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-rw-r--r--extern/quadriflow/src/field-math.hpp483
1 files changed, 483 insertions, 0 deletions
diff --git a/extern/quadriflow/src/field-math.hpp b/extern/quadriflow/src/field-math.hpp
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+++ b/extern/quadriflow/src/field-math.hpp
@@ -0,0 +1,483 @@
+#ifndef FIELD_MATH_H_
+#define FIELD_MATH_H_
+
+#ifdef WITH_CUDA
+# include <glm/glm.hpp>
+#endif
+#include <Eigen/Core>
+#include <Eigen/Dense>
+#include <algorithm>
+#include <vector>
+
+namespace qflow {
+
+using namespace Eigen;
+
+struct DEdge
+{
+ DEdge()
+ : x(0), y(0)
+ {}
+ DEdge(int _x, int _y) {
+ if (_x > _y)
+ x = _y, y = _x;
+ else
+ x = _x, y = _y;
+ }
+ bool operator<(const DEdge& e) const {
+ return (x < e.x) || (x == e.x && y < e.y);
+ }
+ bool operator==(const DEdge& e) const {
+ return x == e.x && y == e.y;
+ }
+ bool operator!=(const DEdge& e) const {
+ return x != e.x || y != e.y;
+ }
+ int x, y;
+};
+
+inline int get_parents(std::vector<std::pair<int, int>>& parents, int j) {
+ if (j == parents[j].first) return j;
+ int k = get_parents(parents, parents[j].first);
+ parents[j].second = (parents[j].second + parents[parents[j].first].second) % 4;
+ parents[j].first = k;
+ return k;
+}
+
+inline int get_parents_orient(std::vector<std::pair<int, int>>& parents, int j) {
+ if (j == parents[j].first) return parents[j].second;
+ return (parents[j].second + get_parents_orient(parents, parents[j].first)) % 4;
+}
+
+inline double fast_acos(double x) {
+ double negate = double(x < 0.0f);
+ x = std::abs(x);
+ double ret = -0.0187293f;
+ ret *= x;
+ ret = ret + 0.0742610f;
+ ret *= x;
+ ret = ret - 0.2121144f;
+ ret *= x;
+ ret = ret + 1.5707288f;
+ ret = ret * std::sqrt(1.0f - x);
+ ret = ret - 2.0f * negate * ret;
+ return negate * (double)M_PI + ret;
+}
+
+inline double signum(double value) { return std::copysign((double)1, value); }
+
+/// Always-positive modulo function (assumes b > 0)
+inline int modulo(int a, int b) {
+ int r = a % b;
+ return (r < 0) ? r + b : r;
+}
+
+inline Vector3d rotate90_by(const Vector3d &q, const Vector3d &n, int amount) {
+ return ((amount & 1) ? (n.cross(q)) : q) * (amount < 2 ? 1.0f : -1.0f);
+}
+
+inline Vector2i rshift90(Vector2i shift, int amount) {
+ if (amount & 1) shift = Vector2i(-shift.y(), shift.x());
+ if (amount >= 2) shift = -shift;
+ return shift;
+}
+
+inline std::pair<int, int> compat_orientation_extrinsic_index_4(const Vector3d &q0,
+ const Vector3d &n0,
+ const Vector3d &q1,
+ const Vector3d &n1) {
+ const Vector3d A[2] = {q0, n0.cross(q0)};
+ const Vector3d B[2] = {q1, n1.cross(q1)};
+
+ double best_score = -std::numeric_limits<double>::infinity();
+ int best_a = 0, best_b = 0;
+
+ for (int i = 0; i < 2; ++i) {
+ for (int j = 0; j < 2; ++j) {
+ double score = std::abs(A[i].dot(B[j]));
+ if (score > best_score) {
+ best_a = i;
+ best_b = j;
+ best_score = score;
+ }
+ }
+ }
+
+ if (A[best_a].dot(B[best_b]) < 0) best_b += 2;
+
+ return std::make_pair(best_a, best_b);
+}
+
+inline std::pair<Vector3d, Vector3d> compat_orientation_extrinsic_4(const Vector3d &q0,
+ const Vector3d &n0,
+ const Vector3d &q1,
+ const Vector3d &n1) {
+ const Vector3d A[2] = {q0, n0.cross(q0)};
+ const Vector3d B[2] = {q1, n1.cross(q1)};
+
+ double best_score = -std::numeric_limits<double>::infinity();
+ int best_a = 0, best_b = 0;
+
+ for (int i = 0; i < 2; ++i) {
+ for (int j = 0; j < 2; ++j) {
+ double score = std::abs(A[i].dot(B[j]));
+ if (score > best_score + 1e-6) {
+ best_a = i;
+ best_b = j;
+ best_score = score;
+ }
+ }
+ }
+
+ const double dp = A[best_a].dot(B[best_b]);
+ return std::make_pair(A[best_a], B[best_b] * signum(dp));
+}
+
+inline Vector3d middle_point(const Vector3d &p0, const Vector3d &n0, const Vector3d &p1,
+ const Vector3d &n1) {
+ /* How was this derived?
+ *
+ * Minimize \|x-p0\|^2 + \|x-p1\|^2, where
+ * dot(n0, x) == dot(n0, p0)
+ * dot(n1, x) == dot(n1, p1)
+ *
+ * -> Lagrange multipliers, set derivative = 0
+ * Use first 3 equalities to write x in terms of
+ * lambda_1 and lambda_2. Substitute that into the last
+ * two equations and solve for the lambdas. Finally,
+ * add a small epsilon term to avoid issues when n1=n2.
+ */
+ double n0p0 = n0.dot(p0), n0p1 = n0.dot(p1), n1p0 = n1.dot(p0), n1p1 = n1.dot(p1),
+ n0n1 = n0.dot(n1), denom = 1.0f / (1.0f - n0n1 * n0n1 + 1e-4f),
+ lambda_0 = 2.0f * (n0p1 - n0p0 - n0n1 * (n1p0 - n1p1)) * denom,
+ lambda_1 = 2.0f * (n1p0 - n1p1 - n0n1 * (n0p1 - n0p0)) * denom;
+
+ return 0.5f * (p0 + p1) - 0.25f * (n0 * lambda_0 + n1 * lambda_1);
+}
+
+inline Vector3d position_floor_4(const Vector3d &o, const Vector3d &q, const Vector3d &n,
+ const Vector3d &p, double scale_x, double scale_y,
+ double inv_scale_x, double inv_scale_y) {
+ Vector3d t = n.cross(q);
+ Vector3d d = p - o;
+ return o + q * std::floor(q.dot(d) * inv_scale_x) * scale_x +
+ t * std::floor(t.dot(d) * inv_scale_y) * scale_y;
+}
+
+inline std::pair<Vector3d, Vector3d> compat_position_extrinsic_4(
+ const Vector3d &p0, const Vector3d &n0, const Vector3d &q0, const Vector3d &o0,
+ const Vector3d &p1, const Vector3d &n1, const Vector3d &q1, const Vector3d &o1, double scale_x,
+ double scale_y, double inv_scale_x, double inv_scale_y, double scale_x_1, double scale_y_1,
+ double inv_scale_x_1, double inv_scale_y_1) {
+ Vector3d t0 = n0.cross(q0), t1 = n1.cross(q1);
+ Vector3d middle = middle_point(p0, n0, p1, n1);
+ Vector3d o0p =
+ position_floor_4(o0, q0, n0, middle, scale_x, scale_y, inv_scale_x, inv_scale_y);
+ Vector3d o1p =
+ position_floor_4(o1, q1, n1, middle, scale_x_1, scale_y_1, inv_scale_x_1, inv_scale_y_1);
+
+ double best_cost = std::numeric_limits<double>::infinity();
+ int best_i = -1, best_j = -1;
+
+ for (int i = 0; i < 4; ++i) {
+ Vector3d o0t = o0p + (q0 * (i & 1) * scale_x + t0 * ((i & 2) >> 1) * scale_y);
+ for (int j = 0; j < 4; ++j) {
+ Vector3d o1t = o1p + (q1 * (j & 1) * scale_x_1 + t1 * ((j & 2) >> 1) * scale_y_1);
+ double cost = (o0t - o1t).squaredNorm();
+
+ if (cost < best_cost) {
+ best_i = i;
+ best_j = j;
+ best_cost = cost;
+ }
+ }
+ }
+
+ return std::make_pair(
+ o0p + (q0 * (best_i & 1) * scale_x + t0 * ((best_i & 2) >> 1) * scale_y),
+ o1p + (q1 * (best_j & 1) * scale_x_1 + t1 * ((best_j & 2) >> 1) * scale_y_1));
+}
+
+inline Vector3d position_round_4(const Vector3d &o, const Vector3d &q, const Vector3d &n,
+ const Vector3d &p, double scale_x, double scale_y,
+ double inv_scale_x, double inv_scale_y) {
+ Vector3d t = n.cross(q);
+ Vector3d d = p - o;
+ return o + q * std::round(q.dot(d) * inv_scale_x) * scale_x +
+ t * std::round(t.dot(d) * inv_scale_y) * scale_y;
+}
+
+inline Vector2i position_floor_index_4(const Vector3d &o, const Vector3d &q, const Vector3d &n,
+ const Vector3d &p, double /* unused */, double /* unused */,
+ double inv_scale_x, double inv_scale_y) {
+ Vector3d t = n.cross(q);
+ Vector3d d = p - o;
+ return Vector2i((int)std::floor(q.dot(d) * inv_scale_x),
+ (int)std::floor(t.dot(d) * inv_scale_y));
+}
+
+inline std::pair<Vector2i, Vector2i> compat_position_extrinsic_index_4(
+ const Vector3d &p0, const Vector3d &n0, const Vector3d &q0, const Vector3d &o0,
+ const Vector3d &p1, const Vector3d &n1, const Vector3d &q1, const Vector3d &o1, double scale_x,
+ double scale_y, double inv_scale_x, double inv_scale_y, double scale_x_1, double scale_y_1,
+ double inv_scale_x_1, double inv_scale_y_1, double *error) {
+ Vector3d t0 = n0.cross(q0), t1 = n1.cross(q1);
+ Vector3d middle = middle_point(p0, n0, p1, n1);
+ Vector2i o0p =
+ position_floor_index_4(o0, q0, n0, middle, scale_x, scale_y, inv_scale_x, inv_scale_y);
+ Vector2i o1p = position_floor_index_4(o1, q1, n1, middle, scale_x_1, scale_y_1, inv_scale_x_1,
+ inv_scale_y_1);
+
+ double best_cost = std::numeric_limits<double>::infinity();
+ int best_i = -1, best_j = -1;
+
+ for (int i = 0; i < 4; ++i) {
+ Vector3d o0t =
+ o0 + (q0 * ((i & 1) + o0p[0]) * scale_x + t0 * (((i & 2) >> 1) + o0p[1]) * scale_y);
+ for (int j = 0; j < 4; ++j) {
+ Vector3d o1t = o1 + (q1 * ((j & 1) + o1p[0]) * scale_x_1 +
+ t1 * (((j & 2) >> 1) + o1p[1]) * scale_y_1);
+ double cost = (o0t - o1t).squaredNorm();
+
+ if (cost < best_cost) {
+ best_i = i;
+ best_j = j;
+ best_cost = cost;
+ }
+ }
+ }
+ if (error) *error = best_cost;
+
+ return std::make_pair(Vector2i((best_i & 1) + o0p[0], ((best_i & 2) >> 1) + o0p[1]),
+ Vector2i((best_j & 1) + o1p[0], ((best_j & 2) >> 1) + o1p[1]));
+}
+
+inline void coordinate_system(const Vector3d &a, Vector3d &b, Vector3d &c) {
+ if (std::abs(a.x()) > std::abs(a.y())) {
+ double invLen = 1.0f / std::sqrt(a.x() * a.x() + a.z() * a.z());
+ c = Vector3d(a.z() * invLen, 0.0f, -a.x() * invLen);
+ } else {
+ double invLen = 1.0f / std::sqrt(a.y() * a.y() + a.z() * a.z());
+ c = Vector3d(0.0f, a.z() * invLen, -a.y() * invLen);
+ }
+ b = c.cross(a);
+}
+
+inline Vector3d rotate_vector_into_plane(Vector3d q, const Vector3d &source_normal,
+ const Vector3d &target_normal) {
+ const double cosTheta = source_normal.dot(target_normal);
+ if (cosTheta < 0.9999f) {
+ if (cosTheta < -0.9999f) return -q;
+ Vector3d axis = source_normal.cross(target_normal);
+ q = q * cosTheta + axis.cross(q) +
+ axis * (axis.dot(q) * (1.0 - cosTheta) / axis.dot(axis));
+ }
+ return q;
+}
+
+inline Vector3d Travel(Vector3d p, const Vector3d &dir, double &len, int &f, VectorXi &E2E,
+ MatrixXd &V, MatrixXi &F, MatrixXd &NF,
+ std::vector<MatrixXd> &triangle_space, double *tx = 0, double *ty = 0) {
+ Vector3d N = NF.col(f);
+ Vector3d pt = (dir - dir.dot(N) * N).normalized();
+ int prev_id = -1;
+ int count = 0;
+ while (len > 0) {
+ count += 1;
+ Vector3d t1 = V.col(F(1, f)) - V.col(F(0, f));
+ Vector3d t2 = V.col(F(2, f)) - V.col(F(0, f));
+ Vector3d N = NF.col(f);
+ // printf("point dis: %f\n", (p - V.col(F(1, f))).dot(N));
+ int edge_id = f * 3;
+ double max_len = 1e30;
+ bool found = false;
+ int next_id, next_f;
+ Vector3d next_q;
+ Matrix3d m, n;
+ m.col(0) = t1;
+ m.col(1) = t2;
+ m.col(2) = N;
+ n = m.inverse();
+ MatrixXd &T = triangle_space[f];
+ VectorXd coord = T * Vector3d(p - V.col(F(0, f)));
+ VectorXd dirs = (T * pt);
+
+ double lens[3];
+ lens[0] = -coord.y() / dirs.y();
+ lens[1] = (1 - coord.x() - coord.y()) / (dirs.x() + dirs.y());
+ lens[2] = -coord.x() / dirs.x();
+ for (int fid = 0; fid < 3; ++fid) {
+ if (fid + edge_id == prev_id) continue;
+
+ if (lens[fid] >= 0 && lens[fid] < max_len) {
+ max_len = lens[fid];
+ next_id = E2E[edge_id + fid];
+ next_f = next_id;
+ if (next_f != -1) next_f /= 3;
+ found = true;
+ }
+ }
+ if (!found) {
+ printf("error...\n");
+ exit(0);
+ }
+ // printf("status: %f %f %d\n", len, max_len, f);
+ if (max_len >= len) {
+ if (tx && ty) {
+ *tx = coord.x() + dirs.x() * len;
+ *ty = coord.y() + dirs.y() * len;
+ }
+ p = p + len * pt;
+ len = 0;
+ return p;
+ }
+ p = V.col(F(0, f)) + t1 * (coord.x() + dirs.x() * max_len) +
+ t2 * (coord.y() + dirs.y() * max_len);
+ len -= max_len;
+ if (next_f == -1) {
+ if (tx && ty) {
+ *tx = coord.x() + dirs.x() * max_len;
+ *ty = coord.y() + dirs.y() * max_len;
+ }
+ return p;
+ }
+ pt = rotate_vector_into_plane(pt, NF.col(f), NF.col(next_f));
+ f = next_f;
+ prev_id = next_id;
+ }
+ return p;
+}
+inline Vector3d TravelField(Vector3d p, Vector3d &pt, double &len, int &f, VectorXi &E2E,
+ MatrixXd &V, MatrixXi &F, MatrixXd &NF, MatrixXd &QF, MatrixXd &QV,
+ MatrixXd &NV, std::vector<MatrixXd> &triangle_space, double *tx = 0,
+ double *ty = 0, Vector3d *dir_unfold = 0) {
+ Vector3d N = NF.col(f);
+ pt = (pt - pt.dot(N) * N).normalized();
+ int prev_id = -1;
+ int count = 0;
+ std::vector<Vector3d> Ns;
+
+ auto FaceQFromVertices = [&](int f, double tx, double ty) {
+ const Vector3d &n = NF.col(f);
+ const Vector3d &q_1 = QV.col(F(0, f)), &q_2 = QV.col(F(1, f)), &q_3 = QV.col(F(2, f));
+ const Vector3d &n_1 = NV.col(F(0, f)), &n_2 = NV.col(F(1, f)), &n_3 = NV.col(F(2, f));
+ Vector3d q_1n = rotate_vector_into_plane(q_1, n_1, n);
+ Vector3d q_2n = rotate_vector_into_plane(q_2, n_2, n);
+ Vector3d q_3n = rotate_vector_into_plane(q_3, n_3, n);
+ auto orient = compat_orientation_extrinsic_4(q_1n, n, q_2n, n);
+ Vector3d q = (orient.first * tx + orient.second * ty).normalized();
+ orient = compat_orientation_extrinsic_4(q, n, q_3n, n);
+ q = (orient.first * (tx + ty) + orient.second * (1 - tx - ty)).normalized();
+ return q;
+ };
+
+ auto BestQFromGivenQ = [&](const Vector3d &n, const Vector3d &q, const Vector3d &given_q) {
+ Vector3d q_1 = n.cross(q);
+ double t1 = q.dot(given_q);
+ double t2 = q_1.dot(given_q);
+ if (fabs(t1) > fabs(t2)) {
+ if (t1 > 0.0)
+ return Vector3d(q);
+ else
+ return Vector3d(-q);
+ } else {
+ if (t2 > 0.0)
+ return Vector3d(q_1);
+ else
+ return Vector3d(-q_1);
+ }
+ };
+
+ while (len > 0) {
+ count += 1;
+ Vector3d t1 = V.col(F(1, f)) - V.col(F(0, f));
+ Vector3d t2 = V.col(F(2, f)) - V.col(F(0, f));
+ Vector3d N = NF.col(f);
+ Ns.push_back(N);
+ // printf("point dis: %f\n", (p - V.col(F(1, f))).dot(N));
+ int edge_id = f * 3;
+ double max_len = 1e30;
+ bool found = false;
+ int next_id = -1, next_f = -1;
+ Vector3d next_q;
+ Matrix3d m, n;
+ m.col(0) = t1;
+ m.col(1) = t2;
+ m.col(2) = N;
+ n = m.inverse();
+ MatrixXd &T = triangle_space[f];
+ VectorXd coord = T * Vector3d(p - V.col(F(0, f)));
+ VectorXd dirs = (T * pt);
+ double lens[3];
+ lens[0] = -coord.y() / dirs.y();
+ lens[1] = (1 - coord.x() - coord.y()) / (dirs.x() + dirs.y());
+ lens[2] = -coord.x() / dirs.x();
+ for (int fid = 0; fid < 3; ++fid) {
+ if (fid + edge_id == prev_id) continue;
+
+ if (lens[fid] >= 0 && lens[fid] < max_len) {
+ max_len = lens[fid];
+ next_id = E2E[edge_id + fid];
+ next_f = next_id;
+ if (next_f != -1) next_f /= 3;
+ found = true;
+ }
+ }
+ double w1 = (coord.x() + dirs.x() * max_len);
+ double w2 = (coord.y() + dirs.y() * max_len);
+ if (w1 < 0) w1 = 0.0f;
+ if (w2 < 0) w2 = 0.0f;
+ if (w1 + w2 > 1) {
+ double w = w1 + w2;
+ w1 /= w;
+ w2 /= w;
+ }
+
+ if (!found) {
+ printf("error...\n");
+ exit(0);
+ }
+ // printf("status: %f %f %d\n", len, max_len, f);
+ if (max_len >= len) {
+ if (tx && ty) {
+ *tx = w1;
+ *ty = w2;
+ }
+ Vector3d ideal_q = FaceQFromVertices(f, *tx, *ty);
+ *dir_unfold = BestQFromGivenQ(NF.col(f), ideal_q, *dir_unfold);
+ for (int i = Ns.size() - 1; i > 0; --i) {
+ *dir_unfold = rotate_vector_into_plane(*dir_unfold, Ns[i], Ns[i - 1]);
+ }
+ p = p + len * pt;
+ len = 0;
+ return p;
+ }
+ p = V.col(F(0, f)) + t1 * w1 + t2 * w2;
+ len -= max_len;
+ if (next_f == -1) {
+ if (tx && ty) {
+ *tx = w1;
+ *ty = w2;
+ }
+ Vector3d ideal_q = FaceQFromVertices(f, *tx, *ty);
+ *dir_unfold = BestQFromGivenQ(NF.col(f), ideal_q, *dir_unfold);
+ for (int i = Ns.size() - 1; i > 0; --i) {
+ *dir_unfold = rotate_vector_into_plane(*dir_unfold, Ns[i], Ns[i - 1]);
+ }
+ return p;
+ }
+ pt = rotate_vector_into_plane(pt, NF.col(f), NF.col(next_f));
+ // pt = BestQFromGivenQ(NF.col(next_f), QF.col(next_f), pt);
+ if (dir_unfold) {
+ *dir_unfold = BestQFromGivenQ(NF.col(next_f), QF.col(next_f), *dir_unfold);
+ }
+ f = next_f;
+ prev_id = next_id;
+ }
+
+ return p;
+}
+
+} // namespace qflow
+
+#endif