mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-09-12 22:43:41 +00:00
988c8f16f3
This should be equivalent to select(element) but faster and with an allow_touching toggle.
1390 lines
54 KiB
C++
1390 lines
54 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 IFCGEOMTREE_H
|
|
#define IFCGEOMTREE_H
|
|
|
|
#include "../ifcparse/IfcFile.h"
|
|
|
|
#include "../ifcgeom_schema_agnostic/IfcGeomElement.h"
|
|
#include "../ifcgeom_schema_agnostic/IfcGeomIterator.h"
|
|
#include "../ifcgeom_schema_agnostic/IfcGeomMaterial.h"
|
|
#include "../ifcgeom_schema_agnostic/Kernel.h"
|
|
#include "../ifcgeom_schema_agnostic/base_utils.h"
|
|
|
|
#include <NCollection_UBTree.hxx>
|
|
#include <BRepBndLib.hxx>
|
|
#include <Bnd_Box.hxx>
|
|
#include <BRep_Builder.hxx>
|
|
#include <BRepAlgoAPI_Common.hxx>
|
|
#include <BRepAlgoAPI_Cut.hxx>
|
|
#include <BRepExtrema_DistShapeShape.hxx>
|
|
#include <BRepClass3d_SolidClassifier.hxx>
|
|
#include <TopTools_DataMapOfShapeInteger.hxx>
|
|
#include <BRepBuilderAPI_MakeEdge.hxx>
|
|
#include <BRepExtrema_ExtPF.hxx>
|
|
|
|
#include <stack>
|
|
#include <unordered_map>
|
|
#include <unordered_set>
|
|
#include <BRepExtrema_TriangleSet.hxx>
|
|
#include <BRepLProp_SLProps.hxx>
|
|
#include <BVH_BinaryTree.hxx>
|
|
#include <BVH_Box.hxx>
|
|
#include <BVH_BoxSet.hxx>
|
|
#include <BVH_LinearBuilder.hxx>
|
|
#include <BVH_Tree.hxx>
|
|
#include <Bnd_OBB.hxx>
|
|
#include <GeomAPI_ProjectPointOnSurf.hxx>
|
|
#include <Geom_Plane.hxx>
|
|
#include <IntTools_FaceFace.hxx>
|
|
#include "triangleintersects.hpp"
|
|
#include <STEPConstruct_PointHasher.hxx>
|
|
#include <boost/stacktrace.hpp>
|
|
|
|
|
|
namespace IfcGeom {
|
|
|
|
struct ray_intersection_result {
|
|
double distance;
|
|
int style_index;
|
|
IfcUtil::IfcBaseEntity* instance;
|
|
std::array<double, 3> position;
|
|
std::array<double, 3> normal;
|
|
double ray_distance;
|
|
double dot_product;
|
|
};
|
|
|
|
namespace {
|
|
|
|
// Approximates the distance `other` protrudes into `volume` by finding the
|
|
// max face-vertex distance for every face, and taking the minimal value of
|
|
// those. Note that this uses the internal `BRepExtrema_ExtPF` which only
|
|
// returns solutions whose when the vertex projected onto the face is contained
|
|
// within the face boundaries. In case of concave `volume` this is desirable.
|
|
|
|
double max_distance_inside(const TopoDS_Shape& volume, const TopoDS_Shape& other) {
|
|
TopExp_Explorer exp_v(volume.Reversed(), TopAbs_FACE);
|
|
|
|
double min_face_vertex_distance = std::numeric_limits<double>::infinity();
|
|
|
|
for (; exp_v.More(); exp_v.Next()) {
|
|
const TopoDS_Face& f = TopoDS::Face(exp_v.Current());
|
|
|
|
BRepExtrema_ExtPF epf;
|
|
epf.Initialize(f, Extrema_ExtFlag_MIN);
|
|
|
|
double face_vertex_distance = 0.;
|
|
|
|
TopExp_Explorer exp_o(other, TopAbs_VERTEX);
|
|
for (; exp_o.More(); exp_o.Next()) {
|
|
const TopoDS_Vertex& v = TopoDS::Vertex(exp_o.Current());
|
|
epf.Perform(v, f);
|
|
if (epf.IsDone() && epf.NbExt() == 1) {
|
|
double d = epf.SquareDistance(1);
|
|
if (d > face_vertex_distance) {
|
|
face_vertex_distance = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face_vertex_distance < min_face_vertex_distance) {
|
|
min_face_vertex_distance = face_vertex_distance;
|
|
}
|
|
}
|
|
|
|
if (min_face_vertex_distance == std::numeric_limits<double>::infinity()) {
|
|
return -1.;
|
|
} else {
|
|
return std::sqrt(min_face_vertex_distance);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace impl {
|
|
template <typename T>
|
|
class tree {
|
|
struct ray {
|
|
float origin[3];
|
|
float dir[3];
|
|
float dir_inv[3];
|
|
};
|
|
|
|
struct box {
|
|
float corners[2][3];
|
|
};
|
|
|
|
struct PointHasher {
|
|
std::size_t operator()(const gp_Pnt& p) const {
|
|
// Assuming theUpperBound is somewhat arbitrary, but should be large enough
|
|
// and suitable for the size of the container.
|
|
// Note: std::unordered_set expects hash values starting from 0, but OpenCASCADE
|
|
// produces hash codes in the range [1, theUpperBound]. So, we adjust by subtracting 1.
|
|
return static_cast<std::size_t>(STEPConstruct_PointHasher::HashCode(p, std::numeric_limits<Standard_Integer>::max())) - 1;
|
|
}
|
|
};
|
|
|
|
// Functor for comparing two gp_Pnt objects for equality
|
|
struct PointEqual {
|
|
bool operator()(const gp_Pnt& p1, const gp_Pnt& p2) const {
|
|
return STEPConstruct_PointHasher::IsEqual(p1, p2);
|
|
}
|
|
};
|
|
|
|
|
|
// Branchless slab method. Note that this can still be optimised further by batching boxes.
|
|
// https://tavianator.com/2022/ray_box_boundary.html
|
|
bool is_intersect_ray_box(const struct ray *ray, const struct box *box) const {
|
|
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;
|
|
}
|
|
|
|
// Modified slightly to use gp_Vec and allow line-tri intersection
|
|
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
|
|
bool is_intersect_ray_tri(
|
|
const gp_Vec& ray_origin,
|
|
const gp_Vec& ray_vector,
|
|
const gp_Vec& ta,
|
|
const gp_Vec& tb,
|
|
const gp_Vec& tc,
|
|
gp_Vec& out_intersection_point,
|
|
const bool is_line = false
|
|
) const {
|
|
constexpr float epsilon = std::numeric_limits<float>::epsilon();
|
|
|
|
gp_Vec edge1 = tb - ta;
|
|
gp_Vec edge2 = tc - ta;
|
|
gp_Vec ray_cross_e2 = ray_vector.Crossed(edge2);
|
|
float det = edge1.Dot(ray_cross_e2);
|
|
|
|
if (det > -epsilon && det < epsilon)
|
|
return false; // This ray is parallel to this triangle.
|
|
|
|
float inv_det = 1.0 / det;
|
|
gp_Vec s = ray_origin - ta;
|
|
float u = inv_det * s.Dot(ray_cross_e2);
|
|
|
|
if (u < 0 || u > 1)
|
|
return false;
|
|
|
|
gp_Vec s_cross_e1 = s.Crossed(edge1);
|
|
float v = inv_det * ray_vector.Dot(s_cross_e1);
|
|
|
|
if (v < 0 || u + v > 1)
|
|
return false;
|
|
|
|
// At this stage we can compute t to find out where the intersection point is on the line.
|
|
float t = inv_det * edge2.Dot(s_cross_e1);
|
|
|
|
if (is_line) {
|
|
out_intersection_point = ray_origin + ray_vector * t;
|
|
return true;
|
|
} else {
|
|
if (t > epsilon) // ray intersection
|
|
{
|
|
out_intersection_point = ray_origin + ray_vector * t;
|
|
return true;
|
|
}
|
|
else // This means that there is a line intersection but not a ray intersection.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool is_point_in_shape(
|
|
gp_Pnt v,
|
|
opencascade::handle<BVH_Tree<double, 3, BVH_BinaryTree>> bvh,
|
|
BRepExtrema_TriangleSet triangle_set,
|
|
// In the case of "touching" rays, let's check again!
|
|
bool should_check_again = false
|
|
) const {
|
|
ray v_ray;
|
|
v_ray.origin[0] = v.X();
|
|
v_ray.origin[1] = v.Y();
|
|
v_ray.origin[2] = v.Z();
|
|
|
|
if (should_check_again) {
|
|
// The first check may be incorrect if it intersects
|
|
// exactly between triangles or on edges of triangles.
|
|
// A second check is used to "double check" the results.
|
|
// The second check is perpendicular because AEC objects
|
|
// are typically symmetrical along an axis, and goes down
|
|
// because there's typically less stuff down there.
|
|
v_ray.dir[0] = 0.0f;
|
|
v_ray.dir[1] = 0.0f;
|
|
v_ray.dir[2] = -1.0f;
|
|
v_ray.dir_inv[0] = INFINITY; // 1.0f/dir[0]
|
|
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
|
|
v_ray.dir_inv[2] = -1.0f; // 1.0f/dir[2]
|
|
} else {
|
|
v_ray.dir[0] = 1.0f;
|
|
v_ray.dir[1] = 0.0f;
|
|
v_ray.dir[2] = 0.0f;
|
|
v_ray.dir_inv[0] = 1.0f; // 1.0f/dir[0]
|
|
v_ray.dir_inv[1] = INFINITY; // 1.0f/dir[1]
|
|
v_ray.dir_inv[2] = INFINITY; // 1.0f/dir[2]
|
|
}
|
|
|
|
gp_Vec ray_origin(v.X(), v.Y(), v.Z());
|
|
gp_Vec ray_vector(v_ray.dir[0], v_ray.dir[1], v_ray.dir[2]);
|
|
|
|
int total_intersections = 0;
|
|
|
|
std::stack<int> stack;
|
|
stack.push(0);
|
|
|
|
while ( ! stack.empty()) {
|
|
int i = stack.top();
|
|
stack.pop();
|
|
|
|
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt min_point = bvh->MinPoint(i);
|
|
BVH_TreeBase<Standard_Real, 3>::BVH_VecNt max_point = bvh->MaxPoint(i);
|
|
|
|
box box;
|
|
// + 1e-5 for tolerance
|
|
box.corners[0][0] = min_point[0] - 1e-5;
|
|
box.corners[0][1] = min_point[1] - 1e-5;
|
|
box.corners[0][2] = min_point[2] - 1e-5;
|
|
box.corners[1][0] = max_point[0] + 1e-5;
|
|
box.corners[1][1] = max_point[1] + 1e-5;
|
|
box.corners[1][2] = max_point[2] + 1e-5;
|
|
/*
|
|
std::cout << "Ray "
|
|
<< v_ray.origin[0] << " "
|
|
<< v_ray.origin[1] << " "
|
|
<< v_ray.origin[2] << " "
|
|
<< std::endl;
|
|
std::cout << "Box "
|
|
<< min_point[0] << " "
|
|
<< min_point[1] << " "
|
|
<< min_point[2] << " "
|
|
<< max_point[0] << " "
|
|
<< max_point[1] << " "
|
|
<< max_point[2] << " "
|
|
<< std::endl;
|
|
*/
|
|
|
|
if ( ! is_intersect_ray_box(&v_ray, &box)) {
|
|
continue;
|
|
}
|
|
//std::cout << "Ray hits box" << std::endl;
|
|
if (bvh->IsOuter(i)) {
|
|
//std::cout << "Ray hits leaf" << std::endl;
|
|
// Do ray triangle check.
|
|
for (int j=bvh->BegPrimitive(i); j<=bvh->EndPrimitive(i); ++j) {
|
|
BVH_Vec3d v1, v2, v3;
|
|
triangle_set.GetVertices(j, v1, v2, v3);
|
|
|
|
gp_Vec ta(v1[0], v1[1], v1[2]);
|
|
gp_Vec tb(v2[0], v2[1], v2[2]);
|
|
gp_Vec tc(v3[0], v3[1], v3[2]);
|
|
gp_Vec intersection_point;
|
|
|
|
/*
|
|
std::cout << "ray origin " << ray_origin.X() << " " << ray_origin.Y() << " " << ray_origin.Z() << std::endl;
|
|
std::cout << "inside-tri " << ta.X() << " " << ta.Y() << " " << ta.Z() << std::endl;
|
|
std::cout << "inside-tri " << tb.X() << " " << tb.Y() << " " << tb.Z() << std::endl;
|
|
std::cout << "inside-tri " << tc.X() << " " << tc.Y() << " " << tc.Z() << std::endl;
|
|
*/
|
|
if (is_intersect_ray_tri(ray_origin, ray_vector, ta, tb, tc, intersection_point)) {
|
|
// std::cout << " intersected " << intersection_point.X() << " " << intersection_point.Y() << " " << intersection_point.Z() << std::endl;
|
|
total_intersections++;
|
|
}
|
|
}
|
|
} else {
|
|
stack.push(bvh->Child<0>(i));
|
|
stack.push(bvh->Child<1>(i));
|
|
}
|
|
}
|
|
|
|
return total_intersections % 2 != 0;
|
|
}
|
|
|
|
bool is_point_on_line(const gp_Pnt& point, const gp_Pnt& lineStart, const gp_Pnt& lineEnd) const {
|
|
// Create vectors
|
|
gp_Vec startToPoint(point.XYZ() - lineStart.XYZ());
|
|
gp_Vec startToEnd(lineEnd.XYZ() - lineStart.XYZ());
|
|
|
|
// Check if the point is on the line defined by start and end
|
|
// by checking if the cross product is (near) zero vector, indicating collinearity.
|
|
gp_Vec crossProduct = startToPoint.Crossed(startToEnd);
|
|
if (crossProduct.Magnitude() > Precision::Confusion()) {
|
|
return false; // Not collinear, hence not on the line segment
|
|
}
|
|
return true; // The point is on the line segment
|
|
}
|
|
|
|
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(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> 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
|