tornavis/source/blender/blenlib/BLI_mesh_intersect.hh

360 lines
10 KiB
C++

/*
* 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.
*/
#pragma once
/** \file
* \ingroup bli
*
* Mesh intersection library functions.
* Uses exact arithmetic, so need GMP.
*/
#ifdef WITH_GMP
# include <iostream>
# include "BLI_array.hh"
# include "BLI_double3.hh"
# include "BLI_index_range.hh"
# include "BLI_map.hh"
# include "BLI_math_mpq.hh"
# include "BLI_mpq3.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, const double d);
/* Test equality on the exact fields. */
bool operator==(const Plane &other) const;
/* Hash onthe exact fields. */
uint64_t hash() const;
void make_canonical();
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 equaliy 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);
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.
*/
void erase_face_positions(int f_index, Span<bool> face_pos_erase, IMeshArena *arena);
};
std::ostream &operator<<(std::ostream &os, const IMesh &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);
/** This 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 */