Files
IfcOpenShell/src/ifcgeom/IfcGeomRepresentation.h
T
Thomas Krijnen 2a403e240d *** See: https://sourceforge.net/p/ifcopenshell/discussion/1782718/thread/6bd0f843/ ***
Massive refactor of the IfcGeomObjects module, which is now the IfcGeom::Iterator class.
2014-12-19 12:14:36 +00:00

270 lines
10 KiB
C++

/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef IFCGEOMREPRESENTATION_H
#define IFCGEOMREPRESENTATION_H
#include <BRepMesh.hxx>
#include <BRepGProp_Face.hxx>
#include <Poly_Triangulation.hxx>
#include <TColgp_Array1OfPnt.hxx>
#include <TColgp_Array1OfPnt2d.hxx>
#include <TopExp_Explorer.hxx>
#include "../ifcgeom/IfcGeomIteratorSettings.h"
#include "../ifcgeom/IfcGeomMaterial.h"
namespace IfcGeom {
namespace Representation {
class Representation {
protected:
const ElementSettings _settings;
public:
explicit Representation(const ElementSettings& settings) : _settings(settings) {}
const ElementSettings& settings() const { return _settings; }
};
class BRep : public Representation {
private:
unsigned int id;
const IfcGeom::IfcRepresentationShapeItems shapes;
BRep(const BRep& other);
BRep& operator=(const BRep& other);
public:
BRep(const ElementSettings& settings, unsigned int id, const IfcGeom::IfcRepresentationShapeItems& shapes)
: Representation(settings)
, id(id)
, shapes(shapes)
{}
virtual ~BRep() {}
IfcGeom::IfcRepresentationShapeItems::const_iterator begin() const { return shapes.begin(); }
IfcGeom::IfcRepresentationShapeItems::const_iterator end() const { return shapes.end(); }
const unsigned int& getId() const { return id; }
};
class Serialization : public Representation {
private:
int _id;
bool convert_back_units;
std::string _brep_data;
public:
int id() const { return _id; }
const std::string& brep_data() const { return _brep_data; }
Serialization(const BRep& brep);
virtual ~Serialization() {}
private:
Serialization();
Serialization(const Serialization&);
Serialization& operator=(const Serialization&);
};
template <typename P>
class Triangulation : public Representation {
private:
// A nested pair of floats and a material index to be able to store an XYZ coordinate in a map.
// TODO: Make this a std::tuple when compilers add support for that.
typedef typename std::pair<P, std::pair<P, P> > Coordinate;
typedef typename std::pair<int, Coordinate> VertexKey;
typedef std::map<VertexKey, int> VertexKeyMap;
typedef std::pair<int, int> Edge;
int _id;
std::vector<P> _verts;
std::vector<int> _faces;
std::vector<int> _edges;
std::vector<P> _normals;
std::vector<int> _material_ids;
std::vector<Material> _materials;
VertexKeyMap welds;
public:
int id() const { return _id; }
const std::vector<P>& verts() const { return _verts; }
const std::vector<int>& faces() const { return _faces; }
const std::vector<int>& edges() const { return _edges; }
const std::vector<P>& normals() const { return _normals; }
const std::vector<int>& material_ids() const { return _material_ids; }
const std::vector<Material>& materials() const { return _materials; }
Triangulation(const BRep& shape_model)
: Representation(shape_model.settings())
, _id(shape_model.getId())
{
for ( IfcGeom::IfcRepresentationShapeItems::const_iterator it = shape_model.begin(); it != shape_model.end(); ++ it ) {
int surface_style_id = -1;
if (it->hasStyle()) {
Material adapter(&it->Style());
std::vector<Material>::const_iterator jt = std::find(_materials.begin(), _materials.end(), adapter);
if (jt == _materials.end()) {
surface_style_id = _materials.size();
_materials.push_back(adapter);
} else {
surface_style_id = jt - _materials.begin();
}
}
if (settings().apply_default_materials() && surface_style_id == -1) {
Material material(IfcGeom::get_default_style(settings().element_type()));
std::vector<Material>::const_iterator it = std::find(_materials.begin(), _materials.end(), material);
if (it == _materials.end()) {
surface_style_id = _materials.size();
_materials.push_back(material);
} else {
surface_style_id = it - _materials.begin();
}
}
const TopoDS_Shape& s = it->Shape();
const gp_GTrsf& trsf = it->Placement();
// Triangulate the shape
try {
// BRepTools::Clean(s);
BRepMesh::Mesh(s, settings().deflection_tolerance());
} catch(...) {
// TODO: Catch outside
// Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape:",ifc_file->EntityById(_id)->entity);
Logger::Message(Logger::LOG_ERROR,"Failed to triangulate shape");
continue;
}
TopExp_Explorer exp;
// Iterates over the faces of the shape
for ( exp.Init(s,TopAbs_FACE); exp.More(); exp.Next() ) {
TopoDS_Face face = TopoDS::Face(exp.Current());
TopLoc_Location loc;
Handle_Poly_Triangulation tri = BRep_Tool::Triangulation(face,loc);
if ( ! tri.IsNull() ) {
// A 3x3 matrix to rotate the vertex normals
const gp_Mat rotation_matrix = trsf.VectorialPart();
// Keep track of the number of times an edge is used
// Manifold edges (i.e. edges used twice) are deemed invisible
std::map<std::pair<int,int>,int> edgecount;
std::vector<std::pair<int,int> > edges_temp;
const TColgp_Array1OfPnt& nodes = tri->Nodes();
const TColgp_Array1OfPnt2d& uvs = tri->UVNodes();
std::vector<gp_XYZ> coords;
BRepGProp_Face prop(face);
std::map<int,int> dict;
// Vertex normals are only calculated if vertices are not welded
const bool calculate_normals = !settings().weld_vertices();
for( int i = 1; i <= nodes.Length(); ++ i ) {
coords.push_back(nodes(i).Transformed(loc).XYZ());
trsf.Transforms(*coords.rbegin());
dict[i] = addVertex(surface_style_id, *coords.rbegin());
if ( calculate_normals ) {
const gp_Pnt2d& uv = uvs(i);
gp_Pnt p;
gp_Vec normal_direction;
prop.Normal(uv.X(),uv.Y(),p,normal_direction);
gp_Vec normal(0., 0., 0.);
if (normal_direction.Magnitude() > ALMOST_ZERO) {
normal = gp_Dir(normal_direction.XYZ() * rotation_matrix);
}
_normals.push_back((float)normal.X());
_normals.push_back((float)normal.Y());
_normals.push_back((float)normal.Z());
}
}
const Poly_Array1OfTriangle& triangles = tri->Triangles();
for( int i = 1; i <= triangles.Length(); ++ i ) {
int n1,n2,n3;
if ( face.Orientation() == TopAbs_REVERSED )
triangles(i).Get(n3,n2,n1);
else triangles(i).Get(n1,n2,n3);
/* An alternative would be to calculate normals based
* on the coordinates of the mesh vertices */
/*
const gp_XYZ pt1 = coords[n1-1];
const gp_XYZ pt2 = coords[n2-1];
const gp_XYZ pt3 = coords[n3-1];
const gp_XYZ v1 = pt2-pt1;
const gp_XYZ v2 = pt3-pt2;
gp_Dir normal = gp_Dir(v1^v2);
_normals.push_back((float)normal.X());
_normals.push_back((float)normal.Y());
_normals.push_back((float)normal.Z());
*/
_faces.push_back(dict[n1]);
_faces.push_back(dict[n2]);
_faces.push_back(dict[n3]);
_material_ids.push_back(surface_style_id);
addEdge(n1,n2,edgecount,edges_temp);
addEdge(n2,n3,edgecount,edges_temp);
addEdge(n3,n1,edgecount,edges_temp);
}
for ( std::vector<std::pair<int,int> >::const_iterator it = edges_temp.begin(); it != edges_temp.end(); ++it ) {
_edges.push_back(edgecount[*it]==1);
}
}
}
}
}
virtual ~Triangulation() {}
private:
// Welds vertices that belong to different faces
int addVertex(int material_index, const gp_XYZ& p) {
const P X = static_cast<P>(settings().convert_back_units() ? (p.X() / settings().unit_magnitude()) : p.X());
const P Y = static_cast<P>(settings().convert_back_units() ? (p.Y() / settings().unit_magnitude()) : p.Y());
const P Z = static_cast<P>(settings().convert_back_units() ? (p.Z() / settings().unit_magnitude()) : p.Z());
int i = (int) _verts.size() / 3;
if (settings().weld_vertices()) {
const VertexKey key = std::make_pair(material_index, std::make_pair(X, std::make_pair(Y, Z)));
VertexKeyMap::const_iterator it = welds.find(key);
if ( it != welds.end() ) return it->second;
i = (int) welds.size();
welds[key] = i;
}
_verts.push_back(X);
_verts.push_back(Y);
_verts.push_back(Z);
return i;
}
inline void addEdge(int n1, int n2, std::map<std::pair<int,int>,int>& edgecount, std::vector<std::pair<int,int> >& edges_temp) {
const Edge e = Edge( (std::min)(n1,n2),(std::max)(n1,n2) );
if ( edgecount.find(e) == edgecount.end() ) edgecount[e] = 1;
else edgecount[e] ++;
edges_temp.push_back(e);
}
Triangulation();
Triangulation(const Triangulation&);
Triangulation& operator=(const Triangulation&);
};
}
}
#endif