Rip out the boundary rep csg stuff. I'll redo that with a triangle

mesh approach.

[git-p4: depot-paths = "//depot/solvespace/": change = 1732]
solver
Jonathan Westhues 2008-05-20 19:58:14 -08:00
parent c4e1270e25
commit e80328279e
5 changed files with 38 additions and 353 deletions

View File

@ -1183,32 +1183,7 @@ void GraphicsWindow::Paint(int w, int h) {
if(SS.group.n >= 5) { if(SS.group.n >= 5) {
if(1) { if(1) {
SPolyhedron p; ZERO(&p); //XXX
(SS.group.elem[2].polyh).Boolean(&p, 0,
&(SS.group.elem[4].polyh));
glEnable(GL_LIGHTING);
GLfloat vec[] = { 0.3f, 0.3f, 0.3f, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, vec);
GLfloat vec2[] = { 1.0f, 0.3f, 0.3f, 1.0 };
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, vec2);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
for(i = 0; i < p.l.n; i++) {
glxFillPolygon(&(p.l.elem[i]));
}
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
p.Clear();
} else {
SPolygon p; ZERO(&p);
(SS.group.elem[1].polyg).Boolean(&p, SEdgeList::INTERSECT,
&(SS.group.elem[2].polyg));
glxDebugPolygon(&p);
p.Clear();
} }
} }
} }

View File

@ -1,17 +1,5 @@
#include "solvespace.h" #include "solvespace.h"
static int ByDouble(const void *av, const void *bv) {
const double *a = (const double *)av;
const double *b = (const double *)bv;
if(*a == *b) {
return 0;
} else if(*a > *b) {
return 1;
} else {
return -1;
}
}
bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) { bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
dest->Clear(); dest->Clear();
@ -64,109 +52,6 @@ bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
} }
} }
void SEdgeList::CopyBreaking(SEdgeList *dest) {
int i, j, k;
for(i = 0; i < l.n; i++) {
SEdge *ei = &(l.elem[i]);
Vector p0i = ei->a;
Vector dpi = (ei->b).Minus(ei->a);
double inter[100];
int inters = 0;
for(j = 0; j < l.n; j++) {
if(i == j) continue;
SEdge *ej = &(l.elem[j]);
Vector p0j = ej->a;
Vector dpj = (ej->b).Minus(ej->a);
// Find the intersection, if any
Vector dn = dpi.Cross(dpj);
if(dn.Magnitude() < 0.001) continue; // parallel, non-intersecting
Vector dni = dn.Cross(dpi);
Vector dnj = dn.Cross(dpj);
double tj = ((p0i.Minus(p0j)).Dot(dni))/(dpj.Dot(dni));
double ti = -((p0i.Minus(p0j)).Dot(dnj))/(dpi.Dot(dnj));
// could also test for skew, but assume it's all in plane so not
if(ti <= 0 || ti >= 1) continue;
if(tj < -0.001 || tj > 1.001) continue;
inter[inters++] = ti;
}
inter[inters++] = 0;
inter[inters++] = 1;
qsort(inter, inters, sizeof(inter[0]), ByDouble);
for(k = 1; k < inters; k++) {
SEdge ne;
ne.tag = 0;
ne.a = p0i.Plus(dpi.ScaledBy(inter[k-1]));
ne.b = p0i.Plus(dpi.ScaledBy(inter[k]));
dest->l.Add(&ne);
}
}
}
void SEdgeList::CullDuplicates(void) {
int i, j;
for(i = 0; i < l.n; i++) {
SEdge *se = &(l.elem[i]);
if(se->tag) continue;
if(((se->a).Minus(se->b)).Magnitude() < 0.01) {
se->tag = 1;
continue;
}
for(j = i+1; j < l.n; j++) {
SEdge *st = &(l.elem[j]);
if(st->tag) continue;
if(((se->a).Equals(st->a) && (se->b).Equals(st->b)) ||
((se->a).Equals(st->b) && (se->b).Equals(st->a)))
{
// This is an exact duplicate, so mark it as unused now.
st->tag = 1;
break;
}
}
}
}
bool SEdgeList::BooleanOp(int op, bool inA, bool inB) {
if(op == UNION) {
return inA || inB;
} else if(op == DIFF) {
return inA && (!inB);
} else if(op == INTERSECT) {
return inA && inB;
} else oops();
}
void SEdgeList::CullForBoolean(int op, SPolygon *a, SPolygon *b) {
int i;
for(i = 0; i < l.n; i++) {
SEdge *se = &(l.elem[i]);
if(se->tag) continue;
Vector tp = ((se->a).Plus(se->b)).ScaledBy(0.5);
Vector nudge = ((se->a).Minus(se->b)).Cross(a->normal);
nudge = nudge.WithMagnitude(.01);
Vector tp1 = tp.Plus(nudge);
Vector tp2 = tp.Minus(nudge);
bool inf1 = BooleanOp(op, a->ContainsPoint(tp1), b->ContainsPoint(tp1));
bool inf2 = BooleanOp(op, a->ContainsPoint(tp2), b->ContainsPoint(tp2));
if((inf1 && inf2) || (!inf1 && !inf2)) {
// The "in polygon" state doesn't change as you cross the edge;
// so it doesn't lie on the output polygon.
se->tag = 1;
}
}
}
void SPolygon::Clear(void) { void SPolygon::Clear(void) {
int i; int i;
for(i = 0; i < l.n; i++) { for(i = 0; i < l.n; i++) {
@ -216,80 +101,6 @@ bool SPolygon::ContainsPoint(Vector p) {
return inside; return inside;
} }
void SPolygon::IntersectAgainstPlane(SEdgeList *dest, Vector p0, Vector n) {
if(l.n == 0 || (l.elem[0].l.n == 0)) return;
double od = normal.Dot(l.elem[0].l.elem[0].p);
double d = n.Dot(p0);
Vector u = (normal.Cross(n));
if(u.Magnitude() < 0.001) {
if(n.Dot(normal) < 0) od = -od;
if(fabs(od - d) < 0.001) {
// The planes are coincident; so the intersection is a copy of
// this polygon.
MakeEdgesInto(dest);
}
return;
}
u = u.WithMagnitude(1);
Vector v = normal.Cross(u);
Vector lp = Vector::AtIntersectionOfPlanes(n, d, normal, od);
double vp = v.Dot(lp);
double inter[100];
int inters = 0;
int i;
for(i = 0; i < l.n; i++) {
SContour *sc = &(l.elem[i]);
// The 0.01 is because I mishandle the case where the intersection
// plane goes through a vertex
sc->IntersectAgainstPlane(inter, &inters, u, v, vp);
}
qsort(inter, inters, sizeof(inter[0]), ByDouble);
for(i = 0; i < inters; i += 2) {
SEdge se;
se.tag = 0;
se.a = lp.Plus(u.ScaledBy(inter[i]));
se.b = lp.Plus(u.ScaledBy(inter[i+1]));
dest->l.Add(&se);
}
}
void SPolygon::CopyBreaking(SPolyhedron *dest, SPolyhedron *against, int how) {
if(l.n == 0 || (l.elem[0].l.n == 0)) return;
Vector p0 = l.elem[0].l.elem[0].p;
SEdgeList el; ZERO(&el);
int i;
for(i = 0; i < against->l.n; i++) {
SPolygon *pb = &(against->l.elem[i]);
pb->IntersectAgainstPlane(&el, p0, normal);
}
el.CullDuplicates();
SPolygon inter; ZERO(&inter);
bool worked = el.AssemblePolygon(&inter, NULL);
inter.normal = normal;
SPolygon res; ZERO(&res);
if(how == 0) {
this->Boolean(&res, SEdgeList::DIFF, &inter);
res.normal = normal;
} else if(how == 1) {
this->Boolean(&res, SEdgeList::INTERSECT, &inter);
res.normal = normal.ScaledBy(-1);
} else oops();
if(res.l.n > 0) {
dest->l.Add(&res);
}
el.l.Clear();
inter.Clear();
}
void SPolygon::FixContourDirections(void) { void SPolygon::FixContourDirections(void) {
// Outside curve looks counterclockwise, projected against our normal. // Outside curve looks counterclockwise, projected against our normal.
int i, j; int i, j;
@ -314,32 +125,6 @@ void SPolygon::FixContourDirections(void) {
} }
} }
bool SPolygon::Boolean(SPolygon *dest, int op, SPolygon *b) {
SEdgeList el;
ZERO(&el);
this->MakeEdgesInto(&el);
b->MakeEdgesInto(&el);
SEdgeList br;
ZERO(&br);
el.CopyBreaking(&br);
br.CullDuplicates();
br.CullForBoolean(op, this, b);
SEdge e;
bool ret = br.AssemblePolygon(dest, &e);
if(!ret) {
br.l.ClearTags();
br.CullDuplicates();
br.CullForBoolean(op, this, b);
}
br.l.Clear();
el.l.Clear();
return ret;
}
void SContour::MakeEdgesInto(SEdgeList *el) { void SContour::MakeEdgesInto(SEdgeList *el) {
int i; int i;
for(i = 0; i < (l.n-1); i++) { for(i = 0; i < (l.n-1); i++) {
@ -413,37 +198,6 @@ bool SContour::ContainsPointProjdToNormal(Vector n, Vector p) {
return inside; return inside;
} }
void SContour::IntersectAgainstPlane(double *inter, int *inters,
Vector u, Vector v, double vp)
{
for(int i = 0; i < (l.n - 1); i++) {
double ua = (l.elem[i ].p).Dot(u);
double va = (l.elem[i ].p).Dot(v);
double ub = (l.elem[(i+1)%(l.n-1)].p).Dot(u);
double vb = (l.elem[(i+1)%(l.n-1)].p).Dot(v);
double u0, v0, du, dv;
if(va < vb) {
u0 = ua; v0 = va;
du = (ub - ua); dv = (vb - va);
} else {
u0 = ub; v0 = vb;
du = (ua - ub); dv = (va - vb);
}
if(dv == 0) continue;
double t = (vp - v0)/dv;
if(t >= 0 && t < 1) {
double ui = u0 + t*du;
// Our line v = vp intersects the edge; record the u value
inter[(*inters)++] = ui;
}
}
}
void SContour::Reverse(void) { void SContour::Reverse(void) {
int i; int i;
for(i = 0; i < (l.n / 2); i++) { for(i = 0; i < (l.n / 2); i++) {
@ -454,40 +208,3 @@ void SContour::Reverse(void) {
} }
} }
void SPolyhedron::AddFace(SPolygon *p) {
l.Add(p);
}
void SPolyhedron::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).Clear();
}
l.Clear();
}
void SPolyhedron::IntersectAgainstPlane(SEdgeList *d, Vector p0, Vector n) {
int i;
for(i = 0; i < l.n; i++) {
SPolygon *sp = &(l.elem[i]);
sp->IntersectAgainstPlane(d, p0, n);
}
}
bool SPolyhedron::Boolean(SPolyhedron *dest, int op, SPolyhedron *b) {
int i;
dbp(">>>");
for(i = 0; i < l.n; i++) {
SPolygon *sp = &(l.elem[i]);
sp->CopyBreaking(dest, b, 0);
}
for(i = 0; i < b->l.n; i++) {
SPolygon *sp = &(b->l.elem[i]);
sp->CopyBreaking(dest, this, 1);
}
return true;
}

View File

@ -3,7 +3,6 @@
#define __POLYGON_H #define __POLYGON_H
class SPolygon; class SPolygon;
class SPolyhedron;
template <class T> template <class T>
class SList { class SList {
@ -83,22 +82,36 @@ public:
void MakeEdgesInto(SEdgeList *el); void MakeEdgesInto(SEdgeList *el);
void FixContourDirections(void); void FixContourDirections(void);
void Clear(void); void Clear(void);
bool Boolean(SPolygon *dest, int op, SPolygon *b);
void CopyBreaking(SPolyhedron *dest, SPolyhedron *against, int how);
void IntersectAgainstPlane(SEdgeList *dest, Vector p0, Vector n);
}; };
class SPolyhedron { class STriangle {
public: public:
SList<SPolygon> l; Vector a, b, c;
};
void AddFace(SPolygon *p); class SBsp2 {
void Clear(void); SEdge edge;
};
void IntersectAgainstPlane(SEdgeList *dest, Vector p0, Vector n); class SBsp1d {
bool Boolean(SPolyhedron *dest, int op, SPolyhedron *b); SEdge edge;
};
class SBsp3 {
public:
STriangle tri;
SBsp3 *pos;
SBsp3 *neg;
SBsp3 *more;
SBsp2 *edges;
};
class SMesh {
public:
SList<STriangle> l;
}; };
#endif #endif

View File

@ -383,8 +383,7 @@ void Group::CopyEntity(hEntity in, int a, hParam dx, hParam dy, hParam dz,
void Group::MakePolygons(void) { void Group::MakePolygons(void) {
int i; int i;
polyh.Clear(); poly.Clear();
polyg.Clear();
SEdgeList edges; SEdgeList edges;
ZERO(&edges); ZERO(&edges);
@ -398,13 +397,13 @@ void Group::MakePolygons(void) {
e->GenerateEdges(&edges); e->GenerateEdges(&edges);
} }
SEdge error; SEdge error;
if(edges.AssemblePolygon(&polyg, &error)) { if(edges.AssemblePolygon(&poly, &error)) {
polyError.yes = false; polyError.yes = false;
polyg.normal = polyg.ComputeNormal(); poly.normal = poly.ComputeNormal();
} else { } else {
polyError.yes = true; polyError.yes = true;
polyError.notClosedAt = error; polyError.notClosedAt = error;
polyg.Clear(); poly.Clear();
} }
} else if(type == EXTRUDE) { } else if(type == EXTRUDE) {
Vector translate; Vector translate;
@ -422,7 +421,7 @@ void Group::MakePolygons(void) {
edges.l.Clear(); edges.l.Clear();
Group *src = SS.GetGroup(opA); Group *src = SS.GetGroup(opA);
(src->polyg).MakeEdgesInto(&edges); (src->poly).MakeEdgesInto(&edges);
for(i = 0; i < edges.l.n; i++) { for(i = 0; i < edges.l.n; i++) {
SEdge *edge = &(edges.l.elem[i]); SEdge *edge = &(edges.l.elem[i]);
edge->a = (edge->a).Plus(t0); edge->a = (edge->a).Plus(t0);
@ -439,7 +438,6 @@ void Group::MakePolygons(void) {
} }
np.normal = n; np.normal = n;
np.FixContourDirections(); np.FixContourDirections();
polyh.AddFace(&np);
// Regenerate the edges, with the contour directions fixed up. // Regenerate the edges, with the contour directions fixed up.
edges.l.Clear(); edges.l.Clear();
@ -457,7 +455,6 @@ void Group::MakePolygons(void) {
np.AddPoint((edge->a).Plus(dt)); np.AddPoint((edge->a).Plus(dt));
np.AddPoint(edge->a); np.AddPoint(edge->a);
np.normal = ((edge->a).Minus(edge->b).Cross(n)).WithMagnitude(1); np.normal = ((edge->a).Minus(edge->b).Cross(n)).WithMagnitude(1);
polyh.AddFace(&np);
edge->a = (edge->a).Plus(dt); edge->a = (edge->a).Plus(dt);
edge->b = (edge->b).Plus(dt); edge->b = (edge->b).Plus(dt);
@ -467,7 +464,6 @@ void Group::MakePolygons(void) {
memset(&np, 0, sizeof(np)); memset(&np, 0, sizeof(np));
if(!edges.AssemblePolygon(&np, NULL)) oops(); if(!edges.AssemblePolygon(&np, NULL)) oops();
np.normal = n.ScaledBy(-1); np.normal = n.ScaledBy(-1);
polyh.AddFace(&np);
} }
edges.l.Clear(); edges.l.Clear();
} }
@ -492,27 +488,11 @@ void Group::Draw(void) {
} else { } else {
int i; int i;
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
GLfloat vec[] = { 0.3f, 0.3f, 0.3f, 1.0 }; GLfloat mpf[] = { 0.3f, 1.0f, 0.3f, 0.5 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, vec); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf);
GLfloat vec2[] = { 1.0f, 0.3f, 0.3f, 1.0 }; GLfloat mpb[] = { 1.0f, 0.3f, 0.3f, 0.5 };
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, vec2); glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, mpb);
for(i = 0; i < polyh.l.n; i++) { glxFillPolygon(&poly);
glxFillPolygon(&(polyh.l.elem[i]));
#if 0
// Debug stuff to show normals to the faces on-screen
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glxMarkPolygonNormal(&(polyh.l.elem[i]));
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#endif
}
GLfloat vec3[] = { 0.3f, 1.0f, 0.3f, 0.5 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, vec3);
GLfloat vec4[] = { 1.0f, 0.3f, 0.3f, 0.5 };
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, vec4);
glxFillPolygon(&polyg);
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
} }

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@ -106,12 +106,12 @@ public:
bool negateV; bool negateV;
} wrkpl; } wrkpl;
SPolygon polyg; SPolygon poly;
SPolyhedron polyh;
struct { struct {
SEdge notClosedAt; SEdge notClosedAt;
bool yes; bool yes;
} polyError; } polyError;
SMesh mesh;
NameStr name; NameStr name;
char *DescriptionString(void); char *DescriptionString(void);