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IfcOpenShell/src/ifcgeom/OpenCascadeShape.cpp
T

202 lines
6.9 KiB
C++

#include "OpenCascadeConversionResult.h"
#include "../ifcparse/IfcLogger.h"
#include "../ifcgeom_schema_agnostic/IfcGeomRepresentation.h"
#include "IfcGeom.h"
#include <TopoDS.hxx>
#include <map>
template <typename Precision>
void triangulate_helper(const TopoDS_Shape& s, const IfcGeom::IteratorSettings& settings, const IfcGeom::ConversionResultPlacement* place, IfcGeom::Representation::Triangulation<Precision>* t, int surface_style_id) {
gp_GTrsf trsf;
if (place) {
trsf = dynamic_cast<const IfcGeom::OpenCascadePlacement*>(place)->trsf();
}
// Triangulate the shape
try {
BRepMesh_IncrementalMesh(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");
return;
}
// Iterates over the faces of the shape
int num_faces = 0;
TopExp_Explorer exp;
for (exp.Init(s, TopAbs_FACE); exp.More(); exp.Next(), ++num_faces) {
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 and calculation is not disable explicitly.
const bool calculate_normals = !settings.get(IfcGeom::IteratorSettings::WELD_VERTICES) &&
!settings.get(IfcGeom::IteratorSettings::NO_NORMALS);
for (int i = 1; i <= nodes.Length(); ++i) {
coords.push_back(nodes(i).Transformed(loc).XYZ());
trsf.Transforms(*coords.rbegin());
const gp_XYZ& last = *coords.rbegin();
dict[i] = t->addVertex(surface_style_id, last.X(), last.Y(), last.Z());
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() > 1.e-9) {
normal = gp_Dir(normal_direction.XYZ() * rotation_matrix);
}
t->addNormal(normal.X(), normal.Y(), 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());
*/
t->addFace(surface_style_id, dict[n1], dict[n2], dict[n3]);
t->addEdge(dict[n1], dict[n2], edgecount, edges_temp);
t->addEdge(dict[n2], dict[n3], edgecount, edges_temp);
t->addEdge(dict[n3], dict[n1], edgecount, edges_temp);
}
for (std::vector<std::pair<int, int> >::const_iterator jt = edges_temp.begin(); jt != edges_temp.end(); ++jt) {
if (edgecount[*jt] == 1) {
// non manifold edge, face boundary
t->registerEdge(jt->first, jt->second);
}
}
}
}
/*
TODO: Unimplemented
if (!t.normals().empty() && settings().get(IfcGeom::IteratorSettings::GENERATE_UVS)) {
t.uvs() = box_project_uvs(t.verts(), t.normals());
}
if (num_faces == 0) {
// Edges are only emitted if there are no faces. A mixed representation of faces
// and loose edges is discouraged by the standard. An alternative would be to use
// TopExp_Explorer texp(s, TopAbs_EDGE, TopAbs_FACE) to find edges that do not
// belong to any face.
for (TopExp_Explorer texp(s, TopAbs_EDGE); texp.More(); texp.Next()) {
BRepAdaptor_Curve crv(TopoDS::Edge(texp.Current()));
GCPnts_QuasiUniformDeflection tessellater(crv, settings.deflection_tolerance());
int n = tessellater.NbPoints();
int start = (int)t->verts().size() / 3;
for (int i = 1; i <= n; ++i) {
gp_XYZ p = tessellater.Value(i).XYZ();
// // In case you want direction arrows on your edges
// double u = tessellater.Parameter(i);
// gp_XYZ p2, p3;
// gp_Pnt tmp;
// gp_Vec tmp2;
// crv.D1(u, tmp, tmp2);
// gp_Dir d1, d2, d3, d4;
// d1 = tmp2;
// if (texp.Current().Orientation() == TopAbs_REVERSED) {
// d1 = -d1;
// }
// if (fabs(d1.Z()) < 0.5) {
// d2 = d1.Crossed(gp::DZ());
// } else {
// d2 = d1.Crossed(gp::DY());
// }
// d3 = d1.XYZ() + d2.XYZ();
// d4 = d1.XYZ() - d2.XYZ();
// p2 = p - d3.XYZ() / 10.;
// p3 = p - d4.XYZ() / 10.;
// trsf.Transforms(p2);
// trsf.Transforms(p3);
// _material_ids.push_back(surface_style_id);
// _material_ids.push_back(surface_style_id);
// _verts.push_back(static_cast<P>(p2.X()));
// _verts.push_back(static_cast<P>(p2.Y()));
// _verts.push_back(static_cast<P>(p2.Z()));
// _verts.push_back(static_cast<P>(p3.X()));
// _verts.push_back(static_cast<P>(p3.Y()));
// _verts.push_back(static_cast<P>(p3.Z()));
trsf.Transforms(p);
t->material_ids().push_back(surface_style_id);
t->verts().push_back(static_cast<double>(p.X()));
t->verts().push_back(static_cast<double>(p.Y()));
t->verts().push_back(static_cast<double>(p.Z()));
if (i > 1) {
t->edges().push_back(start + i - 2);
t->edges().push_back(start + i - 1);
// _edges.push_back(start + 3 * (i - 2) + 2);
// _edges.push_back(start + 3 * (i - 1) + 2);
}
// _edges.push_back(start + 3 * (i - 1) + 0);
// _edges.push_back(start + 3 * (i - 1) + 2);
// _edges.push_back(start + 3 * (i - 1) + 1);
// _edges.push_back(start + 3 * (i - 1) + 2);
}
}
}
*/
BRepTools::Clean(s);
}
void IfcGeom::OpenCascadeShape::Triangulate(const IfcGeom::IteratorSettings & settings, const IfcGeom::ConversionResultPlacement * place, IfcGeom::Representation::Triangulation<float>* t, int surface_style_id) const {
triangulate_helper(shape_, settings, place, t, surface_style_id);
}
void IfcGeom::OpenCascadeShape::Triangulate(const IfcGeom::IteratorSettings & settings, const IfcGeom::ConversionResultPlacement * place, IfcGeom::Representation::Triangulation<double>* t, int surface_style_id) const {
triangulate_helper(shape_, settings, place, t, surface_style_id);
}
int IfcGeom::OpenCascadeShape::surface_genus() const {
return IfcGeom::Kernel::surface_genus(shape_);
}