
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}
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for(i = 0; i < mc.l.n; i++) {
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bsp3 = bsp3->Insert(&(mc.l.elem[i]), NULL);
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}
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mc.Clear();
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return bsp3;
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}
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@ -230,13 +267,21 @@ void SBsp3::InsertInPlane(bool pos2, STriangle *tr, SMesh *m) {
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bool onFace = false;
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bool sameNormal;
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double maxNormalMag = -1;
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Vector lln, trn = tr->Normal();
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SBsp3 *ll = this;
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while(ll) {
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if((ll->tri).ContainsPoint(tc)) {
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onFace = true;
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sameNormal = (tr->Normal()).Dot((ll->tri).Normal()) > 0;
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break;
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// If the mesh contains almost-zero-area triangles, and we're
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// just on the edge of one of those, then don't trust its normal.
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lln = (ll->tri).Normal();
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if(lln.Magnitude() > maxNormalMag) {
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sameNormal = trn.Dot(lln) > 0;
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maxNormalMag = lln.Magnitude();
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}
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}
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ll = ll->more;
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}
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Reference in New Issue