tornavis/source/blender/blenlib/BLI_delaunay_2d.hh

189 lines
7.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_array.hh"
#include "BLI_math_mpq.hh"
#include "BLI_math_vector_mpq_types.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_vector.hh"
/** \file
* \ingroup bli
*
* This header file contains both a C interface and a C++ interface
* to the 2D Constrained Delaunay Triangulation library routine.
*/
/**
* Interface for Constrained Delaunay Triangulation (CDT) in 2D.
*
* The input is a set of vertices, edges between those vertices,
* and faces using those vertices.
* Those inputs are called "constraints". The output must contain
* those constraints, or at least edges, points, and vertices that
* may be pieced together to form the constraints. Part of the
* work of doing the CDT is to detect intersections and mergers
* among the input elements, so these routines are also useful
* for doing 2D intersection.
*
* The output is a triangulation of the plane that includes the
* constraints in the above sense, and also satisfies the
* "Delaunay condition" as modified to take into account that
* the constraints must be there: for every non-constrained edge
* in the output, there is a circle through the endpoints that
* does not contain any of the vertices directly connected to
* those endpoints. What this means in practice is that as
* much as possible the triangles look "nice" -- not too long
* and skinny.
*
* Optionally, the output can be a subset of the triangulation
* (but still containing all of the constraints), to get the
* effect of 2D intersection.
*
* The underlying method is incremental, but we need to know
* beforehand a bounding box for all of the constraints.
* This code can be extended in the future to allow for
* deletion of constraints, if there is a use in Blender
* for dynamically maintaining a triangulation.
*/
/** What triangles and edges of CDT are desired when getting output? */
enum CDT_output_type {
/** All triangles, outer boundary is convex hull. */
CDT_FULL,
/** All triangles fully enclosed by constraint edges or faces. */
CDT_INSIDE,
/** Like previous, but detect holes and omit those from output. */
CDT_INSIDE_WITH_HOLES,
/** Only point, edge, and face constraints, and their intersections. */
CDT_CONSTRAINTS,
/**
* Like CDT_CONSTRAINTS, but keep enough
* edges so that any output faces that came from input faces can be made as valid
* #BMesh faces in Blender: that is,
* no vertex appears more than once and no isolated holes in faces.
*/
CDT_CONSTRAINTS_VALID_BMESH,
/** Like previous, but detect holes and omit those from output. */
CDT_CONSTRAINTS_VALID_BMESH_WITH_HOLES,
};
namespace blender::meshintersect {
/**
* Input to Constrained Delaunay Triangulation.
* Input vertex coordinates are stored in `vert`. For the rest of the input,
* vertices are referred to by indices into that array.
* Edges and Faces are optional. If provided, they will
* appear in the output triangulation ("constraints").
* One can provide faces and not edges -- the edges
* implied by the faces will be inferred.
*
* The edges are given by pairs of vertex indices.
* The faces are given as groups of vertex indices, in counterclockwise order.
*
* The edges implied by the faces are automatically added
* and need not be put in the edges array, which is intended
* as a way to specify edges that are not part of any face.
*
* Some notes about some special cases and how they are handled:
* - Input faces can have any number of vertices greater than 2. Depending
* on the output option, ngons may be triangulated or they may remain
* as ngons.
* - Input faces may have repeated vertices. Output faces will not,
* except when the CDT_CONSTRAINTS output option is used.
* - Input faces may have edges that self-intersect, but currently the labeling
* of which output faces have which input faces may not be done correctly,
* since the labeling relies on the inside being on the left of edges
* as one traverses the face. Output faces will not self-intersect.
* - Input edges, including those implied by the input faces, may have
* zero-length or near-zero-length edges (nearness as determined by epsilon),
* but those edges will not be in the output.
* - Input edges (including face edges) can overlap or nearly overlap each other.
* The output edges will not overlap, but instead be divided into as many
* edges as necessary to represent each overlap regime.
* - Input vertices may be coincide with, or nearly coincide with (as determined
* by epsilon) other input vertices. Only one representative will survive
* in the output. If an input vertex is within epsilon of an edge (including
* an added triangulation edge), it will be snapped to that edge, so the
* output coordinates may not exactly match the input coordinates in all cases.
* - Wire edges (those not part of faces) and isolated vertices are allowed in
* the input. If they are inside faces, they will be incorporated into the
* triangulation of those faces.
*
* Epsilon is used for "is it near enough" distance calculations.
* If zero is supplied for epsilon, an internal value of 1e-8 used
* instead, since this code will not work correctly if it is not allowed
* to merge "too near" vertices.
*
* Normally the output will contain mappings from outputs to inputs.
* If this is not needed, set need_ids to false and the execution may be much
* faster in some circumstances.
*/
template<typename T> class CDT_input {
public:
Array<VecBase<T, 2>> vert;
Array<std::pair<int, int>> edge;
Array<Vector<int>> face;
T epsilon{0};
bool need_ids{true};
};
/**
* A representation of the triangulation for output.
* See #CDT_input for the representation of the output
* vertices, edges, and faces, all represented in
* a similar way to the input.
*
* The output may have merged some input vertices together,
* if they were closer than some epsilon distance.
* The output edges may be overlapping sub-segments of some
* input edges; or they may be new edges for the triangulation.
* The output faces may be pieces of some input faces, or they
* may be new.
*
* Extra outputs are used to represent the output to input
* mapping of vertices, edges, and faces.
* These are only set if need_ids is true in the input.
*
*
* For edges, the edge_orig triple can also say which original face
* edge is part of a given output edge. See the comment below for how
* to decode the entries in the edge_orig table.
*/
template<typename T> class CDT_result {
public:
Array<VecBase<T, 2>> vert;
Array<std::pair<int, int>> edge;
Array<Vector<int>> face;
/* The orig vectors are only populated if the need_ids input field is true. */
/** For each output vert, which input verts correspond to it? */
Array<Vector<int>> vert_orig;
/**
* For each output edge, which input edges does it overlap?
* The input edge ids are encoded as follows:
* if the value is less than face_edge_offset, then it is
* an index into the input edge[] array.
* else let (a, b) = the quotient and remainder of dividing
* the edge index by face_edge_offset; "a" will be the input face + 1,
* and "b" will be a position within that face.
*/
Array<Vector<int>> edge_orig;
/** For each output face, which original faces does it overlap? */
Array<Vector<int>> face_orig;
/** Used to encode edge_orig (see above). */
int face_edge_offset;
};
CDT_result<double> delaunay_2d_calc(const CDT_input<double> &input, CDT_output_type output_type);
#ifdef WITH_GMP
CDT_result<mpq_class> delaunay_2d_calc(const CDT_input<mpq_class> &input,
CDT_output_type output_type);
#endif
} /* namespace blender::meshintersect */