feat: P1 complete - geodesic, CDT, NURBS surface
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This commit is contained in:
ViewDesignEngine
2026-07-23 07:04:11 +00:00
parent 6f7835c458
commit 5b3912f862
8 changed files with 580 additions and 0 deletions
+48
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@@ -0,0 +1,48 @@
#pragma once
#include "vde/curves/bspline_curve.h"
#include <vector>
#include <array>
namespace vde::curves {
class NurbsSurface {
public:
NurbsSurface(std::vector<std::vector<Point3D>> control_grid,
std::vector<double> knots_u, std::vector<double> knots_v,
std::vector<std::vector<double>> weights,
int degree_u, int degree_v);
[[nodiscard]] Point3D evaluate(double u, double v) const;
[[nodiscard]] Vector3D derivative_u(double u, double v) const;
[[nodiscard]] Vector3D derivative_v(double u, double v) const;
[[nodiscard]] Vector3D normal(double u, double v) const;
[[nodiscard]] int degree_u() const { return degree_u_; }
[[nodiscard]] int degree_v() const { return degree_v_; }
[[nodiscard]] std::array<int, 2> num_control_points() const {
return {static_cast<int>(cp_.size()), static_cast<int>(cp_.empty()?0:cp_[0].size())};
}
[[nodiscard]] const std::vector<double>& knots_u() const { return knots_u_; }
[[nodiscard]] const std::vector<double>& knots_v() const { return knots_v_; }
[[nodiscard]] const std::vector<std::vector<Point3D>>& control_points() const { return cp_; }
[[nodiscard]] const std::vector<std::vector<double>>& weights() const { return weights_; }
/// Create a ruled surface between two NURBS curves
static NurbsSurface ruled(const NurbsCurve& c1, const NurbsCurve& c2);
/// Create a surface of revolution
static NurbsSurface revolve(const NurbsCurve& profile, const Point3D& axis_origin,
const Vector3D& axis_dir, double angle_rad);
/// Tessellate to triangle mesh
[[nodiscard]] std::pair<std::vector<Point3D>, std::vector<std::array<int,3>>>
tessellate(int res_u, int res_v) const;
private:
std::vector<std::vector<Point3D>> cp_;
std::vector<double> knots_u_, knots_v_;
std::vector<std::vector<double>> weights_;
int degree_u_, degree_v_;
};
} // namespace vde::curves
+1
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@@ -21,6 +21,7 @@ using Point2D = Point<double, 2>;
using Point3D = Point<double, 3>;
using Point2f = Point<float, 2>;
using Point3f = Point<float, 3>;
using Point4D = Eigen::Matrix<double, 4, 1>;
using Vector2D = Vector<double, 2>;
using Vector3D = Vector<double, 3>;
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#pragma once
#include "vde/mesh/delaunay_2d.h"
#include "vde/core/line.h"
#include <vector>
namespace vde::mesh {
/// Constrained Delaunay Triangulation (CDT) in 2D
/// Ensures specified constraint edges appear in the triangulation
DelaunayResult constrained_delaunay_2d(
const std::vector<Point2D>& points,
const std::vector<std::pair<int, int>>& constraints);
} // namespace vde::mesh
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#pragma once
#include "vde/mesh/halfedge_mesh.h"
#include <vector>
namespace vde::mesh {
/// Geodesic distance from source vertices using the Heat Method (Crane et al. 2013)
/// Returns per-vertex distance from the nearest source
/// @param sources Source vertex indices
/// @param t Time step (default = average edge length squared)
std::vector<double> geodesic_distance(const HalfedgeMesh& mesh,
const std::vector<int>& sources,
double t = -1.0);
} // namespace vde::mesh