openscad/src/cgalutils-tess-old.cc

554 lines
23 KiB
C++

/*
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 <CGAL/Delaunay_mesher_no_edge_refinement_2.h>
#include <CGAL/Delaunay_mesh_face_base_2.h>
typedef CGAL_Kernel3 Kernel;
//typedef CGAL::Triangulation_vertex_base_2<Kernel> Vb;
typedef CGAL::Triangulation_vertex_base_2<Kernel> Vb;
//typedef CGAL::Constrained_triangulation_face_base_2<Kernel> Fb;
typedef CGAL::Delaunay_mesh_face_base_2<Kernel> Fb;
typedef CGAL::Triangulation_data_structure_2<Vb,Fb> TDS;
typedef CGAL::Exact_intersections_tag ITAG;
typedef CGAL::Constrained_Delaunay_triangulation_2<Kernel,TDS,ITAG> CDT;
//typedef CGAL::Constrained_Delaunay_triangulation_2<Kernel,TDS> CDT;
typedef CDT::Vertex_handle Vertex_handle;
typedef CDT::Point CDTPoint;
typedef CGAL::Ray_2<Kernel> CGAL_Ray_2;
typedef CGAL::Line_3<Kernel> CGAL_Line_3;
typedef CGAL::Point_2<Kernel> CGAL_Point_2;
typedef CGAL::Vector_2<Kernel> CGAL_Vector_2;
typedef CGAL::Segment_2<Kernel> CGAL_Segment_2;
typedef CGAL::Direction_2<Kernel> CGAL_Direction_2;
typedef CGAL::Direction_3<Kernel> CGAL_Direction_3;
typedef CGAL::Plane_3<Kernel> 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 <a:b:c:d>. 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<CGAL_Point_3>(&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 T> 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<CGAL_Point_2> &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<pgon.size();i++) {
CGAL_Point_2 tail = pgon[i];
CGAL_Point_2 head = pgon[(i+1)%pgon.size()];
CGAL_Segment_2 seg( tail, head );
CGAL::Object obj = intersection( eastray, seg );
const CGAL_Point_2 *point_test = CGAL::object_cast<CGAL_Point_2>(&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<CGAL_Polygon_3> &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<CDTPoint,CGAL_Point_3> 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<CGAL_Point_2> > polygons2d;
for (size_t i=0;i<polygons.size();i++) {
std::vector<Vertex_handle> vhandles;
std::vector<CGAL_Point_2> polygon2d;
for (size_t j=0;j<polygons[i].size();j++) {
CGAL_Point_3 p3 = polygons[i][j];
CGAL_Point_2 p2 = get_projected_point( p3, goodproj );
CDTPoint cdtpoint = CDTPoint( p2.x(), p2.y() );
vertmap[ cdtpoint ] = p3;
Vertex_handle vh = cdt.push_back( cdtpoint );
vhandles.push_back( vh );
polygon2d.push_back( p2 );
}
polygons2d.push_back( polygon2d );
for (size_t k=0;k<vhandles.size();k++) {
int vindex1 = (k+0);
int vindex2 = (k+1)%vhandles.size();
CGAL::Failure_behaviour old_behaviour = CGAL::set_error_behaviour(CGAL::THROW_EXCEPTION);
try {
cdt.insert_constraint( vhandles[vindex1], vhandles[vindex2] );
} catch (const CGAL::Failure_exception &e) {
PRINTB("WARNING: Constraint insertion failure %s", e.what());
}
CGAL::set_error_behaviour(old_behaviour);
}
}
size_t numholes = polygons2d.size()-1;
PRINTDB("seeding %i holes",numholes);
std::list<CDTPoint> list_of_seeds;
for (size_t i=1;i<polygons2d.size();i++) {
std::vector<CGAL_Point_2> &pgon = polygons2d[i];
for (size_t j=0;j<pgon.size();j++) {
CGAL_Point_2 p1 = pgon[(j+0)];
CGAL_Point_2 p2 = pgon[(j+1)%pgon.size()];
CGAL_Point_2 p3 = pgon[(j+2)%pgon.size()];
CGAL_Point_2 mp = CGAL::midpoint(p1,CGAL::midpoint(p2,p3));
if (inside(mp,pgon,NONZERO_WINDING)) {
CDTPoint cdtpt( mp.x(), mp.y() );
list_of_seeds.push_back( cdtpt );
break;
}
}
}
std::list<CDTPoint>::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<CDT>() );
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<CGAL_Polygon_3> &polygons,
std::vector<CGAL_Polygon_3> &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<CDTPoint,CGAL_Point_3> 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<CGAL_Point_2> > polygons2d;
for (size_t i=0;i<polygons.size();i++) {
std::vector<Vertex_handle> vhandles;
std::vector<CGAL_Point_2> polygon2d;
for (size_t j=0;j<polygons[i].size();j++) {
CGAL_Point_3 p3 = polygons[i][j];
CGAL_Point_2 p2 = get_projected_point( p3, goodproj );
CDTPoint cdtpoint = CDTPoint( p2.x(), p2.y() );
vertmap[ cdtpoint ] = p3;
Vertex_handle vh = cdt.push_back( cdtpoint );
vhandles.push_back( vh );
polygon2d.push_back( p2 );
}
polygons2d.push_back( polygon2d );
for (size_t k=0;k<vhandles.size();k++) {
int vindex1 = (k+0);
int vindex2 = (k+1)%vhandles.size();
CGAL::Failure_behaviour old_behaviour = CGAL::set_error_behaviour(CGAL::THROW_EXCEPTION);
try {
cdt.insert_constraint( vhandles[vindex1], vhandles[vindex2] );
} catch (const CGAL::Failure_exception &e) {
PRINTB("WARNING: Constraint insertion failure %s", e.what());
}
CGAL::set_error_behaviour(old_behaviour);
}
}
size_t numholes = polygons2d.size()-1;
PRINTDB("seeding %i holes",numholes);
std::list<CDTPoint> list_of_seeds;
for (size_t i=1;i<polygons2d.size();i++) {
std::vector<CGAL_Point_2> &pgon = polygons2d[i];
for (size_t j=0;j<pgon.size();j++) {
CGAL_Point_2 p1 = pgon[(j+0)];
CGAL_Point_2 p2 = pgon[(j+1)%pgon.size()];
CGAL_Point_2 p3 = pgon[(j+2)%pgon.size()];
CGAL_Point_2 mp = CGAL::midpoint(p1,CGAL::midpoint(p2,p3));
if (inside(mp,pgon,NONZERO_WINDING)) {
CDTPoint cdtpt( mp.x(), mp.y() );
list_of_seeds.push_back( cdtpt );
break;
}
}
}
std::list<CDTPoint>::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<CDT>() );
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;
}
};