Move free functions out to bvh_utils; delete h5 related bits; try to work on sharing bvh clash prologue

This commit is contained in:
Thomas Krijnen
2024-03-01 13:29:56 +01:00
parent f65da3d016
commit 6bc99544c5
2 changed files with 512 additions and 552 deletions
+203 -552
View File
@@ -27,6 +27,8 @@
#include "../ifcgeom_schema_agnostic/IfcGeomMaterial.h"
#include "../ifcgeom_schema_agnostic/Kernel.h"
#include "../ifcgeom_schema_agnostic/base_utils.h"
#include "../ifcgeom_schema_agnostic/clash_utils.h"
#include "../ifcgeom_schema_agnostic/bvh_utils.h"
#include <NCollection_UBTree.hxx>
#include <BRepBndLib.hxx>
@@ -43,7 +45,6 @@
#include <vector>
#include <future>
#include <mutex>
#include <stack>
#include <unordered_map>
#include <unordered_set>
#include <BRepExtrema_TriangleSet.hxx>
@@ -60,7 +61,6 @@
#include <Geom_Plane.hxx>
#include <IntTools_FaceFace.hxx>
#include <STEPConstruct_PointHasher.hxx>
#include "clash_utils.h"
#include "H5Cpp.h"
@@ -134,335 +134,218 @@ namespace IfcGeom {
namespace impl {
template <typename T>
class tree {
bool is_shape_manifold(const TopoDS_Shape& s) {
TopExp_Explorer exp(s, TopAbs_SHELL);
bool is_closed = false;
while (exp.More()) {
is_closed = true;
TopoDS_Shell shell = TopoDS::Shell(exp.Current());
TopTools_IndexedDataMapOfShapeListOfShape edgeFaceMap;
TopExp::MapShapesAndAncestors(s, TopAbs_EDGE, TopAbs_FACE, edgeFaceMap);
class tree {
for (int i = 1; i <= edgeFaceMap.Extent(); ++i) {
if (edgeFaceMap(i).Extent() < 2) {
// This edge is not shared by two faces, indicating a potential opening
return false;
}
}
exp.Next();
template <typename Fn>
bool process_bvh_intersections(const T& tA, const T& tB, Fn&& f) {
// 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 = clash_bvh(bvh_a, bvh_b);
if (bvh_clashes.empty()) {
return { -1, tA, tB, 0, {0, 0, 0}, {0, 0, 0} };
}
const std::vector<std::array<int, 3>>& tris_a = tris_.find(tA)->second;
const std::vector<std::array<int, 3>>& tris_b = tris_.find(tB)->second;
const std::vector<gp_Pnt>& verts_a = verts_.find(tA)->second;
const std::vector<gp_Pnt>& verts_b = verts_.find(tB)->second;
const std::vector<gp_Vec>& normals_a = normals_.find(tA)->second;
const std::vector<gp_Vec>& normals_b = normals_.find(tB)->second;
for (const auto& pair : bvh_clashes) {
const int bvh_a_i = pair.first;
const 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) {
const std::array<int, 3>& tri = tris_a[i];
f(bvh_a, bvh_b, tris_a, tris_b, verts_a, verts_b, normals_a, normals_b, i, tri, bvh_b_is);
}
}
return is_closed;
}
bool is_point_in_shape(
const gp_Pnt& v,
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh,
const std::vector<std::array<int, 3>>& tris,
const std::vector<gp_Pnt>& verts,
// In the case of "touching" rays, let's check again!
bool should_check_again = false
) const {
ray v_ray;
v_ray.origin[0] = v.X();
v_ray.origin[1] = v.Y();
v_ray.origin[2] = v.Z();
clash test_intersection_2(const T& tA, const T& tB, double tolerance, bool check_all = true) {
auto obb_b = obbs_.find(tB)->second;
obb_b.Enlarge(-tolerance);
if (should_check_again) {
// The first check may be incorrect if it intersects
// exactly between triangles or on edges of triangles.
// A second check is used to "double check" the results.
// The second check is perpendicular because AEC objects
// are typically symmetrical along an axis, and goes down
// because there's typically less stuff down there.
v_ray.dir[0] = 0.0f;
v_ray.dir[1] = 0.0f;
v_ray.dir[2] = -1.0f;
v_ray.dir_inv[0] = INFINITY; // 1.0f/dir[0]
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
v_ray.dir_inv[2] = -1.0f; // 1.0f/dir[2]
} else {
v_ray.dir[0] = 1.0f;
v_ray.dir[1] = 0.0f;
v_ray.dir[2] = 0.0f;
v_ray.dir_inv[0] = 1.0f; // 1.0f/dir[0]
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
v_ray.dir_inv[2] = INFINITY; // 1.0f/dir[2]
}
// ~10% faster?
std::unordered_set<int> points_in_b_cache;
std::unordered_set<int> points_not_in_b_cache;
gp_Vec ray_origin(v.X(), v.Y(), v.Z());
gp_Vec ray_vector(v_ray.dir[0], v_ray.dir[1], v_ray.dir[2]);
double protrusion = -std::numeric_limits<double>::infinity();
std::array<double, 3> protrusion_point;
std::array<double, 3> surface_point;
int total_intersections = 0;
double pierce = -std::numeric_limits<double>::infinity();
std::array<double, 3> pierce_point1;
std::array<double, 3> pierce_point2;
std::stack<int> stack;
stack.push(0);
// No need to search beyond the distance of the max protrusion.
const double max_protrusion = max_protrusions_.find(tB)->second;
while ( ! stack.empty()) {
int i = stack.top();
stack.pop();
process_bvh_intersections(tA, tB, [
&obb_b,
&points_in_b_cache,
&points_not_in_b_cache,
&protrusion,
&protrusion_point,
&surface_point,
&pierce,
&pierce_point1,
&pierce_point2,
&max_protrusion
](
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_a,
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_b,
const std::vector<std::array<int, 3>>& tris_a,
const std::vector<std::array<int, 3>>& tris_b,
const std::vector<gp_Pnt>& verts_a,
const std::vector<gp_Pnt>& verts_b,
const std::vector<gp_Vec>& normals_a,
const std::vector<gp_Vec>& normals_b,
int i,
const std::array<int, 3>& tri,
const std::vector<int>& bvh_b_is
) {
std::vector<gp_Pnt> points_in_b;
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
box box;
// + 1e-5 for tolerance
box.corners[0][0] = min_point[0] - 1e-5;
box.corners[0][1] = min_point[1] - 1e-5;
box.corners[0][2] = min_point[2] - 1e-5;
box.corners[1][0] = max_point[0] + 1e-5;
box.corners[1][1] = max_point[1] + 1e-5;
box.corners[1][2] = max_point[2] + 1e-5;
/*
std::cout << "Ray "
<< v_ray.origin[0] << " "
<< v_ray.origin[1] << " "
<< v_ray.origin[2] << " "
<< std::endl;
std::cout << "Box "
<< min_point[0] << " "
<< min_point[1] << " "
<< min_point[2] << " "
<< max_point[0] << " "
<< max_point[1] << " "
<< max_point[2] << " "
<< std::endl;
*/
if ( ! is_intersect_ray_box(&v_ray, &box)) {
continue;
}
//std::cout << "Ray hits box" << std::endl;
if (bvh->IsOuter(i)) {
//std::cout << "Ray hits leaf" << std::endl;
// Do ray triangle check.
for (int j=bvh->BegPrimitive(i); j<=bvh->EndPrimitive(i); ++j) {
const std::array<int, 3>& tri = tris[j];
gp_Vec ta(verts[tri[0]].XYZ());
gp_Vec tb(verts[tri[1]].XYZ());
gp_Vec tc(verts[tri[2]].XYZ());
/*
std::cout << "ray origin " << ray_origin.X() << " " << ray_origin.Y() << " " << ray_origin.Z() << std::endl;
std::cout << "inside-tri " << ta.X() << " " << ta.Y() << " " << ta.Z() << std::endl;
std::cout << "inside-tri " << tb.X() << " " << tb.Y() << " " << tb.Z() << std::endl;
std::cout << "inside-tri " << tc.X() << " " << tc.Y() << " " << tc.Z() << std::endl;
*/
double at, au, av;
if (intersectRayTriangle(ray_origin, ray_vector, ta, tb, tc, at, au, av, false)) {
// At is a signed intersection distance (positive is along +ray_vector)
if (at > -1e-5) {
total_intersections++;
}
}
}
} else {
stack.push(bvh->Child<0>(i));
stack.push(bvh->Child<1>(i));
}
}
return total_intersections % 2 != 0;
}
std::tuple<
double,
std::array<double, 3>,
std::array<double, 3>
> pierce_shape(
const gp_Vec& e1,
const gp_Vec& e2,
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh,
const std::vector<std::array<int, 3>>& tris,
const std::vector<gp_Pnt>& verts,
const std::vector<gp_Vec>& normals
) const {
const gp_Vec& ray_origin = e1;
gp_Vec ray_vector = e2 - e1;
double edge_length = ray_vector.Magnitude();
std::array<double, 3> min_int;
std::array<double, 3> max_int;
ray_vector.Normalize();
ray v_ray;
v_ray.origin[0] = ray_origin.X();
v_ray.origin[1] = ray_origin.Y();
v_ray.origin[2] = ray_origin.Z();
v_ray.dir[0] = ray_vector.X();
v_ray.dir[1] = ray_vector.Y();
v_ray.dir[2] = ray_vector.Z();
v_ray.dir_inv[0] = 1.0f / ray_vector.X();
v_ray.dir_inv[1] = 1.0f / ray_vector.Y();
v_ray.dir_inv[2] = 1.0f / ray_vector.Z();
double min_distance = std::numeric_limits<double>::infinity();
double max_distance = -std::numeric_limits<double>::infinity();
std::stack<int> stack;
stack.push(0);
while ( ! stack.empty()) {
int i = stack.top();
stack.pop();
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
box box;
// + 1e-5 for tolerance
box.corners[0][0] = min_point[0] - 1e-5;
box.corners[0][1] = min_point[1] - 1e-5;
box.corners[0][2] = min_point[2] - 1e-5;
box.corners[1][0] = max_point[0] + 1e-5;
box.corners[1][1] = max_point[1] + 1e-5;
box.corners[1][2] = max_point[2] + 1e-5;
if ( ! is_intersect_ray_box(&v_ray, &box)) {
continue;
}
if (bvh->IsOuter(i)) {
// Do ray triangle check.
for (int j=bvh->BegPrimitive(i); j<=bvh->EndPrimitive(i); ++j) {
const std::array<int, 3>& tri = tris[j];
const gp_Vec& normal = normals[j];
if (std::abs(normal.Dot(ray_vector)) < 1e-3) {
continue; // This ray is coplanar to the triangle
}
gp_Vec ta(verts[tri[0]].XYZ());
gp_Vec tb(verts[tri[1]].XYZ());
gp_Vec tc(verts[tri[2]].XYZ());
double at, au, av;
// Do box check first?
if (intersectRayTriangle(ray_origin, ray_vector, ta, tb, tc, at, au, av, false)) {
// At is a signed intersection distance (positive is along +ray_vector)
if (at > 0 && at < edge_length) {
double aw = 1.0f - au - av; // Barycentric coordinate for ta
gp_Vec int_vec = aw * ta + au * tb + av * tc; // Intersection point
if (
is_point_on_line(int_vec, ta, tb)
|| is_point_on_line(int_vec, ta, tc)
|| is_point_on_line(int_vec, tb, tc)
|| (ta - int_vec).Magnitude() < 1e-4
|| (tb - int_vec).Magnitude() < 1e-4
|| (tc - int_vec).Magnitude() < 1e-4
) {
continue;
}
if (at < min_distance) {
min_distance = at;
min_int = {int_vec.X(), int_vec.Y(), int_vec.Z()};
}
if (at > max_distance) {
max_distance = at;
max_int = {int_vec.X(), int_vec.Y(), int_vec.Z()};
}
}
}
}
} else {
stack.push(bvh->Child<0>(i));
stack.push(bvh->Child<1>(i));
}
}
if (min_distance == std::numeric_limits<double>::infinity()) {
return std::make_tuple(-1, min_int, max_int);
}
return std::make_tuple(max_distance - min_distance, min_int, max_int);
}
bool is_point_on_line(const gp_Pnt& point, const gp_Pnt& lineStart, const gp_Pnt& lineEnd) const {
// Create vectors
gp_Vec startToPoint(point.XYZ() - lineStart.XYZ());
gp_Vec startToEnd(lineEnd.XYZ() - lineStart.XYZ());
// Check if the point is on the line defined by start and end
// by checking if the cross product is (near) zero vector, indicating collinearity.
gp_Vec crossProduct = startToPoint.Crossed(startToEnd);
if (crossProduct.Magnitude() > Precision::Confusion()) {
return false; // Not collinear, hence not on the line segment
}
return true; // The point is on the line segment
}
// Vec variant? This _Pnt and _Vec difference is annoying.
bool is_point_on_line(const gp_Vec& point, const gp_Vec& lineStart, const gp_Vec& lineEnd) const {
// Create vectors
gp_Vec startToPoint = point - lineStart;
gp_Vec startToEnd = lineEnd - lineStart;
// Check if the point is on the line defined by start and end
// by checking if the cross product is (near) zero vector, indicating collinearity.
gp_Vec crossProduct = startToPoint.Crossed(startToEnd);
if (crossProduct.Magnitude() > Precision::Confusion()) {
return false; // Not collinear, hence not on the line segment
}
return true; // The point is on the line segment
}
std::unordered_map<int, std::vector<int>> clash_bvh(
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_a,
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_b,
double extend = 0.0
) const {
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);
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] -= extend + 1e-3;
bvh_b_min[1] -= extend + 1e-3;
bvh_b_min[2] -= extend + 1e-3;
bvh_b_max[0] += extend + 1e-3;
bvh_b_max[1] += extend + 1e-3;
bvh_b_max[2] += extend + 1e-3;
if (box_a.IsOut(bvh_b_min, bvh_b_max)) {
for (int v_id : tri) {
if (points_not_in_b_cache.find(v_id) != points_not_in_b_cache.end()) {
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};
}
const gp_Pnt& v = verts_a[v_id];
if (points_in_b_cache.find(v_id) != points_in_b_cache.end()) {
points_in_b.push_back(v);
continue;
}
if (obb_b.IsOut(v)) {
points_not_in_b_cache.insert(v_id);
continue;
}
if (IfcGeom::util::is_point_in_shape(v, bvh_b, tris_b, verts_b)
&& IfcGeom::util::is_point_in_shape(v, bvh_b, tris_b, verts_b, true)) {
points_in_b.push_back(v);
points_in_b_cache.insert(v_id);
} else {
stack.push(bvh_b->Child<0>(j));
stack.push(bvh_b->Child<1>(j));
points_not_in_b_cache.insert(v_id);
}
}
}
return bvh_clashes;
// If there are no points in b, this may be a "piercing" triangle.
if (points_in_b.empty()) {
gp_Vec v1_a_vec(verts_a[tri[0]].XYZ());
gp_Vec v2_a_vec(verts_a[tri[1]].XYZ());
gp_Vec v3_a_vec(verts_a[tri[2]].XYZ());
// Protrusions take priority over piercings. We only check for piercings if:
// - This is a piercing triangle (e.g. no points in b)
// - No protrusion was already found
// - We haven't yet found a piercing at the max protrusion limit
if (protrusion == -std::numeric_limits<double>::infinity() && pierce != max_protrusion) {
std::array<
std::tuple<double, std::array<double, 3>, std::array<double, 3>>, 3
> pierce_results = {
IfcGeom::util::pierce_shape(v1_a_vec, v2_a_vec, bvh_b, tris_b, verts_b, normals_b),
IfcGeom::util::pierce_shape(v1_a_vec, v3_a_vec, bvh_b, tris_b, verts_b, normals_b),
IfcGeom::util::pierce_shape(v2_a_vec, v3_a_vec, bvh_b, tris_b, verts_b, normals_b)
};
for (const auto& pr : pierce_results) {
auto& p_dist = std::get<0>(pr);
auto& p_min = std::get<1>(pr);
auto& p_max = std::get<2>(pr);
if (p_dist > tolerance && p_dist > pierce) {
// Piercings are capped at max_protrusion for intuitive results
pierce = std::min(p_dist, max_protrusion);
pierce_point1 = p_min;
pierce_point2 = p_max;
if (!check_all) {
return { 1, tA, tB, pierce, pierce_point1, pierce_point2 };
}
}
}
}
// Since there were no points in b, we don't need to check for protrusions.
continue;
}
const gp_Vec& normal_a = normals_a[i];
double v_protrusion = std::numeric_limits<double>::infinity();
std::array<double, 3> v_protrusion_point;
std::array<double, 3> v_surface_point;
// Check for protrusions.
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) {
const std::array<int, 3>& tri = tris_b[j];
const gp_Vec& normal_b = normals_b[j];
tri_count_++;
// We're penetrating _into_ a shape, so don't
// compare distances to faces with roughly the
// same normal as the penetration.
if (normal_a.Dot(normal_b) >= 0.9f) {
continue;
}
gp_Vec ta(verts_b[tri[0]].XYZ());
gp_Vec tb(verts_b[tri[1]].XYZ());
gp_Vec tc(verts_b[tri[2]].XYZ());
for (const auto& v : points_in_b) {
gp_Vec ray_origin(v.XYZ());
/*
std::cout << "POINT IN B " << v.X() << " " << v.Y() << " " << v.Z() << std::endl;
std::cout << "dir-> " << normal_b.X() << " " << normal_b.Y() << " " << normal_b.Z() << std::endl;
std::cout << "->tri " << v1_b[0] << " " << v1_b[1] << " " << v1_b[2] << std::endl;
std::cout << "->tri " << v2_b[0] << " " << v2_b[1] << " " << v2_b[2] << std::endl;
std::cout << "->tri " << v3_b[0] << " " << v3_b[1] << " " << v3_b[2] << std::endl;
*/
// Do (cheaper) line check.
double at, au, av;
if (intersectRayTriangle(ray_origin, normal_b, ta, tb, tc, at, au, av, false)) {
double current_v_protrusion = at;
// std::cout << "We got a current protrusion " << current_v_protrusion << std::endl;
if (current_v_protrusion < v_protrusion) {
double aw = 1.0f - au - av; // Barycentric coordinate for ta
gp_Vec point_on_b = aw * ta + au * tb + av * tc; // Intersection point
// std::cout << "New v_protrusion winner of " << current_v_protrusion << std::endl;
v_protrusion = current_v_protrusion;
v_protrusion_point = { v.X(), v.Y(), v.Z() };
v_surface_point = { point_on_b.X(), point_on_b.Y(), point_on_b.Z() };
if (!check_all && v_protrusion > tolerance) {
return { 0, tA, tB, v_protrusion, v_protrusion_point, v_surface_point };
}
}
}
}
}
}
if (v_protrusion != std::numeric_limits<double>::infinity()) {
if (v_protrusion > protrusion) {
// std::cout << "New actual protrusion winner of " << v_protrusion << std::endl;
protrusion = v_protrusion;
protrusion_point = v_protrusion_point;
surface_point = v_surface_point;
if (protrusion > (max_protrusion - 1e-3)) {
return { 0, tA, tB, protrusion, protrusion_point, surface_point };
}
}
}
});
}
clash test_intersection(const T& tA, const T& tB, double tolerance, bool check_all = true) const {
@@ -1053,7 +936,7 @@ namespace IfcGeom {
}
bvhs_[t] = bvh;
is_manifold_[t] = is_shape_manifold(s);
is_manifold_[t] = IfcGeom::util::is_manifold(s);
tris_[t] = std::move(tris);
verts_[t] = std::move(verts);
normals_[t] = std::move(normals);
@@ -1637,245 +1520,13 @@ namespace IfcGeom {
}
}
void write_h5() {
H5::H5File file("filename.h5", H5F_ACC_TRUNC);
H5::Group shapes = file.createGroup("/shapes");
std::set<std::string> processed_geometry_ids;
std::vector<int> element_shape_ids;
std::unordered_map<std::string, int> geometry_id_to_shape_id;
int geometry_index = 0;
std::vector<std::vector<float>> matrices;
std::vector<std::array<float, 4>> colours;
std::vector<std::string> names;
std::vector<std::string> global_ids;
const float tolerance = 0.01f; // Tolerance value for comparison
for (const auto& elem : triangulation_elements_) {
const auto geometry_id = elem->geometry().id();
const auto& placement = placements_[elem->product()];
matrices.emplace_back(placement.begin(), placement.end());
names.push_back(names_[elem->product()]);
global_ids.push_back(global_ids_[elem->product()]);
if (processed_geometry_ids.find(geometry_id) != processed_geometry_ids.end()) {
element_shape_ids.push_back(geometry_id_to_shape_id[geometry_id]);
continue;
}
processed_geometry_ids.insert(geometry_id);
H5::Group group = shapes.createGroup(std::to_string(geometry_index));
geometry_id_to_shape_id[geometry_id] = geometry_index;
element_shape_ids.push_back(geometry_index);
geometry_index++;
const auto& faces = local_faces_[geometry_id];
const auto& verts = local_verts_[geometry_id];
const auto& materials = local_materials_[geometry_id];
const auto& material_ids = local_material_ids_[geometry_id];
std::vector<float> verts_float(verts.size());
std::transform(verts.begin(), verts.end(), verts_float.begin(),
[](double val) { return static_cast<float>(val); });
// Write faces
size_t total_verts = verts.size() / 3;
hsize_t faces_dims[1] = {faces.size()};
H5::DataSpace faces_dataspace(1, faces_dims);
H5::DSetCreatPropList faces_propList;
faces_propList.setChunk(1, faces_dims);
faces_propList.setDeflate(9);
if (total_verts < (1 << 8)) {
H5::DataType dtype = H5::PredType::NATIVE_UINT8;
std::vector<uint8_t> faces_dtype(faces.begin(), faces.end());
H5::DataSet faces_dataset = group.createDataSet("faces", dtype, faces_dataspace, faces_propList);
faces_dataset.write(faces_dtype.data(), dtype);
} else if (total_verts < (1 << 16)) {
H5::DataType dtype = H5::PredType::NATIVE_UINT16;
std::vector<uint16_t> faces_dtype(faces.begin(), faces.end());
H5::DataSet faces_dataset = group.createDataSet("faces", dtype, faces_dataspace, faces_propList);
faces_dataset.write(faces_dtype.data(), dtype);
} else {
H5::DataType dtype = H5::PredType::NATIVE_UINT32;
H5::DataSet faces_dataset = group.createDataSet("faces", dtype, faces_dataspace, faces_propList);
faces_dataset.write(faces.data(), dtype);
}
// Write verts
H5::DataType dtype = H5::PredType::NATIVE_FLOAT;
hsize_t dims[1] = {verts.size()};
H5::DataSpace dataspace(1, dims);
H5::DSetCreatPropList propList;
propList.setChunk(1, dims);
propList.setDeflate(9);
H5::DataSet dataset = group.createDataSet("verts", dtype, dataspace, propList);
dataset.write(verts_float.data(), H5::PredType::NATIVE_FLOAT);
// Write materials
std::vector<uint8_t> material_keys;
for (const auto& material : materials) {
float alpha = 1.0;
if (material.hasTransparency() && material.transparency() > 0) {
alpha = 1.0 - material.transparency();
}
int i = 0;
bool is_existing_colour = false;
for (const auto& colour : colours) {
if (std::abs(colour[0] - static_cast<float>(material.diffuse()[0])) < tolerance
&& std::abs(colour[1] - static_cast<float>(material.diffuse()[1])) < tolerance
&& std::abs(colour[2] - static_cast<float>(material.diffuse()[2])) < tolerance
&& std::abs(colour[3] - alpha) < tolerance) {
is_existing_colour = true;
break;
}
i++;
}
if ( ! is_existing_colour) {
colours.push_back({material.diffuse()[0], material.diffuse()[1], material.diffuse()[2], alpha});
}
material_keys.push_back(i);
}
size_t total_material_keys = material_keys.size();
if (total_material_keys) {
hsize_t dims[1] = {material_keys.size()};
H5::DataSpace dataspace(1, dims);
H5::DSetCreatPropList propList;
propList.setChunk(1, dims);
propList.setDeflate(9);
H5::DataType dtype = H5::PredType::NATIVE_UINT8;
H5::DataSet dataset = group.createDataSet("materials", dtype, dataspace, propList);
dataset.write(material_keys.data(), dtype);
}
if (total_material_keys > 1) {
hsize_t dims[1] = {material_ids.size()};
H5::DataSpace dataspace(1, dims);
H5::DSetCreatPropList propList;
propList.setChunk(1, dims);
propList.setDeflate(9);
H5::DataType dtype = H5::PredType::NATIVE_UINT8;
H5::DataSet dataset = group.createDataSet("material_ids", dtype, dataspace, propList);
std::vector<uint8_t> data_dtype(material_ids.begin(), material_ids.end());
dataset.write(data_dtype.data(), dtype);
}
}
// Write GlobalIds
std::vector<uint8_t> uuids_array;
for (const auto& id_str : global_ids) {
for (size_t i = 0; i < id_str.length(); i += 2) {
uuids_array.push_back(std::stoi(id_str.substr(i, 2), 0, 16));
}
}
hsize_t global_ids_dims[2] = {global_ids.size(), 16}; // 16 bytes per UUID
H5::DataSpace global_ids_dataspace(2, global_ids_dims);
H5::DataSet global_ids_dataset = file.createDataSet("element_global_ids", H5::PredType::NATIVE_UINT8, global_ids_dataspace);
global_ids_dataset.write(uuids_array.data(), H5::PredType::NATIVE_UINT8);
// Write names
H5::StrType strType(H5::PredType::C_S1, H5T_VARIABLE);
hsize_t names_dims[1] = {names.size()};
H5::DataSpace names_dataspace(1, names_dims);
H5::DataSet names_dataset = file.createDataSet("element_names", strType, names_dataspace);
std::vector<const char*> cstr_names;
for (const auto& name : names) {
cstr_names.push_back(name.c_str());
}
names_dataset.write(&cstr_names[0], strType);
// Write matrices
std::vector<float> flat_matrices;
for (const auto& matrix : matrices) {
flat_matrices.insert(flat_matrices.end(), matrix.begin(), matrix.end());
}
hsize_t dims[2] = {matrices.size(), matrices[0].size()};
H5::DataSpace dataspace(2, dims);
H5::DSetCreatPropList propList;
propList.setChunk(2, dims);
propList.setDeflate(9);
H5::DataSet dataset = file.createDataSet("element_matrices", H5::PredType::NATIVE_FLOAT, dataspace, propList);
dataset.write(flat_matrices.data(), H5::PredType::NATIVE_FLOAT);
// Write element_shape_ids
hsize_t element_shape_ids_dims[1] = {element_shape_ids.size()};
H5::DataSpace element_shape_ids_dataspace(1, element_shape_ids_dims);
H5::DSetCreatPropList element_shape_ids_propList;
element_shape_ids_propList.setChunk(1, element_shape_ids_dims);
element_shape_ids_propList.setDeflate(9);
if (geometry_index < (1 << 8)) {
H5::DataType dtype = H5::PredType::NATIVE_UINT8;
std::vector<uint8_t> element_shape_ids_dtype(element_shape_ids.begin(), element_shape_ids.end());
H5::DataSet element_shape_ids_dataset = file.createDataSet("element_shape_ids", dtype, element_shape_ids_dataspace, element_shape_ids_propList);
element_shape_ids_dataset.write(element_shape_ids_dtype.data(), dtype);
} else if (geometry_index < (1 << 16)) {
H5::DataType dtype = H5::PredType::NATIVE_UINT16;
std::vector<uint16_t> element_shape_ids_dtype(element_shape_ids.begin(), element_shape_ids.end());
H5::DataSet element_shape_ids_dataset = file.createDataSet("element_shape_ids", dtype, element_shape_ids_dataspace, element_shape_ids_propList);
element_shape_ids_dataset.write(element_shape_ids_dtype.data(), dtype);
} else if (geometry_index < (1UL << 32)) {
H5::DataType dtype = H5::PredType::NATIVE_UINT32;
std::vector<uint32_t> element_shape_ids_dtype(element_shape_ids.begin(), element_shape_ids.end());
H5::DataSet element_shape_ids_dataset = file.createDataSet("element_shape_ids", dtype, element_shape_ids_dataspace, element_shape_ids_propList);
element_shape_ids_dataset.write(element_shape_ids_dtype.data(), dtype);
}
// Write colours
if (colours.size()) {
std::vector<float> flat_colours;
for (const auto& colour : colours) {
flat_colours.insert(flat_colours.end(), colour.begin(), colour.end());
}
hsize_t colours_dims[2] = {colours.size(), colours[0].size()};
H5::DataSpace colours_dataspace(2, colours_dims);
H5::DSetCreatPropList colours_propList;
colours_propList.setChunk(2, colours_dims);
colours_propList.setDeflate(9);
H5::DataSet colours_dataset = file.createDataSet("materials", H5::PredType::NATIVE_FLOAT, colours_dataspace, colours_propList);
colours_dataset.write(flat_colours.data(), H5::PredType::NATIVE_FLOAT);
}
}
void apply_matrix_to_flat_verts(const std::vector<float>& flat_list, const std::vector<float>& matrix, std::vector<float>& result) {
result.clear();
result.reserve(flat_list.size());
for (size_t i = 0; i < flat_list.size(); i += 3) {
float x = flat_list[i];
float y = flat_list[i + 1];
float z = flat_list[i + 2];
result.push_back(x * matrix[0] + y * matrix[3] + z * matrix[6] + matrix[9]);
result.push_back(x * matrix[1] + y * matrix[4] + z * matrix[7] + matrix[10]);
result.push_back(x * matrix[2] + y * matrix[5] + z * matrix[8] + matrix[11]);
}
}
std::string uint8_to_b64(const std::vector<uint8_t>& uuids_array) {
std::string hex_str;
for (auto byte : uuids_array) {
// Convert each byte to a two-digit hexadecimal string and append it to the result
char hex[3]; // Two characters for the hex value and one for the null terminator
snprintf(hex, sizeof(hex), "%02x", byte);
hex_str.append(hex);
}
return hex_str;
}
void add_triangulation_element(IfcGeom::TriangulationElement* elem, std::string name, std::string global_id) {
void add_triangulation_element(IfcGeom::TriangulationElement* elem) {
triangulation_elements_.push_back(elem);
const auto& t = elem->product();
const auto geometry_id = elem->geometry().id();
placements_[t] = elem->transformation().matrix().data();
names_[t] = name;
global_ids_[t] = global_id;
names_[t] = elem->name();
global_ids_[t] = elem->guid();
if (local_verts_.find(geometry_id) != local_verts_.end()) {
return;
+309
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#ifndef BVH_UTILS_H
#define BVH_UTILS_H
#include <stack>
#include <unordered_map>
namespace IfcGeom {
namespace util {
template <typename T>
bool is_point_on_line(const T& point, const T& lineStart, const T& lineEnd) {
// Create vectors
gp_Vec startToPoint(point.XYZ() - lineStart.XYZ());
gp_Vec startToEnd(lineEnd.XYZ() - lineStart.XYZ());
// Check if the point is on the line defined by start and end
// by checking if the cross product is (near) zero vector, indicating collinearity.
gp_Vec crossProduct = startToPoint.Crossed(startToEnd);
if (crossProduct.Magnitude() > Precision::Confusion()) {
return false; // Not collinear, hence not on the line segment
}
return true; // The point is on the line segment
}
bool is_point_in_shape(
const gp_Pnt& v,
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh,
const std::vector<std::array<int, 3>>& tris,
const std::vector<gp_Pnt>& verts,
// In the case of "touching" rays, let's check again!
bool should_check_again = false
) {
ray v_ray;
v_ray.origin[0] = static_cast<float>(v.X());
v_ray.origin[1] = static_cast<float>(v.Y());
v_ray.origin[2] = static_cast<float>(v.Z());
if (should_check_again) {
// The first check may be incorrect if it intersects
// exactly between triangles or on edges of triangles.
// A second check is used to "double check" the results.
// The second check is perpendicular because AEC objects
// are typically symmetrical along an axis, and goes down
// because there's typically less stuff down there.
v_ray.dir[0] = 0.0f;
v_ray.dir[1] = 0.0f;
v_ray.dir[2] = -1.0f;
v_ray.dir_inv[0] = INFINITY; // 1.0f/dir[0]
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
v_ray.dir_inv[2] = -1.0f; // 1.0f/dir[2]
} else {
v_ray.dir[0] = 1.0f;
v_ray.dir[1] = 0.0f;
v_ray.dir[2] = 0.0f;
v_ray.dir_inv[0] = 1.0f; // 1.0f/dir[0]
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
v_ray.dir_inv[2] = INFINITY; // 1.0f/dir[2]
}
gp_Vec ray_origin(v.X(), v.Y(), v.Z());
gp_Vec ray_vector(v_ray.dir[0], v_ray.dir[1], v_ray.dir[2]);
int total_intersections = 0;
std::stack<int> stack;
stack.push(0);
while (!stack.empty()) {
int i = stack.top();
stack.pop();
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
box box;
// + 1e-5 for tolerance
box.corners[0][0] = static_cast<float>(min_point[0] - 1.e-5);
box.corners[0][1] = static_cast<float>(min_point[1] - 1.e-5);
box.corners[0][2] = static_cast<float>(min_point[2] - 1.e-5);
box.corners[1][0] = static_cast<float>(max_point[0] + 1.e-5);
box.corners[1][1] = static_cast<float>(max_point[1] + 1.e-5);
box.corners[1][2] = static_cast<float>(max_point[2] + 1.e-5);
/*
std::cout << "Ray "
<< v_ray.origin[0] << " "
<< v_ray.origin[1] << " "
<< v_ray.origin[2] << " "
<< std::endl;
std::cout << "Box "
<< min_point[0] << " "
<< min_point[1] << " "
<< min_point[2] << " "
<< max_point[0] << " "
<< max_point[1] << " "
<< max_point[2] << " "
<< std::endl;
*/
if (!is_intersect_ray_box(&v_ray, &box)) {
continue;
}
//std::cout << "Ray hits box" << std::endl;
if (bvh->IsOuter(i)) {
//std::cout << "Ray hits leaf" << std::endl;
// Do ray triangle check.
for (int j = bvh->BegPrimitive(i); j <= bvh->EndPrimitive(i); ++j) {
const std::array<int, 3>& tri = tris[j];
gp_Vec ta(verts[tri[0]].XYZ());
gp_Vec tb(verts[tri[1]].XYZ());
gp_Vec tc(verts[tri[2]].XYZ());
/*
std::cout << "ray origin " << ray_origin.X() << " " << ray_origin.Y() << " " << ray_origin.Z() << std::endl;
std::cout << "inside-tri " << ta.X() << " " << ta.Y() << " " << ta.Z() << std::endl;
std::cout << "inside-tri " << tb.X() << " " << tb.Y() << " " << tb.Z() << std::endl;
std::cout << "inside-tri " << tc.X() << " " << tc.Y() << " " << tc.Z() << std::endl;
*/
double at, au, av;
if (intersectRayTriangle(ray_origin, ray_vector, ta, tb, tc, at, au, av, false)) {
// At is a signed intersection distance (positive is along +ray_vector)
if (at > -1e-5) {
total_intersections++;
}
}
}
} else {
stack.push(bvh->Child<0>(i));
stack.push(bvh->Child<1>(i));
}
}
return total_intersections % 2 != 0;
}
std::tuple<
double,
std::array<double, 3>,
std::array<double, 3>
> pierce_shape(
const gp_Vec& e1,
const gp_Vec& e2,
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh,
const std::vector<std::array<int, 3>>& tris,
const std::vector<gp_Pnt>& verts,
const std::vector<gp_Vec>& normals
) {
const gp_Vec& ray_origin = e1;
gp_Vec ray_vector = e2 - e1;
double edge_length = ray_vector.Magnitude();
std::array<double, 3> min_int;
std::array<double, 3> max_int;
ray_vector.Normalize();
ray v_ray;
v_ray.origin[0] = static_cast<float>(ray_origin.X());
v_ray.origin[1] = static_cast<float>(ray_origin.Y());
v_ray.origin[2] = static_cast<float>(ray_origin.Z());
v_ray.dir[0] = static_cast<float>(ray_vector.X());
v_ray.dir[1] = static_cast<float>(ray_vector.Y());
v_ray.dir[2] = static_cast<float>(ray_vector.Z());
v_ray.dir_inv[0] = 1.0f / static_cast<float>(ray_vector.X());
v_ray.dir_inv[1] = 1.0f / static_cast<float>(ray_vector.Y());
v_ray.dir_inv[2] = 1.0f / static_cast<float>(ray_vector.Z());
double min_distance = std::numeric_limits<double>::infinity();
double max_distance = -std::numeric_limits<double>::infinity();
std::stack<int> stack;
stack.push(0);
while (!stack.empty()) {
int i = stack.top();
stack.pop();
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
box box;
// + 1e-5 for tolerance
box.corners[0][0] = static_cast<float>(min_point[0] - 1.e-5);
box.corners[0][1] = static_cast<float>(min_point[1] - 1.e-5);
box.corners[0][2] = static_cast<float>(min_point[2] - 1.e-5);
box.corners[1][0] = static_cast<float>(max_point[0] + 1.e-5);
box.corners[1][1] = static_cast<float>(max_point[1] + 1.e-5);
box.corners[1][2] = static_cast<float>(max_point[2] + 1.e-5);
if (!is_intersect_ray_box(&v_ray, &box)) {
continue;
}
if (bvh->IsOuter(i)) {
// Do ray triangle check.
for (int j = bvh->BegPrimitive(i); j <= bvh->EndPrimitive(i); ++j) {
const std::array<int, 3>& tri = tris[j];
const gp_Vec& normal = normals[j];
if (std::abs(normal.Dot(ray_vector)) < 1e-3) {
continue; // This ray is coplanar to the triangle
}
gp_Vec ta(verts[tri[0]].XYZ());
gp_Vec tb(verts[tri[1]].XYZ());
gp_Vec tc(verts[tri[2]].XYZ());
double at, au, av;
// Do box check first?
if (intersectRayTriangle(ray_origin, ray_vector, ta, tb, tc, at, au, av, false)) {
// At is a signed intersection distance (positive is along +ray_vector)
if (at > 0 && at < edge_length) {
double aw = 1.0f - au - av; // Barycentric coordinate for ta
gp_Vec int_vec = aw * ta + au * tb + av * tc; // Intersection point
if (
is_point_on_line(int_vec, ta, tb)
|| is_point_on_line(int_vec, ta, tc)
|| is_point_on_line(int_vec, tb, tc)
|| (ta - int_vec).Magnitude() < 1e-4
|| (tb - int_vec).Magnitude() < 1e-4
|| (tc - int_vec).Magnitude() < 1e-4
) {
continue;
}
if (at < min_distance) {
min_distance = at;
min_int = { int_vec.X(), int_vec.Y(), int_vec.Z() };
}
if (at > max_distance) {
max_distance = at;
max_int = { int_vec.X(), int_vec.Y(), int_vec.Z() };
}
}
}
}
} else {
stack.push(bvh->Child<0>(i));
stack.push(bvh->Child<1>(i));
}
}
if (min_distance == std::numeric_limits<double>::infinity()) {
return std::make_tuple(-1, min_int, max_int);
}
return std::make_tuple(max_distance - min_distance, min_int, max_int);
}
std::unordered_map<int, std::vector<int>> clash_bvh(
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_a,
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh_b,
double extend = 0.0
) {
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);
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] -= extend + 1e-3;
bvh_b_min[1] -= extend + 1e-3;
bvh_b_min[2] -= extend + 1e-3;
bvh_b_max[0] += extend + 1e-3;
bvh_b_max[1] += extend + 1e-3;
bvh_b_max[2] += extend + 1e-3;
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));
}
}
}
return bvh_clashes;
}
}
}
#endif