VecInSolid, poly

This commit is contained in:
Joachim Schöberl 2020-10-15 09:29:36 +02:00
parent 54dba89dd8
commit 4f4483794d
2 changed files with 657 additions and 595 deletions

View File

@ -168,9 +168,7 @@ void Polyhedra :: GetTangentialSurfaceIndices (const Point<3> & p,
}
#define OLDVECINSOLD
#ifdef OLDVECINSOLD
INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
INSOLID_TYPE Polyhedra :: VecInSolidOld (const Point<3> & p,
const Vec<3> & v,
double eps) const
{
@ -240,13 +238,12 @@ INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
return res;
}
#else
// check how many faces a ray starting in p+alpha*v intersects
INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
INSOLID_TYPE Polyhedra :: VecInSolidNew (const Point<3> & p,
const Vec<3> & v,
double eps) const
double eps, bool printing) const
{
if (!poly_bbox.IsIn (p, eps))
return IS_OUTSIDE;
@ -258,24 +255,35 @@ INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
for (auto & face : faces)
{
Vec<3> v0 = p - points[face.pnums[0]];
if (printing)
{
*testout << "face: ";
for (int j = 0; j < 3; j++)
*testout << points[face.pnums[j]] << " ";
*testout << endl;
}
double lamn = face.nn * v0;
if (fabs(lamn) < eps) // point is in plance of face
if (fabs(lamn) < eps) // point is in plane of face
{
double lam1 = face.w1 * v0;
double lam2 = face.w2 * v0;
double lam3 = 1-lam1-lam2;
if (printing)
*testout << "lam = " << lam1 << " " << lam2 << " " << lam3 << endl;
if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam3 >= -eps_base1)
{ // point is close to trianlge, perturbe by alpha*v
double dlamn = face.nn*v;
double dlam1 = face.w1 * v;
double dlam2 = face.w2 * v;
double dlam3 = 1-dlam1-dlam2;
if (fabs(dlamn) < 1e-8) // vec also in plane
{
if (printing)
*testout << "tang in plane" << endl;
double dlam1 = face.w1 * v;
double dlam2 = face.w2 * v;
double dlam3 = 1-dlam1-dlam2;
if (printing)
*testout << "dlam = " << dlam1 << " " << dlam2 << " " << dlam3 << endl;
bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
@ -284,24 +292,41 @@ INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
}
else // vec out of plane
{
if (printing)
*testout << "out of plane";
double dlamn = -(face.n * v) / (face.n * n);
if (printing)
*testout << "dlamn = " << dlamn << endl;
if (dlamn < 0) continue; // ray goes not in direction of face
Vec<3> drs = v0 + lamn * n;
Vec<3> drs = v + dlamn * n;
if (printing)
{
*testout << "drs = " << drs << endl;
*testout << "face.w1 = " << face.w1 << endl;
*testout << "face.w2 = " << face.w2 << endl;
}
double dlam1 = dlamn * face.w1 * v;
double dlam2 = dlamn * face.w2 * v;
double dlam3 = 1-dlam1-dlam2;
double dlam1 = face.w1 * drs;
double dlam2 = face.w2 * drs;
double dlam3 = -dlam1-dlam2;
if (printing)
*testout << "dlam = " << dlam1 << " " << dlam2 << " " << dlam3 << endl;
bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
if (in1 && in2 && in3)
{
if (printing)
*testout << "hit" << endl;
cnt++;
}
}
}
}
else
{
double lamn = -(face.n * v0) / (face.n * n);
@ -314,14 +339,43 @@ INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
double lam2 = face.w2 * rs;
double lam3 = 1-lam1-lam2;
if (lam1 >= 0 && lam2 >= 0 && lam3 >= 0)
{
if (printing)
*testout << "hit" << endl;
cnt++;
}
}
}
return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
}
#endif
INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
const Vec<3> & v,
double eps) const
{
return VecInSolidOld (p, v, eps);
/*
auto oldval = VecInSolidOld (p, v, eps);
auto newval = VecInSolidNew (p, v, eps);
if (oldval != newval)
{
*testout << "different decision: oldval = " << oldval
<< " newval = " << newval << endl;
*testout << "p = " << p << ", v = " << v << endl;
VecInSolidNew (p, v, eps, true);
*testout << "Poly:" << endl;
for (auto & face : faces)
{
for (int j = 0; j < 3; j++)
*testout << points[face.pnums[j]] << " ";
*testout << endl;
}
}
return newval;
*/
}

View File

@ -54,10 +54,18 @@ namespace netgen
virtual INSOLID_TYPE BoxInSolid (const BoxSphere<3> & box) const;
virtual INSOLID_TYPE PointInSolid (const Point<3> & p,
double eps) const;
virtual INSOLID_TYPE VecInSolidNew (const Point<3> & p,
const Vec<3> & v,
double eps, bool printing = false) const;
virtual INSOLID_TYPE VecInSolidOld (const Point<3> & p,
const Vec<3> & v,
double eps) const;
virtual INSOLID_TYPE VecInSolid (const Point<3> & p,
const Vec<3> & v,
double eps) const;
// checks if lim s->0 lim t->0 p + t(v1 + s v2) in solid
virtual INSOLID_TYPE VecInSolid2 (const Point<3> & p,
const Vec<3> & v1,