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2D PMC for polyline

master
gjj 1 year ago
parent
commit
55407ee6e4
  1. 84
      .gitignore
  2. 16
      CMakeLists.txt
  3. 464
      LICENSE
  4. 4
      README.md
  5. 18
      include/common.hpp
  6. 466
      include/line.hpp
  7. 4
      include/real.hpp
  8. 283
      include/solid.hpp
  9. 434
      include/vec.hpp
  10. 52
      main.cpp
  11. 28
      require.md

84
.gitignore

@ -1,42 +1,42 @@
# ---> C++ # ---> C++
# Prerequisites # Prerequisites
*.d *.d
# Compiled Object files # Compiled Object files
*.slo *.slo
*.lo *.lo
*.o *.o
*.obj *.obj
# Precompiled Headers # Precompiled Headers
*.gch *.gch
*.pch *.pch
# Compiled Dynamic libraries # Compiled Dynamic libraries
*.so *.so
*.dylib *.dylib
*.dll *.dll
# Fortran module files # Fortran module files
*.mod *.mod
*.smod *.smod
# Compiled Static libraries # Compiled Static libraries
*.lai *.lai
*.la *.la
*.a *.a
*.lib *.lib
# Executables # Executables
*.exe *.exe
*.out *.out
*.app *.app
.idea/ .idea/
.vscode/ .vscode/
build/ build/
*-build-*/ *-build-*/

16
CMakeLists.txt

@ -1,8 +1,8 @@
cmake_minimum_required(VERSION 3.27) cmake_minimum_required(VERSION 3.27)
project(PMClassifier) project(PMClassifier)
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
include_directories(include) include_directories(include)
add_executable(PMClassifier main.cpp) add_executable(PMClassifier main.cpp)

464
LICENSE

@ -1,232 +1,232 @@
GNU GENERAL PUBLIC LICENSE GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007 Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/> Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
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Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way. Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
8. Termination. 8. Termination.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11). You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation. However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
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9. Acceptance Not Required for Having Copies. 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so. You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients. 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License. Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts. An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it. You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
11. Patents. 11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”. A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License. A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version. Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party. In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom. 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License. 13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License. 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty. 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability. 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16. 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.> <one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author> Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail. Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author> <program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>. You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>. The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

4
README.md

@ -1,2 +1,2 @@
# PMClassifier # PMClassifier

18
include/common.hpp

@ -1,7 +1,11 @@
#pragma once #pragma once
enum PtBoundaryRelation { enum PtBoundaryRelation {
Inside = 1, Inside = 1,
OnBoundary, OnBoundary,
Outside = -1 Outside = -1
}; };
bool isEqual(double a, double b) {
// TODO
return a == b; }

466
include/line.hpp

@ -1,234 +1,232 @@
#pragma once #pragma once
#include "vec.hpp" #include "vec.hpp"
#include <vector> #include <vector>
#include <iostream> #include <iostream>
#include <memory> #include <memory>
#include <cassert> #include <cassert>
#include <cmath> #include <cmath>
#include <algorithm> #include <algorithm>
#include <numbers> #include <numbers>
#include "common.hpp" #include "common.hpp"
// class ILineParam { // class ILineParam {
// public: // public:
// virtual ~ILineParam() = default; // virtual ~ILineParam() = default;
// }; // };
// //
// class PolylineParam : ILineParam { // class PolylineParam : ILineParam {
// int segIdx; // int segIdx;
// real tOnSeg; // real tOnSeg;
// }; // };
// //
// class PolynomialLineParam : ILineParam { // class PolynomialLineParam : ILineParam {
// real t; // real t;
// }; // };
struct ClosestDescOnSeg { struct ClosestDescOnSeg {
real t; real t;
real dis; real dis;
}; };
class ILine { class ILine {
public: public:
virtual ~ILine() = default; virtual ~ILine() = default;
virtual Vec3 eval(real param) = 0; virtual Vec3 eval(real param) = 0;
virtual Vec3 der1(real param) = 0; virtual Vec3 der1(real param) = 0;
virtual Vec3 der2(real param) = 0; virtual Vec3 der2(real param) = 0;
virtual ClosestDescOnSeg getClosestParam(const Vec3 &p) = 0; virtual ClosestDescOnSeg getClosestParam(const Vec3 &p) = 0;
}; };
class Polyline : public ILine { class Polyline : public ILine {
public: public:
using Point = Vec3; using Point = Vec3;
Polyline(Pt3Array points, std::vector<real> bugles, const Vec3 &normal, bool closed = false) Polyline(Pt3Array points, std::vector<real> bugles, const Vec3 &normal, bool closed = false)
: _points(std::move(points)), _bugles(std::move(bugles)), _closed(closed), _normal(normal.normalize()) { : _points(std::move(points)), _bugles(std::move(bugles)), _closed(closed), _normal(normal.normalize()) {
assert(_points.size() >= 2); assert(_points.size() >= 2);
if (closed) { if (closed) {
assert(_points.size() == _points.size()); assert(_points.size() == _points.size());
} else { } else {
assert(_points.size() - 1 == _points.size()); assert(_points.size() - 1 == _points.size());
} }
circularArcs.resize(_bugles.size()); circularArcs.resize(_bugles.size());
} }
[[nodiscard]] const Pt3Array &getPoints() const { return _points; } [[nodiscard]] const Pt3Array &getPoints() const { return _points; }
[[nodiscard]] const std::vector<real> &getBugles() const { return _bugles; } [[nodiscard]] const std::vector<real> &getBugles() const { return _bugles; }
[[nodiscard]] const Vec3 &getNormal() const { return _normal; } [[nodiscard]] const Vec3 &getNormal() const { return _normal; }
[[nodiscard]] bool isClosed() const { return _closed; } [[nodiscard]] bool isClosed() const { return _closed; }
struct CircularArc { struct CircularArc {
Vec3 center; Vec3 center;
real radius; real radius;
real theta; real theta;
real h; real h;
Vec3 u; // dir of OA Vec3 u; // dir of OA
Vec3 v; // u X v = normal Vec3 v; // u X v = normal
PtBoundaryRelation inCircleCheck(const Vec3 &pt) const { PtBoundaryRelation inCircleCheck(const Vec3 &pt) const {
real d = (pt - center).norm(); real d = (pt - center).norm();
return d < radius ? Inside : d > radius ? Outside : OnBoundary; return d < radius ? Inside : d > radius ? Outside : OnBoundary;
} }
}; };
private: private:
Pt3Array _points; Pt3Array _points;
std::vector<real> _bugles; std::vector<real> _bugles;
Vec3 _normal; Vec3 _normal;
bool _closed; bool _closed;
std::vector<CircularArc> circularArcs; std::vector<CircularArc> circularArcs;
public: public:
void initSegInfo() { void initSegInfo() {
for (size_t i = 0; i < _bugles.size(); ++i) { for (size_t i = 0; i < _bugles.size(); ++i) {
const Point &A = _points[i]; const Point &A = _points[i];
const Point &B = _points[(i + 1) % _points.size()]; const Point &B = _points[(i + 1) % _points.size()];
Vec3 ABHalf = (B - A) * 0.5; Vec3 ABHalf = (B - A) * 0.5;
Vec3 ABNorm = ABHalf.normalize(); Vec3 ABNorm = ABHalf.normalize();
Vec3 QONorm = _normal.cross(ABNorm) * (abs(_bugles[i]) > 1 ? -1 : 1); Vec3 QONorm = _normal.cross(ABNorm) * (abs(_bugles[i]) > 1 ? -1 : 1);
real theta = std::atan(_bugles[i]) * 4; real theta = std::atan(_bugles[i]) * 4;
circularArcs[i].h = ABHalf.norm() * std::tan(theta * 0.5); circularArcs[i].h = ABHalf.norm() * std::tan(theta * 0.5);
circularArcs[i].center = A + ABHalf + QONorm * circularArcs[i].h; circularArcs[i].center = A + ABHalf + QONorm * circularArcs[i].h;
circularArcs[i].theta = theta; circularArcs[i].theta = theta;
Vec3 a; circularArcs[i].radius = (circularArcs[i].center - A).norm();
a = ABHalf.cross(QONorm); circularArcs[i].u = (A - circularArcs[i].center).normalize();
circularArcs[i].radius = (circularArcs[i].center - A).norm(); circularArcs[i].v = ABNorm.cross(circularArcs[i].u);
circularArcs[i].u = (A - circularArcs[i].center).normalize(); }
circularArcs[i].v = ABNorm.cross(circularArcs[i].u); }
}
} Vec3 eval(real param) override {
if (circularArcs.empty()) initSegInfo();
Vec3 eval(real param) override { int seg = static_cast<int>(param);
if (circularArcs.empty()) initSegInfo(); real tOnSeg = param - seg;
int seg = static_cast<int>(param); const auto &arc = circularArcs[seg];
real tOnSeg = param - seg; real phi = tOnSeg * arc.theta;
const auto &arc = circularArcs[seg]; return arc.center + arc.radius * (arc.u * std::cos(phi) + arc.v * std::sin(phi));
real phi = tOnSeg * arc.theta; }
return arc.center + arc.radius * (arc.u * std::cos(phi) + arc.v * std::sin(phi));
} Vec3 der1(real param) override {
if (circularArcs.empty()) initSegInfo();
Vec3 der1(real param) override { int seg = static_cast<int>(param);
if (circularArcs.empty()) initSegInfo(); real tOnSeg = param - seg;
int seg = static_cast<int>(param); const auto &arc = circularArcs[seg];
real tOnSeg = param - seg; real phi = tOnSeg * arc.theta;
const auto &arc = circularArcs[seg]; return arc.radius * (arc.u * -std::sin(phi) + arc.v * std::cos(phi));
real phi = tOnSeg * arc.theta; }
return arc.radius * (arc.u * -std::sin(phi) + arc.v * std::cos(phi));
} Vec3 der2(real param) override {
if (circularArcs.empty()) initSegInfo();
Vec3 der2(real param) override { int seg = static_cast<int>(param);
if (circularArcs.empty()) initSegInfo(); real tOnSeg = param - seg;
int seg = static_cast<int>(param); const auto &arc = circularArcs[seg];
real tOnSeg = param - seg; real phi = tOnSeg * arc.theta;
const auto &arc = circularArcs[seg]; return -arc.radius * (arc.u * std::cos(phi) + arc.v * std::cos(phi));
real phi = tOnSeg * arc.theta; }
return -arc.radius * (arc.u * std::cos(phi) + arc.v * std::cos(phi));
} ClosestDescOnSeg getClosestParam(const Vec3 &p) override {
real closestDis = std::numeric_limits<real>::max();
ClosestDescOnSeg getClosestParam(const Vec3 &p) override { real closestParam;
real closestDis = std::numeric_limits<real>::max(); for (int i = 0; i < _bugles.size(); ++i) {
real closestParam; const Vec3 &A = _points[i];
for (int i = 0; i < _bugles.size(); ++i) { const Vec3 &B = _points[(i + 1) % _points.size()];
const Vec3 &A = _points[i]; const auto &arc = circularArcs[i];
const Vec3 &B = _points[(i + 1) % _points.size()]; real dis2Seg = segPtDist(p, A, B).dis;
const auto &arc = circularArcs[i]; if (dis2Seg - arc.h > closestDis) continue;
real dis2Seg = segPtDist(p, A, B).dis; if ((A - p).norm() < closestDis) {
if (dis2Seg - arc.h > closestDis) continue; closestDis = (A - p).norm();
if ((A - p).norm() < closestDis) { closestParam = i;
closestDis = (A - p).norm(); }
closestParam = i; if ((B - p).norm() < closestDis) {
} closestDis = (B - p).norm();
if ((B - p).norm() < closestDis) { closestParam = i + 1;
closestDis = (B - p).norm(); }
closestParam = i + 1; int segInsertedCnt = arc.theta / DISC_ARC_ANGLE;
} for (int j = 0; j < segInsertedCnt; ++j) {
int segInsertedCnt = arc.theta / DISC_ARC_ANGLE; real insertParam = i + j * DISC_ARC_ANGLE / arc.theta;
for (int j = 0; j < segInsertedCnt; ++j) { const Vec3 insertPt = eval(insertParam);
real insertParam = i + j * DISC_ARC_ANGLE / arc.theta; real dis2InsertPt = (p - insertPt).norm();
const Vec3 insertPt = eval(insertParam); if (dis2InsertPt < closestDis) {
real dis2InsertPt = (p - insertPt).norm(); closestDis = dis2InsertPt;
if (dis2InsertPt < closestDis) { closestParam = insertParam;
closestDis = dis2InsertPt; }
closestParam = insertParam; }
} }
} // TODO: 为了鲁棒和精度,应该在每个可能最近的seg上做newton iteration
} int seg = static_cast<int>(closestParam);
// TODO: 为了鲁棒和精度,应该在每个可能最近的seg上做newton iteration // Q = arc.center + arc.radius * (arc.u * std::cos(phi) + arc.v * std::sin(phi))
int seg = static_cast<int>(closestParam); // d2 = (Q - p)^2
// Q = arc.center + arc.radius * (arc.u * std::cos(phi) + arc.v * std::sin(phi)) Vec3 q = eval(closestParam);
// d2 = (Q - p)^2 Vec3 qDer1 = der1(closestParam);
Vec3 q = eval(closestParam); Vec3 qDer2 = der2(closestParam);
Vec3 qDer1 = der1(closestParam); real lDer1 = (q - p).dot(qDer1);
Vec3 qDer2 = der2(closestParam); int iter = 0;
real lDer1 = (q - p).dot(qDer1); while (abs(lDer1) > std::numeric_limits<real>::epsilon() * 1e6) {
int iter = 0; closestParam -= lDer1 / (qDer1.dot(qDer1) + (q - p).dot(qDer2)); // -der1 / der2
while (abs(lDer1) > std::numeric_limits<real>::epsilon() * 1e6) { q = eval(closestParam);
closestParam -= lDer1 / (qDer1.dot(qDer1) + (q - p).dot(qDer2)); // -der1 / der2 qDer1 = der1(closestParam);
q = eval(closestParam); qDer2 = der2(closestParam);
qDer1 = der1(closestParam); lDer1 = (q - p).dot(qDer1);
qDer2 = der2(closestParam); printf("After iter %d, dL is %lf\n", iter, lDer1);
lDer1 = (q - p).dot(qDer1); if (closestParam < seg - std::numeric_limits<real>::epsilon()) {
printf("After iter %d, dL is %lf\n", iter, lDer1); closestParam = seg;
if (closestParam < seg - std::numeric_limits<real>::epsilon()) { closestDis = (_points[seg] - p).norm();
closestParam = seg; break;
closestDis = (_points[seg] - p).norm(); } else if (closestParam > seg + 1 + std::numeric_limits<real>::epsilon()) {
break; closestParam = seg + 1;
} else if (closestParam > seg + 1 + std::numeric_limits<real>::epsilon()) { closestDis = (_points[(seg + 1) % _points.size()] - p).norm();
closestParam = seg + 1; break;
closestDis = (_points[(seg + 1) % _points.size()] - p).norm(); }
break; }
} return {closestParam, closestDis};
} }
return {closestParam, closestDis};
} const std::vector<CircularArc> &getCircularArcs() const { return circularArcs; }
const std::vector<CircularArc> &getCircularArcs() const { return circularArcs; } void print() const {
if (_closed) printf("Closed Polyline: \n");
void print() const { else printf("Open Polyline: \n");
if (_closed) printf("Closed Polyline: \n"); printf("Points: {\n");
else printf("Open Polyline: \n"); for (int i = 0; i < _points.size(); ++i) {
printf("Points: {\n"); printf("<%lf, %lf, %lf>", _points[i].x(), _points[i].y(), _points[i].z());
for (int i = 0; i < _points.size(); ++i) { if (i != _points.size() - 1) printf(", ");
printf("<%lf, %lf, %lf>", _points[i].x(), _points[i].y(), _points[i].z()); }
if (i != _points.size() - 1) printf(", "); std::cout << "}" << std::endl;
} printf("Bugles: {\n");
std::cout << "}" << std::endl; for (int i = 0; i < _bugles.size(); ++i) {
printf("Bugles: {\n"); printf("%lf", _bugles[i]);
for (int i = 0; i < _bugles.size(); ++i) { if (i != _bugles.size() - 1) printf(", ");
printf("%lf", _bugles[i]); }
if (i != _bugles.size() - 1) printf(", "); std::cout << "}" << std::endl;
} }
std::cout << "}" << std::endl;
} private:
const real DISC_ARC_ANGLE = std::numbers::pi * 0.125;
private:
const real DISC_ARC_ANGLE = std::numbers::pi * 0.125; static ClosestDescOnSeg segPtDist(const Vec3 &p, const Vec3 &A, const Vec3 &B) {
Vec3 AB = B - A;
static ClosestDescOnSeg segPtDist(const Vec3 &p, const Vec3 &A, const Vec3 &B) { Vec3 AP = p - A;
Vec3 AB = B - A; real h = std::clamp(AP.dot(AB) / AB.dot(AB), 0., 1.);
Vec3 AP = p - A; return {h, (AP - AB * h).norm()};
real h = std::clamp(AP.dot(AB) / AB.dot(AB), 0., 1.); }
return {h, (AP - AB * h).norm()};
} };
}; class PolynomialLine : public ILine {
public:
class PolynomialLine : public ILine { Vec3 eval(real param) override { return {}; };
public:
Vec3 eval(real param) override { return {}; }; Vec3 der1(real param) override { return {}; };
Vec3 der1(real param) override { return {}; }; Vec3 der2(real param) override { return {}; };
Vec3 der2(real param) override { return {}; }; ClosestDescOnSeg getClosestParam(const Vec3 &p) override { return {}; };
};
ClosestDescOnSeg getClosestParam(const Vec3 &p) override { return {}; };
};

4
include/real.hpp

@ -1,3 +1,3 @@
#pragma once #pragma once
using real = double; using real = double;

283
include/solid.hpp

@ -1,101 +1,182 @@
#pragma once #pragma once
#include <real.hpp> #include <real.hpp>
#include <utility> #include <utility>
#include <vec.hpp> #include <vec.hpp>
#include <line.hpp> #include <line.hpp>
class ISolid { class ISolid {
public: public:
virtual ~ISolid() = default; virtual ~ISolid() = default;
virtual real sdf(const Vec3 &p) = 0; virtual real sdf(const Vec3 &p) = 0;
}; };
Vec2 get2DRepOf3DPt(const Vec3 &pt3D, const Vec3 &u, const Vec3 &v, const Vec3 &localO) { Vec2 get2DRepOf3DPt(const Vec3 &pt3D, const Vec3 &u, const Vec3 &v, const Vec3 &localO) {
Vec3 OP = pt3D - localO; Vec3 OP = pt3D - localO;
return {OP.dot(u), OP.dot(v)}; return {OP.dot(u), OP.dot(v)};
} }
class IExtrudedSolid : public ISolid { class IExtrudedSolid : public ISolid {
public: public:
Polyline _profile; Polyline _profile;
real _rScale; real _rScale;
public: public:
IExtrudedSolid(Polyline profile, real rScale) : _profile(std::move(profile)), _rScale(rScale) { IExtrudedSolid(Polyline profile, real rScale) : _profile(std::move(profile)), _rScale(rScale) {
} }
}; };
/** /**
* calculate winding number of a point w.r.t. a segment ab * calculate winding number of a point w.r.t. a segment ab
*/ */
real wnSegment(const Vec3 &p, const Vec3 &a, const Vec3 &b, const Vec3 &refNormal) { real unsignedWindingNumberSegment(const Vec3 &p, const Vec3 &a, const Vec3 &b, const Vec3 &refNormal) {
Vec3 pa = a - p; Vec3 pa = a - p;
Vec3 pb = b - p; Vec3 pb = b - p;
real wn = std::acos(std::clamp(pa.dot(pb) / (pa.norm() * pb.norm()), static_cast<real>(-1.), return std::acos(std::clamp(pa.dot(pb) / (pa.norm() * pb.norm()), static_cast<real>(-1.),
static_cast<real>(1.))); static_cast<real>(1.))) / (std::numbers::pi * 2);
return wn * (refNormal.dot(pa.cross(pb)) > 0 ? 1 : -1); }
}
class ExtrudedSolidPolyline : public IExtrudedSolid {
class ExtrudedSolidPolyline : public IExtrudedSolid { private:
private: Polyline _axis;
Polyline _axis; Pt2Array _localProfile2D;
Pt2Array _localProfile2D; Pt2Array _localCircleCenter2D;
public: public:
ExtrudedSolidPolyline(Polyline profile, Polyline axis, real rScale) : IExtrudedSolid(std::move(profile), rScale), ExtrudedSolidPolyline(Polyline profile, Polyline axis, real rScale) : IExtrudedSolid(std::move(profile), rScale),
_axis(std::move(axis)) { _axis(std::move(axis)) {
assert(_profile.isClosed()); assert(_profile.isClosed());
// TODO: project profile at st point to 2D // TODO: project profile at st point to 2D
Vec3 T = _axis.der1(0).normalize(); Vec3 T = _axis.der1(0).normalize();
Vec3 N = _axis.der2(0).normalize(); Vec3 N = _axis.der2(0).normalize();
Vec3 B = T.cross(N); Vec3 B = T.cross(N);
Vec3 Q = _axis.eval(0); Vec3 Q = _axis.eval(0);
for (const auto &P: _profile.getPoints()) { for (int i = 0; i < _profile.getPoints().size(); ++i) {
Vec3 QP = P - Q; _localProfile2D.emplace_back(get2DRepOf3DPt(_profile.getPoints()[i] - Q, N, B, Q));
auto uv = get2DRepOf3DPt(QP, N, B, Q); _localCircleCenter2D.emplace_back(get2DRepOf3DPt(_profile.getCircularArcs()[i].center - Q, N, B, Q));
// test it }
{ }
}
_localProfile2D.emplace_back(uv.u(), uv.v()); real sdf(const Vec3 &p) override {
} ClosestDescOnSeg closestDesc = _axis.getClosestParam(p);
} // TNB coordinate system
auto t = closestDesc.t;
real sdf(const Vec3 &p) override { Vec3 T = _axis.der1(t).normalize();
ClosestDescOnSeg closestDesc = _axis.getClosestParam(p); Vec3 N = _axis.der2(t).normalize();
// TNB coordinate system Vec3 B = T.cross(N);
auto t = closestDesc.t; Vec3 Q = _axis.eval(t);
Vec3 T = _axis.der1(t).normalize(); Vec3 QP = p - Q;
Vec3 N = _axis.der2(t).normalize(); auto uv = get2DRepOf3DPt(QP, N, B, Q);
Vec3 B = T.cross(N); //test it
Vec3 Q = _axis.eval(t); {
Vec3 QP = p - Q; }
auto uv = get2DRepOf3DPt(QP, N, B, Q); // TODO: to test if uv is in _localProfile2D
//test it for (auto i = 0; i < _localProfile2D.size(); ++i) {
{ }
} return 0;
// TODO: to test if uv is in _localProfile2D }
for (auto i = 0; i < _localProfile2D.size(); ++i) {
} private:
return 0; /**
} * in + in = out
private: * in + out = in
real wnCircularArc(const Vec3& p, const Vec3& a, const Vec3& b, const Vec3& refNormal, const Polyline::CircularArc& arc) { * out + in = in
Vec3 pa = a - p; * out + out = out
Vec3 pb = b - p; */
real wn = std::acos(std::clamp(pa.dot(pb) / (pa.norm() * pb.norm()), static_cast<real>(-1.), bool isInside2DPolyline(const Polyline& outline, const Vec3& p3D, const Vec2& p2D) {
static_cast<real>(1.))); assert(outline.isClosed());
real dir = refNormal.dot(pb.cross(pa)) > 0 ? 1 : -1; // 注意这里是pb x pa, 不是pa x pb int intersectionCount = 0, segCount = outline.getBugles().size();
auto inOutCircle = arc.inCircleCheck(p); int onSegIdx = -1;
if (inOutCircle == OnBoundary) { constexpr int numRays = 3; // 射线数量
// TODO int majorityIn = 0; // 在多边形内的射线计数
} int majorityOut = 0; // 在多边形外的射线计数
return (inOutCircle - wn) * dir;
} for (int rayIdx = 0; rayIdx < numRays && onSegIdx == -1; ++rayIdx) {
}; double angle = (2.0 * std::numbers::pi * rayIdx) / numRays;
Vec2 rayDir(cos(angle), sin(angle));
class ExtrudedSolidPolynomialLine : public IExtrudedSolid { int crossings = 0;
protected:
PolynomialLine _axis; for (int i = 0; i < segCount; ++i) {
}; const Vec2 &a = _localProfile2D[i];
const Vec2 &b = _localProfile2D[(i + 1) % segCount];
if (isPointOnSegment(p2D, a, b)) {
onSegIdx = i;
break;
}
// 使用向量方法计算射线和边的交点
double dx1 = b[0] - a[0];
double dy1 = b[1] - a[1];
double dx2 = rayDir[0];
double dy2 = rayDir[1];
double determinant = dx1 * dy2 - dy1 * dx2;
// 如果determinant为0,则射线和边平行,不计算交点
if (isEqual(determinant, 0)) continue;
double t1 = ((p2D[0] - a[0]) * dy2 - (p2D[1] - a[1]) * dx2) / determinant;
double t2 = ((p2D[0] - a[0]) * dy1 - (p2D[1] - a[1]) * dx1) / determinant;
// 检查交点是否在边上(0 <= t1 <= 1)且射线上(t2 >= 0)
if (t1 >= 0 && t1 <= 1 && t2 >= 0) {
crossings++;
}
}
if (crossings % 2 == 0) {
majorityOut++;
} else {
majorityIn++;
}
}
// 判断是否在扇内
bool inFan = false;
for (int i = 0; i < segCount; ++i) {
const Vec2& a = _localProfile2D[i];
const Vec2& b = _localProfile2D[(i + 1) % segCount];
real po = (p2D - _localCircleCenter2D[i]).norm();
if (po == _profile.getCircularArcs()[i].radius) {
// TODO
}
if ((po < _profile.getCircularArcs()[i].radius) {
if ((p2D - a).dot(b - a) > 0) {
inFan = true;
break;
}
}
}
}
bool isPointOnSegment(const Vec2 &p, const Vec2 &a, const Vec2 &b) {
// check collinearity
double crossProduct = (p[1] - a[1]) * (b[0] - a[0]) - (p[0] - a[0]) * (b[1] - a[1]);
if (!isEqual(crossProduct, 0)) return false; // Not collinear
// Check if point is within segment bounds
return (p[0] >= std::min(a[0], b[0]) && p[0] <= std::max(a[0], b[0]) &&
p[1] >= std::min(a[1], b[1]) && p[1] <= std::max(a[1], b[1]));
}
real wnCircularArc(const Vec3 &p, const Vec3 &a, const Vec3 &b, const Vec3 &plgNormal,
const Polyline::CircularArc &arc, int dir) {
Vec3 pa = a - p;
Vec3 pb = b - p;
real wn = std::acos(std::clamp(pa.dot(pb) / (pa.norm() * pb.norm()), static_cast<real>(-1.),
static_cast<real>(1.))) / (std::numbers::pi * 2);
auto inOutCircle = arc.inCircleCheck(p);
if (inOutCircle == PtBoundaryRelation::Outside || pa.cross(pb).dot(plgNormal) < 0) {
// outside
// pa.cross(pb).dot(plgNormal) 不会 == 0
return -wn * dir;
}
if (inOutCircle == PtBoundaryRelation::Inside) {
return wn * dir;
}
return 0;
}
};
class ExtrudedSolidPolynomialLine : public IExtrudedSolid {
protected:
PolynomialLine _axis;
};

434
include/vec.hpp

@ -1,217 +1,217 @@
#pragma once #pragma once
#include "real.hpp" #include "real.hpp"
#include <cmath> #include <cmath>
#include <array> #include <array>
#include <assert.h> #include <assert.h>
#include <vector> #include <vector>
template<typename Derived, size_t N> template<typename Derived, size_t N>
class VecBase { class VecBase {
public: public:
std::array<real, N> data; std::array<real, N> data;
VecBase() { VecBase() {
data.fill(0); data.fill(0);
} }
VecBase(std::initializer_list<real> values) { VecBase(std::initializer_list<real> values) {
std::copy(values.begin(), values.end(), data.begin()); std::copy(values.begin(), values.end(), data.begin());
} }
template<typename... Args> template<typename... Args>
explicit VecBase(Args... args) : data{static_cast<real>(args)...} { explicit VecBase(Args... args) : data{static_cast<real>(args)...} {
static_assert(sizeof...(args) == N, "Argument count must match vector size."); static_assert(sizeof...(args) == N, "Argument count must match vector size.");
} }
explicit VecBase(const VecBase &v) { explicit VecBase(const VecBase &v) {
data = v.data; data = v.data;
} }
VecBase &operator=(VecBase v) { VecBase &operator=(VecBase v) {
*this = std::move(v); *this = std::move(v);
return *this; return *this;
} }
real &operator[](size_t index) { real &operator[](size_t index) {
if (index >= N) throw std::out_of_range("Index out of range"); if (index >= N) throw std::out_of_range("Index out of range");
return data[index]; return data[index];
} }
const real &operator[](size_t index) const { const real &operator[](size_t index) const {
if (index >= N) throw std::out_of_range("Index out of range"); if (index >= N) throw std::out_of_range("Index out of range");
return data[index]; return data[index];
} }
Derived operator+(const VecBase &v) const { Derived operator+(const VecBase &v) const {
Derived result; Derived result;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
result[i] = data[i] + v[i]; result[i] = data[i] + v[i];
} }
return result; return result;
} }
Derived operator-(const VecBase &v) const { Derived operator-(const VecBase &v) const {
Derived result; Derived result;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
result[i] = data[i] - v[i]; result[i] = data[i] - v[i];
} }
return result; return result;
} }
Derived operator*(real s) const { Derived operator*(real s) const {
Derived result; Derived result;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
result[i] = data[i] * s; result[i] = data[i] * s;
} }
return result; return result;
} }
friend Derived operator*(real s, const VecBase &v) { friend Derived operator*(real s, const VecBase &v) {
Derived result; Derived result;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
result[i] = s * v[i]; result[i] = s * v[i];
} }
return result; return result;
} }
Derived operator/(real s) const { Derived operator/(real s) const {
Derived result; Derived result;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
result[i] = data[i] / s; result[i] = data[i] / s;
} }
return result; return result;
} }
real dot(const VecBase &v) const { real dot(const VecBase &v) const {
real sum = 0; real sum = 0;
for (size_t i = 0; i < N; ++i) { for (size_t i = 0; i < N; ++i) {
sum += data[i] * v[i]; sum += data[i] * v[i];
} }
return sum; return sum;
} }
real norm() const { real norm() const {
return std::sqrt(dot(*this)); return std::sqrt(dot(*this));
} }
Derived normalize() const { Derived normalize() const {
return static_cast<Derived>(*this / norm()); return static_cast<Derived>(*this / norm());
} }
Derived reflect(const Derived &n) const { Derived reflect(const Derived &n) const {
return static_cast<Derived>(*this - n * 2 * dot(n)); return static_cast<Derived>(*this - n * 2 * dot(n));
} }
}; };
// Vec<2> 特化 // Vec<2> 特化
class Vec2 : public VecBase<Vec2, 2> { class Vec2 : public VecBase<Vec2, 2> {
public: public:
Vec2() : VecBase() {} Vec2() : VecBase() {}
Vec2(real x, real y) : VecBase(x, y) {} Vec2(real x, real y) : VecBase(x, y) {}
Vec2(const Vec2& v) : VecBase(v.x(), v.y()) {} Vec2(const Vec2& v) : VecBase(v.x(), v.y()) {}
Vec2 &operator=(const Vec2& v) { Vec2 &operator=(const Vec2& v) {
data = v.data; data = v.data;
return *this; return *this;
} }
real& x() { return data[0]; } real& x() { return data[0]; }
real& y() { return data[1]; } real& y() { return data[1]; }
const real& x() const { return data[0]; } const real& x() const { return data[0]; }
const real& y() const { return data[1]; } const real& y() const { return data[1]; }
real& u() { return data[0]; } real& u() { return data[0]; }
real& v() { return data[1]; } real& v() { return data[1]; }
const real& u() const { return data[0]; } const real& u() const { return data[0]; }
const real& v() const { return data[1]; } const real& v() const { return data[1]; }
}; };
class Vec3 : public VecBase<Vec3, 3> { class Vec3 : public VecBase<Vec3, 3> {
public: public:
Vec3() : VecBase() {} Vec3() : VecBase() {}
Vec3(real x, real y, real z) : VecBase(x, y, z) {} Vec3(real x, real y, real z) : VecBase(x, y, z) {}
Vec3(const Vec3& v) : VecBase(v.x(), v.y(), v.z()) {} Vec3(const Vec3& v) : VecBase(v.x(), v.y(), v.z()) {}
Vec3 &operator=(const Vec3& v) { Vec3 &operator=(const Vec3& v) {
data = v.data; data = v.data;
return *this; return *this;
} }
real& x() { return data[0]; } real& x() { return data[0]; }
real& y() { return data[1]; } real& y() { return data[1]; }
real& z() { return data[2]; } real& z() { return data[2]; }
real x() const { return data[0]; } real x() const { return data[0]; }
real y() const { return data[1]; } real y() const { return data[1]; }
real z() const { return data[2]; } real z() const { return data[2]; }
real& u() { return data[0]; } real& u() { return data[0]; }
real& v() { return data[1]; } real& v() { return data[1]; }
real& w() { return data[2]; } real& w() { return data[2]; }
real u() const { return data[0]; } real u() const { return data[0]; }
real v() const { return data[1]; } real v() const { return data[1]; }
real w() const { return data[2]; } real w() const { return data[2]; }
Vec3 cross(const Vec3& v) const { Vec3 cross(const Vec3& v) const {
return {y() * v.z() - z() * v.y(), z() * v.x() - x() * v.z(), x() * v.y() - y() * v.x()}; return {y() * v.z() - z() * v.y(), z() * v.x() - x() * v.z(), x() * v.y() - y() * v.x()};
} }
}; };
using Pt3Array = std::vector<Vec3>; using Pt3Array = std::vector<Vec3>;
using Pt2Array = std::vector<Vec2>; using Pt2Array = std::vector<Vec2>;
//class Vec3 { //class Vec3 {
//public: //public:
// real x, y, z; // real x, y, z;
// Vec3(): x(0), y(0), z(0) {} // Vec3(): x(0), y(0), z(0) {}
// Vec3(real x, real y, real z): x(x), y(y), z(z) {} // Vec3(real x, real y, real z): x(x), y(y), z(z) {}
// Vec3(const Vec3& v): x(v.x), y(v.y), z(v.z) {} // Vec3(const Vec3& v): x(v.x), y(v.y), z(v.z) {}
// Vec3& operator=(const Vec3& v) { // Vec3& operator=(const Vec3& v) {
// x = v.x; // x = v.x;
// y = v.y; // y = v.y;
// z = v.z; // z = v.z;
// return *this; // return *this;
// } // }
// Vec3 operator+(const Vec3& v) const { // Vec3 operator+(const Vec3& v) const {
// return Vec3(x + v.x, y + v.y, z + v.z); // return Vec3(x + v.x, y + v.y, z + v.z);
// } // }
// Vec3 operator-(const Vec3& v) const { // Vec3 operator-(const Vec3& v) const {
// return Vec3(x - v.x, y - v.y, z - v.z); // return Vec3(x - v.x, y - v.y, z - v.z);
// } // }
// Vec3 operator*(real s) const { // Vec3 operator*(real s) const {
// return Vec3(x * s, y * s, z * s); // return Vec3(x * s, y * s, z * s);
// } // }
// Vec3 operator*(const Vec3& v) const { // Vec3 operator*(const Vec3& v) const {
// return Vec3(x * v.x, y * v.y, z * v.z); // return Vec3(x * v.x, y * v.y, z * v.z);
// } // }
// Vec3 operator-() const { // Vec3 operator-() const {
// return Vec3(-x, -y, -z); // return Vec3(-x, -y, -z);
// } // }
// friend Vec3 operator*(real s, const Vec3& v) { // friend Vec3 operator*(real s, const Vec3& v) {
// return Vec3(s * v.x, s * v.y, s * v.z); // return Vec3(s * v.x, s * v.y, s * v.z);
// } // }
// Vec3 operator/(real s) const { // Vec3 operator/(real s) const {
// return Vec3(x / s, y / s, z / s); // return Vec3(x / s, y / s, z / s);
// } // }
// real dot(const Vec3& v) const { // real dot(const Vec3& v) const {
// return x * v.x + y * v.y + z * v.z; // return x * v.x + y * v.y + z * v.z;
// } // }
// Vec3 cross(const Vec3& v) const { // Vec3 cross(const Vec3& v) const {
// return Vec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); // return Vec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
// } // }
// real norm() const { // real norm() const {
// return sqrt(x * x + y * y + z * z); // return sqrt(x * x + y * y + z * z);
// } // }
// Vec3 normalize() const { // Vec3 normalize() const {
// return *this / norm(); // return *this / norm();
// } // }
// Vec3 reflect(const Vec3& n) const { // Vec3 reflect(const Vec3& n) const {
// return *this - n * 2 * dot(n); // return *this - n * 2 * dot(n);
// } // }
//}; //};

52
main.cpp

@ -1,26 +1,26 @@
#include <iostream> #include <iostream>
#include <solid.hpp> #include <solid.hpp>
// TIP To <b>Run</b> code, press <shortcut actionId="Run"/> or // TIP To <b>Run</b> code, press <shortcut actionId="Run"/> or
// click the <icon src="AllIcons.Actions.Execute"/> icon in the gutter. // click the <icon src="AllIcons.Actions.Execute"/> icon in the gutter.
int main() { int main() {
// TIP Press <shortcut actionId="RenameElement"/> when your caret is at the // TIP Press <shortcut actionId="RenameElement"/> when your caret is at the
// <b>lang</b> variable name to see how CLion can help you rename it. // <b>lang</b> variable name to see how CLion can help you rename it.
auto lang = "C++"; auto lang = "C++";
std::cout << "Hello and welcome to " << lang << "!\n"; std::cout << "Hello and welcome to " << lang << "!\n";
for (int i = 1; i <= 5; i++) { for (int i = 1; i <= 5; i++) {
// TIP Press <shortcut actionId="Debug"/> to start debugging your code. // TIP Press <shortcut actionId="Debug"/> to start debugging your code.
// We have set one <icon src="AllIcons.Debugger.Db_set_breakpoint"/> // We have set one <icon src="AllIcons.Debugger.Db_set_breakpoint"/>
// breakpoint for you, but you can always add more by pressing // breakpoint for you, but you can always add more by pressing
// <shortcut actionId="ToggleLineBreakpoint"/>. // <shortcut actionId="ToggleLineBreakpoint"/>.
std::cout << "i = " << i << std::endl; std::cout << "i = " << i << std::endl;
} }
return 0; return 0;
} }
// TIP See CLion help at <a // TIP See CLion help at <a
// href="https://www.jetbrains.com/help/clion/">jetbrains.com/help/clion/</a>. // href="https://www.jetbrains.com/help/clion/">jetbrains.com/help/clion/</a>.
// Also, you can try interactive lessons for CLion by selecting // Also, you can try interactive lessons for CLion by selecting
// 'Help | Learn IDE Features' from the main menu. // 'Help | Learn IDE Features' from the main menu.

28
require.md

@ -0,0 +1,28 @@
```C++
/**
* @brief 带洞截面沿路径拉伸
* @note :
* @param : 截面必须共面,数组首个元素必须为外包,其余元素为内部洞;拉伸路径可以闭合
* @return:
* @author: csl
* @date : [11/7/2022]
*/
virtual CPmSolid * extrudeAlongPath(const CArray<PmDbPolyline *> & polys,
PmDbPolyline * path) override;
```
```C++
/**
* @brief 带洞截面拉伸
* @note :
* @param : 数组首个元素必须为外包,其余元素为内部洞
* @return:
* @author: csl
* @date : [11/7/2022]
*/
virtual CPmSolid * extrude(const CArray<PmDbPolyline *> & polys,
const PMSoft::CPMGePoint3D &fixedPt, // ?
const PMSoft::CPMGeVector3D &plgNormal,
const PMSoft::CPMGeVector3D &extusionVector, // ? 没有路径吗
double scaleFactor = 1.0,
double twistAngle = 0.0) override;
```
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