use euclid::{
approxeq::ApproxEq,
default::{Point2D, Point3D, Rect, Transform3D, Vector3D},
}; use smallvec::SmallVec;
use std::{iter, mem};
/// The projection of a `Polygon` on a line. pubstruct LineProjection { /// Projected value of each point in the polygon. pub markers: [f64; 4],
}
impl LineProjection { /// Get the min/max of the line projection markers. pubfn get_bounds(&self) -> (f64, f64) { let (mut a, mut b, mut c, mut d) = ( self.markers[0], self.markers[1], self.markers[2], self.markers[3],
); // bitonic sort of 4 elements // we could not just use `min/max` since they require `Ord` bound //TODO: make it nicer if a > c {
mem::swap(&mut a, &mut c);
} if b > d {
mem::swap(&mut b, &mut d);
} if a > b {
mem::swap(&mut a, &mut b);
} if c > d {
mem::swap(&mut c, &mut d);
} if b > c {
mem::swap(&mut b, &mut c);
}
debug_assert!(a <= b && b <= c && c <= d);
(a, d)
}
/// Check intersection with another line projection. pubfn intersect(&self, other: &Self) -> bool { // compute the bounds of both line projections let span = self.get_bounds(); let other_span = other.get_bounds(); // compute the total footprint let left = if span.0 < other_span.0 {
span.0
} else {
other_span.0
}; let right = if span.1 > other_span.1 {
span.1
} else {
other_span.1
}; // they intersect if the footprint is smaller than the sum
right - left < span.1 - span.0 + other_span.1 - other_span.0
}
}
/// Polygon intersection results. pubenum Intersection<T> { /// Polygons are coplanar, including the case of being on the same plane.
Coplanar, /// Polygon planes are intersecting, but polygons are not.
Outside, /// Polygons are actually intersecting.
Inside(T),
}
impl<T> Intersection<T> { /// Return true if the intersection is completely outside. pubfn is_outside(&self) -> bool { match *self {
Intersection::Outside => true,
_ => false,
}
} /// Return true if the intersection cuts the source polygon. pubfn is_inside(&self) -> bool { match *self {
Intersection::Inside(_) => true,
_ => false,
}
}
}
/// A convex polygon with 4 points lying on a plane. #[derive(Debug, PartialEq)] pubstruct Polygon<A> { /// Points making the polygon. pub points: [Point3D<f64>; 4], /// A plane describing polygon orientation. pub plane: Plane, /// A simple anchoring index to allow association of the /// produced split polygons with the original one. pub anchor: A,
}
impl<A> Polygon<A> where
A: Copy,
{ /// Construct a polygon from points that are already transformed. /// Return None if the polygon doesn't contain any space. pubfn from_points(points: [Point3D<f64>; 4], anchor: A) -> Option<Self> { let edge1 = points[1] - points[0]; let edge2 = points[2] - points[0]; let edge3 = points[3] - points[0]; let edge4 = points[3] - points[1];
// one of them can be zero for redundant polygons produced by plane splitting //Note: this would be nicer if we used triangles instead of quads in the first place... // see https://github.com/servo/plane-split/issues/17 let normal_rough1 = edge1.cross(edge2); let normal_rough2 = edge2.cross(edge3); let square_length1 = normal_rough1.square_length(); let square_length2 = normal_rough2.square_length(); let normal = if square_length1 > square_length2 {
normal_rough1 / square_length1.sqrt()
} else {
normal_rough2 / square_length2.sqrt()
};
/// Construct a polygon from a non-transformed rectangle. pubfn from_rect(rect: Rect<f64>, anchor: A) -> Self { let min = rect.min(); let max = rect.max();
Polygon {
points: [
min.to_3d(),
Point3D::new(max.x, min.y, 0.0),
max.to_3d(),
Point3D::new(min.x, max.y, 0.0),
],
plane: Plane {
normal: Vector3D::new(0.0, 0.0, 1.0),
offset: 0.0,
},
anchor,
}
}
/// Construct a polygon from a rectangle with 3D transform. pubfn from_transformed_rect(
rect: Rect<f64>,
transform: Transform3D<f64>,
anchor: A,
) -> Option<Self> { let min = rect.min(); let max = rect.max(); let points = [
transform.transform_point3d(min.to_3d())?,
transform.transform_point3d(Point3D::new(max.x, min.y, 0.0))?,
transform.transform_point3d(max.to_3d())?,
transform.transform_point3d(Point3D::new(min.x, max.y, 0.0))?,
]; Self::from_points(points, anchor)
}
/// Construct a polygon from a rectangle with an invertible 3D transform. pubfn from_transformed_rect_with_inverse(
rect: Rect<f64>,
transform: &Transform3D<f64>,
inv_transform: &Transform3D<f64>,
anchor: A,
) -> Option<Self> { let min = rect.min(); let max = rect.max(); let points = [
transform.transform_point3d(min.to_3d())?,
transform.transform_point3d(Point3D::new(max.x, min.y, 0.0))?,
transform.transform_point3d(max.to_3d())?,
transform.transform_point3d(Point3D::new(min.x, max.y, 0.0))?,
];
// Compute the normal directly from the transformation. This guarantees consistent polygons // generated from various local rectanges on the same geometry plane. let normal_raw = Vector3D::new(inv_transform.m13, inv_transform.m23, inv_transform.m33); let normal_sql = normal_raw.square_length(); if normal_sql.approx_eq(&0.0) || transform.m44.approx_eq(&pan style='color: green'>0.0) {
None
} else { let normal = normal_raw / normal_sql.sqrt(); let offset = -Vector3D::new(transform.m41, transform.m42, transform.m43).dot(normal)
/ transform.m44;
/// Bring a point into the local coordinate space, returning /// the 2D normalized coordinates. pubfn untransform_point(&self, point: Point3D<f64>) -> Point2D<f64> { //debug_assert!(self.contains(point)); // get axises and target vector let a = self.points[1] - self.points[0]; let b = self.points[3] - self.points[0]; let c = point - self.points[0]; // get pair-wise dot products let a2 = a.dot(a); let ab = a.dot(b); let b2 = b.dot(b); let ca = c.dot(a); let cb = c.dot(b); // compute the final coordinates let denom = ab * ab - a2 * b2; let x = ab * cb - b2 * ca; let y = ab * ca - a2 * cb;
Point2D::new(x, y) / denom
}
/// Transform a polygon by an affine transform (preserving straight lines). pubfn transform(&self, transform: &Transform3D<f64>) -> Option<Polygon<A>> { letmut points = [Point3D::origin(); 4]; for (out, point) in points.iter_mut().zip(self.points.iter()) { letmut homo = transform.transform_point3d_homogeneous(*point);
homo.w = homo.w.max(f64::approx_epsilon());
*out = homo.to_point3d()?;
}
//Note: this code path could be more efficient if we had inverse-transpose //let n4 = transform.transform_point4d(&Point4D::new(0.0, 0.0, T::one(), 0.0)); //let normal = Point3D::new(n4.x, n4.y, n4.z);
Polygon::from_points(points, self.anchor)
}
/// Check if all the points are indeed placed on the plane defined by /// the normal and offset, and the winding order is consistent. pubfn is_valid(&self) -> bool { let is_planar = self
.points
.iter()
.all(|p| is_zero(self.plane.signed_distance_to(p))); let edges = [ self.points[1] - self.points[0], self.points[2] - self.points[1], self.points[3] - self.points[2], self.points[0] - self.points[3],
]; let anchor = edges[3].cross(edges[0]); let is_winding = edges
.iter()
.zip(edges[1..].iter())
.all(|(a, &b)| a.cross(b).dot(anchor) >= 0.0);
is_planar && is_winding
}
/// Check if the polygon doesn't contain any space. This may happen /// after a sequence of splits, and such polygons should be discarded. pubfn is_empty(&self) -> bool {
(self.points[0] - self.points[2]).square_length() < f64::EPSILON
|| (self.points[1] - self.points[3]).square_length() < f64::EPSILON
}
/// Check if this polygon contains another one. pubfn contains(&self, other: &Self) -> bool { //TODO: actually check for inside/outside self.plane.contains(&other.plane)
}
/// Project this polygon onto a 3D vector, returning a line projection. /// Note: we can think of it as a projection to a ray placed at the origin. pubfn project_on(&self, vector: &Vector3D<f64>) -> LineProjection {
LineProjection {
markers: [
vector.dot(self.points[0].to_vector()),
vector.dot(self.points[1].to_vector()),
vector.dot(self.points[2].to_vector()),
vector.dot(self.points[3].to_vector()),
],
}
}
/// Compute the line of intersection with an infinite plane. pubfn intersect_plane(&self, other: &Plane) -> Intersection<Line> { if other.are_outside(&self.points) {
log::debug!("\t\tOutside of the plane"); return Intersection::Outside;
} matchself.plane.intersect(&other) {
Some(line) => Intersection::Inside(line),
None => {
log::debug!("\t\tCoplanar");
Intersection::Coplanar
}
}
}
/// Compute the line of intersection with another polygon. pubfn intersect(&self, other: &Self) -> Intersection<Line> { ifself.plane.are_outside(&other.points) || other.plane.are_outside(&self.points) {
log::debug!("\t\tOne is completely outside of the other"); return Intersection::Outside;
} matchself.plane.intersect(&other.plane) {
Some(line) => { let self_proj = self.project_on(&line.dir); let other_proj = other.project_on(&line.dir); if self_proj.intersect(&other_proj) {
Intersection::Inside(line)
} else { // projections on the line don't intersect
log::debug!("\t\tProjection is outside");
Intersection::Outside
}
}
None => {
log::debug!("\t\tCoplanar");
Intersection::Coplanar
}
}
}
fn split_impl(
&mutself,
first: (usize, Point3D<f64>),
second: (usize, Point3D<f64>),
) -> (Option<Self>, Option<Self>) { //TODO: can be optimized for when the polygon has a redundant 4th vertex //TODO: can be simplified greatly if only working with triangles
log::debug!("\t\tReached complex case [{}, {}]", first.0, second.0); let base = first.0;
assert!(base < self.points.len()); match second.0 - first.0 { 1 => { // rect between the cut at the diagonal let other1 = Polygon {
points: [
first.1,
second.1, self.points[(base + 2) & 3], self.points[base],
],
..self.clone()
}; // triangle on the near side of the diagonal let other2 = Polygon {
points: [ self.points[(base + 2) & 3], self.points[(base + 3) & 3], self.points[base], self.points[base],
],
..self.clone()
}; // triangle being cut out self.points = [first.1, self.points[(base + 1) & 3], second.1, second.1];
(Some(other1), Some(other2))
} 2 => { // rect on the far side let other = Polygon {
points: [
first.1, self.points[(base + 1) & 3], self.points[(base + 2) & 3],
second.1,
],
..self.clone()
}; // rect on the near side self.points = [
first.1,
second.1, self.points[(base + 3) & 3], self.points[base],
];
(Some(other), None)
} 3 => { // rect between the cut at the diagonal let other1 = Polygon {
points: [
first.1, self.points[(base + 1) & 3], self.points[(base + 3) & 3],
second.1,
],
..self.clone()
}; // triangle on the far side of the diagonal let other2 = Polygon {
points: [ self.points[(base + 1) & 3], self.points[(base + 2) & 3], self.points[(base + 3) & 3], self.points[(base + 3) & 3],
],
..self.clone()
}; // triangle being cut out self.points = [first.1, second.1, self.points[base], self.points[base]];
(Some(other1), Some(other2))
}
_ => panic!("Unexpected indices {} {}", first.0, second.0),
}
}
/// Split the polygon along the specified `Line`. /// Will do nothing if the line doesn't belong to the polygon plane. #[deprecated(note = "Use split_with_normal instead")] pubfn split(&mutself, line: &Line) -> (Option<Self>, Option<Self>) {
log::debug!("\tSplitting"); // check if the cut is within the polygon plane first if !is_zero(self.plane.normal.dot(line.dir))
|| !is_zero(self.plane.signed_distance_to(&line.origin))
{
log::debug!( "\t\tDoes not belong to the plane, normal dot={:?}, origin distance={:?}", self.plane.normal.dot(line.dir), self.plane.signed_distance_to(&line.origin)
); return (None, None);
} // compute the intersection points for each edge letmut cuts = [None; 4]; for ((&b, &a), cut) inself
.points
.iter()
.cycle()
.skip(1)
.zip(self.points.iter())
.zip(cuts.iter_mut())
{ iflet Some(t) = line.intersect_edge(a..b) { if t >= 0.0 && t < 1.0 {
*cut = Some(a + (b - a) * t);
}
}
}
let first = match cuts.iter().position(|c| c.is_some()) {
Some(pos) => pos,
None => return (None, None),
}; let second = match cuts[first + 1..].iter().position(|c| c.is_some()) {
Some(pos) => first + 1 + pos,
None => return (None, None),
}; self.split_impl(
(first, cuts[first].unwrap()),
(second, cuts[second].unwrap()),
)
}
/// Split the polygon along the specified `Line`, with a normal to the split line provided. /// This is useful when called by the plane splitter, since the other plane's normal /// forms the side direction here, and figuring out the actual line of split isn't needed. /// Will do nothing if the line doesn't belong to the polygon plane. pubfn split_with_normal(
&mutself,
line: &Line,
normal: &Vector3D<f64>,
) -> (Option<Self>, Option<Self>) {
log::debug!("\tSplitting with normal"); // figure out which side of the split does each point belong to letmut sides = [0.0; 4]; let (mut cut_positive, mut cut_negative) = (None, None); for (side, point) in sides.iter_mut().zip(&self.points) {
*side = normal.dot(*point - line.origin);
} // compute the edge intersection points for (i, ((&side1, point1), (&side0, point0))) in sides[1..]
.iter()
.chain(iter::once(&sides[0]))
.zip(self.points[1..].iter().chain(iter::once(&self.points[0])))
.zip(sides.iter().zip(&self.points))
.enumerate()
{ // figure out if an edge between 0 and 1 needs to be cut let cut = if side0 < 0.0 && side1 >= 0.0 {
&mut cut_positive
} elseif side0 > 0.0 && side1 <= 0.0 {
&mut cut_negative
} else { continue;
}; // compute the cut point by weighting the opposite distances // // Note: this algorithm is designed to not favor one end of the edge over the other. // The previous approach of calling `intersect_edge` sometimes ended up with "t" ever // slightly outside of [0, 1] range, since it was computing it relative to the first point only. // // Given that we are intersecting two straight lines, the triangles on both // sides of intersection are alike, so distances along the [point0, point1] line // are proportional to the side vector lengths we just computed: (side0, side1). let point =
(*point0 * side1.abs() + point1.to_vector() * side0.abs()) / (side0 - side1).abs(); if cut.is_some() { // We don't expect that the direction changes more than once, unless // the polygon is close to redundant, and we hit precision issues when // computing the sides.
log::warn!("Splitting failed due to precision issues: {:?}", sides); break;
}
*cut = Some((i, point));
} // form new polygons iflet (Some(first), Some(mut second)) = (cut_positive, cut_negative) { if second.0 < first.0 {
second.0 += 4;
} self.split_impl(first, second)
} else {
(None, None)
}
}
/// Cut a polygon with another one. /// /// Write the resulting polygons in `front` and `back` if the polygon needs to be split. pubfn cut(
&self,
poly: &Self,
front: &mut SmallVec<[Polygon<A>; 2]>,
back: &mut SmallVec<[Polygon<A>; 2]>,
) -> PlaneCut { //Note: we treat `self` as a plane, and `poly` as a concrete polygon here let (intersection, dist) = matchself.plane.intersect(&poly.plane) {
None => { let ndot = self.plane.normal.dot(poly.plane.normal); let dist = self.plane.offset - ndot * poly.plane.offset;
(Intersection::Coplanar, dist)
}
Some(_) ifself.plane.are_outside(&poly.points[..]) => { //Note: we can't start with `are_outside` because it's subject to FP precision let dist = self.plane.signed_distance_sum_to(&poly);
(Intersection::Outside, dist)
}
Some(line) => { //Note: distance isn't relevant here
(Intersection::Inside(line), 0.0)
}
};
match intersection { //Note: we deliberately make the comparison wider than just with T::epsilon(). // This is done to avoid mistakenly ordering items that should be on the same // plane but end up slightly different due to the floating point precision.
Intersection::Coplanar if is_zero(dist) => PlaneCut::Sibling,
Intersection::Coplanar | Intersection::Outside => { if dist > 0.0 {
front.push(poly.clone());
} else {
back.push(poly.clone());
}
for sub in iter::once(poly)
.chain(res_add1)
.chain(res_add2)
.filter(|p| !p.is_empty())
{ let dist = self.plane.signed_distance_sum_to(&sub); if dist > 0.0 {
front.push(sub)
} else {
back.push(sub)
}
}
PlaneCut::Cut
}
}
}
/// Returns whether both polygon's planes are parallel. pubfn is_aligned(&self, other: &Self) -> bool { self.plane.normal.dot(other.plane.normal) > 0.0
}
}
/// The result of a polygon being cut by a plane. /// The "cut" here is an attempt to classify a plane as being /// in front or in the back of another one. #[derive(Debug, PartialEq)] pubenum PlaneCut { /// The planes are one the same geometrical plane.
Sibling, /// Planes are different, thus we can either determine that /// our plane is completely in front/back of another one, /// or split it into these sub-groups.
Cut,
}
#[test] fn test_split_precision() { // regression test for https://bugzilla.mozilla.org/show_bug.cgi?id=1678454 letmut polygon = Polygon::<()> {
points: [
Point3D::new(300.0102, 150.00958, 0.0),
Point3D::new(606.0, 306.0, 0.0),
Point3D::new(300.21954, 150.11946, 0.0),
Point3D::new(300.08844, 150.05064, 0.0),
],
plane: Plane {
normal: Vector3D::zero(),
offset: 0.0,
},
anchor: (),
}; let line = Line {
origin: Point3D::new(3.0690663, -5.8472385, 0.0),
dir: Vector3D::new(0.8854436, 0.46474677, -0.0),
}; let normal = Vector3D::new(0.46474662, -0.8854434, -0.0006389789);
polygon.split_with_normal(&line, &normal);
}
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