mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-30 16:43:00 +00:00
1782 lines
70 KiB
C++
1782 lines
70 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef IFCGEOMTREE_H
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#define IFCGEOMTREE_H
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#include "../ifcparse/IfcFile.h"
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#include "../ifcgeom_schema_agnostic/IfcGeomElement.h"
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#include "../ifcgeom_schema_agnostic/IfcGeomIterator.h"
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#include "../ifcgeom_schema_agnostic/IfcGeomMaterial.h"
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#include "../ifcgeom_schema_agnostic/Kernel.h"
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#include "../ifcgeom_schema_agnostic/base_utils.h"
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#include <NCollection_UBTree.hxx>
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#include <BRepBndLib.hxx>
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#include <Bnd_Box.hxx>
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#include <BRep_Builder.hxx>
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#include <BRepAlgoAPI_Common.hxx>
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#include <BRepAlgoAPI_Cut.hxx>
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#include <BRepExtrema_DistShapeShape.hxx>
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#include <BRepClass3d_SolidClassifier.hxx>
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#include <TopTools_DataMapOfShapeInteger.hxx>
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#include <BRepBuilderAPI_MakeEdge.hxx>
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#include <BRepExtrema_ExtPF.hxx>
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#include <stack>
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#include <unordered_map>
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#include <unordered_set>
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#include <BRepExtrema_TriangleSet.hxx>
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#include <BRepLProp_SLProps.hxx>
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#include <BVH_BinaryTree.hxx>
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#include <BVH_Box.hxx>
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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 <Bnd_OBB.hxx>
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#include <GeomAPI_ProjectPointOnSurf.hxx>
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#include <Geom_Plane.hxx>
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#include <IntTools_FaceFace.hxx>
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#include <STEPConstruct_PointHasher.hxx>
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#include <boost/stacktrace.hpp>
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#include "triangleintersects.hpp"
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namespace IfcGeom {
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struct ray_intersection_result {
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double distance;
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int style_index;
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IfcUtil::IfcBaseEntity* instance;
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std::array<double, 3> position;
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std::array<double, 3> normal;
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double ray_distance;
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double dot_product;
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};
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namespace {
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// Approximates the distance `other` protrudes into `volume` by finding the
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// max face-vertex distance for every face, and taking the minimal value of
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// those. Note that this uses the internal `BRepExtrema_ExtPF` which only
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// returns solutions whose when the vertex projected onto the face is contained
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// within the face boundaries. In case of concave `volume` this is desirable.
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double max_distance_inside(const TopoDS_Shape& volume, const TopoDS_Shape& other) {
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TopExp_Explorer exp_v(volume.Reversed(), TopAbs_FACE);
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double min_face_vertex_distance = std::numeric_limits<double>::infinity();
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for (; exp_v.More(); exp_v.Next()) {
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const TopoDS_Face& f = TopoDS::Face(exp_v.Current());
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BRepExtrema_ExtPF epf;
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epf.Initialize(f, Extrema_ExtFlag_MIN);
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double face_vertex_distance = 0.;
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TopExp_Explorer exp_o(other, TopAbs_VERTEX);
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for (; exp_o.More(); exp_o.Next()) {
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const TopoDS_Vertex& v = TopoDS::Vertex(exp_o.Current());
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epf.Perform(v, f);
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if (epf.IsDone() && epf.NbExt() == 1) {
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double d = epf.SquareDistance(1);
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if (d > face_vertex_distance) {
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face_vertex_distance = d;
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}
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}
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}
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if (face_vertex_distance < min_face_vertex_distance) {
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min_face_vertex_distance = face_vertex_distance;
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}
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}
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if (min_face_vertex_distance == std::numeric_limits<double>::infinity()) {
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return -1.;
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} else {
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return std::sqrt(min_face_vertex_distance);
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}
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}
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}
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namespace impl {
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template <typename T>
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class tree {
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struct ray {
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float origin[3];
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float dir[3];
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float dir_inv[3];
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};
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struct box {
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float corners[2][3];
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};
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struct PointHasher {
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std::size_t operator()(const gp_Pnt& p) const {
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// Assuming theUpperBound is somewhat arbitrary, but should be large enough
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// and suitable for the size of the container.
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// Note: std::unordered_set expects hash values starting from 0, but OpenCASCADE
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// produces hash codes in the range [1, theUpperBound]. So, we adjust by subtracting 1.
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return static_cast<std::size_t>(STEPConstruct_PointHasher::HashCode(p, std::numeric_limits<Standard_Integer>::max())) - 1;
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}
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};
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// Functor for comparing two gp_Pnt objects for equality
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struct PointEqual {
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bool operator()(const gp_Pnt& p1, const gp_Pnt& p2) const {
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return STEPConstruct_PointHasher::IsEqual(p1, p2);
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}
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};
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// Branchless slab method. Note that this can still be optimised further by batching boxes.
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// From Tavian Barnes - MIT License
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// https://tavianator.com/2022/ray_box_boundary.html
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bool is_intersect_ray_box(const struct ray *ray, const struct box *box) const {
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float tmin = 0.0, tmax = INFINITY;
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for (int d = 0; d < 3; ++d) {
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bool sign = std::signbit(ray->dir_inv[d]);
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float bmin = box->corners[sign][d];
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float bmax = box->corners[!sign][d];
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float dmin = (bmin - ray->origin[d]) * ray->dir_inv[d];
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float dmax = (bmax - ray->origin[d]) * ray->dir_inv[d];
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tmin = std::max(dmin, tmin);
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tmax = std::min(dmax, tmax);
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}
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return tmin < tmax;
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}
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// Modified slightly to use gp_Vec and allow line-tri intersection
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// From Wikipedia under CC-BY-SA 4.0 which is likely incompatible with LGPL. Do not merge.
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// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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bool is_intersect_ray_tri(
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const gp_Vec& ray_origin,
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const gp_Vec& ray_vector,
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const gp_Vec& ta,
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const gp_Vec& tb,
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const gp_Vec& tc,
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gp_Vec& out_intersection_point,
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const bool is_line = false
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) const {
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constexpr float epsilon = std::numeric_limits<float>::epsilon();
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gp_Vec edge1 = tb - ta;
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gp_Vec edge2 = tc - ta;
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gp_Vec ray_cross_e2 = ray_vector.Crossed(edge2);
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float det = edge1.Dot(ray_cross_e2);
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if (det > -epsilon && det < epsilon)
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return false; // This ray is parallel to this triangle.
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float inv_det = 1.0 / det;
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gp_Vec s = ray_origin - ta;
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float u = inv_det * s.Dot(ray_cross_e2);
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if (u < 0 || u > 1)
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return false;
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gp_Vec s_cross_e1 = s.Crossed(edge1);
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float v = inv_det * ray_vector.Dot(s_cross_e1);
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if (v < 0 || u + v > 1)
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return false;
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// At this stage we can compute t to find out where the intersection point is on the line.
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float t = inv_det * edge2.Dot(s_cross_e1);
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if (is_line) {
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out_intersection_point = ray_origin + ray_vector * t;
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return true;
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} else {
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if (t > epsilon) // ray intersection
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{
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out_intersection_point = ray_origin + ray_vector * t;
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return true;
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}
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else // This means that there is a line intersection but not a ray intersection.
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return false;
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}
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}
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bool is_point_in_shape(
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gp_Pnt v,
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opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh,
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BRepExtrema_TriangleSet triangle_set,
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// In the case of "touching" rays, let's check again!
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bool should_check_again = false
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) const {
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ray v_ray;
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v_ray.origin[0] = v.X();
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v_ray.origin[1] = v.Y();
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v_ray.origin[2] = v.Z();
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if (should_check_again) {
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// The first check may be incorrect if it intersects
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// exactly between triangles or on edges of triangles.
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// A second check is used to "double check" the results.
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// The second check is perpendicular because AEC objects
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// are typically symmetrical along an axis, and goes down
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// because there's typically less stuff down there.
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v_ray.dir[0] = 0.0f;
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v_ray.dir[1] = 0.0f;
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v_ray.dir[2] = -1.0f;
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v_ray.dir_inv[0] = INFINITY; // 1.0f/dir[0]
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v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
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v_ray.dir_inv[2] = -1.0f; // 1.0f/dir[2]
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} else {
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v_ray.dir[0] = 1.0f;
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v_ray.dir[1] = 0.0f;
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v_ray.dir[2] = 0.0f;
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v_ray.dir_inv[0] = 1.0f; // 1.0f/dir[0]
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v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
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v_ray.dir_inv[2] = INFINITY; // 1.0f/dir[2]
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}
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gp_Vec ray_origin(v.X(), v.Y(), v.Z());
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gp_Vec ray_vector(v_ray.dir[0], v_ray.dir[1], v_ray.dir[2]);
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int total_intersections = 0;
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std::stack<int> stack;
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stack.push(0);
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while ( ! stack.empty()) {
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int i = stack.top();
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stack.pop();
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BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
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BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
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box box;
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// + 1e-5 for tolerance
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box.corners[0][0] = min_point[0] - 1e-5;
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box.corners[0][1] = min_point[1] - 1e-5;
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box.corners[0][2] = min_point[2] - 1e-5;
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box.corners[1][0] = max_point[0] + 1e-5;
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box.corners[1][1] = max_point[1] + 1e-5;
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box.corners[1][2] = max_point[2] + 1e-5;
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/*
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std::cout << "Ray "
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<< v_ray.origin[0] << " "
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<< v_ray.origin[1] << " "
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<< v_ray.origin[2] << " "
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<< std::endl;
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std::cout << "Box "
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<< min_point[0] << " "
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<< min_point[1] << " "
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<< min_point[2] << " "
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<< max_point[0] << " "
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<< max_point[1] << " "
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<< max_point[2] << " "
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<< std::endl;
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*/
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if ( ! is_intersect_ray_box(&v_ray, &box)) {
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continue;
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}
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//std::cout << "Ray hits box" << std::endl;
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if (bvh->IsOuter(i)) {
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//std::cout << "Ray hits leaf" << std::endl;
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// Do ray triangle check.
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for (int j=bvh->BegPrimitive(i); j<=bvh->EndPrimitive(i); ++j) {
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BVH_Vec3d v1, v2, v3;
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triangle_set.GetVertices(j, v1, v2, v3);
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gp_Vec ta(v1[0], v1[1], v1[2]);
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gp_Vec tb(v2[0], v2[1], v2[2]);
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gp_Vec tc(v3[0], v3[1], v3[2]);
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gp_Vec intersection_point;
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/*
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std::cout << "ray origin " << ray_origin.X() << " " << ray_origin.Y() << " " << ray_origin.Z() << std::endl;
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std::cout << "inside-tri " << ta.X() << " " << ta.Y() << " " << ta.Z() << std::endl;
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std::cout << "inside-tri " << tb.X() << " " << tb.Y() << " " << tb.Z() << std::endl;
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std::cout << "inside-tri " << tc.X() << " " << tc.Y() << " " << tc.Z() << std::endl;
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*/
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if (is_intersect_ray_tri(ray_origin, ray_vector, ta, tb, tc, intersection_point)) {
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// std::cout << " intersected " << intersection_point.X() << " " << intersection_point.Y() << " " << intersection_point.Z() << std::endl;
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total_intersections++;
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}
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}
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} else {
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stack.push(bvh->Child<0>(i));
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stack.push(bvh->Child<1>(i));
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}
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}
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return total_intersections % 2 != 0;
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}
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bool is_point_on_line(const gp_Pnt& point, const gp_Pnt& lineStart, const gp_Pnt& lineEnd) const {
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// Create vectors
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gp_Vec startToPoint(point.XYZ() - lineStart.XYZ());
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gp_Vec startToEnd(lineEnd.XYZ() - lineStart.XYZ());
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// Check if the point is on the line defined by start and end
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// by checking if the cross product is (near) zero vector, indicating collinearity.
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gp_Vec crossProduct = startToPoint.Crossed(startToEnd);
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if (crossProduct.Magnitude() > Precision::Confusion()) {
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return false; // Not collinear, hence not on the line segment
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}
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return true; // The point is on the line segment
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}
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// Why can't I use std::clamp?
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template<typename TC>
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const TC& ios_clamp(const TC& v, const TC& lo, const TC& hi) const {
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assert(!(hi < lo));
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return (v < lo) ? lo : (hi < v) ? hi : v;
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}
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// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
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// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
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// https://github.com/NVIDIA-Omniverse/PhysX/blob/561a0df858d7e48879cdf7eeb54cfe208f660f18/physx/source/geomutils/src/sweep/GuSweepCapsuleCapsule.cpp#L43
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// With minor modifications to use gp_Vec type.
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void edgeEdgeDist(gp_Vec& x, gp_Vec& y, // closest points
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const gp_Vec& p, const gp_Vec& a, // seg 1 origin, vector
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const gp_Vec& q, const gp_Vec& b) // seg 2 origin, vector
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const {
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const gp_Vec Tx = q - p;
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const double ADotA = a.Dot(a);
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const double BDotB = b.Dot(b);
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const double ADotB = a.Dot(b);
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const double ADotT = a.Dot(Tx);
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const double BDotT = b.Dot(Tx);
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// t parameterizes ray (p, a)
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// u parameterizes ray (q, b)
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// Compute t for the closest point on ray (p, a) to ray (q, b)
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const Standard_Real Denom = ADotA*BDotB - ADotB*ADotB;
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Standard_Real t; // We will clamp result so t is on the segment (p, a)
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if(Denom!=0.0f)
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t = ios_clamp((ADotT*BDotB - BDotT*ADotB) / Denom, 0.0, 1.0);
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else
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t = 0.0f;
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// find u for point on ray (q, b) closest to point at t
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Standard_Real u;
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if(BDotB!=0.0f)
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{
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u = (t*ADotB - BDotT) / BDotB;
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// if u is on segment (q, b), t and u correspond to closest points, otherwise, clamp u, recompute and clamp t
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if(u<0.0f)
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{
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u = 0.0f;
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if(ADotA!=0.0f)
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t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
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else
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t = 0.0f;
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}
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else if(u > 1.0f)
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{
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u = 1.0f;
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if(ADotA!=0.0f)
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t = ios_clamp((ADotB + ADotT) / ADotA, 0.0, 1.0);
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else
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t = 0.0f;
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}
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}
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else
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{
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u = 0.0f;
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if(ADotA!=0.0f)
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t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
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else
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t = 0.0f;
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}
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x = p + a * t;
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y = q + b * u;
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}
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#define PX_MAX_F32 3.4028234663852885981170418348452e+38F
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// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
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// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
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// https://github.com/NVIDIA-Omniverse/PhysX/blob/a2af52eb6a2532bd2bc583ef8ead9c81c9222af1/physx/source/geomutils/src/distance/GuDistanceTriangleTriangle.cpp#L38
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// With minor modifications to use gp_Vec type.
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float distanceTriangleTriangleSquared(gp_Vec& cp, gp_Vec& cq, const std::array<gp_Vec, 3> p, const std::array<gp_Vec, 3> q) const
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{
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std::array<gp_Vec, 3> Sv;
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Sv[0] = p[1] - p[0];
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Sv[1] = p[2] - p[1];
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Sv[2] = p[0] - p[2];
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std::array<gp_Vec, 3> Tv;
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Tv[0] = q[1] - q[0];
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Tv[1] = q[2] - q[1];
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Tv[2] = q[0] - q[2];
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gp_Vec minP, minQ;
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bool shown_disjoint = false;
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float mindd = PX_MAX_F32;
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for(int i=0;i<3;i++)
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{
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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)
|
|
|
|
// OBB check
|
|
auto obb_a = obbs_.find(tA)->second;
|
|
auto obb_b = obbs_.find(tB)->second;
|
|
obb_b.Enlarge(-tolerance);
|
|
if (obb_a.IsOut(obb_b)) {
|
|
return false;
|
|
}
|
|
|
|
// No need to search beyond the distance of the max protrusion.
|
|
double max_protrusion = max_protrusions_.find(tB)->second;
|
|
|
|
// 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] -= max_protrusion + 1e-3;
|
|
bvh_b_min[1] -= max_protrusion + 1e-3;
|
|
bvh_b_min[2] -= max_protrusion + 1e-3;
|
|
bvh_b_max[0] += max_protrusion + 1e-3;
|
|
bvh_b_max[1] += max_protrusion + 1e-3;
|
|
bvh_b_max[2] += max_protrusion + 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;
|
|
std::unordered_map<int, TopoDS_Face> faces_a = faces_.find(tA)->second;
|
|
std::unordered_map<int, TopoDS_Face> faces_b = faces_.find(tB)->second;
|
|
|
|
// ~10% faster?
|
|
std::unordered_set<gp_Pnt, PointHasher, PointEqual> points_in_b_cache;
|
|
std::unordered_set<gp_Pnt, PointHasher, PointEqual> points_not_in_b_cache;
|
|
|
|
double protrusion = -std::numeric_limits<double>::infinity();
|
|
std::array<double, 3> protrusion_point;
|
|
std::array<double, 3> surface_point;
|
|
|
|
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;
|
|
|
|
if (faces_a[triangle_set_a.GetFaceID(i)].Orientation() == TopAbs_REVERSED) {
|
|
triangle_set_a.GetVertices(i, v1, v3, v2);
|
|
} else {
|
|
triangle_set_a.GetVertices(i, v1, v2, v3);
|
|
}
|
|
|
|
gp_Pnt v1_a_pnt(v1[0], v1[1], v1[2]);
|
|
gp_Pnt v2_a_pnt(v2[0], v2[1], v2[2]);
|
|
gp_Pnt v3_a_pnt(v3[0], v3[1], v3[2]);
|
|
|
|
gp_Vec normal_a;
|
|
try {
|
|
gp_Vec dir1_a(v1_a_pnt, v2_a_pnt);
|
|
gp_Vec dir2_a(v1_a_pnt, v3_a_pnt);
|
|
normal_a = dir1_a.Crossed(dir2_a).Normalized();
|
|
} catch (...) {
|
|
continue;
|
|
}
|
|
|
|
std::array<gp_Pnt, 3> points_a = {v1_a_pnt, v2_a_pnt, v3_a_pnt};
|
|
std::vector<gp_Pnt> points_in_b;
|
|
|
|
for (const auto& v : points_a) {
|
|
if (points_not_in_b_cache.find(v) != points_not_in_b_cache.end()) {
|
|
continue;
|
|
}
|
|
|
|
if (points_in_b_cache.find(v) != points_in_b_cache.end()) {
|
|
points_in_b.push_back(v);
|
|
continue;
|
|
}
|
|
|
|
if (obb_b.IsOut(v)) {
|
|
points_not_in_b_cache.insert(v);
|
|
continue;
|
|
}
|
|
|
|
if (is_point_in_shape(v, bvh_b, triangle_set_b)
|
|
&& is_point_in_shape(v, bvh_b, triangle_set_b, true)) {
|
|
points_in_b.push_back(v);
|
|
points_in_b_cache.insert(v);
|
|
} else {
|
|
points_not_in_b_cache.insert(v);
|
|
}
|
|
}
|
|
|
|
if (points_in_b.empty()) {
|
|
continue;
|
|
}
|
|
|
|
double v_protrusion = std::numeric_limits<double>::infinity();
|
|
std::array<double, 3> v_protrusion_point;
|
|
std::array<double, 3> v_surface_point;
|
|
|
|
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;
|
|
|
|
if (faces_b[triangle_set_b.GetFaceID(j)].Orientation() == TopAbs_REVERSED) {
|
|
triangle_set_b.GetVertices(j, v1_b, v3_b, v2_b);
|
|
} else {
|
|
triangle_set_b.GetVertices(j, v1_b, v2_b, v3_b);
|
|
}
|
|
|
|
tri_count_++;
|
|
|
|
gp_Pnt v1_b_pnt(v1_b[0], v1_b[1], v1_b[2]);
|
|
gp_Pnt v2_b_pnt(v2_b[0], v2_b[1], v2_b[2]);
|
|
gp_Pnt v3_b_pnt(v3_b[0], v3_b[1], v3_b[2]);
|
|
|
|
/*
|
|
std::cout << "->cont " << v1_b[0] << " " << v1_b[1] << " " << v1_b[2] << std::endl;
|
|
std::cout << "->cont " << v2_b[0] << " " << v2_b[1] << " " << v2_b[2] << std::endl;
|
|
std::cout << "->cont " << v3_b[0] << " " << v3_b[1] << " " << v3_b[2] << std::endl;
|
|
*/
|
|
|
|
gp_Vec normal_b;
|
|
try {
|
|
gp_Vec dir1_b(v1_b_pnt, v2_b_pnt);
|
|
gp_Vec dir2_b(v1_b_pnt, v3_b_pnt);
|
|
normal_b = dir1_b.Crossed(dir2_b).Normalized();
|
|
} catch (...) {
|
|
continue;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
for (const auto& v : points_in_b) {
|
|
gp_Vec ray_origin(v.X(), v.Y(), v.Z());
|
|
gp_Vec point_on_b;
|
|
|
|
gp_Vec ta(v1_b[0], v1_b[1], v1_b[2]);
|
|
gp_Vec tb(v2_b[0], v2_b[1], v2_b[2]);
|
|
gp_Vec tc(v3_b[0], v3_b[1], v3_b[2]);
|
|
|
|
/*
|
|
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.
|
|
if (is_intersect_ray_tri(ray_origin, normal_b, ta, tb, tc, point_on_b, true)) {
|
|
gp_Pnt pnt_on_b(point_on_b.X(), point_on_b.Y(), point_on_b.Z());
|
|
double current_v_protrusion = v.Distance(pnt_on_b);
|
|
|
|
/*
|
|
// What happens now?
|
|
if (current_v_protrusion > max_protrusion) {
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
// std::cout << "We got a current protrusion " << current_v_protrusion << std::endl;
|
|
if (current_v_protrusion < v_protrusion) {
|
|
// 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 (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 > tolerance) {
|
|
protrusion_distances_.push_back(protrusion);
|
|
protrusion_points_.push_back(protrusion_point);
|
|
surface_points_.push_back(surface_point);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool test_collision(const T& tA, const T& tB, const TopoDS_Shape& A, const TopoDS_Shape& B, bool allow_touching) const {
|
|
// OBB check
|
|
auto obb_a = obbs_.find(tA)->second;
|
|
auto obb_b = obbs_.find(tB)->second;
|
|
obb_b.Enlarge(-0.001); // Within 1mm is touching
|
|
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] -= 1e-3;
|
|
bvh_b_min[1] -= 1e-3;
|
|
bvh_b_min[2] -= 1e-3;
|
|
bvh_b_max[0] += 1e-3;
|
|
bvh_b_max[1] += 1e-3;
|
|
bvh_b_max[2] += 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_Pnt v1_a_pnt(v1[0], v1[1], v1[2]);
|
|
gp_Pnt v2_a_pnt(v2[0], v2[1], v2[2]);
|
|
gp_Pnt v3_a_pnt(v3[0], v3[1], v3[2]);
|
|
|
|
std::array<double, 3> t1a = {v1[0], v1[1], v1[2]};
|
|
std::array<double, 3> t1b = {v2[0], v2[1], v2[2]};
|
|
std::array<double, 3> t1c = {v3[0], v3[1], v3[2]};
|
|
|
|
gp_Vec normal_a;
|
|
try {
|
|
gp_Vec dir1_a(v1_a_pnt, v2_a_pnt);
|
|
gp_Vec dir2_a(v1_a_pnt, v3_a_pnt);
|
|
normal_a = dir1_a.Crossed(dir2_a).Normalized();
|
|
} catch (...) {
|
|
continue;
|
|
}
|
|
|
|
std::array<gp_Pnt, 3> points_a = {v1_a_pnt, v2_a_pnt, v3_a_pnt};
|
|
|
|
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_Pnt v1_b_pnt(v1_b[0], v1_b[1], v1_b[2]);
|
|
gp_Pnt v2_b_pnt(v2_b[0], v2_b[1], v2_b[2]);
|
|
gp_Pnt v3_b_pnt(v3_b[0], v3_b[1], v3_b[2]);
|
|
|
|
std::array<double, 3> t2a = {v1_b[0], v1_b[1], v1_b[2]};
|
|
std::array<double, 3> t2b = {v2_b[0], v2_b[1], v2_b[2]};
|
|
std::array<double, 3> t2c = {v3_b[0], v3_b[1], v3_b[2]};
|
|
|
|
gp_Vec normal_b;
|
|
try {
|
|
gp_Vec dir1_b(v1_b_pnt, v2_b_pnt);
|
|
gp_Vec dir2_b(v1_b_pnt, v3_b_pnt);
|
|
normal_b = dir1_b.Crossed(dir2_b).Normalized();
|
|
} catch (...) {
|
|
continue;
|
|
}
|
|
|
|
// Allow a deviation of 0.25 degrees in coplanarity check
|
|
if (std::abs(normal_a.Dot(normal_b)) >= 0.99999f) {
|
|
continue;
|
|
}
|
|
|
|
std::array<double, 3> int1, int2;
|
|
bool is_coplanar;
|
|
|
|
if (threeyd::moeller::TriangleIntersects<std::array<double, 3>>::triangle(t1a, t1b, t1c, t2a, t2b, t2c, int1, int2, is_coplanar)) {
|
|
if (is_coplanar) {
|
|
continue; // Touching, but not intersecting.
|
|
}
|
|
|
|
if (allow_touching) {
|
|
protrusion_points_.push_back(int1);
|
|
return true;
|
|
}
|
|
|
|
// A non-touching collision is defined as two triangles that:
|
|
// 1. Are not coplanar
|
|
// 2. The point of intersection is not along the edge of triangle A.
|
|
// 3. The point of intersection is not a vertex of triangle B.
|
|
|
|
gp_Pnt int1_pnt(int1[0], int1[1], int1[2]);
|
|
gp_Pnt int2_pnt(int2[0], int2[1], int2[2]);
|
|
|
|
if (
|
|
! is_point_on_line(int1_pnt, v1_a_pnt, v2_a_pnt)
|
|
&& ! is_point_on_line(int1_pnt, v1_a_pnt, v3_a_pnt)
|
|
&& ! is_point_on_line(int1_pnt, v2_a_pnt, v3_a_pnt)
|
|
) {
|
|
if (
|
|
int1_pnt.Distance(v1_b_pnt) > 1e-4
|
|
&& int1_pnt.Distance(v2_b_pnt) > 1e-4
|
|
&& int1_pnt.Distance(v3_b_pnt) > 1e-4
|
|
) {
|
|
protrusion_points_.push_back(int1);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (
|
|
! is_point_on_line(int1_pnt, v1_b_pnt, v2_b_pnt)
|
|
&& ! is_point_on_line(int1_pnt, v1_b_pnt, v3_b_pnt)
|
|
&& ! is_point_on_line(int1_pnt, v2_b_pnt, v3_b_pnt)
|
|
) {
|
|
if (
|
|
int1_pnt.Distance(v1_a_pnt) > 1e-4
|
|
&& int1_pnt.Distance(v2_a_pnt) > 1e-4
|
|
&& int1_pnt.Distance(v3_a_pnt) > 1e-4
|
|
) {
|
|
protrusion_points_.push_back(int1);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (
|
|
! is_point_on_line(int2_pnt, v1_a_pnt, v2_a_pnt)
|
|
&& ! is_point_on_line(int2_pnt, v1_a_pnt, v3_a_pnt)
|
|
&& ! is_point_on_line(int2_pnt, v2_a_pnt, v3_a_pnt)
|
|
) {
|
|
if (
|
|
int2_pnt.Distance(v1_b_pnt) > 1e-4
|
|
&& int2_pnt.Distance(v2_b_pnt) > 1e-4
|
|
&& int2_pnt.Distance(v3_b_pnt) > 1e-4
|
|
) {
|
|
protrusion_points_.push_back(int2);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (
|
|
! is_point_on_line(int2_pnt, v1_b_pnt, v2_b_pnt)
|
|
&& ! is_point_on_line(int2_pnt, v1_b_pnt, v3_b_pnt)
|
|
&& ! is_point_on_line(int2_pnt, v2_b_pnt, v3_b_pnt)
|
|
) {
|
|
if (
|
|
int2_pnt.Distance(v1_a_pnt) > 1e-4
|
|
&& int2_pnt.Distance(v2_a_pnt) > 1e-4
|
|
&& int2_pnt.Distance(v3_a_pnt) > 1e-4
|
|
) {
|
|
protrusion_points_.push_back(int2);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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.) {
|
|
BRepExtrema_DistShapeShape dss(A, B);
|
|
if (dss.Perform() && dss.NbSolution() >= 1) {
|
|
if (dss.Value() <= extend) {
|
|
distances_.push_back(dss.Value());
|
|
protrusion_distances_.push_back(max_distance_inside(B, A));
|
|
}
|
|
return dss.Value() <= extend;
|
|
}
|
|
} else {
|
|
if (util::count(A, TopAbs_SHELL) == 0 ||
|
|
util::count(B, TopAbs_SHELL) == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (completely_within) {
|
|
BRepAlgoAPI_Cut cut(B, A);
|
|
if (cut.IsDone()) {
|
|
if (util::count(cut.Shape(), TopAbs_SHELL) == 0) {
|
|
return true;
|
|
}
|
|
}
|
|
} else {
|
|
BRepAlgoAPI_Common common(A, B);
|
|
if (common.IsDone()) {
|
|
if (util::count(common.Shape(), TopAbs_SHELL) > 0) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected:
|
|
|
|
// @todo this is ugly, embed this in the return type
|
|
mutable std::vector<double> distances_;
|
|
mutable std::vector<double> protrusion_distances_;
|
|
mutable std::vector<std::array<double, 3>> protrusion_points_;
|
|
mutable std::vector<std::array<double, 3>> surface_points_;
|
|
mutable long long tri_count_ = 0;
|
|
|
|
public:
|
|
|
|
void add(const T& t, const Bnd_Box& b) {
|
|
tree_.Add(t, b);
|
|
}
|
|
|
|
void add(const T& t, const TopoDS_Shape& s) {
|
|
Bnd_Box b;
|
|
BRepBndLib::AddClose(s, b);
|
|
add(t, b);
|
|
shapes_[t] = s;
|
|
}
|
|
|
|
void add_triangulated(const T& t, const TopoDS_Shape& s) {
|
|
// Note that the original add function is also used elsewhere (e.g. boolean_utils.cpp)
|
|
// We don't want to randomly add triangulated voids in our
|
|
// tree, so for now this is a separate function.
|
|
BRepMesh_IncrementalMesh(s, 1.e-3, false, 0.5);
|
|
|
|
Bnd_Box b;
|
|
BRepBndLib::AddClose(s, b);
|
|
tree_.Add(t, b);
|
|
shapes_[t] = s;
|
|
|
|
Bnd_OBB obb;
|
|
BRepBndLib::AddOBB(s, obb, true, true, false);
|
|
obbs_[t] = obb;
|
|
|
|
max_protrusions_[t] = std::min(std::min(obb.XHSize(), obb.YHSize()), obb.ZHSize()) * 2;
|
|
|
|
BVH_BoxSet<double, 3>* boxset = new BVH_BoxSet<double, 3>();
|
|
BRepExtrema_ShapeList shape_list;
|
|
|
|
std::unordered_map<int, TopoDS_Face> faces;
|
|
|
|
TopExp_Explorer exp_f;
|
|
int i = 0;
|
|
for (exp_f.Init(s, TopAbs_FACE); exp_f.More(); exp_f.Next()) {
|
|
shape_list.Append(exp_f.Current());
|
|
|
|
Bnd_Box aabb;
|
|
BRepBndLib::Add(exp_f.Current(), aabb);
|
|
double x, y, z, X, Y, Z;
|
|
aabb.Get(x, y, z, X, Y, Z);
|
|
const BVH_Box<Standard_Real, 3>::BVH_VecNt min(x, y, z);
|
|
const BVH_Box<Standard_Real, 3>::BVH_VecNt max(X, Y, Z);
|
|
BVH_Box<Standard_Real, 3> bvhBox(min, max);
|
|
boxset->Add(i, bvhBox);
|
|
|
|
faces[i] = TopoDS::Face(exp_f.Current());
|
|
i++;
|
|
}
|
|
|
|
/* Option 1: Builder?
|
|
BVH_Tree<double, 3, BVH_BinaryTree>* bvh = new BVH_Tree<double, 3, BVH_BinaryTree>();
|
|
BVH_Box<Standard_Real, 3> bvhBox2; // What's the point of this?
|
|
BVH_LinearBuilder<Standard_Real, 3> builder;
|
|
builder.Build(boxset, bvh, bvhBox2);
|
|
*/
|
|
|
|
/* Option 2: Box set works, but ends up still comparing over 17 billion tri pairs
|
|
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh = boxset->BVH();
|
|
*/
|
|
|
|
// Option 3: Triangle set - down to 96 million pairs
|
|
BRepExtrema_TriangleSet triangle_set(shape_list);
|
|
const opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>& bvh = triangle_set.BVH();
|
|
|
|
// Debug
|
|
/*
|
|
std::cout << "DEBUGG:" << std::endl;
|
|
for (int i=0; i<triangle_set.Size(); ++i) {
|
|
BVH_Vec3d v1, v2, v3;
|
|
triangle_set.GetVertices(i, v1, v2, v3);
|
|
int face_id = triangle_set.GetFaceID(i);
|
|
std::cout << "Triangle in triangle set:" << std::endl;
|
|
std::cout << v1[0] << " " << v1[1] << " " << v1[2] << std::endl;
|
|
if (faces[face_id].Orientation() == TopAbs_REVERSED) {
|
|
std::cout << v3[0] << " " << v3[1] << " " << v3[2] << std::endl;
|
|
std::cout << v2[0] << " " << v2[1] << " " << v2[2] << std::endl;
|
|
} else {
|
|
std::cout << v2[0] << " " << v2[1] << " " << v2[2] << std::endl;
|
|
std::cout << v3[0] << " " << v3[1] << " " << v3[2] << std::endl;
|
|
}
|
|
}
|
|
*/
|
|
|
|
triangle_sets_[t] = triangle_set;
|
|
boxsets_[t] = boxset;
|
|
bvhs_[t] = bvh;
|
|
faces_[t] = faces;
|
|
}
|
|
|
|
std::vector<T> select_box(const T& t, bool completely_within = false, double extend=-1.e-5) const {
|
|
typename map_t::const_iterator it = shapes_.find(t);
|
|
if (it == shapes_.end()) {
|
|
return std::vector<T>();
|
|
}
|
|
|
|
Bnd_Box b;
|
|
BRepBndLib::AddClose(it->second, b);
|
|
|
|
// Gap is assumed to be positive throughout the codebase,
|
|
// but at least for IsOut() in the selector a negative
|
|
// Gap should work as well.
|
|
b.SetGap(b.GetGap() + extend);
|
|
|
|
return select_box(b, completely_within);
|
|
}
|
|
|
|
std::vector<T> select_box(const gp_Pnt& p, double extend=0.0) const {
|
|
Bnd_Box b;
|
|
b.Add(p);
|
|
b.SetGap(b.GetGap() + extend);
|
|
return select_box(b);
|
|
}
|
|
|
|
std::vector<T> select_box(const Bnd_Box& b, bool completely_within = false) const {
|
|
selector s(b);
|
|
tree_.Select(s);
|
|
if (completely_within) {
|
|
std::vector<T> ts = s.results();
|
|
std::vector<T> ts_filtered;
|
|
ts_filtered.reserve(ts.size());
|
|
typename std::vector<T>::const_iterator it = ts.begin();
|
|
for (; it != ts.end(); ++it) {
|
|
const TopoDS_Shape& shp = shapes_.find(*it)->second;
|
|
Bnd_Box B;
|
|
BRepBndLib::AddClose(shp, B);
|
|
|
|
// BndBox::CornerMin() /-Max() introduced in OCCT 6.8
|
|
double x1, y1, z1, x2, y2, z2;
|
|
b.Get(x1, y1, z1, x2, y2, z2);
|
|
double gap = B.GetGap();
|
|
gp_Pnt p1(x1 - gap, y1 - gap, z1 - gap);
|
|
gp_Pnt p2(x2 + gap, y2 + gap, z2 + gap);
|
|
|
|
if (!b.IsOut(p1) && !b.IsOut(p2)) {
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
}
|
|
return ts_filtered;
|
|
} else {
|
|
return s.results();
|
|
}
|
|
}
|
|
|
|
std::vector<T> clash_intersection(const T& t, double tolerance = 0.002) 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_intersection(t, *it, A, B, tolerance)) {
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
}
|
|
std::cout << "Tri count " << tri_count_ << std::endl;
|
|
|
|
return ts_filtered;
|
|
}
|
|
|
|
|
|
std::vector<T> clash_collision(const T& t, bool allow_touching = false) const {
|
|
protrusion_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_collision(t, *it, A, B, allow_touching)) {
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
}
|
|
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 {
|
|
distances_.clear();
|
|
protrusion_distances_.clear();
|
|
|
|
std::vector<T> ts = select_box(t, completely_within, extend);
|
|
if (ts.empty()) {
|
|
return ts;
|
|
}
|
|
|
|
const TopoDS_Shape& A = shapes_.find(t)->second;
|
|
|
|
std::vector<T> ts_filtered;
|
|
ts_filtered.reserve(ts.size());
|
|
|
|
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 (test(A, B, completely_within, extend)) {
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
}
|
|
|
|
return ts_filtered;
|
|
}
|
|
|
|
std::vector<T> select(const TopoDS_Shape& s, bool completely_within = false, double extend = -1.e-5) const {
|
|
distances_.clear();
|
|
protrusion_distances_.clear();
|
|
|
|
Bnd_Box bb;
|
|
BRepBndLib::AddClose(s, bb);
|
|
bb.SetGap(bb.GetGap() + extend);
|
|
|
|
std::vector<T> ts = select_box(bb, completely_within);
|
|
|
|
if (ts.empty()) {
|
|
return ts;
|
|
}
|
|
|
|
std::vector<T> ts_filtered;
|
|
ts_filtered.reserve(ts.size());
|
|
|
|
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 (test(s, B, completely_within, extend)) {
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
*/
|
|
}
|
|
|
|
return ts_filtered;
|
|
}
|
|
|
|
std::vector<T> select(const IfcGeom::BRepElement* elem, bool completely_within = false, double extend = -1.e-5) const {
|
|
auto compound = elem->geometry().as_compound();
|
|
compound.Move(elem->transformation().data());
|
|
return select(compound, completely_within, extend);
|
|
}
|
|
|
|
std::vector<T> select(const gp_Pnt& p, double extend=0.0) const {
|
|
distances_.clear();
|
|
protrusion_distances_.clear();
|
|
|
|
std::vector<T> ts = select_box(p, extend);
|
|
if (ts.empty()) {
|
|
return ts;
|
|
}
|
|
|
|
std::vector<T> ts_filtered;
|
|
ts_filtered.reserve(ts.size());
|
|
|
|
TopoDS_Vertex v;
|
|
if (extend > 0.) {
|
|
BRep_Builder B;
|
|
B.MakeVertex(v, p, Precision::Confusion());
|
|
}
|
|
|
|
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 (extend > 0.0) {
|
|
BRepExtrema_DistShapeShape dss(v, B);
|
|
if (dss.Perform() && dss.NbSolution() >= 1 && dss.Value() <= extend) {
|
|
distances_.push_back(dss.Value());
|
|
protrusion_distances_.push_back(max_distance_inside(B, v));
|
|
|
|
ts_filtered.push_back(*it);
|
|
}
|
|
} else {
|
|
TopExp_Explorer exp(B, TopAbs_SOLID);
|
|
for (; exp.More(); exp.Next()) {
|
|
BRepClass3d_SolidClassifier cls(exp.Current(), p, 1e-5);
|
|
if (cls.State() != TopAbs_OUT) {
|
|
ts_filtered.push_back(*it);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ts_filtered;
|
|
}
|
|
|
|
protected:
|
|
typedef NCollection_UBTree<T, Bnd_Box> tree_t;
|
|
typedef std::map<T, TopoDS_Shape> map_t;
|
|
|
|
tree_t tree_;
|
|
map_t shapes_;
|
|
std::map<T, Bnd_OBB> obbs_;
|
|
std::map<T, double> max_protrusions_;
|
|
//std::map<T, BVH_Tree<double, 3, BVH_BinaryTree>*> bvhs_;
|
|
std::map<T, opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>>> bvhs_;
|
|
std::map<T, BVH_BoxSet<double, 3>*> boxsets_;
|
|
std::map<T, BRepExtrema_TriangleSet> triangle_sets_;
|
|
std::unordered_map<T, std::unordered_map<int, TopoDS_Face>> faces_;
|
|
|
|
bool enable_face_styles_ = false;
|
|
|
|
class selector : public tree_t::Selector
|
|
{
|
|
public:
|
|
selector(const Bnd_Box& b)
|
|
: tree_t::Selector()
|
|
, bounds_(b)
|
|
{}
|
|
|
|
Standard_Boolean Reject(const Bnd_Box& b) const {
|
|
return bounds_.IsOut(b);
|
|
}
|
|
|
|
Standard_Boolean Accept(const T& o) {
|
|
results_.push_back(o);
|
|
return Standard_True;
|
|
}
|
|
|
|
const std::vector<T>& results() const {
|
|
return results_;
|
|
}
|
|
|
|
private:
|
|
std::vector<T> results_;
|
|
const Bnd_Box& bounds_;
|
|
};
|
|
|
|
};
|
|
}
|
|
|
|
class tree : public impl::tree<IfcUtil::IfcBaseEntity*> {
|
|
public:
|
|
|
|
tree() {};
|
|
|
|
tree(IfcParse::IfcFile& f) {
|
|
add_file(f, IfcGeom::IteratorSettings());
|
|
}
|
|
|
|
tree(IfcParse::IfcFile& f, const IfcGeom::IteratorSettings& settings) {
|
|
add_file(f, settings);
|
|
}
|
|
|
|
tree(IfcGeom::Iterator& it) {
|
|
add_file(it);
|
|
}
|
|
|
|
void add_file(IfcParse::IfcFile& f, const IfcGeom::IteratorSettings& settings) {
|
|
IfcGeom::IteratorSettings settings_ = settings;
|
|
settings_.set(IfcGeom::IteratorSettings::DISABLE_TRIANGULATION, true);
|
|
settings_.set(IfcGeom::IteratorSettings::USE_WORLD_COORDS, true);
|
|
settings_.set(IfcGeom::IteratorSettings::SEW_SHELLS, true);
|
|
|
|
IfcGeom::Iterator it(settings_, &f);
|
|
|
|
add_file(it);
|
|
}
|
|
|
|
void add_file(IfcGeom::Iterator& it) {
|
|
if (it.initialize()) {
|
|
do {
|
|
add_element(dynamic_cast<IfcGeom::BRepElement*>(it.get()));
|
|
} while (it.next());
|
|
}
|
|
}
|
|
|
|
void add_element(IfcGeom::BRepElement* elem, bool should_triangulate=false) {
|
|
if (!elem) {
|
|
return;
|
|
}
|
|
auto compound = elem->geometry().as_compound();
|
|
compound.Move(elem->transformation().data());
|
|
if (should_triangulate) {
|
|
add_triangulated(elem->product(), compound);
|
|
} else {
|
|
add(elem->product(), compound);
|
|
}
|
|
auto git = elem->geometry().begin();
|
|
|
|
if (enable_face_styles_) {
|
|
TopoDS_Iterator it(compound);
|
|
for (; it.More(); it.Next(), ++git) {
|
|
std::unique_ptr<IfcGeom::Material> adaptor;
|
|
if (git->hasStyle()) {
|
|
adaptor.reset(new Material(git->StylePtr()));
|
|
} else {
|
|
adaptor.reset(new Material(IfcGeom::get_default_style(elem->type())));
|
|
}
|
|
|
|
// Assumption is that the number of styles is small, so the linear lookup time is not significant.
|
|
auto sit = std::find(styles_.begin(), styles_.end(), *adaptor);
|
|
size_t index;
|
|
if (sit == styles_.end()) {
|
|
index = styles_.size();
|
|
styles_.push_back(*adaptor);
|
|
} else {
|
|
index = std::distance(styles_.begin(), sit);
|
|
}
|
|
|
|
TopExp_Explorer exp(it.Value(), TopAbs_FACE);
|
|
for (; exp.More(); exp.Next()) {
|
|
face_styles_.Bind(exp.Current(), (int) index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const std::vector<double>& distances() const {
|
|
return distances_;
|
|
}
|
|
|
|
const std::vector<double>& protrusion_distances() const {
|
|
return protrusion_distances_;
|
|
}
|
|
|
|
const std::vector<std::array<double, 3>>& protrusion_points() const {
|
|
return protrusion_points_;
|
|
}
|
|
|
|
const std::vector<std::array<double, 3>>& surface_points() const {
|
|
return surface_points_;
|
|
}
|
|
|
|
std::vector<IfcGeom::ray_intersection_result> select_ray(const gp_Pnt& p0, const gp_Dir& d, double length = 1000.) const {
|
|
gp_Pnt p1 = p0.XYZ() + d.XYZ() * length;
|
|
auto E = BRepBuilderAPI_MakeEdge(p0, p1).Edge();
|
|
Bnd_Box bb;
|
|
bb.Add(p0);
|
|
bb.Add(p1);
|
|
auto candidates = select_box(bb);
|
|
|
|
std::multimap<double, ray_intersection_result> ordered;
|
|
|
|
for (auto& c : candidates) {
|
|
BRepExtrema_DistShapeShape dss(E, shapes_.find(c)->second);
|
|
for (int i = 1; i <= dss.NbSolution(); ++i) {
|
|
if (dss.SupportTypeShape1(i) != BRepExtrema_IsOnEdge) {
|
|
// @todo set to 0, is it on the first verteX?
|
|
continue;
|
|
}
|
|
if (dss.SupportTypeShape2(i) != BRepExtrema_IsInFace) {
|
|
continue;
|
|
}
|
|
double u, v, w;
|
|
dss.ParOnEdgeS1(i, u);
|
|
auto face = TopoDS::Face(dss.SupportOnShape2(i));
|
|
int sidx = -1;
|
|
if (enable_face_styles_) {
|
|
sidx = face_styles_.Find(face);
|
|
}
|
|
dss.ParOnFaceS2(i, v, w);
|
|
BRepGProp_Face prop(face);
|
|
gp_Pnt P;
|
|
gp_Vec V;
|
|
prop.Normal(v, w, P, V);
|
|
ordered.insert({ u, { u, sidx, c,
|
|
{P.X(), P.Y(), P.Z()},
|
|
{V.X(), V.Y(), V.Z()},
|
|
d.XYZ().Dot(p0.XYZ() - P.XYZ()),
|
|
V.Dot(d)
|
|
} });
|
|
}
|
|
}
|
|
|
|
std::vector<ray_intersection_result> result;
|
|
for (auto& p : ordered) {
|
|
result.push_back(p.second);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool enable_face_styles() const {
|
|
return enable_face_styles_;
|
|
}
|
|
|
|
void enable_face_styles(bool b) {
|
|
enable_face_styles_ = b;
|
|
}
|
|
|
|
const std::vector<IfcGeom::Material>& styles() const {
|
|
return styles_;
|
|
}
|
|
|
|
protected:
|
|
typedef TopTools_DataMapOfShapeInteger face_style_map_t;
|
|
|
|
face_style_map_t face_styles_;
|
|
std::vector<IfcGeom::Material> styles_;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|