tornavis/source/blender/blenlib/BLI_mesh_intersect.hh

426 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bli
*
* Mesh intersection library functions.
* Uses exact arithmetic, so need GMP.
*/
#ifdef WITH_GMP
# include <iosfwd>
# include "BLI_array.hh"
# include "BLI_index_range.hh"
# include "BLI_map.hh"
# include "BLI_math_mpq.hh"
# include "BLI_math_vector_mpq_types.hh"
# include "BLI_math_vector_types.hh"
# include "BLI_span.hh"
# include "BLI_utility_mixins.hh"
# include "BLI_vector.hh"
namespace blender::meshintersect {
constexpr int NO_INDEX = -1;
/**
* Vertex coordinates are stored both as #double3 and #mpq3, which should agree.
* Most calculations are done in exact arithmetic, using the mpq3 version,
* but some predicates can be sped up by operating on doubles and using error analysis
* to find the cases where that is good enough.
* Vertices also carry along an id, created on allocation. The id
* is useful for making algorithms that don't depend on pointers.
* Also, they are easier to read while debugging.
* They also carry an orig index, which can be used to tie them back to
* vertices that the caller may have in a different way (e.g., #BMVert).
* An orig index can be #NO_INDEX, indicating the Vert was created by
* the algorithm and doesn't match an original Vert.
* Vertices can be reliably compared for equality,
* and hashed (on their co_exact field).
*/
struct Vert {
mpq3 co_exact;
double3 co;
int id = NO_INDEX;
int orig = NO_INDEX;
Vert() = default;
Vert(const mpq3 &mco, const double3 &dco, int id, int orig);
~Vert() = default;
/** Test equality on the co_exact field. */
bool operator==(const Vert &other) const;
/** Hash on the co_exact field. */
uint64_t hash() const;
};
std::ostream &operator<<(std::ostream &os, const Vert *v);
/**
* A Plane whose equation is `dot(norm, p) + d = 0`.
* The norm and d fields are always present, but the norm_exact
* and d_exact fields may be lazily populated. Since we don't
* store degenerate planes, we can tell if a the exact versions
* are not populated yet by having `norm_exact == 0`.
*/
struct Plane {
mpq3 norm_exact;
mpq_class d_exact;
double3 norm;
double d;
Plane() = default;
Plane(const mpq3 &norm_exact, const mpq_class &d_exact);
Plane(const double3 &norm, double d);
/** Test equality on the exact fields. */
bool operator==(const Plane &other) const;
/** Hash on the exact fields. */
uint64_t hash() const;
void make_canonical();
/**
* This is wrong for degenerate planes, but we don't expect to call it on those.
*/
bool exact_populated() const;
void populate_exact();
};
std::ostream &operator<<(std::ostream &os, const Plane *plane);
/**
* A #Face has a sequence of Verts that for a CCW ordering around them.
* Faces carry an index, created at allocation time, useful for making
* pointer-independent algorithms, and for debugging.
* They also carry an original index, meaningful to the caller.
* And they carry original edge indices too: each is a number meaningful
* to the caller for the edge starting from the corresponding face position.
* A "face position" is the index of a vertex around a face.
* Faces don't own the memory pointed at by the vert array.
* Also indexed by face position, the is_intersect array says
* for each edge whether or not it is the result of intersecting
* with another face in the intersect algorithm.
* Since the intersect algorithm needs the plane for each face,
* a #Face also stores the Plane of the face, but this is only
* populate later because not all faces will be intersected.
*/
struct Face : NonCopyable {
Array<const Vert *> vert;
Array<int> edge_orig;
Array<bool> is_intersect;
Plane *plane = nullptr;
int id = NO_INDEX;
int orig = NO_INDEX;
using FacePos = int;
Face() = default;
Face(Span<const Vert *> verts, int id, int orig, Span<int> edge_origs, Span<bool> is_intersect);
Face(Span<const Vert *> verts, int id, int orig);
~Face();
bool is_tri() const
{
return vert.size() == 3;
}
/* Test equality of verts, in same positions. */
bool operator==(const Face &other) const;
/* Test equality faces allowing cyclic shifts. */
bool cyclic_equal(const Face &other) const;
FacePos next_pos(FacePos p) const
{
return (p + 1) % vert.size();
}
FacePos prev_pos(FacePos p) const
{
return (p + vert.size() - 1) % vert.size();
}
const Vert *const &operator[](int index) const
{
return vert[index];
}
int size() const
{
return vert.size();
}
const Vert *const *begin() const
{
return vert.begin();
}
const Vert *const *end() const
{
return vert.end();
}
IndexRange index_range() const
{
return IndexRange(vert.size());
}
void populate_plane(bool need_exact);
bool plane_populated() const
{
return plane != nullptr;
}
};
std::ostream &operator<<(std::ostream &os, const Face *f);
/**
* #IMeshArena is the owner of the Vert and Face resources used
* during a run of one of the mesh-intersect main functions.
* It also keeps has a hash table of all Verts created so that it can
* ensure that only one instance of a Vert with a given co_exact will
* exist. I.e., it de-duplicates the vertices.
*/
class IMeshArena : NonCopyable, NonMovable {
class IMeshArenaImpl;
std::unique_ptr<IMeshArenaImpl> pimpl_;
public:
IMeshArena();
~IMeshArena();
/**
* Provide hints to number of expected Verts and Faces expected
* to be allocated.
*/
void reserve(int vert_num_hint, int face_num_hint);
int tot_allocated_verts() const;
int tot_allocated_faces() const;
/**
* These add routines find and return an existing Vert with the same
* co_exact, if it exists (the orig argument is ignored in this case),
* or else allocates and returns a new one. The index field of a
* newly allocated Vert will be the index in creation order.
*/
const Vert *add_or_find_vert(const mpq3 &co, int orig);
const Vert *add_or_find_vert(const double3 &co, int orig);
const Vert *add_or_find_vert(Vert *vert);
Face *add_face(Span<const Vert *> verts,
int orig,
Span<int> edge_origs,
Span<bool> is_intersect);
Face *add_face(Span<const Vert *> verts, int orig, Span<int> edge_origs);
Face *add_face(Span<const Vert *> verts, int orig);
/** The following return #nullptr if not found. */
const Vert *find_vert(const mpq3 &co) const;
const Face *find_face(Span<const Vert *> verts) const;
};
/**
* A #blender::meshintersect::IMesh is a self-contained mesh structure
* that can be used in `blenlib` without depending on the rest of Blender.
* The Vert and #Face resources used in the #IMesh should be owned by
* some #IMeshArena.
* The Verts used by a #IMesh can be recovered from the Faces, so
* are usually not stored, but on request, the #IMesh can populate
* internal structures for indexing exactly the set of needed Verts,
* and also going from a Vert pointer to the index in that system.
*/
class IMesh {
Array<Face *> face_; /* Not `const` so can lazily populate planes. */
Array<const Vert *> vert_; /* Only valid if vert_populated_. */
Map<const Vert *, int> vert_to_index_; /* Only valid if vert_populated_. */
bool vert_populated_ = false;
public:
IMesh() = default;
IMesh(Span<Face *> faces) : face_(faces) {}
void set_faces(Span<Face *> faces);
Face *face(int index) const
{
return face_[index];
}
int face_size() const
{
return face_.size();
}
int vert_size() const
{
return vert_.size();
}
bool has_verts() const
{
return vert_populated_;
}
void set_dirty_verts()
{
vert_populated_ = false;
vert_to_index_.clear();
vert_ = Array<const Vert *>();
}
/* Pass `max_verts` if there is a good bound estimate on the maximum number of verts. */
void populate_vert();
void populate_vert(int max_verts);
const Vert *vert(int index) const
{
BLI_assert(vert_populated_);
return vert_[index];
}
/** Returns index in vert_ where v is, or #NO_INDEX. */
int lookup_vert(const Vert *v) const;
IndexRange vert_index_range() const
{
BLI_assert(vert_populated_);
return IndexRange(vert_.size());
}
IndexRange face_index_range() const
{
return IndexRange(face_.size());
}
Span<const Vert *> vertices() const
{
BLI_assert(vert_populated_);
return Span<const Vert *>(vert_);
}
Span<Face *> faces() const
{
return Span<Face *>(face_);
}
/**
* Replace face at given index with one that elides the
* vertices at the positions in face_pos_erase that are true.
* Use arena to allocate the new face in.
* This may end up setting the face at f_index to NULL.
* Return true if that is so, else return false.
* The caller may want to use remove_null_faces if any face
* was removed, to avoid the need to check for null faces later.
*/
bool erase_face_positions(int f_index, Span<bool> face_pos_erase, IMeshArena *arena);
void remove_null_faces();
};
std::ostream &operator<<(std::ostream &os, const IMesh &mesh);
/**
* A Bounding Box using floats, and a routine to detect possible
* intersection.
*/
struct BoundingBox {
float3 min{FLT_MAX, FLT_MAX, FLT_MAX};
float3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
BoundingBox() = default;
BoundingBox(const float3 &min, const float3 &max) : min(min), max(max) {}
void combine(const float3 &p)
{
min.x = min_ff(min.x, p.x);
min.y = min_ff(min.y, p.y);
min.z = min_ff(min.z, p.z);
max.x = max_ff(max.x, p.x);
max.y = max_ff(max.y, p.y);
max.z = max_ff(max.z, p.z);
}
void combine(const double3 &p)
{
min.x = min_ff(min.x, float(p.x));
min.y = min_ff(min.y, float(p.y));
min.z = min_ff(min.z, float(p.z));
max.x = max_ff(max.x, float(p.x));
max.y = max_ff(max.y, float(p.y));
max.z = max_ff(max.z, float(p.z));
}
void combine(const BoundingBox &bb)
{
min.x = min_ff(min.x, bb.min.x);
min.y = min_ff(min.y, bb.min.y);
min.z = min_ff(min.z, bb.min.z);
max.x = max_ff(max.x, bb.max.x);
max.y = max_ff(max.y, bb.max.y);
max.z = max_ff(max.z, bb.max.z);
}
void expand(float pad)
{
min.x -= pad;
min.y -= pad;
min.z -= pad;
max.x += pad;
max.y += pad;
max.z += pad;
}
};
/**
* Assume bounding boxes have been expanded by a sufficient epsilon on all sides
* so that the comparisons against the bb bounds are sufficient to guarantee that
* if an overlap or even touching could happen, this will return true.
*/
bool bbs_might_intersect(const BoundingBox &bb_a, const BoundingBox &bb_b);
/**
* This is the main routine for calculating the self_intersection of a triangle mesh.
*
* The output will have duplicate vertices merged and degenerate triangles ignored.
* If the input has overlapping co-planar triangles, then there will be
* as many duplicates as there are overlaps in each overlapping triangular region.
* The orig field of each #IndexedTriangle will give the orig index in the input #IMesh
* that the output triangle was a part of (input can have -1 for that field and then
* the index in `tri[]` will be used as the original index).
* The orig structure of the output #IMesh gives the originals for vertices and edges.
* \note if the input tm_in has a non-empty orig structure, then it is ignored.
*/
IMesh trimesh_self_intersect(const IMesh &tm_in, IMeshArena *arena);
IMesh trimesh_nary_intersect(const IMesh &tm_in,
int nshapes,
std::function<int(int)> shape_fn,
bool use_self,
IMeshArena *arena);
/**
* Return an #IMesh that is a triangulation of a mesh with general
* polygonal faces, #IMesh.
* Added diagonals will be distinguishable by having edge original
* indices of #NO_INDEX.
*/
IMesh triangulate_polymesh(IMesh &imesh, IMeshArena *arena);
/**
* Writing the obj_mesh has the side effect of populating verts in the #IMesh.
*/
void write_obj_mesh(IMesh &m, const std::string &objname);
} /* namespace blender::meshintersect */
#endif /* WITH_GMP */