jsketcher/web/app/brep/operations/boolean.js
2017-01-11 22:58:25 -08:00

408 lines
12 KiB
JavaScript

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;