import * as BREPBuilder from '../brep-builder'; import {HalfEdge, Edge} from '../topo/edge'; import {Loop} from '../topo/loop'; import {Face} from '../topo/face'; import {Shell} from '../topo/shell'; import {Vertex} from '../topo/vertex'; import {Line} from '../geom/impl/line'; import Vector from '../../math/vector'; import * as math from '../../math/math'; import {Matrix3} from '../../math/l3space'; export const TOLERANCE = 1e-8; export function union( shell1, shell2 ) { const facesData = []; initSolveData(shell1, facesData); initSolveData(shell2, facesData); intersectFaces(shell1, shell2); const result = new Shell(); //__DEBUG__.AddSegment(shell2.faces[0].outerLoop.halfEdges[0].vertexA.point, shell2.faces[0].outerLoop.halfEdges[0].vertexB.point) for (let faceData of facesData) { const seen = new Set(); const face = faceData.face; //if (shell2.faces.indexOf(face) != -1) { // continue; //} const edges = face.outerLoop.halfEdges.concat(faceData.newEdges); //edges.forEach(e => __DEBUG__.AddLine(e.vertexA.point, e.vertexB.point)); while (true) { let edge = edges.pop(); if (!edge) { break; } if (seen.has(edge)) { continue; } const loop = new Loop(); while (edge) { //__DEBUG__.AddHalfEdge(edge); loop.halfEdges.push(edge); seen.add(edge); let candidates = faceData.vertexToEdge.get(edge.vertexB); if (!candidates) { break; } edge = findMaxTurningLeft(edge, candidates); if (seen.has(edge)) { break; } } if (loop.halfEdges[0].vertexA == loop.halfEdges[loop.halfEdges.length - 1].vertexB) { BREPBuilder.linkSegments(loop.halfEdges); const newFace = new Face(face.surface); newFace.outerLoop = loop; newFace.outerLoop.face = newFace; result.faces.push(newFace); } } } return result; } function initSolveData(shell, facesData) { for (let face of shell.faces) { const solveData = new FaceSolveData(face); facesData.push(solveData); face.__faceSolveData = solveData; for (let he of face.outerLoop.halfEdges) { EdgeSolveData.clear(he); solveData.vertexToEdge.set(he.vertexA, [he]); } } } function findMaxTurningLeft(edge, edges) { edges = edges.slice(); function edgeVector(edge) { return edge.vertexB.point.minus(edge.vertexA.point)._normalize(); } const edgeV = edgeVector(edge); function leftTurningMeasure(v1, v2) { let measure = v1.dot(v2); if (v1.cross(v1) < 0) { measure *= -1; measure += 2; } return measure } edges.sort((e1, e2) => { return leftTurningMeasure(edgeV, edgeVector(e1)) - leftTurningMeasure(edgeV, edgeVector(e2)); }); return edges[0]; } function intersectFaces(shell1, shell2) { for (let i = 0; i < shell1.faces.length; i++) { for (let j = 0; j < shell2.faces.length; j++) { const face1 = shell1.faces[i]; const face2 = shell2.faces[j]; const curve = face1.surface.intersect(face2.surface); const nodes = []; collectNodesOfIntersection(face2, face1.outerLoop, nodes); collectNodesOfIntersection(face1, face2.outerLoop, nodes); const newEdges = []; const direction = face1.surface.normal.cross(face2.surface.normal); split(nodes, newEdges, curve, direction); newEdges.forEach(e => { //__DEBUG__.AddHalfEdge(e.halfEdge1); console.log("new edge"); face1.__faceSolveData.newEdges.push(e.halfEdge1); face2.__faceSolveData.newEdges.push(e.halfEdge2); addToListInMap(face1.__faceSolveData.vertexToEdge, e.halfEdge1.vertexA, e.halfEdge1); addToListInMap(face2.__faceSolveData.vertexToEdge, e.halfEdge2.vertexA, e.halfEdge2); }); } } } function collectNodesOfIntersection(face, loop, nodes) { const verticesCases = new Set(); for (let edge of loop.halfEdges) { const edgeSolveData = EdgeSolveData.get(edge); if (edgeSolveData.skipFace.has(face)) { continue; } const preExistVertex = edgeSolveData.splitByFace.get(face); if (preExistVertex) { __DEBUG__.AddVertex(preExistVertex); nodes.push(new Node(preExistVertex, edgeNormal(edge), edge, face)); continue } intersectFaceWithEdge(face, edge, nodes, verticesCases); } } function split(nodes, result, onCurve, direction) { for (let i = 0; i < nodes.length; i++) { let inNode = nodes[i]; //if (i == 0) __DEBUG__.AddPoint(inNode.vertex.point); if (inNode == null) continue; nodes[i] = null; let closestIdx = findCloserProjection(nodes, inNode); if (closestIdx == -1) { continue; } let outNode = nodes[closestIdx]; //if (i == 1) __DEBUG__.AddPoint(outNode.vertex.point); //if (i == 1) __DEBUG__.AddSegment(inNode.point, inNode.point.plus(inNode.normal.multiply(1000))); //__DEBUG__.AddSegment(new Vector(), outNode.normal.multiply(100)); if (outNode.normal.dot(inNode.normal) > 0) { continue; } nodes[closestIdx] = null; //__DEBUG__.AddPoint(inNode.vertex.point); //__DEBUG__.AddPoint(outNode.vertex.point); const halfEdge1 = new HalfEdge(); halfEdge1.vertexA = inNode.vertex; halfEdge1.vertexB = outNode.vertex; const halfEdge2 = new HalfEdge(); halfEdge2.vertexB = halfEdge1.vertexA; halfEdge2.vertexA = halfEdge1.vertexB; //__DEBUG__.AddHalfEdge(halfEdge1); //__DEBUG__.AddSegment(new Vector(), direction.multiply(100)); splitEdgeByVertex(inNode.edge, halfEdge1.vertexA, inNode.splittingFace); splitEdgeByVertex(outNode.edge, halfEdge1.vertexB, outNode.splittingFace); const sameDirection = direction.dot(outNode.point.minus(inNode.point)) > 0; const halfEdgeSameDir = sameDirection ? halfEdge1 : halfEdge2; const halfEdgeNegativeDir = sameDirection ? halfEdge2 : halfEdge1; // cross edge should go with negative dir for the first face and positive for the second const edge = new Edge(onCurve); edge.halfEdge1 = halfEdgeNegativeDir; edge.halfEdge2 = halfEdgeSameDir; result.push(edge); } } function splitEdgeByVertex(originHalfEdge, vertex, splittingFace) { function splitHalfEdge(h) { const newEdge = new HalfEdge(); newEdge.vertexA = vertex; newEdge.vertexB = h.vertexB; h.vertexB = newEdge.vertexA; addToListInMap(h.loop.face.__faceSolveData.vertexToEdge, vertex, newEdge); return newEdge; } const orig = originHalfEdge; const twin = orig.twin(); if (orig.vertexA == vertex || orig.vertexB == vertex) { return; } const newOrig = splitHalfEdge(orig); const newTwin = splitHalfEdge(twin); BREPBuilder.linkHalfEdges(orig.edge, orig, newTwin); BREPBuilder.linkHalfEdges(new Edge(orig.edge.curve), twin, newOrig); orig.loop.halfEdges.splice(orig.loop.halfEdges.indexOf(orig) + 1, 0, newOrig); twin.loop.halfEdges.splice(twin.loop.halfEdges.indexOf(twin) + 1, 0, newTwin); newOrig.loop = orig.loop; newTwin.loop = twin.loop; EdgeSolveData.transfer(orig, newOrig); EdgeSolveData.transfer(twin, newTwin); EdgeSolveData.createIfEmpty(twin).splitByFace.set(splittingFace, vertex); EdgeSolveData.createIfEmpty(newTwin).skipFace.add(splittingFace); } function findCloserProjection(nodes, toNode) { let hero = -1; let heroDistance = Number.MAX_VALUE; for (let i = 0; i < nodes.length; i++) { let node = nodes[i]; if (node == null) continue; let projectionDistance = toNode.normal.dot(node.point.minus(toNode.point)); if (projectionDistance > 0 && projectionDistance < heroDistance) { hero = i; heroDistance = projectionDistance; } } return hero; } function intersectFaceWithEdge(face, edge, result, vertecies) { if (vertecies.has(edge.vertexA) || vertecies.has(edge.vertexB)) { return; } const p0 = edge.vertexA.point; const ab = edge.vertexB.point.minus(p0); const length = ab.length(); const v = ab._multiply(1 / length); const edgeLine = new Line(p0, v); const t = edgeLine.intersectSurface(face.surface); if (t >= 0 && t <= length) { const pointOfIntersection = edgeLine.parametricEquation(t); //TODO: should check if point on an edge then exclude that edge from further intersection test cuz it would produce two identical Nodes //TODO: should check if point on a vertex then exclude two edges of the vertex from further intersection test cuz it would produce three identical Nodes if (pointBelongsToFace(pointOfIntersection, face)) { let vertexOfIntersection; if (math.areVectorsEqual(edge.vertexA.point, pointOfIntersection, TOLERANCE)) { vertecies.add(edge.vertexA); vertexOfIntersection = edge.vertexA; //console.log("point A on surface"); } if (math.areVectorsEqual(edge.vertexB.point, pointOfIntersection, TOLERANCE)) { vertecies.add(edge.vertexB); vertexOfIntersection = edge.vertexB; //console.log("point B on surface"); } else { vertexOfIntersection = new Vertex(pointOfIntersection); duplicatePointTest(pointOfIntersection); } const edgeNormal = edge.loop.face.surface.normal.cross(v)._normalize() ; result.push(new Node(vertexOfIntersection, edgeNormal, edge)); } } } function pointBelongsToFace(point, face) { //TODO: holes case const tr = new Matrix3().setBasis(face.surface.calculateBasis()); const polygon = face.outerLoop.asPolygon().map(p => tr.apply(p)); const point2d = tr.apply(point); return pointInsidePolygon(point2d, polygon); } function pointInsidePolygon(point, polygon) { //TODO: absolutely unacceptable way. should be done honoring intersecting edges and vertices. see TODOs above return math.isPointInsidePolygon(point, polygon); } function edgeNormal(edge) { return edge.loop.face.surface.normal.cross( edge.vertexB.point.minus(edge.vertexA.point) )._normalize(); } function intersectCurveWithEdge(curve, edge, surface, result) { const p0 = edge.vertexA.point; const ab = edge.vertexB.point.minus(p0); const length = ab.length(); const v = ab._multiply(1 / length); const edgeLine = new Line(p0, v); const t = edgeLine.intersectCurve(curve, surface); if (t >= 0 && t <= length) { const pointOfIntersection = edgeLine.parametricEquation(t); const edgeNormal = surface.normal.cross(v)._normalize() ; result.push(new Node(pointOfIntersection, edgeNormal, edge)); } } function EdgeSolveData() { this.splitByFace = new Map(); this.skipFace = new Set(); } EdgeSolveData.EMPTY = new EdgeSolveData(); EdgeSolveData.get = function(edge) { if (!edge.__edgeSolveData) { return EdgeSolveData.EMPTY; } return edge.__edgeSolveData; }; EdgeSolveData.createIfEmpty = function(edge) { if (!edge.__edgeSolveData) { edge.__edgeSolveData = new EdgeSolveData(); } return edge.__edgeSolveData; }; EdgeSolveData.clear = function(edge) { delete edge.__edgeSolveData; }; EdgeSolveData.transfer = function(from, to) { to.__edgeSolveData = from.__edgeSolveData; }; function Node(vertex, normal, splitsEdge, splittingFace) { this.vertex = vertex; this.normal = normal; this.point = vertex.point; this.edge = splitsEdge; this.splittingFace = splittingFace; __DEBUG__.AddPoint(this.point); } let __DEBUG_POINT_DUPS = []; function duplicatePointTest(point, data) { data = data || {}; let res = false; for (let entry of __DEBUG_POINT_DUPS) { let other = entry[0]; if (math.areVectorsEqual(point, other, TOLERANCE)) { res = true; break; } } __DEBUG_POINT_DUPS.push([point, data]); if (res) { __DEBUG__.Clear(); __DEBUG__.AddPoint(point); console.error('DUPLICATE DETECTED: ' + point) } return res; } class SolveData { constructor() { this.faceData = []; } } class FaceSolveData { constructor(face) { this.face = face; this.newEdges = []; this.vertexToEdge = new Map(); } } function addToListInMap(map, key, value) { let list = map.get(key); if (!list) { list = []; map.set(key, list); } list.push(value); } let xxx = 0;