Fix oracle function and intersection bug in csg2d

This commit is contained in:
Matthias Hochsteger 2021-01-14 17:11:46 +01:00
parent ba7fc03800
commit 12ebcd0d68

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@ -150,7 +150,6 @@ IntersectionType ClassifyNonOverlappingIntersection( double alpha, double beta )
if (alpha_is_0 && beta_is_0)
return (V_INTERSECTION);
cout << alpha << ',' << beta << ',' << alpha_is_0 << ',' << beta_is_0 << endl;
return NO_INTERSECTION;
}
@ -274,7 +273,6 @@ IntersectionType IntersectSplineSegment( const Spline & s, const Point<2> & r0,
int dim = fabs(vr[0]) > fabs(vr[1]) ? 0 : 1;
beta = 1.0/vr[dim] * (s.GetPoint(t)[dim] - r0[dim]);
cout << "intersect splinesegment " << alpha << ',' << beta << ',' << ClassifyNonOverlappingIntersection(alpha, beta) << endl;
return ClassifyNonOverlappingIntersection(alpha, beta);
}
@ -295,8 +293,11 @@ IntersectionType IntersectSplineSegment1( const Spline & s, const Point<2> & r0,
double c_ = a0;
double det = b_*b_ - 4*a_*c_;
if(det<0.0)
return NO_INTERSECTION;
if(det<-EPSILON)
return NO_INTERSECTION;
if(det<EPSILON)
det = 0;
double sqrt_det = sqrt(det);
double vbeta[2];
@ -341,7 +342,6 @@ IntersectionType IntersectSplineSegment1( const Spline & s, const Point<2> & r0,
alpha = valpha[choice];
beta = vbeta[choice];
cout << "intersect splinesegment1 " << alpha << ',' << beta << ',' << vtype[choice] << endl;
return vtype[choice];
}
@ -721,7 +721,6 @@ void AddIntersectionPoint(Edge edgeP, Edge edgeQ, IntersectionType i, double alp
I_P = edgeP.v0->Insert(I, alpha);
I_Q = edgeQ.v0->Insert(I, beta);
I_P->Link(I_Q);
cout << "Add X Intersection " << *I_P << alpha << ',' << beta << endl;
break;
case X_OVERLAP:
@ -730,28 +729,23 @@ void AddIntersectionPoint(Edge edgeP, Edge edgeQ, IntersectionType i, double alp
I_P = edgeP.v0->Insert(*Q1, alpha);
I_P->Link( Q1);
cout << "Add X Overlap " << *I_P << alpha << ',' << beta << endl;
break;
case T_INTERSECTION_Q:
case T_OVERLAP_Q:
I_Q = edgeQ.v0->Insert(*P1, beta);
P1->Link( I_Q);
cout << "Add T int/overlap Q " << *P1 << alpha << ',' << beta << endl;
break;
case T_INTERSECTION_P:
case T_OVERLAP_P:
I_P = edgeP.v0->Insert(*Q1, alpha);
I_P->Link( Q1);
cout << "Add T int/overlap P " << *I_P << alpha << ',' << beta << endl;
break;
case V_INTERSECTION:
case V_OVERLAP:
P1->Link(Q1);
cout << "Add V int/overlap " << *P1 << alpha << ',' << beta << endl;
cout << *P1 << *P1->next << *Q1 << *Q1->next << endl;
break;
default:
break;
@ -810,8 +804,8 @@ void ComputeIntersections(Edge edgeP , Loop & l2)
{
for (Edge edgeQ : l2.Edges(SOURCE))
{
double alpha = 0.0;
double beta = 0.0;
double alpha = -1;
double beta = -1;
IntersectionType i = intersect(edgeP, edgeQ, alpha, beta);
AddIntersectionPoint(edgeP, edgeQ, i, alpha, beta);
if(i==X_INTERSECTION && (edgeP.v0->spline || edgeQ.v0->spline))
@ -821,7 +815,6 @@ void ComputeIntersections(Edge edgeP , Loop & l2)
// search for possible second intersection
i = intersect(edgeP, edgeQ, alpha1, beta1);
cout << "second intersection " << i << ',' << alpha1 << ',' << beta1 << ',' << alpha1-alpha << ',' << beta1-beta << endl;
if(i!=NO_INTERSECTION && alpha+EPSILON<alpha1)
{
// Add midpoint of two intersection points to avoid false overlap detection of splines
@ -886,61 +879,8 @@ enum RelativePositionType
IS_P_p
};
RelativePositionType oracle(bool prev, Vertex* P1, Vertex* P2, Vertex* P3)
inline RelativePositionType oracle_decide( double s1, double s2, double s3 )
{
Vertex* Q;
Point<2> q;
if(prev)
{
Q = P2->neighbour->prev;
q = *Q;
if(Q->spline)
q = Q->spline->TangentPoint();
}
else
{
Q = P2->neighbour->next;
q = *Q;
if(P2->neighbour->spline)
q = P2->neighbour->spline->TangentPoint();
}
// is Q linked to P1 ?
if ( P1->is_intersection && (P1->neighbour == Q) )
return(IS_P_m);
// is Q linked to P2 ?
if ( P3->is_intersection && (P3->neighbour == Q) )
return(IS_P_p);
Point<2> p1 = *P1;
Point<2> p2 = *P2;
Point<2> p3 = *P3;
double s1, s2, s3;
if(P1->spline)
{
s1 = IsLeft(*P1->spline, q) ? 1 : -1;
p1 = P1->spline->TangentPoint();
}
else
s1 = Area( q, p1, p2);
if(P2->spline)
{
s2 = IsLeft(*P2->spline, q) ? 1 : -1;
p2 = P2->spline->TangentPoint();
}
else
s2 = Area( q, p2, p3);
// check relative position of Q with respect to chain (P1,P2,P3)
s3 = Area( p1, p2, p3);
cout << "Points for oracle " << q << p1 << p2 << p3 << endl;
cout << "areas " << s1 << ',' << s2 << ',' << s3 << endl;
if (s3 > 0)
{
// chain makes a left turn
@ -959,14 +899,139 @@ RelativePositionType oracle(bool prev, Vertex* P1, Vertex* P2, Vertex* P3)
}
}
// no splines involved here
// decides if Point q is left or right of chain (p1,p2,p3)
RelativePositionType oracle_simple(Point<2> q, Point<2> p1, Point<2> p2, Point<2> p3)
{
double s1 = Area( q, p1, p2);
double s2 = Area( q, p2, p3);
double s3 = Area( p1, p2, p3);
// check relative position of q with respect to chain (p1,p2,p3)
return oracle_decide(s1, s2, s3);
}
// (p1,p2) or (p2,p3) is a spline segment, compare with tangent (p1t,p2) instead of Segment (p1,p2)
// BUT take care if tangent is collinear with (q,p2) (then use the segment (p1,p2) again)
RelativePositionType oracle_spline_p(Point<2> q, Point<2> p1, Point<2> p1t, Point<2> p2, Point<2> p3, Point<2> p3t)
{
double s1 = Area( q, p1t, p2);
double s2 = Area( q, p2, p3t);
if(fabs(s1) < EPSILON)
{
p1t = p1;
s1 = Area( q, p1t, p2 );
}
if(fabs(s2) < EPSILON)
{
p3t = p3;
s2 = Area( q, p2, p3t );
}
double s3 = Area( p1t, p2, p3t);
return oracle_decide(s1, s2, s3);
}
// (q,p2) is a spline segment, compare with tangent (qt,p2) instead of Segment (q,p2)
// BUT take care if tangent at p2 is collinear with eiter (p1,p2) or (p2,p3) (then use the segment (q,p2) again)
RelativePositionType oracle_spline_q(Point<2> q, Point<2> qt, Point<2> p1, Point<2> p2, Point<2> p3)
{
double s1 = Area( qt, p1, p2);
double s2 = Area( qt, p2, p3);
double s3 = Area( p1, p2, p3);
if(fabs(s1) < EPSILON)
s1 = Area( q, p1, p2 );
if(fabs(s2) < EPSILON)
s2 = Area( q, p2, p3 );
return oracle_decide(s1, s2, s3);
}
// splines at (Q,P2) and either (P1,P2) or (P2,P3)
// first use tangents to decide local orientation
// if tangents of two splines match, use IsLeft(spline, other end point)
// if tangent of spline and segment match, use simple methond (just end points)
RelativePositionType oracle_spline(bool prev, Vertex *Q, Vertex *P1, Vertex *P2, Vertex *P3)
{
Point<2> p1t = *P1;
Point<2> p3t = *P3;
auto sq = prev ? Q->spline : Q->prev->spline;
auto qt = sq->TangentPoint();
if(P1->spline) p1t = P1->spline->TangentPoint();
if(P2->spline) p3t = P2->spline->TangentPoint();
// Check using tangent directions first
double s1 = Area( qt, p1t, *P2 );
double s2 = Area( qt, *P2 , p3t);
double s3 = Area( p1t, *P2, p3t);
// tangents are facing in same direction
if(fabs(s1) < EPSILON)
{
if(P1->spline)
s1 = IsLeft(*P1->spline, *Q) ? 1 : -1;
else
s1 = Area( *Q, *P1, *P2 );
}
// tangents are facing in same direction
if(fabs(s2) < EPSILON)
{
if(P2->spline)
s2 = IsLeft(*P2->spline, *Q) ? 1 : -1;
else
s2 = Area( *Q, *P2, *P3 );
}
return oracle_decide(s1, s2, s3);
}
RelativePositionType oracle(bool prev, Vertex* P2)
{
auto Q = prev ? P2->neighbour->prev : P2->neighbour->next;
auto sq = prev ? Q->spline : Q->prev->spline;
Vertex* P1 = P2->prev;
Vertex* P3 = P2->next;
return oracle(prev, P1, P2, P3);
// is Q linked to P1 ?
if ( P1->is_intersection && (P1->neighbour == Q) )
return(IS_P_m);
// is Q linked to P2 ?
if ( P3->is_intersection && (P3->neighbour == Q) )
return(IS_P_p);
// no splines -> simple variant
if(!P1->spline && !P2->spline && !Q->spline)
return oracle_simple(*Q, *P1, *P2, *P3);
Point<2> qt=*Q, p1t=*P1, p3t=*P3;
// splines -> also consider tangent points
if( sq) qt = Q->spline->TangentPoint();
if(P1->spline) p1t = P1->spline->TangentPoint();
if(P2->spline) p3t = P2->spline->TangentPoint();
// only spline at Q
if(!P1->spline && !P2->spline && Q->spline)
return oracle_spline_q(*Q, qt, *P1, *P2, *P3);
// only spline at P
if((P1->spline || !P2->spline) && !Q->spline)
return oracle_spline_p(*Q, *P1, p1t, *P2, *P3, p3t);
// spline at Q and P1 or P2
return oracle_spline(prev, Q, P1, P2, P3);
}
void LabelIntersections(Solid2d & sp, Solid2d & sq, Solid2d & sr, bool UNION)
{
auto & PP = sp.polys;
@ -1016,7 +1081,6 @@ void LabelIntersections(Solid2d & sp, Solid2d & sq, Solid2d & sr, bool UNION)
if ( ( (Q_m_type == IS_P_m) && (Q_p_type == LEFT) ) ||
( (Q_p_type == IS_P_m) && (Q_m_type == LEFT) ) )
I->label = ON_RIGHT;
cout << "label " << *I << " = " << I->label << endl;
}
// 2) classify intersection chains
@ -1028,7 +1092,6 @@ void LabelIntersections(Solid2d & sp, Solid2d & sq, Solid2d & sr, bool UNION)
if (I->label == LEFT_ON ||
I->label == RIGHT_ON)
{
cout << "intersection chain " << *I << endl;
// remember status of the first chain vertex and vertex itself
RelativePositionType x;