// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Alec Jacobson // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #ifndef IGL_SELFINTERSECTMESH_H #define IGL_SELFINTERSECTMESH_H #include "CGAL_includes.hpp" #include "selfintersect.h" #include #include #include #include #ifndef IGL_FIRST_HIT_EXCEPTION #define IGL_FIRST_HIT_EXCEPTION 10 #endif // The easiest way to keep track of everything is to use a class namespace igl { // Kernel is a CGAL kernel like: // CGAL::Exact_predicates_inexact_constructions_kernel // or // CGAL::Exact_predicates_exact_constructions_kernel template class SelfIntersectMesh { public: // 3D Primitives typedef CGAL::Point_3 Point_3; typedef CGAL::Segment_3 Segment_3; typedef CGAL::Triangle_3 Triangle_3; typedef CGAL::Plane_3 Plane_3; typedef CGAL::Tetrahedron_3 Tetrahedron_3; typedef CGAL::Polyhedron_3 Polyhedron_3; typedef CGAL::Nef_polyhedron_3 Nef_polyhedron_3; // 2D Primitives typedef CGAL::Point_2 Point_2; typedef CGAL::Segment_2 Segment_2; typedef CGAL::Triangle_2 Triangle_2; // 2D Constrained Delaunay Triangulation types typedef CGAL::Triangulation_vertex_base_2 TVB_2; typedef CGAL::Constrained_triangulation_face_base_2 CTFB_2; typedef CGAL::Triangulation_data_structure_2 TDS_2; typedef CGAL::Exact_intersections_tag Itag; typedef CGAL::Constrained_Delaunay_triangulation_2 CDT_2; typedef CGAL::Constrained_triangulation_plus_2 CDT_plus_2; // Axis-align boxes for all-pairs self-intersection detection typedef std::vector Triangles; typedef typename Triangles::iterator TrianglesIterator; typedef typename Triangles::const_iterator TrianglesConstIterator; typedef CGAL::Box_intersection_d::Box_with_handle_d Box; // Input mesh const Eigen::MatrixXd & V; const Eigen::MatrixXi & F; // Number of self-intersecting triangle pairs int count; std::vector > F_objects; Triangles T; std::list lIF; std::vector offensive; std::vector offending_index; std::vector offending; // Make a short name for the edge map's key typedef std::pair EMK; // Make a short name for the type stored at each edge, the edge map's // value typedef std::list EMV; // Make a short name for the edge map typedef std::map EdgeMap; EdgeMap edge2faces; public: SelfintersectParam params; public: // Constructs (VV,FF) a new mesh with self-intersections of (V,F) // subdivided // // See also: selfintersect.h inline SelfIntersectMesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const SelfintersectParam & params, Eigen::MatrixXd & VV, Eigen::MatrixXi & FF, Eigen::MatrixXi & IF, Eigen::VectorXi & J, Eigen::VectorXi & IM ); private: // Helper function to mark a face as offensive // // Inputs: // f index of face in F inline void mark_offensive(const int f); // Helper function to count intersections between faces // // Input: // fa index of face A in F // fb index of face B in F inline void count_intersection(const int fa,const int fb); // Helper function for box_intersect. Intersect two triangles A and B, // append the intersection object (point,segment,triangle) to a running // list for A and B // // Inputs: // A triangle in 3D // B triangle in 3D // fa index of A in F (and F_objects) // fb index of A in F (and F_objects) // Returns true only if A intersects B // inline bool intersect( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb); // Helper function for box_intersect. In the case where A and B have // already been identified to share a vertex, then we only want to add // possible segment intersections. Assumes truly duplicate triangles are // not given as input // // Inputs: // A triangle in 3D // B triangle in 3D // fa index of A in F (and F_objects) // fb index of B in F (and F_objects) // va index of shared vertex in A (and F_objects) // vb index of shared vertex in B (and F_objects) //// Returns object of intersection (should be Segment or point) // Returns true if intersection (besides shared point) // inline bool single_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb, const int va, const int vb); // Helper handling one direction inline bool single_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb, const int va); // Helper function for box_intersect. In the case where A and B have // already been identified to share two vertices, then we only want to add // a possible coplanar (Triangle) intersection. Assumes truly degenerate // facets are not givine as input. inline bool double_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb); public: // Callback function called during box self intersections test. Means // boxes a and b intersect. This method then checks if the triangles in // each box intersect and if so, then processes the intersections // // Inputs: // a box containing a triangle // b box containing a triangle inline void box_intersect(const Box& a, const Box& b); private: // Compute 2D delaunay triangulation of a given 3d triangle and a list of // intersection objects (points,segments,triangles). CGAL uses an affine // projection rather than an isometric projection, so we're not // guaranteed that the 2D delaunay triangulation here will be a delaunay // triangulation in 3D. // // Inputs: // A triangle in 3D // A_objects_3 updated list of intersection objects for A // Outputs: // cdt Contrained delaunay triangulation in projected 2D plane inline void projected_delaunay( const Triangle_3 & A, const std::list & A_objects_3, CDT_plus_2 & cdt); // Getters: public: //const std::list& get_lIF() const{ return lIF;} static inline void box_intersect( SelfIntersectMesh * SIM, const SelfIntersectMesh::Box &a, const SelfIntersectMesh::Box &b); }; } // Implementation #include "mesh_to_cgal_triangle_list.h" #include #include #include #include #include #include #include #include // References: // http://minregret.googlecode.com/svn/trunk/skyline/src/extern/CGAL-3.3.1/examples/Polyhedron/polyhedron_self_intersection.cpp // http://www.cgal.org/Manual/3.9/examples/Boolean_set_operations_2/do_intersect.cpp // Q: Should we be using CGAL::Polyhedron_3? // A: No! Input is just a list of unoriented triangles. Polyhedron_3 requires // a 2-manifold. // A: But! It seems we could use CGAL::Triangulation_3. Though it won't be easy // to take advantage of functions like insert_in_facet because we want to // constrain segments. Hmmm. Actualy Triangulation_3 doesn't look right... //static void box_intersect(SelfIntersectMesh * SIM,const Box & A, const Box & B) //{ // return SIM->box_intersect(A,B); //} // CGAL's box_self_intersection_d uses C-style function callbacks without // userdata. This is a leapfrog method for calling a member function. It should // be bound as if the prototype was: // static void box_intersect(const Box &a, const Box &b) // using boost: // boost::function cb // = boost::bind(&::box_intersect, this, _1,_2); // template inline void igl::SelfIntersectMesh::box_intersect( igl::SelfIntersectMesh * SIM, const typename igl::SelfIntersectMesh::Box &a, const typename igl::SelfIntersectMesh::Box &b) { SIM->box_intersect(a,b); } template inline igl::SelfIntersectMesh::SelfIntersectMesh( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const SelfintersectParam & params, Eigen::MatrixXd & VV, Eigen::MatrixXi & FF, Eigen::MatrixXi & IF, Eigen::VectorXi & J, Eigen::VectorXi & IM): V(V), F(F), count(0), F_objects(F.rows()), T(), lIF(), offensive(F.rows(),false), offending_index(F.rows(),-1), offending(), edge2faces(), params(params) { using namespace std; using namespace Eigen; // Compute and process self intersections mesh_to_cgal_triangle_list(V,F,T); // http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Box_intersection_d/Chapter_main.html#Section_63.5 // Create the corresponding vector of bounding boxes std::vector boxes; boxes.reserve(T.size()); for ( TrianglesIterator tit = T.begin(); tit != T.end(); ++tit) { boxes.push_back(Box(tit->bbox(), tit)); } // Leapfrog callback boost::function cb = boost::bind(&box_intersect, this, _1,_2); // Run the self intersection algorithm with all defaults try{ CGAL::box_self_intersection_d(boxes.begin(), boxes.end(),cb); }catch(int e) { // Rethrow if not IGL_FIRST_HIT_EXCEPTION if(e != IGL_FIRST_HIT_EXCEPTION) { throw e; } // Otherwise just fall through } // Convert lIF to Eigen matrix assert(lIF.size()%2 == 0); IF.resize(lIF.size()/2,2); { int i=0; for( typename list::const_iterator ifit = lIF.begin(); ifit!=lIF.end(); ) { IF(i,0) = (*ifit); ifit++; IF(i,1) = (*ifit); ifit++; i++; } } if(params.detect_only) { return; } int NF_count = 0; // list of new faces, we'll fix F later vector NF(offending.size()); // list of new vertices list NV; int NV_count = 0; vector cdt(offending.size()); vector P(offending.size()); // Use map for *all* faces map v2i; // Loop over offending triangles for(int o = 0;o<(int)offending.size();o++) { // index in F const int f = offending[o]; projected_delaunay(T[f],F_objects[f],cdt[o]); // Q: Is this also delaunay in 3D? // A: No, because the projection is affine and delaunay is not affine // invariant. // Q: Then, can't we first get the 2D delaunay triangulation, then lift it // to 3D and flip any offending edges? // Plane of projection (also used by projected_delaunay) P[o] = Plane_3(T[f].vertex(0),T[f].vertex(1),T[f].vertex(2)); // Build index map { int i=0; for( typename CDT_plus_2::Finite_vertices_iterator vit = cdt[o].finite_vertices_begin(); vit != cdt[o].finite_vertices_end(); ++vit) { if(i<3) { //cout<point())?" == ":" != ")<< // P[o].to_3d(vit->point())<point())); #endif // For first three, use original index in F v2i[vit] = F(f,i); }else { const Point_3 vit_point_3 = P[o].to_3d(vit->point()); // First look up each edge's neighbors to see if exact point has // already been added (This makes everything a bit quadratic) bool found = false; for(int e = 0; e<3 && !found;e++) { // Index of F's eth edge in V int i = F(f,(e+1)%3); int j = F(f,(e+2)%3); // Be sure that ij) { swap(i,j); } assert(edge2faces.count(EMK(i,j))==1); // loop over neighbors for( list::const_iterator nit = edge2faces[EMK(i,j)].begin(); nit != edge2faces[EMK(i,j)].end() && !found; nit++) { // don't consider self if(*nit == f) { continue; } // index of neighbor in offending (to find its cdt) int no = offending_index[*nit]; // Loop over vertices of that neighbor's cdt (might not have been // processed yet, but then it's OK because it'll just be empty) for( typename CDT_plus_2::Finite_vertices_iterator uit = cdt[no].finite_vertices_begin(); uit != cdt[no].finite_vertices_end() && !found; ++uit) { if(vit_point_3 == P[no].to_3d(uit->point())) { assert(v2i.count(uit) == 1); v2i[vit] = v2i[uit]; found = true; } } } } if(!found) { v2i[vit] = V.rows()+NV_count; NV.push_back(vit_point_3); NV_count++; } } i++; } } { int i = 0; // Resize to fit new number of triangles NF[o].resize(cdt[o].number_of_faces(),3); NF_count+=NF[o].rows(); // Append new faces to NF for( typename CDT_plus_2::Finite_faces_iterator fit = cdt[o].finite_faces_begin(); fit != cdt[o].finite_faces_end(); ++fit) { NF[o](i,0) = v2i[fit->vertex(0)]; NF[o](i,1) = v2i[fit->vertex(1)]; NF[o](i,2) = v2i[fit->vertex(2)]; i++; } } } assert(NV_count == (int)NV.size()); // Build output #ifndef NDEBUG { int off_count = 0; for(int f = 0;f::const_iterator nvit = NV.begin(); nvit != NV.end(); nvit++) { for(int d = 0;d<3;d++) { const Point_3 & p = *nvit; VV(V.rows()+i,d) = CGAL::to_double(p[d]); // This distinction does not seem necessary: //#ifdef INEXACT_CONSTRUCTION // VV(V.rows()+i,d) = CGAL::to_double(p[d]); //#else // VV(V.rows()+i,d) = CGAL::to_double(p[d].exact()); //#endif } i++; } } IM.resize(VV.rows(),1); map vv2i; // Safe to check for duplicates using double for original vertices: if // incoming reps are different then the points are unique. for(int v = 0;v::const_iterator nvit = NV.begin(); nvit != NV.end(); nvit++) { const Point_3 & p = *nvit; if(vv2i.count(p)==0) { vv2i[p] = v; } assert(vv2i.count(p) == 1); IM(v) = vv2i[p]; v++; } } // Q: Does this give the same result as TETGEN? // A: For the cow and beast, yes. // Q: Is tetgen faster than this CGAL implementation? // A: Well, yes. But Tetgen is only solving the detection (predicates) // problem. This is also appending the intersection objects (construction). // But maybe tetgen is still faster for the detection part. For example, this // CGAL implementation on the beast takes 98 seconds but tetgen detection // takes 14 seconds } template inline void igl::SelfIntersectMesh::mark_offensive(const int f) { using namespace std; lIF.push_back(f); if(!offensive[f]) { offensive[f]=true; offending_index[f]=offending.size(); offending.push_back(f); // Add to edge map for(int e = 0; e<3;e++) { // Index of F's eth edge in V int i = F(f,(e+1)%3); int j = F(f,(e+2)%3); // Be sure that ij) { swap(i,j); } // Create new list if there is no entry if(edge2faces.count(EMK(i,j))==0) { edge2faces[EMK(i,j)] = list(); } // append to list edge2faces[EMK(i,j)].push_back(f); } } } template inline void igl::SelfIntersectMesh::count_intersection( const int fa, const int fb) { mark_offensive(fa); mark_offensive(fb); this->count++; // We found the first intersection if(params.first_only && this->count >= 1) { throw IGL_FIRST_HIT_EXCEPTION; } } template inline bool igl::SelfIntersectMesh::intersect( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb) { // Determine whether there is an intersection if(!CGAL::do_intersect(A,B)) { return false; } if(!params.detect_only) { // Construct intersection CGAL::Object result = CGAL::intersection(A,B); F_objects[fa].push_back(result); F_objects[fb].push_back(result); } count_intersection(fa,fb); return true; } template inline bool igl::SelfIntersectMesh::single_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb, const int va, const int vb) { ////using namespace std; //CGAL::Object result = CGAL::intersection(A,B); //if(CGAL::object_cast(&result)) //{ // // Append to each triangle's running list // F_objects[fa].push_back(result); // F_objects[fb].push_back(result); // count_intersection(fa,fb); //}else //{ // // Then intersection must be at point // // And point must be at shared vertex // assert(CGAL::object_cast(&result)); //} if(single_shared_vertex(A,B,fa,fb,va)) { return true; } return single_shared_vertex(B,A,fb,fa,vb); } template inline bool igl::SelfIntersectMesh::single_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb, const int va) { // This was not a good idea. It will not handle coplanar triangles well. using namespace std; Segment_3 sa( A.vertex((va+1)%3), A.vertex((va+2)%3)); if(CGAL::do_intersect(sa,B)) { CGAL::Object result = CGAL::intersection(sa,B); if(const Point_3 * p = CGAL::object_cast(&result)) { if(!params.detect_only) { // Single intersection --> segment from shared point to intersection CGAL::Object seg = CGAL::make_object(Segment_3( A.vertex(va), *p)); F_objects[fa].push_back(seg); F_objects[fb].push_back(seg); } count_intersection(fa,fb); return true; }else if(CGAL::object_cast(&result)) { //cerr< triangle from shared point to intersection //CGAL::Object tri = CGAL::make_object(Triangle_3( // A.vertex(va), // s->vertex(0), // s->vertex(1))); //F_objects[fa].push_back(tri); //F_objects[fb].push_back(tri); //count_intersection(fa,fb); // Need to do full test. Intersection could be a general poly. bool test = intersect(A,B,fa,fb); ((void)test); assert(test); } return true; }else { cerr< inline bool igl::SelfIntersectMesh::double_shared_vertex( const Triangle_3 & A, const Triangle_3 & B, const int fa, const int fb) { using namespace std; // Cheaper way to do this than calling do_intersect? if( // Can only have an intersection if co-planar (A.supporting_plane() == B.supporting_plane() || A.supporting_plane() == B.supporting_plane().opposite()) && CGAL::do_intersect(A,B)) { // Construct intersection try { CGAL::Object result = CGAL::intersection(A,B); if(result) { if(CGAL::object_cast(&result)) { // not coplanar return false; } else if(CGAL::object_cast(&result)) { // this "shouldn't" happen but does for inexact return false; } else { if(!params.detect_only) { // Triangle object F_objects[fa].push_back(result); F_objects[fb].push_back(result); } count_intersection(fa,fb); //cerr< inline void igl::SelfIntersectMesh::box_intersect( const Box& a, const Box& b) { using namespace std; // index in F and T int fa = a.handle()-T.begin(); int fb = b.handle()-T.begin(); const Triangle_3 & A = *a.handle(); const Triangle_3 & B = *b.handle(); // I'm not going to deal with degenerate triangles, though at some point we // should assert(!a.handle()->is_degenerate()); assert(!b.handle()->is_degenerate()); // Number of combinatorially shared vertices int comb_shared_vertices = 0; // Number of geometrically shared vertices (*not* including combinatorially // shared) int geo_shared_vertices = 0; // Keep track of shared vertex indices (we only handles single shared // vertices as a special case, so just need last/first/only ones) int va=-1,vb=-1; int ea,eb; for(ea=0;ea<3;ea++) { for(eb=0;eb<3;eb++) { if(F(fa,ea) == F(fb,eb)) { comb_shared_vertices++; va = ea; vb = eb; }else if(A.vertex(ea) == B.vertex(eb)) { geo_shared_vertices++; va = ea; vb = eb; } } } const int total_shared_vertices = comb_shared_vertices + geo_shared_vertices; if(comb_shared_vertices== 3) { // Combinatorially duplicate face, these should be removed by preprocessing cerr< 0) //{ // bool coplanar = // CGAL::coplanar(A.vertex(0),A.vertex(1),A.vertex(2),B.vertex(0)) && // CGAL::coplanar(A.vertex(0),A.vertex(1),A.vertex(2),B.vertex(1)) && // CGAL::coplanar(A.vertex(0),A.vertex(1),A.vertex(2),B.vertex(2)); // if(coplanar) // { // cerr<=0 && va<3); assert(vb>=0 && vb<3); //#ifndef NDEBUG // CGAL::Object result = //#endif single_shared_vertex(A,B,fa,fb,va,vb); //#ifndef NDEBUG // if(!CGAL::object_cast(&result)) // { // const Point_3 * p = CGAL::object_cast(&result); // assert(p); // for(int ea=0;ea<3;ea++) // { // for(int eb=0;eb<3;eb++) // { // if(F(fa,ea) == F(fb,eb)) // { // assert(*p==A.vertex(ea)); // assert(*p==B.vertex(eb)); // } // } // } // } //#endif }else { //full: // No geometrically shared vertices, do general intersect intersect(*a.handle(),*b.handle(),fa,fb); } done: return; } // Compute 2D delaunay triangulation of a given 3d triangle and a list of // intersection objects (points,segments,triangles). CGAL uses an affine // projection rather than an isometric projection, so we're not guaranteed // that the 2D delaunay triangulation here will be a delaunay triangulation // in 3D. // // Inputs: // A triangle in 3D // A_objects_3 updated list of intersection objects for A // Outputs: // cdt Contrained delaunay triangulation in projected 2D plane template inline void igl::SelfIntersectMesh::projected_delaunay( const Triangle_3 & A, const std::list & A_objects_3, CDT_plus_2 & cdt) { using namespace std; // http://www.cgal.org/Manual/3.2/doc_html/cgal_manual/Triangulation_2/Chapter_main.html#Section_2D_Triangulations_Constrained_Plus // Plane of triangle A Plane_3 P(A.vertex(0),A.vertex(1),A.vertex(2)); // Insert triangle into vertices typename CDT_plus_2::Vertex_handle corners[3]; for(int i = 0;i<3;i++) { corners[i] = cdt.insert(P.to_2d(A.vertex(i))); } // Insert triangle edges as constraints for(int i = 0;i<3;i++) { cdt.insert_constraint( corners[(i+1)%3], corners[(i+2)%3]); } // Insert constraints for intersection objects for( typename list::const_iterator lit = A_objects_3.begin(); lit != A_objects_3.end(); lit++) { CGAL::Object obj = *lit; if(const Point_3 *ipoint = CGAL::object_cast(&obj)) { // Add point cdt.insert(P.to_2d(*ipoint)); } else if(const Segment_3 *iseg = CGAL::object_cast(&obj)) { // Add segment constraint cdt.insert_constraint(P.to_2d(iseg->vertex(0)),P.to_2d(iseg->vertex(1))); } else if(const Triangle_3 *itri = CGAL::object_cast(&obj)) { // Add 3 segment constraints cdt.insert_constraint(P.to_2d(itri->vertex(0)),P.to_2d(itri->vertex(1))); cdt.insert_constraint(P.to_2d(itri->vertex(1)),P.to_2d(itri->vertex(2))); cdt.insert_constraint(P.to_2d(itri->vertex(2)),P.to_2d(itri->vertex(0))); } else if(const std::vector *polyp = CGAL::object_cast< std::vector >(&obj)) { //cerr< & poly = *polyp; const int m = poly.size(); assert(m>=2); for(int p = 0;p