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IfcOpenShell/src/ifcgeom/kernels/opencascade/clash_utils.cpp
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Frozen Forest Reality Technologies 81f71e6418 OCCT 8.0 Update Part 2
2026-06-29 11:30:36 +02:00

591 lines
20 KiB
C++

#include "clash_utils.h"
#include <cassert>
#include <cstdint>
#include <cfloat>
#define GU_CULLING_EPSILON_RAY_TRIANGLE FLT_EPSILON*FLT_EPSILON
#define PX_MAX_F32 3.4028234663852885981170418348452e+38F
typedef uint32_t PxU32;
// Why can't I use std::clamp?
template<typename TC>
const TC& ios_clamp(const TC& v, const TC& lo, const TC& hi) {
assert(!(hi < lo));
return (v < lo) ? lo : (hi < v) ? hi : v;
}
// Branchless slab method. Note that this can still be optimised further by batching boxes.
// From Tavian Barnes - MIT License
// https://tavianator.com/2022/ray_box_boundary.html
bool is_intersect_ray_box(const struct ray *ray, const struct box *box) {
float tmin = 0.0, tmax = INFINITY;
for (int d = 0; d < 3; ++d) {
bool sign = std::signbit(ray->dir_inv[d]);
float bmin = box->corners[sign][d];
float bmax = box->corners[!sign][d];
float dmin = (bmin - ray->origin[d]) * ray->dir_inv[d];
float dmax = (bmax - ray->origin[d]) * ray->dir_inv[d];
tmin = std::max(dmin, tmin);
tmax = std::min(dmax, tmax);
}
return tmin < tmax;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionRayTriangle.h
// With minor modifications to use gp_Vec type.
// More reading: https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
bool intersectRayTriangle( const gp_Vec& orig, const gp_Vec& dir,
const gp_Vec& vert0, const gp_Vec& vert1, const gp_Vec& vert2,
double& at, double& au, double& av,
bool cull, float enlarge) {
// Find vectors for two edges sharing vert0
const gp_Vec edge1 = vert1 - vert0;
const gp_Vec edge2 = vert2 - vert0;
// Begin calculating determinant - also used to calculate U parameter
const gp_Vec pvec = dir.Crossed(edge2); // error ~ |v2-v0|
// If determinant is near zero, ray lies in plane of triangle
const double det = edge1.Dot(pvec); // error ~ |v2-v0|*|v1-v0|
if(cull)
{
if(det<GU_CULLING_EPSILON_RAY_TRIANGLE)
return false;
// Calculate distance from vert0 to ray origin
const gp_Vec tvec = orig - vert0;
// Calculate U parameter and test bounds
const double u = tvec.Dot(pvec);
const double enlargeCoeff = enlarge*det;
const double uvlimit = -enlargeCoeff;
const double uvlimit2 = det + enlargeCoeff;
if(u<uvlimit || u>uvlimit2)
return false;
// Prepare to test V parameter
const gp_Vec qvec = tvec.Crossed(edge1);
// Calculate V parameter and test bounds
const double v = dir.Dot(qvec);
if(v<uvlimit || (u+v)>uvlimit2)
return false;
// Calculate t, scale parameters, ray intersects triangle
const double t = edge2.Dot(qvec);
const double inv_det = 1.0f / det;
at = t*inv_det;
au = u*inv_det;
av = v*inv_det;
}
else
{
// the non-culling branch
if(std::abs(det)<GU_CULLING_EPSILON_RAY_TRIANGLE)
return false;
const double inv_det = 1.0 / det;
// Calculate distance from vert0 to ray origin
const gp_Vec tvec = orig - vert0; // error ~ |orig-v0|
// Calculate U parameter and test bounds
const double u = tvec.Dot(pvec) * inv_det;
if(u<-enlarge || u>1.0+enlarge)
return false;
// prepare to test V parameter
const gp_Vec qvec = tvec.Crossed(edge1);
// Calculate V parameter and test bounds
const double v = dir.Dot(qvec) * inv_det;
if(v<-enlarge || (u+v)>1.0+enlarge)
return false;
// Calculate t, ray intersects triangle
const double t = edge2.Dot(qvec) * inv_det;
at = t;
au = u;
av = v;
}
return true;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/sweep/GuSweepCapsuleCapsule.cpp
// With minor modifications to use gp_Vec type.
void edgeEdgeDist(gp_Vec& x, gp_Vec& y, // closest points
const gp_Vec& p, const gp_Vec& a, // seg 1 origin, vector
const gp_Vec& q, const gp_Vec& b) // seg 2 origin, vector
{
const gp_Vec Tx = q - p;
const double ADotA = a.Dot(a);
const double BDotB = b.Dot(b);
const double ADotB = a.Dot(b);
const double ADotT = a.Dot(Tx);
const double BDotT = b.Dot(Tx);
// t parameterizes ray (p, a)
// u parameterizes ray (q, b)
// Compute t for the closest point on ray (p, a) to ray (q, b)
const double Denom = ADotA*BDotB - ADotB*ADotB;
double t; // We will clamp result so t is on the segment (p, a)
if(Denom!=0.0)
t = ios_clamp((ADotT*BDotB - BDotT*ADotB) / Denom, 0.0, 1.0);
else
t = 0.0;
// find u for point on ray (q, b) closest to point at t
double u;
if(BDotB!=0.0)
{
u = (t*ADotB - BDotT) / BDotB;
// if u is on segment (q, b), t and u correspond to closest points, otherwise, clamp u, recompute and clamp t
if(u<0.0)
{
u = 0.0;
if(ADotA!=0.0)
t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
else
t = 0.0;
}
else if(u > 1.0)
{
u = 1.0;
if(ADotA!=0.0)
t = ios_clamp((ADotB + ADotT) / ADotA, 0.0, 1.0);
else
t = 0.0;
}
}
else
{
u = 0.0;
if(ADotA!=0.0)
t = ios_clamp(ADotT / ADotA, 0.0, 1.0);
else
t = 0.0;
}
x = p + a * t;
y = q + b * u;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/distance/GuDistanceTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
double distanceTriangleTriangleSquared(gp_Vec& cp, gp_Vec& cq, const std::array<gp_Vec, 3> p, const std::array<gp_Vec, 3> q)
{
std::array<gp_Vec, 3> Sv;
Sv[0] = p[1] - p[0];
Sv[1] = p[2] - p[1];
Sv[2] = p[0] - p[2];
std::array<gp_Vec, 3> Tv;
Tv[0] = q[1] - q[0];
Tv[1] = q[2] - q[1];
Tv[2] = q[0] - q[2];
gp_Vec minP, minQ;
bool shown_disjoint = false;
double mindd = PX_MAX_F32;
for(int i=0;i<3;i++)
{
for(int j=0;j<3;j++)
{
edgeEdgeDist(cp, cq, p[i], Sv[i], q[j], Tv[j]);
const gp_Vec V = cq - cp;
const double 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;
double a = Z.Dot(V);
id = j+2;
if(id>=3)
id-=3;
Z = q[id] - cq;
double 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]);
double 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]);
double 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;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
//Based on the paper A Fast Triangle-Triangle Intersection Test by T. Moeller
//http://web.stanford.edu/class/cs277/resources/papers/Moller1997b.pdf
namespace {
struct Interval
{
double min;
double max;
gp_Vec minPoint;
gp_Vec maxPoint;
Interval() : min(FLT_MAX), max(-FLT_MAX), minPoint(gp_Vec(NAN, NAN, NAN)), maxPoint(gp_Vec(NAN, NAN, NAN)) { }
static bool overlapOrTouch(const Interval& a, const Interval& b)
{
return !(a.min > b.max || b.min > a.max);
}
static Interval intersection(const Interval& a, const Interval& b)
{
Interval result;
if (!overlapOrTouch(a, b))
return result;
if (a.min > b.min) {
result.min = a.min;
result.minPoint = a.minPoint;
} else {
result.min = b.min;
result.minPoint = b.minPoint;
}
if (a.max < b.max) {
result.max = a.max;
result.maxPoint = a.maxPoint;
} else {
result.max = b.max;
result.maxPoint = b.maxPoint;
}
return result;
}
void include(double d, const gp_Vec& p)
{
if (d < min) { min = d; minPoint = p; }
if (d > max) { max = d; maxPoint = p; }
}
};
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
static Interval computeInterval(double distanceA, double distanceB, double distanceC, const gp_Vec& a, const gp_Vec& b, const gp_Vec& c, const gp_Vec& dir)
{
Interval i;
const bool bA = distanceA > 0;
const bool bB = distanceB > 0;
const bool bC = distanceC > 0;
distanceA = std::abs(distanceA);
distanceB = std::abs(distanceB);
distanceC = std::abs(distanceC);
if (bA != bB)
{
const gp_Vec p = (distanceA / (distanceA + distanceB)) * b + (distanceB / (distanceA + distanceB)) * a;
i.include(dir.Dot(p), p);
}
if (bA != bC)
{
const gp_Vec p = (distanceA / (distanceA + distanceC)) * c + (distanceC / (distanceA + distanceC)) * a;
i.include(dir.Dot(p), p);
}
if (bB != bC)
{
const gp_Vec p = (distanceB / (distanceB + distanceC)) * c + (distanceC / (distanceB + distanceC)) * b;
i.include(dir.Dot(p), p);
}
return i;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
double orient2d(const gp_Vec& a, const gp_Vec& b, const gp_Vec& c, PxU32 x, PxU32 y)
{
return (a.Coord(y) - c.Coord(y)) * (b.Coord(x) - c.Coord(x)) - (a.Coord(x) - c.Coord(x)) * (b.Coord(y) - c.Coord(y));
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
double pointInTriangle(const gp_Vec& a, const gp_Vec& b, const gp_Vec& c, const gp_Vec& point, PxU32 x, PxU32 y)
{
const double ab = orient2d(a, b, point, x, y);
const double bc = orient2d(b, c, point, x, y);
const double ca = orient2d(c, a, point, x, y);
if ((ab >= 0) == (bc >= 0) && (ab >= 0) == (ca >= 0))
return true;
return false;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
double linesIntersect(const gp_Vec& startA, const gp_Vec& endA, const gp_Vec& startB, const gp_Vec& endB, PxU32 x, PxU32 y)
{
const double aaS = orient2d(startA, endA, startB, x, y);
const double aaE = orient2d(startA, endA, endB, x, y);
if ((aaS >= 0) == (aaE >= 0))
return false;
const double bbS = orient2d(startB, endB, startA, x, y);
const double bbE = orient2d(startB, endB, endA, x, y);
if ((bbS >= 0) == (bbE >= 0))
return false;
return true;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
void getProjectionIndices(gp_Vec normal, PxU32& x, PxU32& y)
{
normal.SetCoord(std::abs(normal.X()), std::abs(normal.Y()), std::abs(normal.Z()));
if (normal.X() >= normal.Y() && normal.X() >= normal.Z())
{
//x is the dominant normal direction
x = 1;
y = 2;
}
else if (normal.Y() >= normal.X() && normal.Y() >= normal.Z())
{
//y is the dominant normal direction
x = 2;
y = 0;
}
else
{
//z is the dominant normal direction
x = 0;
y = 1;
}
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
bool trianglesIntersectCoplanar(const gp_Vec& p1_n, const gp_Vec& a1, const gp_Vec& b1, const gp_Vec& c1, const gp_Vec& a2, const gp_Vec& b2, const gp_Vec& c2)
{
PxU32 x = 0;
PxU32 y = 0;
getProjectionIndices(p1_n, x, y);
const double third = (1.0 / 3.0);
//A bit of the computations done inside the following functions could be shared but it's kept simple since the
//difference is not very big and the coplanar case is not expected to be the most common case
if (linesIntersect(a1, b1, a2, b2, x, y) || linesIntersect(a1, b1, b2, c2, x, y) || linesIntersect(a1, b1, c2, a2, x, y) ||
linesIntersect(b1, c1, a2, b2, x, y) || linesIntersect(b1, c1, b2, c2, x, y) || linesIntersect(b1, c1, c2, a2, x, y) ||
linesIntersect(c1, a1, a2, b2, x, y) || linesIntersect(c1, a1, b2, c2, x, y) || linesIntersect(c1, a1, c2, a2, x, y) ||
pointInTriangle(a1, b1, c1, third * (a2 + b2 + c2), x, y) || pointInTriangle(a2, b2, c2, third * (a1 + b1 + c1), x, y))
return true;
return false;
}
// From NVIDIA-Omniverse PhysX - BSD 3-Clause "New" or "Revised" License
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/LICENSE.md
// https://github.com/NVIDIA-Omniverse/PhysX/blob/main/physx/source/geomutils/src/intersection/GuIntersectionTriangleTriangle.cpp
// With minor modifications to use gp_Vec type.
// Also with minor modification to return intersection points.
bool trianglesIntersect(const gp_Vec& a1, const gp_Vec& b1, const gp_Vec& c1, const gp_Vec& a2, const gp_Vec& b2, const gp_Vec& c2/*, Segment* intersection*/, gp_Vec& int1, gp_Vec& int2, bool ignoreCoplanar)
{
const double tolerance = 1e-8f;
gp_Vec p1_n((b1 - a1).Crossed(c1 - a1).Normalized());
double p1_d = -a1.Dot(p1_n);
// const PxPlane p1(a1, b1, c1);
const double p1ToA = a2.Dot(p1_n) + p1_d;
const double p1ToB = b2.Dot(p1_n) + p1_d;
const double p1ToC = c2.Dot(p1_n) + p1_d;
if(std::abs(p1ToA) < tolerance && std::abs(p1ToB) < tolerance &&std::abs(p1ToC) < tolerance)
return ignoreCoplanar ? false : trianglesIntersectCoplanar(p1_n, a1, b1, c1, a2, b2, c2); //Coplanar triangles
if ((p1ToA > 0) == (p1ToB > 0) && (p1ToA > 0) == (p1ToC > 0))
return false; //All points of triangle 2 on same side of triangle 1 -> no intersection
gp_Dir p2_n((b2 - a2).Crossed(c2 - a2).Normalized());
double p2_d = -a2.Dot(p2_n);
// const PxPlane p2(a2, b2, c2);
const double p2ToA = a1.Dot(p2_n) + p2_d;
const double p2ToB = b1.Dot(p2_n) + p2_d;
const double p2ToC = c1.Dot(p2_n) + p2_d;
if ((p2ToA > 0) == (p2ToB > 0) && (p2ToA > 0) == (p2ToC > 0))
return false; //All points of triangle 1 on same side of triangle 2 -> no intersection
gp_Vec intersectionDirection = p1_n.Crossed(p2_n);
const double l2 = intersectionDirection.SquareMagnitude();
intersectionDirection *= 1.0f / std::sqrt(l2);
const Interval i1 = computeInterval(p2ToA, p2ToB, p2ToC, a1, b1, c1, intersectionDirection);
const Interval i2 = computeInterval(p1ToA, p1ToB, p1ToC, a2, b2, c2, intersectionDirection);
if (Interval::overlapOrTouch(i1, i2))
{
/*if (intersection)
{
const Interval i = Interval::intersection(i1, i2);
intersection->p0 = i.minPoint;
intersection->p1 = i.maxPoint;
}*/
const Interval i = Interval::intersection(i1, i2);
int1 = i.minPoint;
int2 = i.maxPoint;
return true;
}
return false;
}