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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-09 09:21:46 +00:00
WIP attempt to use BVH_Triangulation
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@@ -53,6 +53,8 @@
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#include <BVH_BoxSet.hxx>
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#include <BVH_LinearBuilder.hxx>
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#include <BVH_Tree.hxx>
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#include <BVH_Triangulation.hxx>
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#include <BVH_Types.hxx>
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#include <Bnd_OBB.hxx>
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#include <GeomAPI_ProjectPointOnSurf.hxx>
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#include <Geom_Plane.hxx>
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@@ -695,10 +697,12 @@ namespace IfcGeom {
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const std::vector<int>& bvh_b_is = pair.second;
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for (int i=bvh_a->BegPrimitive(bvh_a_i); i<=bvh_a->EndPrimitive(bvh_a_i); ++i) {
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// Uncomment this to get old behaviour
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/*
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if ( ! valid_tris_a[i]) {
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continue;
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}
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*/
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const std::array<int, 3>& tri = tris_a[i];
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const gp_Pnt& v1_a_pnt = verts_a[tri[0]];
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const gp_Pnt& v2_a_pnt = verts_a[tri[1]];
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@@ -711,10 +715,12 @@ namespace IfcGeom {
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for (const auto& bvh_b_i : bvh_b_is) {
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for (int j=bvh_b->BegPrimitive(bvh_b_i); j<=bvh_b->EndPrimitive(bvh_b_i); ++j) {
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// Uncomment this to get old behaviour
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/*
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if ( ! valid_tris_b[j]) {
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continue;
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}
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*/
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const std::array<int, 3>& tri = tris_b[j];
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const gp_Pnt& v1_b_pnt = verts_b[tri[0]];
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const gp_Pnt& v2_b_pnt = verts_b[tri[1]];
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@@ -956,79 +962,176 @@ namespace IfcGeom {
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max_protrusions_[t] = std::min(std::min(obb.XHSize(), obb.YHSize()), obb.ZHSize()) * 2;
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BRepExtrema_ShapeList shape_list;
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std::vector<std::array<int, 3>> tris;
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std::vector<gp_Pnt> verts;
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std::vector<gp_Vec> normals;
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std::vector<bool> is_reversed;
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// DM: changed initialisation to get it to compile and actually have a BVH
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const auto builder = new BVH_LinearBuilder<Standard_Real, 3> (BVH_Constants_LeafNodeSizeDefault, BVH_Constants_MaxTreeDepth);
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BVH_Triangulation<Standard_Real, 3> triangulation(builder);
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TopExp_Explorer exp_f;
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for (exp_f.Init(s, TopAbs_FACE); exp_f.More(); exp_f.Next()) {
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shape_list.Append(exp_f.Current());
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TopoDS_Face f = TopoDS::Face(exp_f.Current());
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is_reversed.push_back(f.Orientation() == TopAbs_REVERSED);
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}
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BRepExtrema_TriangleSet triangle_set(shape_list);
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const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh = triangle_set.BVH();
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std::vector<bool> valid_tris(triangle_set.Size(), true);
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std::vector<std::array<int, 3>> tris(triangle_set.Size());
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std::vector<gp_Vec> normals(triangle_set.Size());
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const BVH_Array3d& vertices = triangle_set.GetVertices();
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std::vector<gp_Pnt> verts(vertices.size());
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int i = 0;
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for (const auto& v : vertices) {
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verts[i] = gp_Pnt(v[0], v[1], v[2]);
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i++;
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}
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for (int i=0; i<triangle_set.Size(); ++i) {
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NCollection_Array1<int> indices;
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triangle_set.GetVtxIndices(i, indices);
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if (is_reversed[triangle_set.GetFaceID(i)]) {
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std::swap(indices[0], indices[2]);
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}
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gp_Pnt& v1_pnt = verts[indices[0]];
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gp_Pnt& v2_pnt = verts[indices[1]];
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gp_Pnt& v3_pnt = verts[indices[2]];
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gp_Vec dir1(v1_pnt, v2_pnt);
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gp_Vec dir2(v1_pnt, v3_pnt);
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gp_Vec cross_product = dir1.Crossed(dir2);
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if (cross_product.Magnitude() > Precision::Confusion()) {
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normals[i] = cross_product.Normalized();
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tris[i] = {indices[0], indices[1], indices[2]};
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} else {
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valid_tris[i] = false;
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}
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}
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// Debug
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// std::list<TopoDS_Shape> shapes;
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/*
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std::cout << "DEBUGG:" << std::endl;
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for (int i=0; i<triangle_set.Size(); ++i) {
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BVH_Vec3d v1, v2, v3;
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triangle_set.GetVertices(i, v1, v2, v3);
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int face_id = triangle_set.GetFaceID(i);
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std::cout << "Triangle in triangle set:" << std::endl;
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std::cout << v1[0] << " " << v1[1] << " " << v1[2] << std::endl;
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if (faces[face_id].Orientation() == TopAbs_REVERSED) {
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std::cout << v3[0] << " " << v3[1] << " " << v3[2] << std::endl;
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std::cout << v2[0] << " " << v2[1] << " " << v2[2] << std::endl;
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} else {
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std::cout << v2[0] << " " << v2[1] << " " << v2[2] << std::endl;
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std::cout << v3[0] << " " << v3[1] << " " << v3[2] << std::endl;
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{
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TopExp_Explorer solids(s, TopAbs_SOLID);
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for (; solids.More(); solids.Next()) {
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shapes.push_back(solids.Current());
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}
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}
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{
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TopExp_Explorer loose_shells(s, TopAbs_SHELL, TopAbs_SOLID);
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for (; loose_shells.More(); loose_shells.Next()) {
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shapes.push_back(loose_shells.Current());
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}
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}
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{
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TopExp_Explorer loose_faces(s, TopAbs_FACE, TopAbs_SHELL);
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for (; loose_faces.More(); loose_faces.Next()) {
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shapes.push_back(loose_faces.Current());
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}
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}
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*/
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//for (auto& s : shapes) {
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//for (TopExp_Explorer exp_f(s, TopAbs_FACE); exp_f.More(); exp_f.Next()) {
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TopExp_Explorer exp_f;
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for (exp_f.Init(s, TopAbs_FACE); exp_f.More(); exp_f.Next()) {
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auto& face = TopoDS::Face(exp_f.Current());
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BRepGProp_Face prop(face);
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bool is_reversed = face.Orientation() == TopAbs_REVERSED;
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TopLoc_Location loc;
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Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face, loc);
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if (tri.IsNull()) {
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Logger::Message(Logger::LOG_ERROR, "Triangulation missing for face");
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continue;
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}
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size_t vertex_offset = triangulation.Vertices.size() - 1;
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auto theNodes = tri->MapNodeArray()->ChangeArray1();
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auto theTrsf = loc.Transformation();
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for (Standard_Integer aVertIdx = 1; aVertIdx <= theNodes.Size(); ++aVertIdx)
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{
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gp_Pnt n_pnt = theNodes.Value (aVertIdx);
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n_pnt.Transform (theTrsf);
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triangulation.Vertices.push_back (BVH_Vec3d (n_pnt.X(), n_pnt.Y(), n_pnt.Z()));
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verts.push_back(n_pnt);
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}
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/*
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for (int i = 1; i <= tri->NbNodes(); ++i) {
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// DM: modified to pass in NCollection_Vec3<double> not gp_XYZ
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gp_Pnt n_pnt(tri->Node(i).Transformed(loc).XYZ());
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NCollection_Vec3<double> vec(n_pnt.X(), n_pnt.Y(), n_pnt.Z());
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triangulation.Vertices.push_back(vec);
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verts.push_back(n_pnt);
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}
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*/
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const Poly_Array1OfTriangle& triangles = tri->Triangles();
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for (int i = 1; i <= triangles.Length(); ++i) {
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int n1, n2, n3; // These indices start from 1
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if (is_reversed) {
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triangles(i).Get(n3, n2, n1);
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} else {
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triangles(i).Get(n1, n2, n3);
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}
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// DM: calculate per-triangle normal here and only push back valid triangles
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n1 += vertex_offset;
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n2 += vertex_offset;
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n3 += vertex_offset;
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const auto& v1_pnt = verts[n1];
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const auto& v2_pnt = verts[n2];
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const auto& v3_pnt = verts[n3];
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gp_Vec dir1(v1_pnt, v2_pnt);
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gp_Vec dir2(v1_pnt, v3_pnt);
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gp_Vec cross_product = dir1.Crossed(dir2);
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if (cross_product.Magnitude() > Precision::Confusion()) {
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// The 0 at the end is an arbitrary reference to anything we want.
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NCollection_Vec4<int> element(n1, n2, n3, 0);
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triangulation.Elements.push_back(element);
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tris.push_back({n1, n2, n3});
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normals.push_back(cross_product.Normalized());
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}
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}
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}
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//}
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// DM: moved out of the shape loop.
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triangulation.MarkDirty();
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const auto bvh = triangulation.BVH();
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bvhs_[t] = bvh;
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is_manifold_[t] = is_shape_manifold(s);
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tris_[t] = std::move(tris);
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verts_[t] = std::move(verts);
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normals_[t] = std::move(normals);
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valid_tris_[t] = std::move(valid_tris);
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// This is the old method of bvh generation
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BRepExtrema_ShapeList shape_list;
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std::vector<bool> is_reversed2;
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TopExp_Explorer exp_f2;
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for (exp_f2.Init(s, TopAbs_FACE); exp_f2.More(); exp_f2.Next()) {
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shape_list.Append(exp_f2.Current());
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TopoDS_Face f = TopoDS::Face(exp_f2.Current());
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is_reversed2.push_back(f.Orientation() == TopAbs_REVERSED);
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}
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BRepExtrema_TriangleSet triangle_set(shape_list);
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const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh2 = triangle_set.BVH();
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std::vector<bool> valid_tris(triangle_set.Size(), true);
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std::vector<std::array<int, 3>> tris2(triangle_set.Size());
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std::vector<gp_Vec> normals2(triangle_set.Size());
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const BVH_Array3d& vertices = triangle_set.GetVertices();
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std::vector<gp_Pnt> verts2(vertices.size());
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int i = 0;
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for (const auto& v : vertices) {
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verts2[i] = gp_Pnt(v[0], v[1], v[2]);
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i++;
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}
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for (int i=0; i<triangle_set.Size(); ++i) {
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NCollection_Array1<int> indices;
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triangle_set.GetVtxIndices(i, indices);
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if (is_reversed2[triangle_set.GetFaceID(i)]) {
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std::swap(indices[0], indices[2]);
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}
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gp_Pnt& v1_pnt = verts2[indices[0]];
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gp_Pnt& v2_pnt = verts2[indices[1]];
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gp_Pnt& v3_pnt = verts2[indices[2]];
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gp_Vec dir1(v1_pnt, v2_pnt);
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gp_Vec dir2(v1_pnt, v3_pnt);
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gp_Vec cross_product = dir1.Crossed(dir2);
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if (cross_product.Magnitude() > Precision::Confusion()) {
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normals2[i] = cross_product.Normalized();
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tris2[i] = {indices[0], indices[1], indices[2]};
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} else {
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valid_tris[i] = false;
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}
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}
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// Uncomment this to get old behaviour
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// bvhs_[t] = bvh2;
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// tris_[t] = std::move(tris2);
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// verts_[t] = std::move(verts2);
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// normals_[t] = std::move(normals2);
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// valid_tris_[t] = std::move(valid_tris);
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/*
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std::cout << "DEBUGG:" << std::endl;
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for (int i=0; i<triangulation.Size(); ++i) {
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std::cout << "Triangle in triangle set:" << std::endl;
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const auto& tri = triangulation.Elements[i];
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for (int j=0; j<3; ++j) {
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const auto& v = triangulation.Vertices[tri[j] - 1]; // tri[j] indices start from 1
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std::cout << v[0] << " " << v[1] << " " << v[2] << std::endl;
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}
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}
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*/
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}
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std::vector<T> select_box(const T& t, bool completely_within = false, double extend=-1.e-5) const {
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