Exact planes from snapped vertices, so faces that meet at a corner meet exactly
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Evaluación
- Dificultad
- 5/5
- Tiempo estimado
- Más de una semana
- Aptitud para principiantes
- 35/100
- Tipo de issue
- Nueva funcionalidad
- Claridad
- Bien especificado
- Estado de actividad
- Activo
- Área
- computer-graphics
Línea de trabajo
Start with ExactBrushes.AddPlanes, ExactPlane.Quantize, and ExactJudge to trace how brush planes are created and validated; the issue also names OutputModelWeld and ChiselGeneratorSizeTests.SpiralStairsFilledDown_HaveWallsDownToTheFloor. The change requires snapping brush vertices, deriving shared face planes consistently, and revisiting integer widths and validation. Done when the spiral stairs tests pass with corners meeting exactly and the input check matches the new plane construction.
Escrito por el modelo de indexación a partir del texto del issue.
Descripción
Problem
The exact CSG rounds every plane of a brush on its own (ExactBrushes.AddPlanes -> ExactPlane.Quantize: unit normal to 2^-20, offset to 1/16384 m). Planes that meet in one point in the brush's float mesh generally no longer meet in one point after rounding. Where more than three planes meet at a corner, the exact polytope gets small extra edges near that corner.
When two of those planes are nearly parallel, the extra edge is long: about 0.03 mm / sin(angle between them). A spiral stairs rail piece is one convex brush whose twisted top is two triangles. At both ends of the fold between them, four planes meet: the end, the side and both triangles, which are only a degree or two apart. The fold then ends 1.65 mm from the corner instead of at it. That leaves a vertex in the middle of the rail's top edge.
The output weld collapses edges shorter than 1 mm (OutputModelWeld.kCollapseLength) to hide these slivers after the fact. It can't reach this one.
Failing tests that show it: ChiselGeneratorSizeTests.SpiralStairsFilledDown_HaveWallsDownToTheFloor (Up and Down).
What the literature does
Plane-based exact Booleans import a mesh by rounding its vertices to an integer grid, and derive each face's plane exactly from three of them (normal = e12 x e13, d = -v.n). Every face plane then passes exactly through its vertices, so faces meeting at a corner meet there exactly, however many there are.
- Bernstein & Fussell 2009, Fast, Exact, Linear Booleans
- Campen & Kobbelt 2010, Exact and Robust (Self-)Intersections for Polygonal Meshes
- Nehring-Wirxel, Trettner & Kobbelt 2021, Fast Exact Booleans for Iterated CSG using Octree-Embedded BSPs (arXiv 2103.02486). Section 1 describes this failure for planes made separately, and section 3.2 gives the bit bounds (27 bit positions, 55 bit normals, 256 bit arithmetic).
- Trettner, Nehring-Wirxel & Kobbelt 2022, EMBER
What it would take in Chisel
- Snap each brush's vertices to a grid in tree space, and make each face's exact plane from three of its snapped vertices. Brushes that share a face must pick the same three, by position, so their planes come out exactly opposite.
- Bit widths: a cross-product normal needs about twice the bits of the coordinates.
ExactPlaneallows normals below 2^32 and offsets below 2^56 (Int128/Int192 maths). That leaves about 15-16 bits of coordinates across a brush, about 2.8 m on the current 1/16384 m grid. So the exact maths needs wider integers, or the vertex grid needs to be coarser. - Snapping nearly-coplanar faces of different brushes onto one plane would then come from the vertex grid, not from rounding the planes.
- The
ExactJudgeinput check, which rebuilds the expected planes withQuantize, has to follow. - Once corners are exact,
OutputModelWeld's short-edge collapse may no longer be needed.
- Lenguaje dominante
- C#
- Estrellas
- 135
- Forks
- 15
- Merge medio
- 33 min
- PR fusionados (30 d)
- 122
Preparar el entorno
Este proyecto no incluye contenedor de desarrollo, Dockerfile ni guía de contribución, así que la configuración corre por tu cuenta: empieza por su README y consulta nuestra guía para la primera contribución para los pasos generales.
Primeros pasos
- Lee el issue completo y luego la guía de contribución del proyecto.
- Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
- Haz un fork del repositorio y trabaja en una rama.
- Abre un pull request que haga referencia al número del issue.
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