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Simplify the CsgOpNodes as we build them, rather than in GetChildren #368
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,54 @@ | ||
// Copyright 2020 The Manifold Authors. | ||
// | ||
// Licensed 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. | ||
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#include <chrono> | ||
#include <iostream> | ||
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#include "manifold.h" | ||
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using namespace manifold; | ||
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/* | ||
Build & execute with the following command: | ||
( mkdir -p build && cd build && \ | ||
cmake -DCMAKE_BUILD_TYPE=Release -DMANIFOLD_PAR=TBB .. && \ | ||
make -j && \ | ||
time ./extras/largeSceneTest 50 ) | ||
*/ | ||
int main(int argc, char **argv) { | ||
int n = 20; | ||
if (argc == 2) n = atoi(argv[1]); | ||
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std::cout << "n = " << n << std::endl; | ||
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auto start = std::chrono::high_resolution_clock::now(); | ||
Manifold scene; | ||
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for (int i = 0; i < n; ++i) { | ||
for (int j = 0; j < n; ++j) { | ||
for (int k = 0; k < n; ++k) { | ||
if (i == 0 && j == 0 && k == 0) continue; | ||
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Manifold sphere = Manifold::Sphere(1).Translate(glm::vec3(i, j, k)); | ||
scene = scene.Boolean(sphere, OpType::Add); | ||
} | ||
} | ||
} | ||
scene.NumTri(); | ||
auto end = std::chrono::high_resolution_clock::now(); | ||
std::chrono::duration<double> elapsed = end - start; | ||
std::cout << "nTri = " << scene.NumTri() << ", time = " << elapsed.count() | ||
<< " sec" << std::endl; | ||
} |
Original file line number | Diff line number | Diff line change |
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@@ -22,13 +22,16 @@ enum class CsgNodeType { Union, Intersection, Difference, Leaf }; | |
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class CsgLeafNode; | ||
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class CsgNode { | ||
class CsgNode : public std::enable_shared_from_this<CsgNode> { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thanks! I never know such a thing exists, I wanted to do something similar and have to do it the dumb way. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah it's a nice get out of jail free card 🤣 |
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public: | ||
virtual std::shared_ptr<CsgLeafNode> ToLeafNode() const = 0; | ||
virtual std::shared_ptr<CsgNode> Transform(const glm::mat4x3 &m) const = 0; | ||
virtual CsgNodeType GetNodeType() const = 0; | ||
virtual glm::mat4x3 GetTransform() const = 0; | ||
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virtual std::shared_ptr<CsgNode> Boolean( | ||
const std::shared_ptr<CsgNode> &second, OpType op); | ||
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std::shared_ptr<CsgNode> Translate(const glm::vec3 &t) const; | ||
std::shared_ptr<CsgNode> Scale(const glm::vec3 &s) const; | ||
std::shared_ptr<CsgNode> Rotate(float xDegrees = 0, float yDegrees = 0, | ||
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@@ -68,6 +71,9 @@ class CsgOpNode final : public CsgNode { | |
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CsgOpNode(std::vector<std::shared_ptr<CsgNode>> &&children, OpType op); | ||
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std::shared_ptr<CsgNode> Boolean(const std::shared_ptr<CsgNode> &second, | ||
OpType op) override; | ||
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std::shared_ptr<CsgNode> Transform(const glm::mat4x3 &m) const override; | ||
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std::shared_ptr<CsgLeafNode> ToLeafNode() const override; | ||
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@@ -79,8 +85,7 @@ class CsgOpNode final : public CsgNode { | |
private: | ||
struct Impl { | ||
std::vector<std::shared_ptr<CsgNode>> children_; | ||
bool simplified_ = false; | ||
bool flattened_ = false; | ||
bool forcedToLeafNodes_ = false; | ||
}; | ||
mutable ConcurrentSharedPtr<Impl> impl_ = ConcurrentSharedPtr<Impl>(Impl{}); | ||
CsgNodeType op_; | ||
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@@ -89,6 +94,7 @@ class CsgOpNode final : public CsgNode { | |
mutable std::shared_ptr<CsgLeafNode> cache_ = nullptr; | ||
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void SetOp(OpType); | ||
bool IsOp(OpType op); | ||
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static std::shared_ptr<Manifold::Impl> BatchBoolean( | ||
OpType operation, | ||
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@@ -97,7 +103,7 @@ class CsgOpNode final : public CsgNode { | |
void BatchUnion() const; | ||
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std::vector<std::shared_ptr<CsgNode>> &GetChildren( | ||
bool finalize = true) const; | ||
bool forceToLeafNodes = true) const; | ||
}; | ||
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} // namespace manifold |
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@@ -505,3 +505,39 @@ TEST(Manifold, MirrorUnion) { | |
EXPECT_FLOAT_EQ(vol_a * 2.75, result.GetProperties().volume); | ||
EXPECT_TRUE(a.Mirror(glm::vec3(0)).IsEmpty()); | ||
} | ||
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TEST(Manifold, BooleanVolumes) { | ||
glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); | ||
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// Define solids which volumes are easy to compute w/ bit arithmetics: | ||
// m1, m2, m4 are unique, non intersecting "bits" (of volume 1, 2, 4) | ||
// m3 = m1 + m2 | ||
// m7 = m1 + m2 + m3 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Excellent tests, thank you! Technically these should go in There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thanks!! Moved them 👌 |
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auto m1 = Manifold::Cube({1, 1, 1}); | ||
auto m2 = Manifold::Cube({2, 1, 1}).Transform( | ||
glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0, 0))); | ||
auto m4 = Manifold::Cube({4, 1, 1}).Transform( | ||
glm::translate(glm::mat4(1.0f), glm::vec3(3.0f, 0, 0))); | ||
auto m3 = Manifold::Cube({3, 1, 1}); | ||
auto m7 = Manifold::Cube({7, 1, 1}); | ||
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EXPECT_FLOAT_EQ((m1 ^ m2).GetProperties().volume, 0); | ||
EXPECT_FLOAT_EQ((m1 + m2 + m4).GetProperties().volume, 7); | ||
EXPECT_FLOAT_EQ((m1 + m2 - m4).GetProperties().volume, 3); | ||
EXPECT_FLOAT_EQ((m1 + (m2 ^ m4)).GetProperties().volume, 1); | ||
EXPECT_FLOAT_EQ((m7 ^ m4).GetProperties().volume, 4); | ||
EXPECT_FLOAT_EQ((m7 ^ m3 ^ m1).GetProperties().volume, 1); | ||
EXPECT_FLOAT_EQ((m7 ^ (m1 + m2)).GetProperties().volume, 3); | ||
EXPECT_FLOAT_EQ((m7 - m4).GetProperties().volume, 3); | ||
EXPECT_FLOAT_EQ((m7 - m4 - m2).GetProperties().volume, 1); | ||
EXPECT_FLOAT_EQ((m7 - (m7 - m1)).GetProperties().volume, 1); | ||
EXPECT_FLOAT_EQ((m7 - (m1 + m2)).GetProperties().volume, 4); | ||
} | ||
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TEST(Manifold, TreeTransforms) { | ||
auto a = (Manifold::Cube({1, 1, 1}) + Manifold::Cube({1, 1, 1})) | ||
.Translate({1, 0, 0}); | ||
auto b = (Manifold::Cube({1, 1, 1}) + Manifold::Cube({1, 1, 1})); | ||
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EXPECT_FLOAT_EQ((a + b).GetProperties().volume, 2); | ||
} |
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Happy to see this simplification, but what was the difference between
simplified
andflattened
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simplified
did not perform flattening if the nodes are shared, iirc.There was a problem hiding this comment.
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Flattening (also aliased here to finalization) was forcing leaf nodes, while simplification was flattening 1 level of op nodes nesting (adopting the children of same op children, and in the case of difference, of union op children past the first child).
Have now renamed finalize & flattened_ to force[d]ToLeafNodes[_] to disambiguate, and simplified this method further.
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Perfect, thank you!