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/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.apache.commons.geometry.euclidean.threed.mesh;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.NoSuchElementException;
import java.util.Objects;
import java.util.TreeMap;
import java.util.function.Function;
import java.util.stream.Stream;
import java.util.stream.StreamSupport;
import org.apache.commons.geometry.core.Transform;
import org.apache.commons.geometry.core.precision.DoublePrecisionContext;
import org.apache.commons.geometry.euclidean.threed.BoundarySource3D;
import org.apache.commons.geometry.euclidean.threed.Bounds3D;
import org.apache.commons.geometry.euclidean.threed.PlaneConvexSubset;
import org.apache.commons.geometry.euclidean.threed.Planes;
import org.apache.commons.geometry.euclidean.threed.Triangle3D;
import org.apache.commons.geometry.euclidean.threed.Vector3D;
/** A simple implementation of the {@link TriangleMesh} interface. This class ensures that
* faces always contain 3 valid references into the vertex list but does not enforce that
* the referenced vertices are unique or that they define a triangle with non-zero size. For
* example, a mesh could contain a face with 3 vertices that are considered equivalent by the
* configured precision context. Attempting to call the {@link TriangleMesh.Face#getPolygon()}
* method on such a face results in an exception. The
* {@link TriangleMesh.Face#definesPolygon()} method can be used to determine if a face defines
* a valid triangle.
*
* <p>Instances of this class are guaranteed to be immutable.</p>
*/
public final class SimpleTriangleMesh implements TriangleMesh {
/** Vertices in the mesh. */
private final List<Vector3D> vertices;
/** Faces in the mesh. */
private final List<int[]> faces;
/** The bounds of the mesh. */
private final Bounds3D bounds;
/** Object used for floating point comparisons. */
private final DoublePrecisionContext precision;
/** Construct a new instance from a vertex list and set of faces. No validation is
* performed on the input.
* @param vertices vertex list
* @param faces face indices list
* @param bounds mesh bounds
* @param precision precision context used when creating face polygons
*/
private SimpleTriangleMesh(final List<Vector3D> vertices, final List<int[]> faces, final Bounds3D bounds,
final DoublePrecisionContext precision) {
this.vertices = Collections.unmodifiableList(vertices);
this.faces = Collections.unmodifiableList(faces);
this.bounds = bounds;
this.precision = precision;
}
/** {@inheritDoc} */
@Override
public Iterable<Vector3D> vertices() {
return getVertices();
}
/** {@inheritDoc} */
@Override
public List<Vector3D> getVertices() {
return vertices;
}
/** {@inheritDoc} */
@Override
public int getVertexCount() {
return vertices.size();
}
/** {@inheritDoc} */
@Override
public Iterable<TriangleMesh.Face> faces() {
return () -> new FaceIterator<>(Function.identity());
}
/** {@inheritDoc} */
@Override
public List<TriangleMesh.Face> getFaces() {
final int count = getFaceCount();
final List<Face> faceList = new ArrayList<>(count);
for (int i = 0; i < count; ++i) {
faceList.add(getFace(i));
}
return faceList;
}
/** {@inheritDoc} */
@Override
public int getFaceCount() {
return faces.size();
}
/** {@inheritDoc} */
@Override
public TriangleMesh.Face getFace(final int index) {
return new SimpleTriangleFace(index, faces.get(index));
}
/** {@inheritDoc} */
@Override
public Bounds3D getBounds() {
return bounds;
}
/** Get the precision context for the mesh. This context is used during construction of
* face {@link Triangle3D} instances.
* @return the precision context for the mesh
*/
public DoublePrecisionContext getPrecision() {
return precision;
}
/** {@inheritDoc} */
@Override
public Stream<PlaneConvexSubset> boundaryStream() {
return createFaceStream(Face::getPolygon);
}
/** {@inheritDoc} */
@Override
public Stream<Triangle3D> triangleStream() {
return createFaceStream(Face::getPolygon);
}
/** {@inheritDoc} */
@Override
public SimpleTriangleMesh transform(final Transform<Vector3D> transform) {
// only the vertices and bounds are modified; the faces are the same
final Bounds3D.Builder boundsBuilder = Bounds3D.builder();
final List<Vector3D> tVertices = new ArrayList<>(vertices.size());
Vector3D tVertex;
for (final Vector3D vertex : vertices) {
tVertex = transform.apply(vertex);
boundsBuilder.add(tVertex);
tVertices.add(tVertex);
}
final Bounds3D tBounds = boundsBuilder.hasBounds() ?
boundsBuilder.build() :
null;
return new SimpleTriangleMesh(tVertices, faces, tBounds, precision);
}
/** Return this instance if the given precision context is equal to the current precision context.
* Otherwise, create a new mesh with the given precision context but the same vertices, faces, and
* bounds.
* @param meshPrecision precision context to use when generating face polygons
* @return a mesh instance with the given precision context and the same mesh structure as the current
* instance
*/
@Override
public SimpleTriangleMesh toTriangleMesh(final DoublePrecisionContext meshPrecision) {
if (this.precision.equals(meshPrecision)) {
return this;
}
return new SimpleTriangleMesh(vertices, faces, bounds, meshPrecision);
}
/** {@inheritDoc} */
@Override
public String toString() {
final StringBuilder sb = new StringBuilder();
sb.append(getClass().getSimpleName())
.append("[vertexCount= ")
.append(getVertexCount())
.append(", faceCount= ")
.append(getFaceCount())
.append(", bounds= ")
.append(getBounds())
.append(']');
return sb.toString();
}
/** Create a stream containing the results of applying {@code fn} to each face in
* the mesh.
* @param <T> Stream element type
* @param fn function used to extract the stream values from each face
* @return a stream containing the results of applying {@code fn} to each face in
* the mesh
*/
private <T> Stream<T> createFaceStream(final Function<TriangleMesh.Face, T> fn) {
final Iterable<T> iterable = () -> new FaceIterator<>(fn);
return StreamSupport.stream(iterable.spliterator(), false);
}
/** Return a builder for creating new triangle mesh objects.
* @param precision precision object used for floating point comparisons
* @return a builder for creating new triangle mesh objects
*/
public static Builder builder(final DoublePrecisionContext precision) {
return new Builder(precision);
}
/** Construct a new triangle mesh from the given vertices and face indices.
* @param vertices vertices for the mesh
* @param faces face indices for the mesh
* @param precision precision context used for floating point comparisons
* @return a new triangle mesh instance
* @throws IllegalArgumentException if any of the face index arrays does not have exactly 3 elements or
* if any index is not a valid index into the vertex list
*/
public static SimpleTriangleMesh from(final Vector3D[] vertices, final int[][] faces,
final DoublePrecisionContext precision) {
return from(Arrays.asList(vertices), Arrays.asList(faces), precision);
}
/** Construct a new triangle mesh from the given vertices and face indices.
* @param vertices vertices for the mesh
* @param faces face indices for the mesh
* @param precision precision context used for floating point comparisons
* @return a new triangle mesh instance
* @throws IllegalArgumentException if any of the face index arrays does not have exactly 3 elements or
* if any index is not a valid index into the vertex list
*/
public static SimpleTriangleMesh from(final Collection<Vector3D> vertices, final Collection<int[]> faces,
final DoublePrecisionContext precision) {
final Builder builder = builder(precision);
return builder.addVertices(vertices)
.addFaces(faces)
.build();
}
/** Construct a new mesh instance containing all triangles from the given boundary
* source. Equivalent vertices are reused wherever possible.
* @param boundarySrc boundary source to construct a mesh from
* @param precision precision context used for floating point comparisons
* @return new mesh instance containing all triangles from the given boundary
* source
* @throws IllegalStateException if any boundary in the boundary source has infinite size and cannot
* be converted to triangles
*/
public static SimpleTriangleMesh from(final BoundarySource3D boundarySrc, final DoublePrecisionContext precision) {
final Builder builder = builder(precision);
try (Stream<Triangle3D> stream = boundarySrc.triangleStream()) {
stream.forEach(tri -> builder.addFaceUsingVertices(
tri.getPoint1(),
tri.getPoint2(),
tri.getPoint3()));
}
return builder.build();
}
/** Internal implementation of {@link TriangleMesh.Face}.
*/
private final class SimpleTriangleFace implements TriangleMesh.Face {
/** The index of the face in the mesh. */
private final int index;
/** Vertex indices for the face. */
private final int[] vertexIndices;
SimpleTriangleFace(final int index, final int[] vertexIndices) {
this.index = index;
this.vertexIndices = vertexIndices;
}
/** {@inheritDoc} */
@Override
public int getIndex() {
return index;
}
/** {@inheritDoc} */
@Override
public int[] getVertexIndices() {
return vertexIndices.clone();
}
/** {@inheritDoc} */
@Override
public List<Vector3D> getVertices() {
return Arrays.asList(
getPoint1(),
getPoint2(),
getPoint3());
}
/** {@inheritDoc} */
@Override
public Vector3D getPoint1() {
return vertices.get(vertexIndices[0]);
}
/** {@inheritDoc} */
@Override
public Vector3D getPoint2() {
return vertices.get(vertexIndices[1]);
}
/** {@inheritDoc} */
@Override
public Vector3D getPoint3() {
return vertices.get(vertexIndices[2]);
}
/** {@inheritDoc} */
@Override
public boolean definesPolygon() {
final Vector3D p1 = getPoint1();
final Vector3D v1 = p1.vectorTo(getPoint2());
final Vector3D v2 = p1.vectorTo(getPoint3());
return !precision.eqZero(v1.cross(v2).norm());
}
/** {@inheritDoc} */
@Override
public Triangle3D getPolygon() {
return Planes.triangleFromVertices(
getPoint1(),
getPoint2(),
getPoint3(),
precision);
}
/** {@inheritDoc} */
@Override
public String toString() {
final StringBuilder sb = new StringBuilder();
sb.append(getClass().getSimpleName())
.append("[index= ")
.append(getIndex())
.append(", vertexIndices= ")
.append(Arrays.toString(getVertexIndices()))
.append(", vertices= ")
.append(getVertices())
.append(']');
return sb.toString();
}
}
/** Internal class for iterating through the mesh faces and extracting a value from each.
* @param <T> Type returned by the iterator
*/
private final class FaceIterator<T> implements Iterator<T> {
/** The current index of the iterator. */
private int index = 0;
/** Function to apply to each face in the mesh. */
private final Function<? super TriangleMesh.Face, T> fn;
/** Construct a new instance for iterating through the mesh faces and extracting
* a value from each.
* @param fn function to apply to each face in order to obtain the iterated value
*/
FaceIterator(final Function<? super TriangleMesh.Face, T> fn) {
this.fn = fn;
}
/** {@inheritDoc} */
@Override
public boolean hasNext() {
return index < faces.size();
}
/** {@inheritDoc} */
@Override
public T next() {
if (hasNext()) {
final Face face = getFace(index++);
return fn.apply(face);
}
throw new NoSuchElementException();
}
}
/** Builder class for creating mesh instances.
*/
public static final class Builder {
/** List of vertices. */
private final ArrayList<Vector3D> vertices = new ArrayList<>();
/** Map of vertices to their first occurrence in the vertex list. */
private Map<Vector3D, Integer> vertexIndexMap;
/** List of face vertex indices. */
private final ArrayList<int[]> faces = new ArrayList<>();
/** Object used to construct the 3D bounds of the vertex list. */
private final Bounds3D.Builder boundsBuilder = Bounds3D.builder();
/** Precision context used for floating point comparisons; this value may be null
* if vertices are not to be combined in this builder.
*/
private final DoublePrecisionContext precision;
/** Flag set to true once a mesh is constructed from this builder. */
private boolean built = false;
/** Construct a new builder.
* @param precision precision context used for floating point comparisons; may
* be null if vertices are not to be combined in this builder.
*/
private Builder(final DoublePrecisionContext precision) {
Objects.requireNonNull(precision, "Precision context must not be null");
this.precision = precision;
}
/** Use a vertex in the constructed mesh. If an equivalent vertex already exist, as determined
* by the configured {@link DoublePrecisionContext}, then the index of the previously added
* vertex is returned. Otherwise, the given vertex is added to the vertex list and the index
* of the new entry is returned. This is in contrast with the {@link #addVertex(Vector3D)},
* which always adds a new entry to the vertex list.
* @param vertex vertex to use
* @return the index of the added vertex or an equivalent vertex that was added previously
* @see #addVertex(Vector3D)
*/
public int useVertex(final Vector3D vertex) {
final int nextIdx = vertices.size();
final int actualIdx = addToVertexIndexMap(vertex, nextIdx, getVertexIndexMap());
// add to the vertex list if not already present
if (actualIdx == nextIdx) {
addToVertexList(vertex);
}
return actualIdx;
}
/** Add a vertex directly to the vertex list, returning the index of the added vertex.
* The vertex is added regardless of whether or not an equivalent vertex already
* exists in the list. This is in contrast with the {@link #useVertex(Vector3D)} method,
* which only adds a new entry to the vertex list if an equivalent one does not
* already exist.
* @param vertex the vertex to append
* @return the index of the appended vertex in the vertex list
*/
public int addVertex(final Vector3D vertex) {
final int idx = addToVertexList(vertex);
if (vertexIndexMap != null) {
// add to the map in order to keep it in sync
addToVertexIndexMap(vertex, idx, vertexIndexMap);
}
return idx;
}
/** Add a group of vertices directly to the vertex list. No equivalent vertices are reused.
* @param newVertices vertices to append
* @return this instance
* @see #addVertex(Vector3D)
*/
public Builder addVertices(final Vector3D[] newVertices) {
return addVertices(Arrays.asList(newVertices));
}
/** Add a group of vertices directly to the vertex list. No equivalent vertices are reused.
* @param newVertices vertices to append
* @return this instance
* @see #addVertex(Vector3D)
*/
public Builder addVertices(final Collection<? extends Vector3D> newVertices) {
final int newSize = vertices.size() + newVertices.size();
ensureVertexCapacity(newSize);
for (final Vector3D vertex : newVertices) {
addVertex(vertex);
}
return this;
}
/** Ensure that this instance has enough capacity to store at least {@code numVertices}
* number of vertices without reallocating space. This can be used to help improve performance
* and memory usage when creating meshes with large numbers of vertices.
* @param numVertices the number of vertices to ensure that this instance can contain
* @return this instance
*/
public Builder ensureVertexCapacity(final int numVertices) {
vertices.ensureCapacity(numVertices);
return this;
}
/** Get the current number of vertices in this mesh.
* @return the current number of vertices in this mesh
*/
public int getVertexCount() {
return vertices.size();
}
/** Append a face to this mesh.
* @param index1 index of the first vertex in the face
* @param index2 index of the second vertex in the face
* @param index3 index of the third vertex in the face
* @return this instance
* @throws IllegalArgumentException if any of the arguments is not a valid index into
* the current vertex list
*/
public Builder addFace(final int index1, final int index2, final int index3) {
validateCanModify();
final int[] indices = {
validateVertexIndex(index1),
validateVertexIndex(index2),
validateVertexIndex(index3)
};
faces.add(indices);
return this;
}
/** Append a group of faces to this mesh.
* @param faceIndices faces to append
* @return this instance
* @throws IllegalArgumentException if any of the face index arrays does not have exactly 3 elements or
* if any index is not a valid index into the current vertex list
*/
public Builder addFaces(final int[][] faceIndices) {
return addFaces(Arrays.asList(faceIndices));
}
/** Append a group of faces to this mesh.
* @param faceIndices faces to append
* @return this instance
* @throws IllegalArgumentException if any of the face index arrays does not have exactly 3 elements or
* if any index is not a valid index into the current vertex list
*/
public Builder addFaces(final Collection<int[]> faceIndices) {
final int newSize = faces.size() + faceIndices.size();
ensureFaceCapacity(newSize);
for (final int[] face : faceIndices) {
if (face.length != 3) {
throw new IllegalArgumentException("Face must contain 3 vertex indices; found " + face.length);
}
addFace(face[0], face[1], face[2]);
}
return this;
}
/** Add a face to this mesh, only adding vertices to the vertex list if equivalent vertices are
* not found.
* @param p1 first face vertex
* @param p2 second face vertex
* @param p3 third face vertex
* @return this instance
* @see #useVertex(Vector3D)
*/
public Builder addFaceUsingVertices(final Vector3D p1, final Vector3D p2, final Vector3D p3) {
return addFace(
useVertex(p1),
useVertex(p2),
useVertex(p3)
);
}
/** Add a face and its vertices to this mesh. The vertices are always added to the vertex list,
* regardless of whether or not equivalent vertices exist in the vertex list.
* @param p1 first face vertex
* @param p2 second face vertex
* @param p3 third face vertex
* @return this instance
* @see #addVertex(Vector3D)
*/
public Builder addFaceAndVertices(final Vector3D p1, final Vector3D p2, final Vector3D p3) {
return addFace(
addVertex(p1),
addVertex(p2),
addVertex(p3)
);
}
/** Ensure that this instance has enough capacity to store at least {@code numFaces}
* number of faces without reallocating space. This can be used to help improve performance
* and memory usage when creating meshes with large numbers of faces.
* @param numFaces the number of faces to ensure that this instance can contain
* @return this instance
*/
public Builder ensureFaceCapacity(final int numFaces) {
faces.ensureCapacity(numFaces);
return this;
}
/** Get the current number of faces in this mesh.
* @return the current number of faces in this meshr
*/
public int getFaceCount() {
return faces.size();
}
/** Build a triangle mesh containing the vertices and faces in this builder.
* @return a triangle mesh containing the vertices and faces in this builder
*/
public SimpleTriangleMesh build() {
built = true;
final Bounds3D bounds = boundsBuilder.hasBounds() ?
boundsBuilder.build() :
null;
vertices.trimToSize();
faces.trimToSize();
return new SimpleTriangleMesh(
vertices,
faces,
bounds,
precision);
}
/** Get the vertex index map, creating and initializing it if needed.
* @return the vertex index map
*/
private Map<Vector3D, Integer> getVertexIndexMap() {
if (vertexIndexMap == null) {
vertexIndexMap = new TreeMap<>(new FuzzyVectorComparator(precision));
// populate the index map
final int size = vertices.size();
for (int i = 0; i < size; ++i) {
addToVertexIndexMap(vertices.get(i), i, vertexIndexMap);
}
}
return vertexIndexMap;
}
/** Add a vertex to the given vertex index map. The vertex is inserted and mapped to {@code targetidx}
* if an equivalent vertex does not already exist. The index now associated with the given vertex
* or its equivalent is returned.
* @param vertex vertex to add
* @param targetIdx the index to associate with the vertex if no equivalent vertex has already been
* mapped
* @param map vertex index map
* @return the index now associated with the given vertex or its equivalent
*/
private int addToVertexIndexMap(final Vector3D vertex, final int targetIdx,
final Map<? super Vector3D, Integer> map) {
validateCanModify();
final Integer actualIdx = map.putIfAbsent(vertex, targetIdx);
return actualIdx != null ?
actualIdx :
targetIdx;
}
/** Append the given vertex to the end of the vertex list. The index of the vertex is returned.
* @param vertex the vertex to append
* @return the index of the appended vertex
*/
private int addToVertexList(final Vector3D vertex) {
validateCanModify();
boundsBuilder.add(vertex);
final int idx = vertices.size();
vertices.add(vertex);
return idx;
}
/** Throw an exception if the given vertex index is not valid.
* @param idx vertex index to validate
* @return the validated index
* @throws IllegalArgumentException if the given index is not a valid index into
* the vertices list
*/
private int validateVertexIndex(final int idx) {
if (idx < 0 || idx >= vertices.size()) {
throw new IllegalArgumentException("Invalid vertex index: " + idx);
}
return idx;
}
/** Throw an exception if the builder has been used to construct a mesh instance
* and can no longer be modified.
*/
private void validateCanModify() {
if (built) {
throw new IllegalStateException("Builder instance cannot be modified: mesh construction is complete");
}
}
}
/** Comparator used to sort vectors using non-strict ("fuzzy") comparisons.
* Vectors are considered equal if their values in all coordinate dimensions
* are equivalent as evaluated by the precision context.
*/
private static final class FuzzyVectorComparator implements Comparator<Vector3D> {
/** Precision context to determine floating-point equality. */
private final DoublePrecisionContext precision;
/** Construct a new instance that uses the given precision context for
* floating point comparisons.
* @param precision precision context used for floating point comparisons
*/
FuzzyVectorComparator(final DoublePrecisionContext precision) {
this.precision = precision;
}
/** {@inheritDoc} */
@Override
public int compare(final Vector3D a, final Vector3D b) {
int result = precision.compare(a.getX(), b.getX());
if (result == 0) {
result = precision.compare(a.getY(), b.getY());
if (result == 0) {
result = precision.compare(a.getZ(), b.getZ());
}
}
return result;
}
}
}