Simple implementation of clearance clash.

This commit is contained in:
Dion Moult
2024-02-04 16:02:45 +11:00
parent 988c8f16f3
commit 1fe69e5f19
3 changed files with 419 additions and 3 deletions
+394 -2
View File
@@ -54,9 +54,9 @@
#include <GeomAPI_ProjectPointOnSurf.hxx>
#include <Geom_Plane.hxx>
#include <IntTools_FaceFace.hxx>
#include "triangleintersects.hpp"
#include <STEPConstruct_PointHasher.hxx>
#include <boost/stacktrace.hpp>
#include "triangleintersects.hpp"
namespace IfcGeom {
@@ -149,6 +149,7 @@ namespace IfcGeom {
// Branchless slab method. Note that this can still be optimised further by batching boxes.
// From Tavian Barnes - MIT License
// https://tavianator.com/2022/ray_box_boundary.html
bool is_intersect_ray_box(const struct ray *ray, const struct box *box) const {
float tmin = 0.0, tmax = INFINITY;
@@ -169,6 +170,7 @@ namespace IfcGeom {
}
// Modified slightly to use gp_Vec and allow line-tri intersection
// From Wikipedia under CC-BY-SA 4.0 which is likely incompatible with LGPL. Do not merge.
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
bool is_intersect_ray_tri(
const gp_Vec& ray_origin,
@@ -342,6 +344,242 @@ namespace IfcGeom {
return true; // The point is on the line segment
}
// Why can't I use std::clamp?
template<typename TC>
const TC& ios_clamp(const TC& v, const TC& lo, const TC& hi) const {
assert(!(hi < lo));
return (v < lo) ? lo : (hi < v) ? hi : v;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/561a0df858d7e48879cdf7eeb54cfe208f660f18/physx/source/geomutils/src/sweep/GuSweepCapsuleCapsule.cpp#L43
// With minor modifications to use gp_Vec type.
void edgeEdgeDist(gp_Vec& x, gp_Vec& y, // closest points
const gp_Vec& p, const gp_Vec& a, // seg 1 origin, vector
const gp_Vec& q, const gp_Vec& b) // seg 2 origin, vector
const {
const gp_Vec Tx = q - p;
const double ADotA = a.Dot(a);
const double BDotB = b.Dot(b);
const double ADotB = a.Dot(b);
const double ADotT = a.Dot(Tx);
const double BDotT = b.Dot(Tx);
// t parameterizes ray (p, a)
// u parameterizes ray (q, b)
// Compute t for the closest point on ray (p, a) to ray (q, b)
const Standard_Real Denom = ADotA*BDotB - ADotB*ADotB;
Standard_Real t; // We will clamp result so t is on the segment (p, a)
if(Denom!=0.0f)
t = ios_clamp((ADotT*BDotB - BDotT*ADotB) / Denom, 0.0, 1.0);
else
t = 0.0f;
// find u for point on ray (q, b) closest to point at t
Standard_Real u;
if(BDotB!=0.0f)
{
u = (t*ADotB - BDotT) / BDotB;
// if u is on segment (q, b), t and u correspond to closest points, otherwise, clamp u, recompute and clamp t
if(u<0.0f)
{
u = 0.0f;
if(ADotA!=0.0f)
t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
else
t = 0.0f;
}
else if(u > 1.0f)
{
u = 1.0f;
if(ADotA!=0.0f)
t = ios_clamp((ADotB + ADotT) / ADotA, 0.0, 1.0);
else
t = 0.0f;
}
}
else
{
u = 0.0f;
if(ADotA!=0.0f)
t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
else
t = 0.0f;
}
x = p + a * t;
y = q + b * u;
}
#define PX_MAX_F32 3.4028234663852885981170418348452e+38F
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/a2af52eb6a2532bd2bc583ef8ead9c81c9222af1/physx/source/geomutils/src/distance/GuDistanceTriangleTriangle.cpp#L38
// With minor modifications to use gp_Vec type.
float distanceTriangleTriangleSquared(gp_Vec& cp, gp_Vec& cq, const std::array<gp_Vec, 3> p, const std::array<gp_Vec, 3> q) const
{
std::array<gp_Vec, 3> Sv;
Sv[0] = p[1] - p[0];
Sv[1] = p[2] - p[1];
Sv[2] = p[0] - p[2];
std::array<gp_Vec, 3> Tv;
Tv[0] = q[1] - q[0];
Tv[1] = q[2] - q[1];
Tv[2] = q[0] - q[2];
gp_Vec minP, minQ;
bool shown_disjoint = false;
float mindd = PX_MAX_F32;
for(int i=0;i<3;i++)
{
for(int j=0;j<3;j++)
{
edgeEdgeDist(cp, cq, p[i], Sv[i], q[j], Tv[j]);
const gp_Vec V = cq - cp;
const float dd = V.Dot(V);
if(dd<=mindd)
{
minP = cp;
minQ = cq;
mindd = dd;
int id = i+2;
if(id>=3)
id-=3;
gp_Vec Z = p[id] - cp;
float a = Z.Dot(V);
id = j+2;
if(id>=3)
id-=3;
Z = q[id] - cq;
float b = Z.Dot(V);
if((a<=0.0f) && (b>=0.0f))
return V.Dot(V);
if(a<=0.0f) a = 0.0f;
else if(b>0.0f) b = 0.0f;
if((mindd - a + b) > 0.0f)
shown_disjoint = true;
}
}
}
gp_Vec Sn = Sv[0].Crossed(Sv[1]);
float Snl = Sn.Dot(Sn);
if(Snl>1e-15f)
{
const std::array<double, 3> Tp = {(p[0] - q[0]).Dot(Sn),
(p[0] - q[1]).Dot(Sn),
(p[0] - q[2]).Dot(Sn)};
int index = -1;
if((Tp[0]>0.0f) && (Tp[1]>0.0f) && (Tp[2]>0.0f))
{
if(Tp[0]<Tp[1]) index = 0; else index = 1;
if(Tp[2]<Tp[index]) index = 2;
}
else if((Tp[0]<0.0f) && (Tp[1]<0.0f) && (Tp[2]<0.0f))
{
if(Tp[0]>Tp[1]) index = 0; else index = 1;
if(Tp[2]>Tp[index]) index = 2;
}
if(index >= 0)
{
shown_disjoint = true;
const gp_Vec& qIndex = q[index];
gp_Vec V = qIndex - p[0];
gp_Vec Z = Sn.Crossed(Sv[0]);
if(V.Dot(Z)>0.0f)
{
V = qIndex - p[1];
Z = Sn.Crossed(Sv[1]);
if(V.Dot(Z)>0.0f)
{
V = qIndex - p[2];
Z = Sn.Crossed(Sv[2]);
if(V.Dot(Z)>0.0f)
{
cp = qIndex + Sn * Tp[index]/Snl;
cq = qIndex;
return (cp - cq).SquareMagnitude();
}
}
}
}
}
gp_Vec Tn = Tv[0].Crossed(Tv[1]);
float Tnl = Tn.Dot(Tn);
if(Tnl>1e-15f)
{
const std::array<double, 3> Sp = {(q[0] - p[0]).Dot(Tn),
(q[0] - p[1]).Dot(Tn),
(q[0] - p[2]).Dot(Tn)};
int index = -1;
if((Sp[0]>0.0f) && (Sp[1]>0.0f) && (Sp[2]>0.0f))
{
if(Sp[0]<Sp[1]) index = 0; else index = 1;
if(Sp[2]<Sp[index]) index = 2;
}
else if((Sp[0]<0.0f) && (Sp[1]<0.0f) && (Sp[2]<0.0f))
{
if(Sp[0]>Sp[1]) index = 0; else index = 1;
if(Sp[2]>Sp[index]) index = 2;
}
if(index >= 0)
{
shown_disjoint = true;
const gp_Vec& pIndex = p[index];
gp_Vec V = pIndex - q[0];
gp_Vec Z = Tn.Crossed(Tv[0]);
if(V.Dot(Z)>0.0f)
{
V = pIndex - q[1];
Z = Tn.Crossed(Tv[1]);
if(V.Dot(Z)>0.0f)
{
V = pIndex - q[2];
Z = Tn.Crossed(Tv[2]);
if(V.Dot(Z)>0.0f)
{
cp = pIndex;
cq = pIndex + Tn * Sp[index]/Tnl;
return (cp - cq).SquareMagnitude();
}
}
}
}
}
if(shown_disjoint)
{
cp = minP;
cq = minQ;
return mindd;
}
else return 0.0f;
}
bool test_intersection(const T& tA, const T& tB, const TopoDS_Shape& A, const TopoDS_Shape& B, double tolerance) const {
// 1. For each vert of A that is inside shape B, find the shortest distance to the closest face
// 2. Of those verts, find the innermost vert (i.e. the vert that has the longest distance)
@@ -800,10 +1038,128 @@ namespace IfcGeom {
}
}
}
return false;
}
bool test_clearance(const T& tA, const T& tB, const TopoDS_Shape& A, const TopoDS_Shape& B, double clearance) const {
// OBB check
auto obb_a = obbs_.find(tA)->second;
auto obb_b = obbs_.find(tB)->second;
obb_b.Enlarge(clearance);
if (obb_a.IsOut(obb_b)) {
return false;
}
// Collide BVH trees of shape A vs B
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_a = bvhs_.find(tA)->second;
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_b = bvhs_.find(tB)->second;
std::unordered_map<int, std::vector<int>> bvh_clashes;
for (int i=0; i<bvh_a->Length(); ++i) {
if ( ! bvh_a->IsOuter(i)) {
continue;
}
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt bvh_a_min = bvh_a->MinPoint(i);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt bvh_a_max = bvh_a->MaxPoint(i);
bvh_a_min[0] -= 1e-3;
bvh_a_min[1] -= 1e-3;
bvh_a_min[2] -= 1e-3;
bvh_a_max[0] += 1e-3;
bvh_a_max[1] += 1e-3;
bvh_a_max[2] += 1e-3;
BVH_Box<Standard_Real, 3> box_a(bvh_a_min, bvh_a_max);
//BVH_Box<Standard_Real, 3> box_a(bvh_a->MinPoint(i), bvh_a->MaxPoint(i));
std::stack<int> stack;
stack.push(0);
while ( ! stack.empty()) {
int j = stack.top();
stack.pop();
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt bvh_b_min = bvh_b->MinPoint(j);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt bvh_b_max = bvh_b->MaxPoint(j);
bvh_b_min[0] -= clearance + 1e-3;
bvh_b_min[1] -= clearance + 1e-3;
bvh_b_min[2] -= clearance + 1e-3;
bvh_b_max[0] += clearance + 1e-3;
bvh_b_max[1] += clearance + 1e-3;
bvh_b_max[2] += clearance + 1e-3;
//if (box_a.IsOut(bvh_b->MinPoint(j), bvh_b->MaxPoint(j))) {
if (box_a.IsOut(bvh_b_min, bvh_b_max)) {
continue;
}
if (bvh_b->IsOuter(j)) {
if (bvh_clashes.find(i) != bvh_clashes.end()) {
bvh_clashes[i].push_back(j);
} else {
bvh_clashes[i] = {j};
}
} else {
stack.push(bvh_b->Child<0>(j));
stack.push(bvh_b->Child<1>(j));
}
}
}
if (bvh_clashes.empty()) {
return false;
}
BRepExtrema_TriangleSet triangle_set_a = triangle_sets_.find(tA)->second;
BRepExtrema_TriangleSet triangle_set_b = triangle_sets_.find(tB)->second;
for (const auto& pair : bvh_clashes) {
int bvh_a_i = pair.first;
std::vector<int> bvh_b_is = pair.second;
for (int i=bvh_a->BegPrimitive(bvh_a_i); i<=bvh_a->EndPrimitive(bvh_a_i); ++i) {
BVH_Vec3d v1, v2, v3;
triangle_set_a.GetVertices(i, v1, v2, v3);
gp_Vec v1_a_vec(v1[0], v1[1], v1[2]);
gp_Vec v2_a_vec(v2[0], v2[1], v2[2]);
gp_Vec v3_a_vec(v3[0], v3[1], v3[2]);
std::array<gp_Vec, 3> p = {v1_a_vec, v2_a_vec, v3_a_vec};
for (const auto& bvh_b_i : bvh_b_is) {
for (int j=bvh_b->BegPrimitive(bvh_b_i); j<=bvh_b->EndPrimitive(bvh_b_i); ++j) {
BVH_Vec3d v1_b, v2_b, v3_b;
triangle_set_b.GetVertices(j, v1_b, v2_b, v3_b);
tri_count_++;
gp_Vec v1_b_vec(v1_b[0], v1_b[1], v1_b[2]);
gp_Vec v2_b_vec(v2_b[0], v2_b[1], v2_b[2]);
gp_Vec v3_b_vec(v3_b[0], v3_b[1], v3_b[2]);
std::array<gp_Vec, 3> q = {v1_b_vec, v2_b_vec, v3_b_vec};
gp_Vec cp;
gp_Vec cq;
// https://stackoverflow.com/questions/53602907/algorithm-to-find-minimum-distance-between-two-triangles
distanceTriangleTriangleSquared(cp, cq, p, q);
double distance = (cq - cp).Magnitude();
if (distance < clearance) {
std::array<double, 3> cp_arr3 = {cp.X(), cp.Y(), cp.Z()};
std::array<double, 3> cq_arr3 = {cq.X(), cq.Y(), cq.Z()};
protrusion_distances_.push_back(distance);
protrusion_points_.push_back(cp_arr3);
surface_points_.push_back(cq_arr3);
return true;
}
}
}
}
}
return false;
}
bool test(const TopoDS_Shape& A, const TopoDS_Shape& B, bool completely_within, double extend) const {
if (extend > 0.) {
@@ -1068,7 +1424,43 @@ namespace IfcGeom {
std::cout << "Tri count " << tri_count_ << std::endl;
return ts_filtered;
}
std::vector<T> clash_clearance(const T& t, double clearance) const {
protrusion_distances_.clear();
protrusion_points_.clear();
surface_points_.clear();
std::vector<T> ts = select_box(t, true, 1e-5);
if (ts.empty()) {
return ts;
}
std::cout << "Passes box check" << std::endl;
const TopoDS_Shape& A = shapes_.find(t)->second;
std::vector<T> ts_filtered;
ts_filtered.reserve(ts.size());
std::cout << "We have to check X box results " << ts.size() << std::endl;
int i = 0;
typename std::vector<T>::const_iterator it = ts.begin();
for (it = ts.begin(); it != ts.end(); ++it) {
const TopoDS_Shape& B = shapes_.find(*it)->second;
if (t == *it) {
continue; // Don't clash against itself.
}
i++;
std::cout << "Currently doing" << i << std::endl;
if (test_clearance(t, *it, A, B, clearance)) {
ts_filtered.push_back(*it);
}
}
std::cout << "Tri count " << tri_count_ << std::endl;
return ts_filtered;
}
std::vector<T> select(const T& t, bool completely_within = false, double extend = 0.0) const {
@@ -197,8 +197,16 @@ class tree(ifcopenshell_wrapper.tree):
return value
args = [self, unwrap(value), allow_touching]
return [entity_instance(e) for e in ifcopenshell_wrapper.tree.clash_collision(*args)]
return [entity_instance(e) for e in ifcopenshell_wrapper.tree.clash_intersection(*args)]
def clash_clearance(self, value, clearance=0.05):
def unwrap(value):
if isinstance(value, entity_instance):
return value.wrapped_data
return value
args = [self, unwrap(value), clearance]
return [entity_instance(e) for e in ifcopenshell_wrapper.tree.clash_clearance(*args)]
def create_shape(settings, inst, repr=None):
+16
View File
@@ -114,6 +114,22 @@
return IfcGeom_tree_vector_to_list(ps);
}
aggregate_of_instance::ptr clash_collision(IfcUtil::IfcBaseClass* e, bool allow_touching = false) const {
if (!e->declaration().is("IfcProduct")) {
throw IfcParse::IfcException("Instance should be an IfcProduct");
}
std::vector<IfcUtil::IfcBaseEntity*> ps = $self->clash_collision((IfcUtil::IfcBaseEntity*)e, allow_touching);
return IfcGeom_tree_vector_to_list(ps);
}
aggregate_of_instance::ptr clash_clearance(IfcUtil::IfcBaseClass* e, double clearance = 0.05) const {
if (!e->declaration().is("IfcProduct")) {
throw IfcParse::IfcException("Instance should be an IfcProduct");
}
std::vector<IfcUtil::IfcBaseEntity*> ps = $self->clash_clearance((IfcUtil::IfcBaseEntity*)e, clearance);
return IfcGeom_tree_vector_to_list(ps);
}
aggregate_of_instance::ptr select(IfcUtil::IfcBaseClass* e, bool completely_within = false, double extend = 0.0) const {
if (!e->declaration().is("IfcProduct")) {
throw IfcParse::IfcException("Instance should be an IfcProduct");