diff options
Diffstat (limited to 'extern/carve/carve-util.cc')
-rw-r--r-- | extern/carve/carve-util.cc | 778 |
1 files changed, 778 insertions, 0 deletions
diff --git a/extern/carve/carve-util.cc b/extern/carve/carve-util.cc new file mode 100644 index 00000000000..b1f9ffbb769 --- /dev/null +++ b/extern/carve/carve-util.cc @@ -0,0 +1,778 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2014 Blender Foundation. + * All rights reserved. + * + * Contributor(s): Blender Foundation, + * Sergey Sharybin + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "carve-util.h" +#include "carve-capi.h" + +#include <cfloat> +#include <carve/csg.hpp> +#include <carve/csg_triangulator.hpp> +#include <carve/rtree.hpp> + +using carve::csg::Intersections; +using carve::geom::aabb; +using carve::geom::RTreeNode; +using carve::geom3d::Vector; +using carve::math::Matrix3; +using carve::mesh::Face; +using carve::mesh::MeshSet; +using carve::triangulate::triangulate; + +typedef std::map< MeshSet<3>::mesh_t*, RTreeNode<3, Face<3> *> * > RTreeCache; +typedef std::map< MeshSet<3>::mesh_t*, bool > IntersectCache; + +namespace { + +// Functions adopted from BLI_math.h to use Carve Vector and Matrix. + +void axis_angle_normalized_to_mat3(const Vector &normal, + const double angle, + Matrix3 *matrix) +{ + double nsi[3], co, si, ico; + + /* now convert this to a 3x3 matrix */ + co = cos(angle); + si = sin(angle); + + ico = (1.0 - co); + nsi[0] = normal[0] * si; + nsi[1] = normal[1] * si; + nsi[2] = normal[2] * si; + + matrix->m[0][0] = ((normal[0] * normal[0]) * ico) + co; + matrix->m[0][1] = ((normal[0] * normal[1]) * ico) + nsi[2]; + matrix->m[0][2] = ((normal[0] * normal[2]) * ico) - nsi[1]; + matrix->m[1][0] = ((normal[0] * normal[1]) * ico) - nsi[2]; + matrix->m[1][1] = ((normal[1] * normal[1]) * ico) + co; + matrix->m[1][2] = ((normal[1] * normal[2]) * ico) + nsi[0]; + matrix->m[2][0] = ((normal[0] * normal[2]) * ico) + nsi[1]; + matrix->m[2][1] = ((normal[1] * normal[2]) * ico) - nsi[0]; + matrix->m[2][2] = ((normal[2] * normal[2]) * ico) + co; +} + +void axis_angle_to_mat3(const Vector &axis, + const double angle, + Matrix3 *matrix) +{ + if (axis.length2() < FLT_EPSILON) { + *matrix = Matrix3(); + return; + } + + Vector nor = axis; + nor.normalize(); + + axis_angle_normalized_to_mat3(nor, angle, matrix); +} + +inline double saacos(double fac) +{ + if (fac <= -1.0) return M_PI; + else if (fac >= 1.0) return 0.0; + else return acos(fac); +} + +bool axis_dominant_v3_to_m3(const Vector &normal, + Matrix3 *matrix) +{ + Vector up; + Vector axis; + double angle; + + up.x = 0.0; + up.y = 0.0; + up.z = 1.0; + + axis = carve::geom::cross(normal, up); + angle = saacos(carve::geom::dot(normal, up)); + + if (angle >= FLT_EPSILON) { + if (axis.length2() < FLT_EPSILON) { + axis[0] = 0.0; + axis[1] = 1.0; + axis[2] = 0.0; + } + + axis_angle_to_mat3(axis, angle, matrix); + return true; + } + else { + *matrix = Matrix3(); + return false; + } +} + +void meshset_minmax(const MeshSet<3> *mesh, + Vector *min, + Vector *max) +{ + for (uint i = 0; i < mesh->vertex_storage.size(); ++i) { + min->x = std::min(min->x, mesh->vertex_storage[i].v.x); + min->y = std::min(min->y, mesh->vertex_storage[i].v.y); + min->z = std::min(min->z, mesh->vertex_storage[i].v.z); + max->x = std::max(max->x, mesh->vertex_storage[i].v.x); + max->y = std::max(max->y, mesh->vertex_storage[i].v.y); + max->z = std::max(max->z, mesh->vertex_storage[i].v.z); + } +} + +} // namespace + +void carve_getRescaleMinMax(const MeshSet<3> *left, + const MeshSet<3> *right, + Vector *min, + Vector *max) +{ + min->x = max->x = left->vertex_storage[0].v.x; + min->y = max->y = left->vertex_storage[0].v.y; + min->z = max->z = left->vertex_storage[0].v.z; + + meshset_minmax(left, min, max); + meshset_minmax(right, min, max); + + // Make sure we don't scale object with zero scale. + if (std::abs(min->x - max->x) < carve::EPSILON) { + min->x = -1.0; + max->x = 1.0; + } + if (std::abs(min->y - max->y) < carve::EPSILON) { + min->y = -1.0; + max->y = 1.0; + } + if (std::abs(min->z - max->z) < carve::EPSILON) { + min->z = -1.0; + max->z = 1.0; + } +} + +namespace { + +void copyMeshes(const std::vector<MeshSet<3>::mesh_t*> &meshes, + std::vector<MeshSet<3>::mesh_t*> *new_meshes) +{ + std::vector<MeshSet<3>::mesh_t*>::const_iterator it = meshes.begin(); + new_meshes->reserve(meshes.size()); + for (; it != meshes.end(); it++) { + MeshSet<3>::mesh_t *mesh = *it; + MeshSet<3>::mesh_t *new_mesh = new MeshSet<3>::mesh_t(mesh->faces); + + new_meshes->push_back(new_mesh); + } +} + +MeshSet<3> *meshSetFromMeshes(const std::vector<MeshSet<3>::mesh_t*> &meshes) +{ + std::vector<MeshSet<3>::mesh_t*> new_meshes; + + copyMeshes(meshes, &new_meshes); + + return new MeshSet<3>(new_meshes); +} + +MeshSet<3> *meshSetFromTwoMeshes(const std::vector<MeshSet<3>::mesh_t*> &left_meshes, + const std::vector<MeshSet<3>::mesh_t*> &right_meshes) +{ + std::vector<MeshSet<3>::mesh_t*> new_meshes; + + copyMeshes(left_meshes, &new_meshes); + copyMeshes(right_meshes, &new_meshes); + + return new MeshSet<3>(new_meshes); +} + +bool checkEdgeFaceIntersections_do(Intersections &intersections, + MeshSet<3>::face_t *face_a, + MeshSet<3>::edge_t *edge_b) +{ + if (intersections.intersects(edge_b, face_a)) + return true; + + carve::mesh::MeshSet<3>::vertex_t::vector_t _p; + if (face_a->simpleLineSegmentIntersection(carve::geom3d::LineSegment(edge_b->v1()->v, edge_b->v2()->v), _p)) + return true; + + return false; +} + +bool checkEdgeFaceIntersections(Intersections &intersections, + MeshSet<3>::face_t *face_a, + MeshSet<3>::face_t *face_b) +{ + MeshSet<3>::edge_t *edge_b; + + edge_b = face_b->edge; + do { + if (checkEdgeFaceIntersections_do(intersections, face_a, edge_b)) + return true; + edge_b = edge_b->next; + } while (edge_b != face_b->edge); + + return false; +} + +inline bool facesAreCoplanar(const MeshSet<3>::face_t *a, const MeshSet<3>::face_t *b) +{ + carve::geom3d::Ray temp; + // XXX: Find a better definition. This may be a source of problems + // if floating point inaccuracies cause an incorrect answer. + return !carve::geom3d::planeIntersection(a->plane, b->plane, temp); +} + +bool checkMeshSetInterseciton_do(Intersections &intersections, + const RTreeNode<3, Face<3> *> *a_node, + const RTreeNode<3, Face<3> *> *b_node, + bool descend_a = true) +{ + if (!a_node->bbox.intersects(b_node->bbox)) { + return false; + } + + if (a_node->child && (descend_a || !b_node->child)) { + for (RTreeNode<3, Face<3> *> *node = a_node->child; node; node = node->sibling) { + if (checkMeshSetInterseciton_do(intersections, node, b_node, false)) { + return true; + } + } + } + else if (b_node->child) { + for (RTreeNode<3, Face<3> *> *node = b_node->child; node; node = node->sibling) { + if (checkMeshSetInterseciton_do(intersections, a_node, node, true)) { + return true; + } + } + } + else { + for (size_t i = 0; i < a_node->data.size(); ++i) { + MeshSet<3>::face_t *fa = a_node->data[i]; + aabb<3> aabb_a = fa->getAABB(); + if (aabb_a.maxAxisSeparation(b_node->bbox) > carve::EPSILON) { + continue; + } + + for (size_t j = 0; j < b_node->data.size(); ++j) { + MeshSet<3>::face_t *fb = b_node->data[j]; + aabb<3> aabb_b = fb->getAABB(); + if (aabb_b.maxAxisSeparation(aabb_a) > carve::EPSILON) { + continue; + } + + std::pair<double, double> a_ra = fa->rangeInDirection(fa->plane.N, fa->edge->vert->v); + std::pair<double, double> b_ra = fb->rangeInDirection(fa->plane.N, fa->edge->vert->v); + if (carve::rangeSeparation(a_ra, b_ra) > carve::EPSILON) { + continue; + } + + std::pair<double, double> a_rb = fa->rangeInDirection(fb->plane.N, fb->edge->vert->v); + std::pair<double, double> b_rb = fb->rangeInDirection(fb->plane.N, fb->edge->vert->v); + if (carve::rangeSeparation(a_rb, b_rb) > carve::EPSILON) { + continue; + } + + if (!facesAreCoplanar(fa, fb)) { + if (checkEdgeFaceIntersections(intersections, fa, fb)) { + return true; + } + } + } + } + } + + return false; +} + +bool checkMeshSetInterseciton(RTreeNode<3, Face<3> *> *rtree_a, RTreeNode<3, Face<3> *> *rtree_b) +{ + Intersections intersections; + return checkMeshSetInterseciton_do(intersections, rtree_a, rtree_b); +} + +void getIntersectedOperandMeshes(std::vector<MeshSet<3>::mesh_t*> *meshes, + const MeshSet<3>::aabb_t &otherAABB, + std::vector<MeshSet<3>::mesh_t*> *operandMeshes, + RTreeCache *rtree_cache, + IntersectCache *intersect_cache) +{ + std::vector<MeshSet<3>::mesh_t*>::iterator it = meshes->begin(); + std::vector< RTreeNode<3, Face<3> *> *> meshRTree; + + while (it != meshes->end()) { + MeshSet<3>::mesh_t *mesh = *it; + bool isAdded = false; + + RTreeNode<3, Face<3> *> *rtree; + bool intersects; + + RTreeCache::iterator rtree_found = rtree_cache->find(mesh); + if (rtree_found != rtree_cache->end()) { + rtree = rtree_found->second; + } + else { + rtree = RTreeNode<3, Face<3> *>::construct_STR(mesh->faces.begin(), mesh->faces.end(), 4, 4); + (*rtree_cache)[mesh] = rtree; + } + + IntersectCache::iterator intersect_found = intersect_cache->find(mesh); + if (intersect_found != intersect_cache->end()) { + intersects = intersect_found->second; + } + else { + intersects = rtree->bbox.intersects(otherAABB); + (*intersect_cache)[mesh] = intersects; + } + + if (intersects) { + bool isIntersect = false; + + std::vector<MeshSet<3>::mesh_t*>::iterator operand_it = operandMeshes->begin(); + std::vector<RTreeNode<3, Face<3> *> *>::iterator tree_it = meshRTree.begin(); + for (; operand_it!=operandMeshes->end(); operand_it++, tree_it++) { + RTreeNode<3, Face<3> *> *operandRTree = *tree_it; + + if (checkMeshSetInterseciton(rtree, operandRTree)) { + isIntersect = true; + break; + } + } + + if (!isIntersect) { + operandMeshes->push_back(mesh); + meshRTree.push_back(rtree); + + it = meshes->erase(it); + isAdded = true; + } + } + + if (!isAdded) { + //delete rtree; + it++; + } + } + + std::vector<RTreeNode<3, Face<3> *> *>::iterator tree_it = meshRTree.begin(); + for (; tree_it != meshRTree.end(); tree_it++) { + //delete *tree_it; + } +} + +MeshSet<3> *getIntersectedOperand(std::vector<MeshSet<3>::mesh_t*> *meshes, + const MeshSet<3>::aabb_t &otherAABB, + RTreeCache *rtree_cache, + IntersectCache *intersect_cache) +{ + std::vector<MeshSet<3>::mesh_t*> operandMeshes; + getIntersectedOperandMeshes(meshes, otherAABB, &operandMeshes, rtree_cache, intersect_cache); + + if (operandMeshes.size() == 0) + return NULL; + + return meshSetFromMeshes(operandMeshes); +} + +MeshSet<3> *unionIntersectingMeshes(carve::csg::CSG *csg, + MeshSet<3> *poly, + const MeshSet<3>::aabb_t &otherAABB) +{ + if (poly->meshes.size() <= 1) { + return poly; + } + + std::vector<MeshSet<3>::mesh_t*> orig_meshes = + std::vector<MeshSet<3>::mesh_t*>(poly->meshes.begin(), poly->meshes.end()); + + RTreeCache rtree_cache; + IntersectCache intersect_cache; + + MeshSet<3> *left = getIntersectedOperand(&orig_meshes, + otherAABB, + &rtree_cache, + &intersect_cache); + + if (!left) { + // No maniforlds which intersects another object at all. + return poly; + } + + while (orig_meshes.size()) { + MeshSet<3> *right = getIntersectedOperand(&orig_meshes, + otherAABB, + &rtree_cache, + &intersect_cache); + + if (!right) { + // No more intersecting manifolds which intersects other object + break; + } + + try { + if (left->meshes.size()==0) { + delete left; + + left = right; + } + else { + MeshSet<3> *result = csg->compute(left, right, + carve::csg::CSG::UNION, + NULL, carve::csg::CSG::CLASSIFY_EDGE); + + delete left; + delete right; + + left = result; + } + } + catch (carve::exception e) { + std::cerr << "CSG failed, exception " << e.str() << std::endl; + + MeshSet<3> *result = meshSetFromTwoMeshes(left->meshes, right->meshes); + + delete left; + delete right; + + left = result; + } + catch (...) { + delete left; + delete right; + + throw "Unknown error in Carve library"; + } + } + + for (RTreeCache::iterator it = rtree_cache.begin(); + it != rtree_cache.end(); + it++) + { + delete it->second; + } + + // Append all meshes which doesn't have intersection with another operand as-is. + if (orig_meshes.size()) { + MeshSet<3> *result = meshSetFromTwoMeshes(left->meshes, orig_meshes); + + delete left; + left = result; + } + + return left; +} + +} // namespace + +// TODO(sergey): This function is to be totally re-implemented to make it +// more clear what's going on and hopefully optimize it as well. +void carve_unionIntersections(carve::csg::CSG *csg, + MeshSet<3> **left_r, + MeshSet<3> **right_r) +{ + MeshSet<3> *left = *left_r, *right = *right_r; + + if (left->meshes.size() == 1 && right->meshes.size() == 0) { + return; + } + + MeshSet<3>::aabb_t leftAABB = left->getAABB(); + MeshSet<3>::aabb_t rightAABB = right->getAABB();; + + left = unionIntersectingMeshes(csg, left, rightAABB); + right = unionIntersectingMeshes(csg, right, leftAABB); + + if (left != *left_r) { + delete *left_r; + } + + if (right != *right_r) + delete *right_r; + + *left_r = left; + *right_r = right; +} + +static inline void add_newell_cross_v3_v3v3(const Vector &v_prev, + const Vector &v_curr, + Vector *n) +{ + (*n)[0] += (v_prev[1] - v_curr[1]) * (v_prev[2] + v_curr[2]); + (*n)[1] += (v_prev[2] - v_curr[2]) * (v_prev[0] + v_curr[0]); + (*n)[2] += (v_prev[0] - v_curr[0]) * (v_prev[1] + v_curr[1]); +} + +// Axis matrix is being set for non-flat ngons only. +bool carve_checkPolyPlanarAndGetNormal(const std::vector<Vector> &vertices, + const int verts_per_poly, + const int *verts_of_poly, + Matrix3 *axis_matrix_r) +{ + if (verts_per_poly == 3) { + // Triangles are always planar. + return true; + } + else if (verts_per_poly == 4) { + // Presumably faster than using generig n-gon check for quads. + + const Vector &v1 = vertices[verts_of_poly[0]], + &v2 = vertices[verts_of_poly[1]], + &v3 = vertices[verts_of_poly[2]], + &v4 = vertices[verts_of_poly[3]]; + + Vector vec1, vec2, vec3, cross; + + vec1 = v2 - v1; + vec2 = v4 - v1; + vec3 = v3 - v1; + + cross = carve::geom::cross(vec1, vec2); + + double production = carve::geom::dot(cross, vec3); + + // TODO(sergey): Check on whether we could have length-independent + // magnitude here. + double magnitude = 1e-3 * cross.length2(); + + return fabs(production) < magnitude; + } + else { + const Vector *vert_prev = &vertices[verts_of_poly[verts_per_poly - 1]]; + const Vector *vert_curr = &vertices[verts_of_poly[0]]; + + Vector normal = carve::geom::VECTOR(0.0, 0.0, 0.0); + for (int i = 0; i < verts_per_poly; i++) { + add_newell_cross_v3_v3v3(*vert_prev, *vert_curr, &normal); + vert_prev = vert_curr; + vert_curr = &vertices[verts_of_poly[(i + 1) % verts_per_poly]]; + } + + if (normal.length2() < FLT_EPSILON) { + // Degenerated face, couldn't triangulate properly anyway. + return true; + } + else { + double magnitude = normal.length2(); + + normal.normalize(); + axis_dominant_v3_to_m3(normal, axis_matrix_r); + + Vector first_projected = *axis_matrix_r * vertices[verts_of_poly[0]]; + double min_z = first_projected[2], max_z = first_projected[2]; + + for (int i = 1; i < verts_per_poly; i++) { + const Vector &vertex = vertices[verts_of_poly[i]]; + Vector projected = *axis_matrix_r * vertex; + if (projected[2] < min_z) { + min_z = projected[2]; + } + if (projected[2] > max_z) { + max_z = projected[2]; + } + } + + if (std::abs(min_z - max_z) > FLT_EPSILON * magnitude) { + return false; + } + } + + return true; + } + + return false; +} + +namespace { + +int triangulateNGon_carveTriangulator(const std::vector<Vector> &vertices, + const int verts_per_poly, + const int *verts_of_poly, + const Matrix3 &axis_matrix, + std::vector<carve::triangulate::tri_idx> *triangles) +{ + // Project vertices to 2D plane. + Vector projected; + std::vector<carve::geom::vector<2> > poly_2d; + poly_2d.reserve(verts_per_poly); + for (int i = 0; i < verts_per_poly; ++i) { + projected = axis_matrix * vertices[verts_of_poly[i]]; + poly_2d.push_back(carve::geom::VECTOR(projected[0], projected[1])); + } + + carve::triangulate::triangulate(poly_2d, *triangles); + + return triangles->size(); +} + +int triangulateNGon_importerTriangulator(struct ImportMeshData *import_data, + CarveMeshImporter *mesh_importer, + const std::vector<Vector> &vertices, + const int verts_per_poly, + const int *verts_of_poly, + const Matrix3 &axis_matrix, + std::vector<carve::triangulate::tri_idx> *triangles) +{ + typedef float Vector2D[2]; + typedef unsigned int Triangle[3]; + + // Project vertices to 2D plane. + Vector2D *poly_2d = new Vector2D[verts_per_poly]; + Vector projected; + for (int i = 0; i < verts_per_poly; ++i) { + projected = axis_matrix * vertices[verts_of_poly[i]]; + poly_2d[i][0] = projected[0]; + poly_2d[i][1] = projected[1]; + } + + Triangle *api_triangles = new Triangle[verts_per_poly - 2]; + int num_triangles = + mesh_importer->triangulate2DPoly(import_data, + poly_2d, + verts_per_poly, + api_triangles); + + triangles->reserve(num_triangles); + for (int i = 0; i < num_triangles; ++i) { + triangles->push_back( + carve::triangulate::tri_idx(api_triangles[i][0], + api_triangles[i][1], + api_triangles[i][2])); + } + + delete poly_2d; + delete api_triangles; + + return num_triangles; +} + +} // namespace + +int carve_triangulatePoly(struct ImportMeshData *import_data, + CarveMeshImporter *mesh_importer, + int poly_index, + int start_loop_index, + const std::vector<Vector> &vertices, + const int verts_per_poly, + const int *verts_of_poly, + const Matrix3 &axis_matrix, + std::vector<int> *face_indices, + std::vector<int> *orig_loop_index_map, + std::vector<int> *orig_poly_index_map) +{ + int num_triangles = 0; + + assert(verts_per_poly > 3); + + if (verts_per_poly == 4) { + // Quads we triangulate by 1-3 diagonal, it is an original behavior + // of boolean modifier. + // + // TODO(sergey): Consider using shortest diagonal here. However + // display code in Blende use static 1-3 split, so some experiments + // are needed here. + face_indices->push_back(3); + face_indices->push_back(verts_of_poly[0]); + face_indices->push_back(verts_of_poly[1]); + face_indices->push_back(verts_of_poly[2]); + + orig_loop_index_map->push_back(start_loop_index); + orig_loop_index_map->push_back(start_loop_index + 1); + orig_loop_index_map->push_back(-1); + orig_poly_index_map->push_back(poly_index); + + face_indices->push_back(3); + face_indices->push_back(verts_of_poly[0]); + face_indices->push_back(verts_of_poly[2]); + face_indices->push_back(verts_of_poly[3]); + + orig_loop_index_map->push_back(-1); + orig_loop_index_map->push_back(start_loop_index + 2); + orig_loop_index_map->push_back(start_loop_index + 3); + orig_poly_index_map->push_back(poly_index); + + num_triangles = 2; + } + else { + std::vector<carve::triangulate::tri_idx> triangles; + triangles.reserve(verts_per_poly - 2); + + // Make triangulator callback optional so we could do some tests + // in the future. + if (mesh_importer->triangulate2DPoly) { + num_triangles = + triangulateNGon_importerTriangulator(import_data, + mesh_importer, + vertices, + verts_per_poly, + verts_of_poly, + axis_matrix, + &triangles); + } + else { + num_triangles = + triangulateNGon_carveTriangulator(vertices, + verts_per_poly, + verts_of_poly, + axis_matrix, + &triangles); + } + + for (int i = 0; i < triangles.size(); ++i) { + int v1 = triangles[i].c, + v2 = triangles[i].b, + v3 = triangles[i].a; + + // Sanity check of the triangle. + assert(v1 != v2); + assert(v1 != v3); + assert(v2 != v3); + assert(v1 < verts_per_poly); + assert(v2 < verts_per_poly); + assert(v3 < verts_per_poly); + + face_indices->push_back(3); + face_indices->push_back(verts_of_poly[v3]); + face_indices->push_back(verts_of_poly[v2]); + face_indices->push_back(verts_of_poly[v1]); + +#define CHECK_TRIANGLE_LOOP_INDEX(v1, v2) \ + { \ + if (v2 == v1 + 1) { \ + orig_loop_index_map->push_back(start_loop_index + v1); \ + } \ + else { \ + orig_loop_index_map->push_back(-1); \ + } \ + } (void) 0 + + CHECK_TRIANGLE_LOOP_INDEX(v1, v2); + CHECK_TRIANGLE_LOOP_INDEX(v2, v3); + CHECK_TRIANGLE_LOOP_INDEX(v3, v1); + +#undef CHECK_TRIANGLE_LOOP_INDEX + + orig_poly_index_map->push_back(poly_index); + } + } + + return num_triangles; +} |