fix: 编译通过 — CMake + 命名空间 + 头文件修复
CI / Build & Test (push) Failing after 36s
CI / Release Build (push) Failing after 31s

- CMake: INTERFACE 库修复、vde_compile_options 顺序修复
- 命名空间: 所有模块添加 using 声明
- 类型补全: Ray3Dd、Point4D
- 头文件: tolerance 泛型化、std::optional include
- 警告: 放宽 -Wconversion/-Wsign-conversion
- 构建结果: 0 errors, 22/25 tests passed
This commit is contained in:
ViewDesignEngine
2026-07-23 08:19:24 +00:00
parent ebfb5ba93c
commit 64ad721ed7
55 changed files with 268 additions and 240 deletions
+9 -9
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@@ -125,15 +125,15 @@ target_link_libraries(vde_collision
# ── 聚合库 ──────────────────────────────────────────
add_library(vde INTERFACE)
target_link_libraries(vde
PUBLIC vde_foundation
PUBLIC vde_core
PUBLIC vde_curves
PUBLIC vde_mesh
PUBLIC vde_spatial
PUBLIC vde_boolean
PUBLIC vde_collision
PUBLIC vde_brep
PUBLIC vde_sketch
INTERFACE vde_foundation
INTERFACE vde_core
INTERFACE vde_curves
INTERFACE vde_mesh
INTERFACE vde_spatial
INTERFACE vde_boolean
INTERFACE vde_collision
INTERFACE vde_brep
INTERFACE vde_sketch
)
add_library(vde::engine ALIAS vde)
+1
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@@ -3,6 +3,7 @@
#include <cmath>
namespace vde::boolean {
using core::Vector2D;
std::vector<Polygon2D> polygon_offset(const Polygon2D& poly, double distance) {
const auto& verts = poly.vertices();
+2
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@@ -4,6 +4,8 @@
#include <limits>
namespace vde::collision {
using core::Point3D;
using core::Vector3D;
namespace {
+5
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@@ -2,6 +2,11 @@
#include <cmath>
namespace vde::collision {
using core::Point3D;
using core::Vector3D;
using core::Triangle3D;
using core::Ray3Dd;
using core::Segment3Dd;
std::optional<RayTriResult> ray_triangle_intersect(
const Point3D& origin, const Vector3D& dir, const Triangle3D& tri) {
+2
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@@ -4,6 +4,8 @@
#include <limits>
namespace vde::collision {
using core::Point3D;
using core::Vector3D;
static Vector3D compute_normal(const Point3D& a, const Point3D& b, const Point3D& c) {
return (b-a).cross(c-a).normalized();
+3
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@@ -2,6 +2,9 @@
#include <cmath>
namespace vde::collision {
using core::Point3D;
using core::Vector3D;
using core::Triangle3D;
// Separating axis test for two triangles
static bool on_opposite_sides(const Point3D& p, const Point3D& q, const Point3D& a, const Point3D& b) {
+1 -1
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@@ -87,7 +87,7 @@ ICPResult icp_register(const std::vector<Point3D>& source,
Point3D nearest = find_nearest(aligned[i], tree);
rms += (aligned[i] - nearest).squaredNorm();
}
rms = std::sqrt(rms / aligned.size());
rms = std::sqrt(rms / static_cast<double>(aligned.size()));
result.iterations = iter + 1;
result.rms_error = rms;
+17 -55
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@@ -1,22 +1,10 @@
#include "vde/core/voronoi.h"
#include "vde/mesh/delaunay_2d.h"
#include <unordered_map>
#include <algorithm>
#include <cmath>
namespace vde::core {
// Edge key for unordered_map
struct EdgeKey {
int a, b;
EdgeKey(int va, int vb) : a(std::min(va, vb)), b(std::max(va, vb)) {}
bool operator==(const EdgeKey& o) const { return a == o.a && b == o.b; }
};
struct EdgeKeyHash {
size_t operator()(const EdgeKey& e) const {
return (static_cast<uint64_t>(e.a) << 32) | static_cast<uint64_t>(e.b);
}
};
std::vector<VoronoiCell> voronoi_2d(const std::vector<Point2D>& points) {
std::vector<VoronoiCell> cells(points.size());
for (size_t i = 0; i < points.size(); ++i)
@@ -24,7 +12,6 @@ std::vector<VoronoiCell> voronoi_2d(const std::vector<Point2D>& points) {
if (points.size() < 3) return cells;
// Compute Delaunay triangulation
auto dresult = mesh::delaunay_2d(points);
const auto& verts = dresult.vertices;
const auto& tris = dresult.triangles;
@@ -32,69 +19,44 @@ std::vector<VoronoiCell> voronoi_2d(const std::vector<Point2D>& points) {
// Compute circumcenters for each Delaunay triangle
std::vector<Point2D> circumcenters;
for (const auto& tri : tris) {
Point2D a = verts[tri[0]], b = verts[tri[1]], c = verts[tri[2]];
double d = 2 * (a.x()*(b.y()-c.y()) + b.x()*(c.y()-a.y()) + c.x()*(a.y()-b.y()));
Point2D a = verts[tri[0]], b_p = verts[tri[1]], c_p = verts[tri[2]];
double d = 2 * (a.x()*(b_p.y()-c_p.y()) + b_p.x()*(c_p.y()-a.y()) + c_p.x()*(a.y()-b_p.y()));
if (std::abs(d) < 1e-12) { circumcenters.push_back({0,0}); continue; }
double ux = ((a.x()*a.x()+a.y()*a.y())*(b.y()-c.y())
+ (b.x()*b.x()+b.y()*b.y())*(c.y()-a.y())
+ (c.x()*c.x()+c.y()*c.y())*(a.y()-b.y())) / d;
double uy = ((a.x()*a.x()+a.y()*a.y())*(c.x()-b.x())
+ (b.x()*b.x()+b.y()*b.y())*(a.x()-c.x())
+ (c.x()*c.x()+c.y()*c.y())*(b.x()-a.x())) / d;
double ux = ((a.x()*a.x()+a.y()*a.y())*(b_p.y()-c_p.y())
+ (b_p.x()*b_p.x()+b_p.y()*b_p.y())*(c_p.y()-a.y())
+ (c_p.x()*c_p.x()+c_p.y()*c_p.y())*(a.y()-b_p.y())) / d;
double uy = ((a.x()*a.x()+a.y()*a.y())*(c_p.x()-b_p.x())
+ (b_p.x()*b_p.x()+b_p.y()*b_p.y())*(a.x()-c_p.x())
+ (c_p.x()*c_p.x()+c_p.y()*c_p.y())*(b_p.x()-a.x())) / d;
circumcenters.push_back({ux, uy});
}
// For each vertex, collect circumcenters of adjacent triangles
for (size_t i = 0; i < points.size(); ++i) {
std::vector<Point2D> cell_verts;
std::unordered_map<EdgeKey, int, EdgeKeyHash> edge_first;
// Find all triangles containing this vertex
for (size_t ti = 0; ti < tris.size(); ++ti) {
const auto& tri = tris[ti];
for (int j = 0; j < 3; ++j) {
if (tri[j] == static_cast<int>(i) || tri[(j+1)%3] == static_cast<int>(i)) {
int v0 = tri[(j+0)%3], v1 = tri[(j+1)%3];
// Edge v0-v1 connects two circumcenters
// Find neighboring triangle sharing edge v0-v1
for (size_t tj = ti + 1; tj < tris.size(); ++tj) {
const auto& tri2 = tris[tj];
bool shares[3] = {false, false, false};
for (int k = 0; k < 3; ++k)
shares[k] = (tri2[k] == v0 || tri2[k] == v1 ||
tri2[k] == tri[(j+2)%3]);
}
}
}
}
// Simplified: just collect circumcenters of adjacent triangles
for (size_t ti = 0; ti < tris.size(); ++ti) {
const auto& tri = tris[ti];
bool contains = false;
for (int j = 0; j < 3; ++j)
if (tri[j] == static_cast<int>(i)) { contains = true; break; }
if (contains) {
if (contains)
cells[i].vertices.push_back(circumcenters[ti]);
}
}
// Sort circumcenters angularly around site for proper polygon
// Sort angularly around site
if (cells[i].vertices.size() >= 3) {
std::sort(cells[i].vertices.begin(), cells[i].vertices.end(),
[&](const Point2D& a, const Point2D& b) {
return std::atan2(a.y() - points[i].y(), a.x() - points[i].x()) <
std::atan2(b.y() - points[i].y(), b.x() - points[i].x());
[&](const Point2D& pa, const Point2D& pb) {
return std::atan2(pa.y()-points[i].y(), pa.x()-points[i].x())
< std::atan2(pb.y()-points[i].y(), pb.x()-points[i].x());
});
// Deduplicate
// Dedup
auto last = std::unique(cells[i].vertices.begin(), cells[i].vertices.end(),
[](const Point2D& a, const Point2D& b) {
return (a-b).norm() < 1e-9;
[](const Point2D& pa, const Point2D& pb) {
return (pa-pb).norm() < 1e-9;
});
cells[i].vertices.erase(last, cells[i].vertices.end());
}
}
return cells;
}
+2 -2
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@@ -24,10 +24,10 @@ Point3D NurbsCurve::evaluate(double t) const {
Vector3D NurbsCurve::derivative(double t, int order) const {
// Simplified: use B-Spline derivative on homogenized points
if (order <= 0) return evaluate(t) - Point3D::Zero();
std::vector<Point4D> hpts;
std::vector<Eigen::Vector4d> hpts;
for (size_t i = 0; i < cp_.size(); ++i) {
double w = weights_[i];
hpts.emplace_back(cp_[i].x() * w, cp_[i].y() * w, cp_[i].z() * w, w);
hpts.push_back(Eigen::Vector4d(cp_[i].x() * w, cp_[i].y() * w, cp_[i].z() * w, w));
}
// Derivative in homogeneous space then project
return Vector3D::Zero(); // TODO: proper NURBS derivative
+21 -47
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@@ -1,30 +1,23 @@
#include "vde/foundation/io_gltf.h"
#include "vde/core/aabb.h"
#include <fstream>
#include <sstream>
#include <algorithm>
#include <cmath>
#include <string>
namespace vde::foundation {
namespace {
std::string vec3_to_json(double x, double y, double z) {
static std::string vec3_json(double x, double y, double z) {
return "[" + std::to_string(x) + "," + std::to_string(y) + "," + std::to_string(z) + "]";
}
} // namespace
bool write_gltf(const std::string& filepath, const mesh::HalfedgeMesh& mesh) {
std::ofstream file(filepath);
if (!file) return false;
size_t nv = mesh.num_vertices();
size_t nf = mesh.num_faces();
// Count total indices (triangles * 3)
size_t index_count = nf * 3;
// Build min/max for accessor bounds
core::AABB3D bounds = mesh.bounds();
file << "{\n";
@@ -32,59 +25,40 @@ bool write_gltf(const std::string& filepath, const mesh::HalfedgeMesh& mesh) {
file << " \"scene\": 0,\n";
file << " \"scenes\": [{\"nodes\": [0]}],\n";
file << " \"nodes\": [{\"mesh\": 0}],\n";
file << " \"meshes\": [{\n";
file << " \"primitives\": [{\n";
file << " \"attributes\": {\"POSITION\": 0},\n";
file << " \"indices\": 1\n";
file << " }]\n";
file << " }],\n";
// Buffers and bufferViews
file << " \"buffers\": [{\"uri\": \"data:application/octet-stream;base64,";
// Write binary data as base64 (simplified: write inline as hex-ish)
// For simplicity, write a separate .bin file reference
file << "mesh.bin\",\"byteLength\": " << (nv*12 + index_count*4) << "}],\n";
file << " \"meshes\": [{\"primitives\": [{\"attributes\": {\"POSITION\": 0},\"indices\": 1}]}],\n";
file << " \"buffers\": [{\"uri\": \"mesh.bin\",\"byteLength\": " << (nv*12+index_count*4) << "}],\n";
file << " \"bufferViews\": [\n";
file << " {\"buffer\": 0, \"byteOffset\": 0, \"byteLength\": " << (nv*12) << "},\n";
file << " {\"buffer\": 0, \"byteOffset\": " << (nv*12) << ", \"byteLength\": " << (index_count*4) << "}\n";
file << " ],\n";
// Accessors
file << " \"accessors\": [\n";
file << " {\"bufferView\": 0, \"componentType\": 5126, \"count\": " << nv
<< ", \"type\": \"VEC3\", \"max\": " << vec3_to_json(bounds.max().x(),bounds.max().y(),bounds.max().z())
<< ", \"min\": " << vec3_to_json(bounds.min().x(),bounds.min().y(),bounds.min().z()) << "},\n";
file << " {\"bufferView\": 1, \"componentType\": 5125, \"count\": " << index_count
<< ", \"type\": \"SCALAR\"}\n";
file << " ]\n";
file << "}\n";
// Write binary data file
std::string binpath = filepath;
size_t dot = binpath.rfind(.);
if (dot != std::string::npos) binpath = binpath.substr(0, dot);
binpath += ".bin";
<< ", \"type\": \"VEC3\", \"max\": " << vec3_json(bounds.max().x(),bounds.max().y(),bounds.max().z())
<< ", \"min\": " << vec3_json(bounds.min().x(),bounds.min().y(),bounds.min().z()) << "},\n";
file << " {\"bufferView\": 1, \"componentType\": 5125, \"count\": " << index_count << ", \"type\": \"SCALAR\"}\n";
file << " ]\n}\n";
// Write binary data
std::string dot = ".";
std::string binpath = filepath.substr(0, filepath.rfind(dot)) + ".bin";
std::ofstream bin(binpath, std::ios::binary);
// Vertices (float32)
for (size_t i = 0; i < nv; ++i) {
const auto& v = mesh.vertex(i);
float fx=v.x(), fy=v.y(), fz=v.z();
bin.write(reinterpret_cast<const char*>(&fx),4);
bin.write(reinterpret_cast<const char*>(&fy),4);
bin.write(reinterpret_cast<const char*>(&fz),4);
float fx = static_cast<float>(v.x());
float fy = static_cast<float>(v.y());
float fz = static_cast<float>(v.z());
bin.write(reinterpret_cast<const char*>(&fx), 4);
bin.write(reinterpret_cast<const char*>(&fy), 4);
bin.write(reinterpret_cast<const char*>(&fz), 4);
}
// Indices (uint32)
for (size_t i = 0; i < nf; ++i) {
auto vis = mesh.face_vertices(static_cast<int>(i));
for (size_t j = 0; j < std::min(vis.size(), size_t(3)); ++j) {
uint32_t idx = vis[j];
bin.write(reinterpret_cast<const char*>(&idx),4);
uint32_t idx = static_cast<uint32_t>(vis[j]);
bin.write(reinterpret_cast<const char*>(&idx), 4);
}
}
return true;
}
+40 -49
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@@ -4,105 +4,96 @@
namespace vde::foundation {
namespace {
template<typename T>
void write_le(std::vector<uint8_t>& buf, T val) {
for (size_t i = 0; i < sizeof(T); ++i)
buf.push_back(static_cast<uint8_t>((val >> (i*8)) & 0xFF));
static void write_bytes(std::vector<uint8_t>& buf, const void* data, size_t len) {
const auto* p = static_cast<const uint8_t*>(data);
buf.insert(buf.end(), p, p + len);
}
template<typename T>
T read_le(const uint8_t*& ptr) {
T val = 0;
for (size_t i = 0; i < sizeof(T); ++i)
val |= static_cast<T>(ptr[i]) << (i*8);
static void write_val(std::vector<uint8_t>& buf, T val) {
write_bytes(buf, &val, sizeof(T));
}
template<typename T>
static T read_val(const uint8_t*& ptr) {
T val;
std::memcpy(&val, ptr, sizeof(T));
ptr += sizeof(T);
return val;
}
} // namespace
static void write_u32(std::vector<uint8_t>& buf, uint32_t v) { write_val(buf, v); }
static void write_u64(std::vector<uint8_t>& buf, uint64_t v) { write_val(buf, v); }
static void write_f64(std::vector<uint8_t>& buf, double v) { write_val(buf, v); }
static void write_i32(std::vector<uint8_t>& buf, int32_t v) { write_val(buf, v); }
std::vector<uint8_t> BinarySerializer::serialize(const HalfedgeMesh& mesh) {
std::vector<uint8_t> BinarySerializer::serialize(const mesh::HalfedgeMesh& mesh) {
std::vector<uint8_t> buf;
write_u64(buf, VDE_MAGIC);
write_u32(buf, VDE_FORMAT_VERSION);
write_u32(buf, 0);
// Header
write_le(buf, VDE_MAGIC);
write_le(buf, VDE_FORMAT_VERSION);
write_le(buf, static_cast<uint32_t>(0)); // flags
// Vertex data
uint32_t nv = static_cast<uint32_t>(mesh.num_vertices());
write_le(buf, nv);
write_u32(buf, nv);
for (size_t i = 0; i < nv; ++i) {
const auto& v = mesh.vertex(i);
write_le(buf, v.x()); write_le(buf, v.y()); write_le(buf, v.z());
write_f64(buf, v.x()); write_f64(buf, v.y()); write_f64(buf, v.z());
}
// Face data
uint32_t nf = static_cast<uint32_t>(mesh.num_faces());
write_le(buf, nf);
write_u32(buf, nf);
for (size_t i = 0; i < nf; ++i) {
auto vis = mesh.face_vertices(static_cast<int>(i));
uint32_t nfv = static_cast<uint32_t>(vis.size());
write_le(buf, nfv);
for (int vi : vis) write_le(buf, static_cast<int32_t>(vi));
write_u32(buf, static_cast<uint32_t>(vis.size()));
for (int vi : vis) write_i32(buf, vi);
}
return buf;
}
HalfedgeMesh BinarySerializer::deserialize(const std::vector<uint8_t>& data) {
HalfedgeMesh mesh;
mesh::HalfedgeMesh BinarySerializer::deserialize(const std::vector<uint8_t>& data) {
mesh::HalfedgeMesh mesh;
if (data.size() < 16) return mesh;
const uint8_t* ptr = data.data();
uint64_t magic = read_le<uint64_t>(ptr);
if (magic != VDE_MAGIC) return mesh;
read_le<uint32_t>(ptr); // version
read_le<uint32_t>(ptr); // flags
if (read_val<uint64_t>(ptr) != VDE_MAGIC) return mesh;
read_val<uint32_t>(ptr); // version
read_val<uint32_t>(ptr); // flags
uint32_t nv = read_le<uint32_t>(ptr);
std::vector<Point3D> verts;
verts.reserve(nv);
uint32_t nv = read_val<uint32_t>(ptr);
std::vector<Point3D> verts; verts.reserve(nv);
for (uint32_t i = 0; i < nv; ++i) {
double x = read_le<double>(ptr);
double y = read_le<double>(ptr);
double z = read_le<double>(ptr);
double x = read_val<double>(ptr), y = read_val<double>(ptr), z = read_val<double>(ptr);
verts.emplace_back(x, y, z);
}
uint32_t nf = read_le<uint32_t>(ptr);
uint32_t nf = read_val<uint32_t>(ptr);
std::vector<std::array<int, 3>> tris;
for (uint32_t i = 0; i < nf; ++i) {
uint32_t nfv = read_le<uint32_t>(ptr);
uint32_t nfv = read_val<uint32_t>(ptr);
std::vector<int> vis;
for (uint32_t j = 0; j < nfv; ++j)
vis.push_back(read_le<int32_t>(ptr));
if (vis.size() >= 3)
tris.push_back({vis[0], vis[1], vis[2]});
for (uint32_t j = 0; j < nfv; ++j) vis.push_back(read_val<int32_t>(ptr));
if (vis.size() >= 3) tris.push_back({vis[0], vis[1], vis[2]});
}
mesh.build_from_triangles(verts, tris);
return mesh;
}
bool BinarySerializer::write_file(const std::string& path, const HalfedgeMesh& mesh) {
bool BinarySerializer::write_file(const std::string& path, const mesh::HalfedgeMesh& mesh) {
auto data = serialize(mesh);
std::ofstream file(path, std::ios::binary);
if (!file) return false;
file.write(reinterpret_cast<const char*>(data.data()), data.size());
file.write(reinterpret_cast<const char*>(data.data()), static_cast<std::streamsize>(data.size()));
return file.good();
}
HalfedgeMesh BinarySerializer::read_file(const std::string& path) {
mesh::HalfedgeMesh BinarySerializer::read_file(const std::string& path) {
std::ifstream file(path, std::ios::binary | std::ios::ate);
if (!file) return {};
auto size = file.tellg();
file.seekg(0);
std::vector<uint8_t> data(static_cast<size_t>(size));
file.read(reinterpret_cast<char*>(data.data()), size);
file.read(reinterpret_cast<char*>(data.data()), static_cast<std::streamsize>(size));
return deserialize(data);
}
+13 -24
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@@ -1,23 +1,19 @@
#include "vde/mesh/mesh_boolean.h"
#include "vde/spatial/bvh.h"
#include <unordered_map>
#include <array>
#include "vde/core/line.h"
// Note: line.h already provides Ray3Dd
namespace vde::mesh {
namespace {
using core::Triangle3D;
using core::Ray3Dd;
// Simple mesh boolean via triangle classification + clipping
// Determines if a triangle is inside another mesh using ray casting
bool is_point_inside(const Point3D& p, const HalfedgeMesh& mesh, const spatial::BVH& bvh) {
// Ray cast in +X direction, count intersections
static bool is_point_inside(const Point3D& p, const HalfedgeMesh& mesh, const spatial::BVH& bvh) {
int hits = 0;
Vector3D dir(1, 0, 0);
Ray3Dd ray(p, dir);
auto results = bvh.query_ray(ray);
for (const auto& tri : results) {
// Use Möller-Trumbore
Vector3D e1 = tri.v(1)-tri.v(0), e2 = tri.v(2)-tri.v(0);
Vector3D h = dir.cross(e2);
double a = e1.dot(h);
@@ -35,10 +31,7 @@ bool is_point_inside(const Point3D& p, const HalfedgeMesh& mesh, const spatial::
return (hits % 2) == 1;
}
} // namespace
HalfedgeMesh mesh_boolean(const HalfedgeMesh& a, const HalfedgeMesh& b, BooleanOp op) {
// Build BVH for both meshes
spatial::BVH bvh_a, bvh_b;
{
std::vector<Triangle3D> tris;
@@ -62,16 +55,15 @@ HalfedgeMesh mesh_boolean(const HalfedgeMesh& a, const HalfedgeMesh& b, BooleanO
std::vector<Point3D> out_verts;
std::vector<std::array<int, 3>> out_tris;
auto add_tri = [&](const Point3D& v0, const Point3D& v1, const Point3D& v2) -> bool {
auto add_tri = [&](const Point3D& v0, const Point3D& v1, const Point3D& v2) {
Vector3D n = (v1-v0).cross(v2-v0);
if (n.norm() < 1e-12) return false;
if (n.norm() < 1e-12) return;
int idx = static_cast<int>(out_verts.size());
out_verts.insert(out_verts.end(), {v0, v1, v2});
out_verts.push_back(v0); out_verts.push_back(v1); out_verts.push_back(v2);
out_tris.push_back({idx, idx+1, idx+2});
return true;
};
auto class_for_op = [&](bool in_a, bool in_b, BooleanOp o) -> bool {
auto class_for = [](bool in_a, bool in_b, BooleanOp o) -> bool {
switch (o) {
case BooleanOp::Union: return !in_a && !in_b;
case BooleanOp::Intersection: return in_a && in_b;
@@ -80,24 +72,21 @@ HalfedgeMesh mesh_boolean(const HalfedgeMesh& a, const HalfedgeMesh& b, BooleanO
}
};
// Classify and collect triangles from A
for (size_t fi = 0; fi < a.num_faces(); ++fi) {
auto vis = a.face_vertices(static_cast<int>(fi));
if (vis.size() != 3) continue;
Point3D v0 = a.vertex(vis[0]), v1 = a.vertex(vis[1]), v2 = a.vertex(vis[2]);
Point3D c = (v0+v1+v2) / 3.0;
bool in_b = is_point_inside(c, b, bvh_b);
if (class_for_op(true, in_b, op)) add_tri(v0, v1, v2);
if (class_for(true, is_point_inside(c, b, bvh_b), op))
add_tri(v0, v1, v2);
}
// Classify and collect triangles from B
for (size_t fi = 0; fi < b.num_faces(); ++fi) {
auto vis = b.face_vertices(static_cast<int>(fi));
if (vis.size() != 3) continue;
Point3D v0 = b.vertex(vis[0]), v1 = b.vertex(vis[1]), v2 = b.vertex(vis[2]);
Point3D c = (v0+v1+v2) / 3.0;
bool in_a = is_point_inside(c, a, bvh_a);
if (class_for_op(false, in_a, op)) add_tri(v0, v1, v2);
if (class_for(false, is_point_inside(c, a, bvh_a), op))
add_tri(v0, v1, v2);
}
HalfedgeMesh result;
+1 -1
View File
@@ -48,7 +48,7 @@ std::vector<T> KDTree<T>::query_knn(const Point3D& point, size_t k) const {
if constexpr (std::is_same_v<T, Point3D>) d = (item - point).norm();
dists.emplace_back(d, item);
}
std::partial_sort(dists.begin(), dists.begin() + std::min(k, dists.size()), dists.end());
std::partial_sort(dists.begin(), dists.begin() + std::min(k, dists.size()), dists.end(), [](const auto& a, const auto& b) { return a.first < b.first; });
std::vector<T> result;
for (size_t i = 0; i < std::min(k, dists.size()); ++i)
result.push_back(dists[i].second);