Coder Social home page Coder Social logo

executionunit / csgjs-cpp Goto Github PK

View Code? Open in Web Editor NEW
13.0 3.0 7.0 332 KB

Constructive Solid Geometry utility code in C++ (ported from a JS Library).

License: MIT License

CMake 1.20% C++ 98.48% C 0.33%
csg cpp gamedev c-plus-plus graphics-programming mesh-processing cmake polygon

csgjs-cpp's Introduction

csgjs-cpp

Building on the work by dabroz who ported the Javascript code to cpp.

Constructive Solid Geometry JavaScript C Plus Plus.

This library uses a fairly robust but not particularly efficient algorithm using BSP trees to perform boolean operations:

  • union
  • subtraction
  • intersection

on geometric shapes made from convex polygons. For examples, look at the original JS library which has interactive examples! https://evanw.github.io/csg.js/more.html

As with the initial JS implementation and the initial C++ port this code is licensed under the MIT license.

The main.cpp file has a simple Timer class that only works on windows. Annoyingly even with C++11 the high resolution timer isn't recommended for use.

Building

The code uses CMake (version 3.14 or greater). I've tested building on Windows, Linux and macOS. Performance measurements are only done on Windows (see Timer comment above).

Running

Build the code and run it, there are no options.

When you run the executable to saves out numerous 3D PLY files to the current directory.

Images

These are taken using MeshLab a great viewer for PLY files.

auto a = csgsmodel_cube({0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}, white);
auto b = csgsmodel_sphere({0, 0, 0}, 1.35f, white, 16);
auto c = csgsmodel_cylinder({-1, 0, 0}, {1, 0, 0}, 0.7f, red);
auto d = csgsmodel_cylinder({0, -1, 0}, {0, 1, 0}, 0.7f, green);
auto e = csgsmodel_cylinder({0, 0, -1}, {0, 0, 1}, 0.7f, blue);

// JS a.intersect(b).subtract(c.union(d).union(e))
auto model = csgsubtract(csgintersection(a, b), csgunion(csgunion(c, d), e));
exunit::modeltoply("multiops.ply", model);

Multiple Operations

auto gourd = modelfrompolygons(polygons);
auto cyl = csgsmodel_cylinder({0.6f, 0.8f, -0.6f}, {-0.6f, -0.8f, 0.6f}, 0.4f, blue);
exunit::modeltoply("gourd_union.ply", csgunion(gourd, cyl));

Gourd Union With Cylinder

Changes

List of changes from the initial port:

  • turned in to header only.
  • remove inline static from functions, now just inline.
  • add negate operator for Vector.
  • csgjs_EPSILON set to 0.0001 (from 0.00001) as we're using floats. With the smaller epsilon the code often gets stuck endlessly adding the same face to a BSP node.
  • port csgsmodel_cube, csgmodel_sphere and csgsmodel_cylinder from the JS library.
  • bring in the gourd model for comparisons tests with JS version.
  • Add color in to the csgjsspp::Vertex structure and interpolation. Gives more pleasing exports.
  • Can define CSGJSCPP_REAL to double to force doubles for everything, defaults to float.
  • move all the code in to the csgjscpp namespace and cleanup the names to be consistent.
  • applied clang formatting (see .clang-format).
  • Added some basic optimizations speeding it up by ~40% (non scientific measurements of course).
  • Replace std::vector etc with macros which can be defined before inclusion. This means I can use eastl::vector in other projects (or any type that matches the API for std::vector). This is really ugly but it's the easiest way to override these classes without playing with using namespace eastl and it being "less than obvious which class is used.

Perf notes

As I optimised the code I made notes of what happened to the timings. This isn't scientific but may be interesting to someone.

base point

gourd union cyl 289372ms
gourd intersect cyl 143341ms
gourd subtract cyl 242513ms
cyl subtract gourd 142125ms

replace std::list with std::deque

tends performs better when you are appending to back and removing from front

gourd union cyl 218010ms
gourd intersect cyl 104212ms
gourd subtract cyl 192249ms
cyl subtract gourd 112567ms

remove vector copy from many looping ops.

vectors were being copied out of lists so that the front of the list could be popped. use a reference to the vector and delay the pop until it could all be pop/deleted in one go.

gourd union cyl 192250ms
gourd intersect cyl 91525ms
gourd subtract cyl 159293ms
cyl subtract gourd 99925ms

Don't cache that which is cheap to calculate

In Polygon::split do not cache the polygon type as creating the memory to cache it takes a lot time and often the cache isn't needed. Just repeat the maths when the type is needed.

gourd union cyl 178445ms
gourd intersect cyl 80472ms
gourd subtract cyl 138508ms
cyl subtract gourd 90476ms

add color in to csgjs_vertex.

bollox, well this made things slower but we need the color to be in there! gourd union cyl 200411ms gourd intersect cyl 107755ms gourd subtract cyl 168332ms cyl subtract gourd 102270ms

remove UV as not used.

gourd union cyl 184774ms
gourd intersect cyl 105220ms
gourd subtract cyl 167227ms
cyl subtract gourd 102725ms

made some functions inline

After cleanung up the namespace and class names make sure cheap functions are inlined (or at least we ask the compiler to inline them)

gourd union cyl 189880ms
gourd intersect cyl 102021ms
gourd subtract cyl 155356ms
cyl subtract gourd 103044ms

using polygons until a model is required.

The code converts from a set of polygons to a model and then to polygons for every operation. removing this step makes a big difference to performance

multiops.ply 145503ms
multiops_frompolgons.ply 51645ms

removed the memory leaks

cleaning up memory, alas, slows down the code, sigh.

gourd union cyl 197228ms
gourd intersect cyl 102733ms
gourd subtract cyl 159280ms
cyl subtract gourd 102508ms

color now uint32_t macros for std types so they can be replaced

despite smaller size for Vertex this is slightly slower, not sure why. The macros make no real change despite being as ugly as all hell.

gourd union cyl 198833ms
gourd intersect cyl 108943ms
gourd subtract cyl 170563ms
cyl subtract gourd 111943ms

Optimize vertices when building a model

When building a model, look for similar vertices so we don't store duplicate vertices. Interestingly this also speeds up the processing as there is less data to iterate through.

before

cube_subtract_cube.ply faces: 62 vertices:186
cube_subtract_sphere.ply faces: 686 vertices:2058
cube_subtract_cylinder.ply faces: 146 vertices:438
multiops.ply 149895ms faces: 3104 vertices:9312
multiops_frompolgons.ply 58230ms faces: 1468 vertices:4404
gourd union cyl 191450ms
gourd intersect cyl 104819ms
gourd subtract cyl 162605ms
cyl subtract gourd 103615ms

after

cube_subtract_cube.ply faces: 62 vertices:78
cube_subtract_sphere.ply faces: 686 vertices:559
cube_subtract_cylinder.ply faces: 146 vertices:162
multiops.ply 183729ms faces: 3104 vertices:2173
multiops_frompolgons.ply 61491ms faces: 1468 vertices:1212
gourd union cyl 152810ms
gourd intersect cyl 68029ms
gourd subtract cyl 118275ms
cyl subtract gourd 77234ms

thanks, hope this helps someone.

csgjs-cpp's People

Contributors

executionunit avatar jeffreyrainy avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.