/* This is our custom tessellator of Nef Polyhedron faces. The problem with Nef faces is that sometimes the 'default' tessellator of Nef Polyhedron doesnt work. This is particularly true with situations where the polygon face is not, actually, 'simple', according to CGAL itself. This can occur on a bad quality STL import but also for other reasons. The resulting Nef face will appear to the average human eye as an ordinary, simple polygon... but in reality it has multiple edges that are slightly-out-of-alignment and sometimes they backtrack on themselves. When the triangulator is fed a polygon with self-intersecting edges, it's default behavior is to throw an exception. The other terminology for this is to say that the 'constraints' in the triangulation are 'intersecting'. The 'constraints' represent the edges of the polygon. The 'triangulation' is the covering of all the polygon points with triangles. How do we allow interseting constraints during triangulation? We use an 'Itag' for the triangulation, per the CGAL docs. This allows the triangulator to run without throwing an exception when it encounters self-intersecting polygon edges. The trick here is that when it finds an intersection, it actually creates a new point. The triangulator creates new points in 2d, but they aren't matched to any 3d points on our 3d polygon plane. (The plane of the Nef face). How to fix this problem? We actually 'project back up' or 'lift' into the 3d plane from the 2d point. This is handled in the 'deproject()' function. There is also the issue of the Simplicity of Nef Polyhedron face polygons. They are often not simple. The intersecting-constraints Triangulation can triangulate non-simple polygons, but of course it's result is also non-simple. This means that CGAL functions like orientation_2() and bounded_side() simply will not work on the resulting polygons because they all require input polygons to pass the 'is_simple2()' test. We have to use alternatives in order to create our triangles. There is also the question of which underlying number type to use. Some of the CGAL functions simply dont guarantee good results with a type like double. Although much the math here is somewhat simple, like line-line intersection, and involves only simple algebra, the approximations required when using floating-point types can cause the answers to be wrong. For example questions like 'is a point inside a triangle' do not have good answers under floating-point systems where a line may have a slope that is not expressible exactly as a floating point number. There are ways to deal with floating point inaccuracy but it is much, much simpler to use Rational numbers, although potentially much slower in many cases. */ #include "cgalutils.h" #include #include typedef CGAL_Kernel3 Kernel; //typedef CGAL::Triangulation_vertex_base_2 Vb; typedef CGAL::Triangulation_vertex_base_2 Vb; //typedef CGAL::Constrained_triangulation_face_base_2 Fb; typedef CGAL::Delaunay_mesh_face_base_2 Fb; typedef CGAL::Triangulation_data_structure_2 TDS; typedef CGAL::Exact_intersections_tag ITAG; typedef CGAL::Constrained_Delaunay_triangulation_2 CDT; //typedef CGAL::Constrained_Delaunay_triangulation_2 CDT; typedef CDT::Vertex_handle Vertex_handle; typedef CDT::Point CDTPoint; typedef CGAL::Ray_2 CGAL_Ray_2; typedef CGAL::Line_3 CGAL_Line_3; typedef CGAL::Point_2 CGAL_Point_2; typedef CGAL::Vector_2 CGAL_Vector_2; typedef CGAL::Segment_2 CGAL_Segment_2; typedef CGAL::Direction_2 CGAL_Direction_2; typedef CGAL::Direction_3 CGAL_Direction_3; typedef CGAL::Plane_3 CGAL_Plane_3; /* The idea of 'projection' is how we make 3d points appear as though they were 2d points to the tessellation algorithm. We take the 3-d plane on which the polygon lies, and then 'project' or 'cast its shadow' onto one of three standard planes, the xyplane, the yzplane, or the xzplane, depending on which projection will prevent the polygon looking like a flat line. (imagine, the triangle 0,0,1 0,1,1 0,1,0 ... if viewed from the 'top' it looks line a flat line. so we want to view it from the side). Thus we create a sequence of x,y points to feed to the algorithm, but those points might actually be x,z pairs or y,z pairs... it is an illusion we present to the triangulation algorithm by way of 'projection'. We get a resulting sequence of triangles with x,y coordinates, which we then 'deproject' back to x,z or y,z, in 3d space as needed. For example the square 0,0,0 0,0,1 0,1,1 0,1,0 becomes '0,0 0,1 1,1 1,0', is then split into two triangles, 0,0 1,0 1,1 and 0,0 1,1 0,1. those two triangles then are projected back to 3d as 0,0,0 0,1,0 0,1,1 and 0,0 0,1,1 0,0,1. There is an additional trick we do with projection related to Polygon orientation and the orientation of our output triangles, and thus, which way they are facing in space (aka their 'normals' or 'oriented side'). The basic issues is this: every 3d flat polygon can be thought of as having two sides. In Computer Graphics the convention is that the 'outside' or 'oriented side' or 'normal' is determined by looking at the triangle in terms of the 'ordering' or 'winding' of the points. If the points come in a 'clockwise' order, you must be looking at the triangle from 'inside'. If the points come in a 'counterclockwise' order, you must be looking at the triangle from the outside. For example, the triangle 0,0,0 1,0,0 0,1,0, when viewed from the 'top', has points in a counterclockwise order, so the 'up' side is the 'normal' or 'outside'. if you look at that same triangle from the 'bottom' side, the points will appear to be 'clockwise', so the 'down' side is the 'inside', and is the opposite of the 'normal' side. How do we keep track of all that when doing a triangulation? We could check each triangle as it was generated, and fix it's orientation before we feed it back to our output list. That is done by, for example, checking the orientation of the input polygon and then forcing the triangle to match that orientation during output. This is what CGAL's Nef Polyhedron does, you can read it inside /usr/include/CGAL/Nef_polyhedron_3.h. Or.... we could actually add an additional 'projection' to the incoming polygon points so that our triangulation algorithm is guaranteed to create triangles with the proper orientation in the first place. How? First, we assume that the triangulation algorithm will always produce 'counterclockwise' triangles in our plain old x-y plane. The method is based on the following curious fact: That is, if you take the points of a polygon, and flip the x,y coordinate of each point, making y:=x and x:=y, then you essentially get a 'mirror image' of the original polygon... but the orientation will be flipped. Given a clockwise polygon, the 'flip' will result in a 'counterclockwise' polygon mirror-image and vice versa. Now, there is a second curious fact that helps us here. In 3d, we are using the plane equation of ax+by+cz+d=0, where a,b,c determine its direction. If you notice, there are actually mutiple sets of numbers a:b:c that will describe the exact same plane. For example the 'ground' plane, called the XYplane, where z is everywhere 0, has the equation 0x+0y+1z+0=0, simplifying to a solution for x,y,z of z=0 and x,y = any numbers in your number system. However you can also express this as 0x+0y+-1z=0. The x,y,z solution is the same: z is everywhere 0, x and y are any number, even though a,b,c are different. We can say that the plane is 'oriented' differently, if we wish. But how can we link that concept to the points on the polygon? Well, if you generate a plane using the standard plane-equation generation formula, given three points M,N,P, then you will get a plane equation with . However if you feed the points in the reverse order, P,N,M, so that they are now oriented in the opposite order, you will get a plane equation with the signs flipped. <-a:-b:-c:-d> This means you can essentially consider that a plane has an 'orientation' based on it's equation, by looking at the signs of a,b,c relative to some other quantity. This means that you can 'flip' the projection of the input polygon points so that the projection will match the orientation of the input plane, thus guaranteeing that the output triangles will be oriented in the same direction as the input polygon was. In other words, even though we technically 'lose information' when we project from 3d->2d, we can actually keep the concept of 'orientation' through the whole triangulation process, and not have to recalculate the proper orientation during output. For example take two side-squares of a cube and the plane equations formed by feeding the points in counterclockwise, as if looking in from outside the cube: 0,0,0 0,1,0 0,1,1 0,0,1 <-1:0:0:0> 1,0,0 1,1,0 1,1,1 1,0,1 <1:0:0:1> They are both projected onto the YZ plane. They look the same: 0,0 1,0 1,1 0,1 0,0 1,0 1,1 0,1 But the second square plane has opposite orientation, so we flip the x and y for each point: 0,0 1,0 1,1 0,1 0,0 0,1 1,1 1,0 Only now do we feed these two 2-d squares to the tessellation algorithm. The result is 4 triangles. When de-projected back to 3d, they will have the appropriate winding that will match that of the original 3d faces. And the first two triangles will have opposite orientation from the last two. */ typedef enum { XYPLANE, YZPLANE, XZPLANE, NONE } plane_t; struct projection_t { plane_t plane; bool flip; }; CGAL_Point_2 get_projected_point( CGAL_Point_3 &p3, projection_t projection ) { NT3 x,y; if (projection.plane == XYPLANE) { x = p3.x(); y = p3.y(); } else if (projection.plane == XZPLANE) { x = p3.x(); y = p3.z(); } else if (projection.plane == YZPLANE) { x = p3.y(); y = p3.z(); } else if (projection.plane == NONE) { x = 0; y = 0; } if (projection.flip) return CGAL_Point_2( y,x ); return CGAL_Point_2( x,y ); } /* given 2d point, 3d plane, and 3d->2d projection, 'deproject' from 2d back onto a point on the 3d plane. true on failure, false on success */ bool deproject( CGAL_Point_2 &p2, projection_t &projection, CGAL_Plane_3 &plane, CGAL_Point_3 &p3 ) { NT3 x,y; CGAL_Line_3 l; CGAL_Point_3 p; CGAL_Point_2 pf( p2.x(), p2.y() ); if (projection.flip) pf = CGAL_Point_2( p2.y(), p2.x() ); if (projection.plane == XYPLANE) { p = CGAL_Point_3( pf.x(), pf.y(), 0 ); l = CGAL_Line_3( p, CGAL_Direction_3(0,0,1) ); } else if (projection.plane == XZPLANE) { p = CGAL_Point_3( pf.x(), 0, pf.y() ); l = CGAL_Line_3( p, CGAL_Direction_3(0,1,0) ); } else if (projection.plane == YZPLANE) { p = CGAL_Point_3( 0, pf.x(), pf.y() ); l = CGAL_Line_3( p, CGAL_Direction_3(1,0,0) ); } CGAL::Object obj = CGAL::intersection( l, plane ); const CGAL_Point_3 *point_test = CGAL::object_cast(&obj); if (point_test) { p3 = *point_test; return false; } PRINT("ERROR: deproject failure"); return true; } /* this simple criteria guarantees CGALs triangulation algorithm will terminate (i.e. not lock up and freeze the program) */ template class DummyCriteria { public: typedef double Quality; class Is_bad { public: CGAL::Mesh_2::Face_badness operator()(const Quality) const { return CGAL::Mesh_2::NOT_BAD; } CGAL::Mesh_2::Face_badness operator()(const typename T::Face_handle&, Quality&q) const { q = 1; return CGAL::Mesh_2::NOT_BAD; } }; Is_bad is_bad_object() const { return Is_bad(); } }; NT3 sign( const NT3 &n ) { if (n>0) return NT3(1); if (n<0) return NT3(-1); return NT3(0); } /* wedge, also related to 'determinant', 'signed parallelogram area', 'side', 'turn', 'winding', '2d portion of cross-product', etc etc. this function can tell you whether v1 is 'counterclockwise' or 'clockwise' from v2, based on the sign of the result. when the input Vectors are formed from three points, A-B and B-C, it can tell you if the path along the points A->B->C is turning left or right.*/ NT3 wedge( CGAL_Vector_2 &v1, CGAL_Vector_2 &v2 ) { return v1.x()*v2.y()-v2.x()*v1.y(); } /* given a point and a possibly non-simple polygon, determine if the point is inside the polygon or not, using the given winding rule. note that even_odd is not implemented. */ typedef enum { NONZERO_WINDING, EVEN_ODD } winding_rule_t; bool inside(CGAL_Point_2 &p1,std::vector &pgon, winding_rule_t winding_rule) { NT3 winding_sum = NT3(0); CGAL_Point_2 p2; CGAL_Ray_2 eastray(p1,CGAL_Direction_2(1,0)); for (size_t i=0;i(&obj); if (point_test) { p2 = *point_test; CGAL_Vector_2 v1( p1, p2 ); CGAL_Vector_2 v2( p2, head ); NT3 this_winding = wedge( v1, v2 ); winding_sum += sign(this_winding); } else { continue; } } if (winding_sum != NT3(0) && winding_rule == NONZERO_WINDING ) return true; return false; } projection_t find_good_projection( CGAL_Plane_3 &plane ) { projection_t goodproj; goodproj.plane = NONE; goodproj.flip = false; NT3 qxy = plane.a()*plane.a()+plane.b()*plane.b(); NT3 qyz = plane.b()*plane.b()+plane.c()*plane.c(); NT3 qxz = plane.a()*plane.a()+plane.c()*plane.c(); NT3 min = std::min(qxy,std::min(qyz,qxz)); if (min==qxy) { goodproj.plane = XYPLANE; if (sign(plane.c())>0) goodproj.flip = true; } else if (min==qyz) { goodproj.plane = YZPLANE; if (sign(plane.a())>0) goodproj.flip = true; } else if (min==qxz) { goodproj.plane = XZPLANE; if (sign(plane.b())<0) goodproj.flip = true; } else PRINT("ERROR: failed to find projection"); return goodproj; } namespace CGALUtils { /* given a single near-planar 3d polygon with holes, tessellate into a sequence of polygons without holes. as of writing, this means conversion into a sequence of 3d triangles. the given plane should be the same plane holding the polygon and it's holes. */ bool tessellate3DFaceWithHolesNew(std::vector &polygons, Polygons &triangles, CGAL_Plane_3 &plane) { if (polygons.size()==1 && polygons[0].size()==3) { PRINTD("input polygon has 3 points. shortcut tessellation."); Polygon t; t.push_back(Vector3d(CGAL::to_double(polygons[0][0].x()), CGAL::to_double(polygons[0][0].y()), CGAL::to_double(polygons[0][0].z()))); t.push_back(Vector3d(CGAL::to_double(polygons[0][1].x()), CGAL::to_double(polygons[0][1].y()), CGAL::to_double(polygons[0][1].z()))); t.push_back(Vector3d(CGAL::to_double(polygons[0][2].x()), CGAL::to_double(polygons[0][2].y()), CGAL::to_double(polygons[0][2].z()))); triangles.push_back( t ); return false; } bool err = false; CDT cdt; std::map vertmap; PRINTD("finding good projection"); projection_t goodproj = find_good_projection( plane ); PRINTDB("plane %s",plane ); PRINTDB("proj: %i %i",goodproj.plane % goodproj.flip); PRINTD("Inserting points and edges into Constrained Delaunay Triangulation"); std::vector< std::vector > polygons2d; for (size_t i=0;i vhandles; std::vector polygon2d; for (size_t j=0;j list_of_seeds; for (size_t i=1;i &pgon = polygons2d[i]; for (size_t j=0;j::iterator li = list_of_seeds.begin(); for (;li!=list_of_seeds.end();li++) { //PRINTB("seed %s",*li); double x = CGAL::to_double( li->x() ); double y = CGAL::to_double( li->y() ); PRINTDB("seed %f,%f",x%y); } PRINTD("seeding done"); PRINTD( "meshing" ); CGAL::refine_Delaunay_mesh_2_without_edge_refinement( cdt, list_of_seeds.begin(), list_of_seeds.end(), DummyCriteria() ); PRINTD("meshing done"); // this fails because it calls is_simple and is_simple fails on many // Nef Polyhedron faces //CGAL::Orientation original_orientation = // CGAL::orientation_2( orienpgon.begin(), orienpgon.end() ); CDT::Finite_faces_iterator fit; for( fit=cdt.finite_faces_begin(); fit!=cdt.finite_faces_end(); fit++ ) { if(fit->is_in_domain()) { CDTPoint p1 = cdt.triangle( fit )[0]; CDTPoint p2 = cdt.triangle( fit )[1]; CDTPoint p3 = cdt.triangle( fit )[2]; CGAL_Point_3 cp1,cp2,cp3; if (vertmap.count(p1)) cp1 = vertmap[p1]; else err = deproject( p1, goodproj, plane, cp1 ); if (vertmap.count(p2)) cp2 = vertmap[p2]; else err = deproject( p2, goodproj, plane, cp2 ); if (vertmap.count(p3)) cp3 = vertmap[p3]; else err = deproject( p3, goodproj, plane, cp3 ); if (err) PRINT("WARNING: 2d->3d deprojection failure"); Polygon tri; tri.push_back(Vector3d(CGAL::to_double(cp1.x()), CGAL::to_double(cp1.y()), CGAL::to_double(cp1.z()))); tri.push_back(Vector3d(CGAL::to_double(cp2.x()), CGAL::to_double(cp2.y()), CGAL::to_double(cp2.z()))); tri.push_back(Vector3d(CGAL::to_double(cp3.x()), CGAL::to_double(cp3.y()), CGAL::to_double(cp3.z()))); triangles.push_back( tri ); } } PRINTDB("built %i triangles",triangles.size()); return err; } /* given a single near-planar 3d polygon with holes, tessellate into a sequence of polygons without holes. as of writing, this means conversion into a sequence of 3d triangles. the given plane should be the same plane holding the polygon and it's holes. */ bool tessellate3DFaceWithHoles(std::vector &polygons, std::vector &triangles, CGAL_Plane_3 &plane) { if (polygons.size()==1 && polygons[0].size()==3) { PRINTD("input polygon has 3 points. shortcut tessellation."); CGAL_Polygon_3 t; t.push_back(polygons[0][2]); t.push_back(polygons[0][1]); t.push_back(polygons[0][0]); triangles.push_back( t ); return false; } bool err = false; CDT cdt; std::map vertmap; PRINTD("finding good projection"); projection_t goodproj = find_good_projection( plane ); PRINTDB("plane %s",plane ); PRINTDB("proj: %i %i",goodproj.plane % goodproj.flip); PRINTD("Inserting points and edges into Constrained Delaunay Triangulation"); std::vector< std::vector > polygons2d; for (size_t i=0;i vhandles; std::vector polygon2d; for (size_t j=0;j list_of_seeds; for (size_t i=1;i &pgon = polygons2d[i]; for (size_t j=0;j::iterator li = list_of_seeds.begin(); for (;li!=list_of_seeds.end();li++) { //PRINTB("seed %s",*li); double x = CGAL::to_double( li->x() ); double y = CGAL::to_double( li->y() ); PRINTDB("seed %f,%f",x%y); } PRINTD("seeding done"); PRINTD( "meshing" ); CGAL::refine_Delaunay_mesh_2_without_edge_refinement( cdt, list_of_seeds.begin(), list_of_seeds.end(), DummyCriteria() ); PRINTD("meshing done"); // this fails because it calls is_simple and is_simple fails on many // Nef Polyhedron faces //CGAL::Orientation original_orientation = // CGAL::orientation_2( orienpgon.begin(), orienpgon.end() ); CDT::Finite_faces_iterator fit; for( fit=cdt.finite_faces_begin(); fit!=cdt.finite_faces_end(); fit++ ) { if(fit->is_in_domain()) { CDTPoint p1 = cdt.triangle( fit )[0]; CDTPoint p2 = cdt.triangle( fit )[1]; CDTPoint p3 = cdt.triangle( fit )[2]; CGAL_Point_3 cp1,cp2,cp3; CGAL_Polygon_3 pgon; if (vertmap.count(p1)) cp1 = vertmap[p1]; else err = deproject( p1, goodproj, plane, cp1 ); if (vertmap.count(p2)) cp2 = vertmap[p2]; else err = deproject( p2, goodproj, plane, cp2 ); if (vertmap.count(p3)) cp3 = vertmap[p3]; else err = deproject( p3, goodproj, plane, cp3 ); if (err) PRINT("WARNING: 2d->3d deprojection failure"); pgon.push_back( cp1 ); pgon.push_back( cp2 ); pgon.push_back( cp3 ); triangles.push_back( pgon ); } } PRINTDB("built %i triangles",triangles.size()); return err; } };