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Diffstat (limited to 'extern/quadriflow/src/field-math.hpp')
-rw-r--r-- | extern/quadriflow/src/field-math.hpp | 483 |
1 files changed, 483 insertions, 0 deletions
diff --git a/extern/quadriflow/src/field-math.hpp b/extern/quadriflow/src/field-math.hpp new file mode 100644 index 00000000000..86ed4b2b1f4 --- /dev/null +++ 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 |