mirror of
https://github.com/NGSolve/netgen.git
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3230021dec
Found via `codespell`
1020 lines
29 KiB
C++
1020 lines
29 KiB
C++
#include <mystdlib.h>
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#include <linalg.hpp>
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#include <csg.hpp>
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namespace netgen
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{
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Polyhedra::Face::Face (int pi1, int pi2, int pi3,
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const NgArray<Point<3> > & points,
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int ainputnr)
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{
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inputnr = ainputnr;
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pnums[0] = pi1;
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pnums[1] = pi2;
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pnums[2] = pi3;
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bbox.Set (points[pi1]);
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bbox.Add (points[pi2]);
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bbox.Add (points[pi3]);
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v1 = points[pi2] - points[pi1];
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v2 = points[pi3] - points[pi1];
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n = Cross (v1, v2);
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nn = n;
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nn.Normalize();
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// PseudoInverse (v1, v2, w1, w2);
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Mat<2,3> mat;
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Mat<3,2> inv;
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for (int i = 0; i < 3; i++)
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{
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mat(0,i) = v1(i);
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mat(1,i) = v2(i);
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}
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CalcInverse (mat, inv);
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for (int i = 0; i < 3; i++)
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{
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w1(i) = inv(i,0);
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w2(i) = inv(i,1);
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}
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}
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Polyhedra :: Polyhedra ()
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{
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surfaceactive.SetSize(0);
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surfaceids.SetSize(0);
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eps_base1 = 1e-8;
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}
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Polyhedra :: ~Polyhedra ()
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{
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;
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}
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Primitive * Polyhedra :: CreateDefault ()
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{
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return new Polyhedra();
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}
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INSOLID_TYPE Polyhedra :: BoxInSolid (const BoxSphere<3> & box) const
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{
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/*
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for (i = 1; i <= faces.Size(); i++)
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if (FaceBoxIntersection (i, box))
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return DOES_INTERSECT;
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*/
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for (int i = 0; i < faces.Size(); i++)
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{
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if (!faces[i].bbox.Intersect (box))
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continue;
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//(*testout) << "face " << i << endl;
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const Point<3> & p1 = points[faces[i].pnums[0]];
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const Point<3> & p2 = points[faces[i].pnums[1]];
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const Point<3> & p3 = points[faces[i].pnums[2]];
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if (fabs (faces[i].nn * (p1 - box.Center())) > box.Diam()/2)
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continue;
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//(*testout) << "still in loop" << endl;
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double dist2 = MinDistTP2 (p1, p2, p3, box.Center());
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//(*testout) << "p1 " << p1 << " p2 " << p2 << " p3 " << p3 << endl
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// << " box.Center " << box.Center() << " box.Diam() " << box.Diam() << endl
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// << " dist2 " << dist2 << " sqr(box.Diam()/2) " << sqr(box.Diam()/2) << endl;
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if (dist2 < sqr (box.Diam()/2))
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{
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//(*testout) << "DOES_INTERSECT" << endl;
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return DOES_INTERSECT;
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}
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};
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return PointInSolid (box.Center(), 1e-3 * box.Diam());
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}
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// check how many faces a ray starting in p intersects
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INSOLID_TYPE Polyhedra :: PointInSolid (const Point<3> & p,
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double eps) const
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{
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if (!poly_bbox.IsIn (p, eps))
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return IS_OUTSIDE;
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// random (?) direction:
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Vec<3> n(-0.424621, 0.1543, 0.89212238);
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int cnt = 0;
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for (auto & face : faces)
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{
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Vec<3> v0 = p - points[face.pnums[0]];
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double lam3 = face.nn * v0;
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if (fabs(lam3) < eps) // point is in plance of face
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{
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double lam1 = face.w1 * v0;
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double lam2 = face.w2 * v0;
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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return DOES_INTERSECT;
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}
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else
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{
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double lam3 = -(face.n * v0) / (face.n * n);
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if (lam3 < 0) continue; // ray goes not in direction of face
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Vec<3> rs = v0 + lam3 * n;
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double lam1 = face.w1 * rs;
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double lam2 = face.w2 * rs;
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if (lam1 >= 0 && lam2 >= 0 && lam1+lam2 <= 1)
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cnt++;
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}
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}
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return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
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}
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void Polyhedra :: GetTangentialSurfaceIndices (const Point<3> & p,
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NgArray<int> & surfind, double eps) const
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{
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for (int i = 0; i < faces.Size(); i++)
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{
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auto & face = faces[i];
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const Point<3> & p1 = points[face.pnums[0]];
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Vec<3> v0 = p - p1;
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double lam3 = -(face.nn * v0); // n->nn
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if (fabs (lam3) > eps) continue;
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double lam1 = (face.w1 * v0);
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double lam2 = (face.w2 * v0);
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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if (!surfind.Contains (GetSurfaceId(i)))
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surfind.Append (GetSurfaceId(i));
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}
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}
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INSOLID_TYPE Polyhedra :: VecInSolidOld (const Point<3> & p,
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const Vec<3> & v,
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double eps) const
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{
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NgArray<int> point_on_faces;
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INSOLID_TYPE res(DOES_INTERSECT);
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Vec<3> vn = v;
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vn.Normalize();
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for (int i = 0; i < faces.Size(); i++)
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{
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const Point<3> & p1 = points[faces[i].pnums[0]];
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Vec<3> v0 = p - p1;
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double lam3 = -(faces[i].nn * v0); // n->nn
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if (fabs (lam3) > eps) continue;
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//(*testout) << "lam3 <= eps" << endl;
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double lam1 = (faces[i].w1 * v0);
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double lam2 = (faces[i].w2 * v0);
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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{
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point_on_faces.Append(i);
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double scal = vn * faces[i].nn; // n->nn
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res = DOES_INTERSECT;
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if (scal > eps_base1) res = IS_OUTSIDE;
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if (scal < -eps_base1) res = IS_INSIDE;
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}
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}
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//(*testout) << "point_on_faces.Size() " << point_on_faces.Size()
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// << " res " << res << endl;
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if (point_on_faces.Size() == 0)
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return PointInSolid (p, 0);
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if (point_on_faces.Size() == 1)
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return res;
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double mindist(0);
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bool first = true;
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for(int i=0; i<point_on_faces.Size(); i++)
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{
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for(int j=0; j<3; j++)
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{
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double dist = Dist(p,points[faces[point_on_faces[i]].pnums[j]]);
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if(dist > eps && (first || dist < mindist))
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{
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mindist = dist;
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first = false;
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}
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}
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}
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Point<3> p2 = p + (1e-4*mindist) * vn;
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res = PointInSolid (p2, eps);
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// (*testout) << "mindist " << mindist << " res " << res << endl;
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return res;
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}
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// check how many faces a ray starting in p+alpha*v intersects
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INSOLID_TYPE Polyhedra :: VecInSolidNew (const Point<3> & p,
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const Vec<3> & v,
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double eps, bool printing) const
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{
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if (!poly_bbox.IsIn (p, eps))
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return IS_OUTSIDE;
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// random (?) direction:
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Vec<3> n(-0.424621, 0.1543, 0.89212238);
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int cnt = 0;
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for (auto & face : faces)
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{
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Vec<3> v0 = p - points[face.pnums[0]];
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if (printing)
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{
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*testout << "face: ";
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for (int j = 0; j < 3; j++)
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*testout << points[face.pnums[j]] << " ";
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*testout << endl;
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}
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double lamn = face.nn * v0;
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if (fabs(lamn) < eps) // point is in plane of face
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{
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double lam1 = face.w1 * v0;
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double lam2 = face.w2 * v0;
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double lam3 = 1-lam1-lam2;
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if (printing)
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*testout << "lam = " << lam1 << " " << lam2 << " " << lam3 << endl;
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam3 >= -eps_base1)
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{ // point is close to triangle, perturbed by alpha*v
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double dlamn = face.nn*v;
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if (fabs(dlamn) < 1e-8) // vec also in plane
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{
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if (printing)
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*testout << "tang in plane" << endl;
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double dlam1 = face.w1 * v;
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double dlam2 = face.w2 * v;
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double dlam3 = -dlam1-dlam2;
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if (printing)
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*testout << "dlam = " << dlam1 << " " << dlam2 << " " << dlam3 << endl;
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bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
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bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
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bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
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if (in1 && in2 && in3)
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return DOES_INTERSECT;
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}
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else // vec out of plane
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{
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if (printing)
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*testout << "out of plane";
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double dlamn = -(face.n * v) / (face.n * n);
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if (printing)
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*testout << "dlamn = " << dlamn << endl;
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if (dlamn < 0) continue; // ray goes not in direction of face
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Vec<3> drs = v + dlamn * n;
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if (printing)
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{
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*testout << "drs = " << drs << endl;
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*testout << "face.w1 = " << face.w1 << endl;
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*testout << "face.w2 = " << face.w2 << endl;
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}
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double dlam1 = face.w1 * drs;
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double dlam2 = face.w2 * drs;
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double dlam3 = -dlam1-dlam2;
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if (printing)
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*testout << "dlam = " << dlam1 << " " << dlam2 << " " << dlam3 << endl;
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bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
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bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
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bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
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if (in1 && in2 && in3)
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{
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if (printing)
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*testout << "hit" << endl;
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cnt++;
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}
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}
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}
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}
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else
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{
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double lamn = -(face.n * v0) / (face.n * n);
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if (lamn < 0) continue; // ray goes not in direction of face
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Vec<3> rs = v0 + lamn * n;
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double lam1 = face.w1 * rs;
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double lam2 = face.w2 * rs;
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double lam3 = 1-lam1-lam2;
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if (lam1 >= 0 && lam2 >= 0 && lam3 >= 0)
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{
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if (printing)
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*testout << "hit" << endl;
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cnt++;
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}
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}
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}
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return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
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}
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INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
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const Vec<3> & v,
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double eps) const
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{
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return VecInSolidNew (p, v, eps);
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/*
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auto oldval = VecInSolidOld (p, v, eps);
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auto newval = VecInSolidNew (p, v, eps);
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if (oldval != newval)
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{
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*testout << "different decision: oldval = " << oldval
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<< " newval = " << newval << endl;
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*testout << "p = " << p << ", v = " << v << endl;
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VecInSolidNew (p, v, eps, true);
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*testout << "Poly:" << endl;
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for (auto & face : faces)
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{
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for (int j = 0; j < 3; j++)
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*testout << points[face.pnums[j]] << " ";
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*testout << endl;
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}
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}
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return newval;
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*/
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}
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/*
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INSOLID_TYPE Polyhedra :: VecInSolid2 (const Point<3> & p,
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const Vec<3> & v1,
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const Vec<3> & v2,
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double eps) const
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{
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INSOLID_TYPE res;
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res = VecInSolid(p,v1,eps);
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if(res != DOES_INTERSECT)
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return res;
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int point_on_n_faces = 0;
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Vec<3> v1n = v1;
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v1n.Normalize();
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Vec<3> v2n = v2;
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v2n.Normalize();
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for (int i = 0; i < faces.Size(); i++)
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{
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const Point<3> & p1 = points[faces[i].pnums[0]];
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Vec<3> v0 = p - p1;
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double lam3 = -(faces[i].n * v0);
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if (fabs (lam3) > eps) continue;
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double lam1 = (faces[i].w1 * v0);
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double lam2 = (faces[i].w2 * v0);
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if (lam1 >= -eps && lam2 >= -eps && lam1+lam2 <= 1+eps)
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{
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double scal1 = v1n * faces[i].n;
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if (fabs (scal1) > eps) continue;
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point_on_n_faces++;
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double scal2 = v2n * faces[i].n;
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res = DOES_INTERSECT;
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if (scal2 > eps) res = IS_OUTSIDE;
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if (scal2 < -eps) res = IS_INSIDE;
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}
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}
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if (point_on_n_faces == 1)
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return res;
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cerr << "primitive::vecinsolid2 makes nonsense for polyhedra" << endl;
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return Primitive :: VecInSolid2 (p, v1, v2, eps);
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}
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*/
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// #define OLDVECINSOLID2
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#ifdef OLDVECINSOLID2
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INSOLID_TYPE Polyhedra :: VecInSolid2 (const Point<3> & p,
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const Vec<3> & v1,
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const Vec<3> & v2,
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double eps) const
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{
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//(*testout) << "VecInSolid2 eps " << eps << endl;
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INSOLID_TYPE res = VecInSolid(p,v1,eps);
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//(*testout) << "VecInSolid = " <<res <<endl;
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if(res != DOES_INTERSECT)
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return res;
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int point_on_n_faces = 0;
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Vec<3> v1n = v1;
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v1n.Normalize();
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Vec<3> v2n = v2 - (v2 * v1n) * v1n;
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v2n.Normalize();
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double cosv2, cosv2max = -99;
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for (int i = 0; i < faces.Size(); i++)
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{
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const Point<3> & p1 = points[faces[i].pnums[0]];
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Vec<3> v0 = p - p1;
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if (fabs (faces[i].nn * v0) > eps) continue; // n->nn
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if (fabs (v1n * faces[i].nn) > eps_base1) continue; // n->nn
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double lam1 = (faces[i].w1 * v0);
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double lam2 = (faces[i].w2 * v0);
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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{
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// v1 is in face
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Point<3> fc = Center (points[faces[i].pnums[0]],
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points[faces[i].pnums[1]],
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points[faces[i].pnums[2]]);
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Vec<3> vpfc = fc - p;
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cosv2 = (v2n * vpfc) / vpfc.Length();
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if (cosv2 > cosv2max)
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{
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cosv2max = cosv2;
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point_on_n_faces++;
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double scal2 = v2n * faces[i].nn; // n->nn
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res = DOES_INTERSECT;
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if (scal2 > eps_base1) res = IS_OUTSIDE;
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if (scal2 < -eps_base1) res = IS_INSIDE;
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}
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}
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}
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if (point_on_n_faces >= 1)
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return res;
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(*testout) << "primitive::vecinsolid2 makes nonsense for polyhedra" << endl;
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cerr << "primitive::vecinsolid2 makes nonsense for polyhedra" << endl;
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return Primitive :: VecInSolid2 (p, v1, v2, eps);
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}
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#else
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// check how many faces a ray starting in p+alpha*v+alpha^2/2 v2 intersects:
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// if p + alpha v is in plane, use v2
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INSOLID_TYPE Polyhedra :: VecInSolid2 (const Point<3> & p,
|
|
const Vec<3> & v,
|
|
const Vec<3> & v2,
|
|
double eps) const
|
|
{
|
|
if (!poly_bbox.IsIn (p, eps))
|
|
return IS_OUTSIDE;
|
|
|
|
// random (?) direction:
|
|
Vec<3> n(-0.424621, 0.1543, 0.89212238);
|
|
|
|
int cnt = 0;
|
|
for (auto & face : faces)
|
|
{
|
|
Vec<3> v0 = p - points[face.pnums[0]];
|
|
double lamn = face.nn * v0;
|
|
|
|
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 (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam3 >= -eps_base1)
|
|
{ // point is close to triangle, perturbed by alpha*v
|
|
double dlamn = face.nn*v;
|
|
|
|
if (fabs(dlamn) < 1e-8) // vec also in plane
|
|
{
|
|
double dlam1 = face.w1 * v;
|
|
double dlam2 = face.w2 * v;
|
|
double dlam3 = -dlam1-dlam2;
|
|
|
|
bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
|
|
bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
|
|
bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
|
|
|
|
// and the same thing for v2
|
|
if (in1 && in2 && in3)
|
|
{
|
|
double ddlamn = face.nn*v2;
|
|
|
|
if (fabs(ddlamn) < 1e-8) // vec2 also in plane
|
|
{
|
|
double ddlam1 = face.w1 * v2;
|
|
double ddlam2 = face.w2 * v2;
|
|
double ddlam3 = -ddlam1-ddlam2;
|
|
|
|
bool ddin1 = lam1 > eps_base1 || dlam1 > eps_base1 || ddlam1 > -eps_base1;
|
|
bool ddin2 = lam2 > eps_base1 || dlam2 > eps_base1 || ddlam2 > -eps_base1;
|
|
bool ddin3 = lam3 > eps_base1 || dlam3 > eps_base1 || ddlam3 > -eps_base1;
|
|
if (ddin1 && ddin2 && ddin3)
|
|
return DOES_INTERSECT;
|
|
}
|
|
else // vec2 out of plane
|
|
{
|
|
double ddlamn = -(face.n * v2) / (face.n * n);
|
|
if (ddlamn < 0) continue; // ray goes not in direction of face
|
|
|
|
Vec<3> drs = v; // + dlamn * n; but dlamn==0
|
|
Vec<3> ddrs = v2 + ddlamn * n;
|
|
|
|
double dlam1 = face.w1 * drs;
|
|
double dlam2 = face.w2 * drs;
|
|
double dlam3 = -dlam1-dlam2;
|
|
|
|
double ddlam1 = face.w1 * ddrs;
|
|
double ddlam2 = face.w2 * ddrs;
|
|
double ddlam3 = -ddlam1-ddlam2;
|
|
|
|
bool ddin1 = lam1 > eps_base1 || dlam1 > eps_base1 || ddlam1 > -eps_base1;
|
|
bool ddin2 = lam2 > eps_base1 || dlam2 > eps_base1 || ddlam2 > -eps_base1;
|
|
bool ddin3 = lam3 > eps_base1 || dlam3 > eps_base1 || ddlam3 > -eps_base1;
|
|
|
|
if (ddin1 && ddin2 && ddin3)
|
|
cnt++;
|
|
}
|
|
}
|
|
}
|
|
else // vec out of plane
|
|
{
|
|
double dlamn = -(face.n * v) / (face.n * n);
|
|
if (dlamn < 0) continue; // ray goes not in direction of face
|
|
|
|
Vec<3> drs = v + dlamn * n;
|
|
|
|
double dlam1 = face.w1 * drs;
|
|
double dlam2 = face.w2 * drs;
|
|
double dlam3 = -dlam1-dlam2;
|
|
|
|
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)
|
|
cnt++;
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
double lamn = -(face.n * v0) / (face.n * n);
|
|
|
|
if (lamn < 0) continue; // ray goes not in direction of face
|
|
|
|
Vec<3> rs = v0 + lamn * n;
|
|
|
|
double lam1 = face.w1 * rs;
|
|
double lam2 = face.w2 * rs;
|
|
double lam3 = 1-lam1-lam2;
|
|
if (lam1 >= 0 && lam2 >= 0 && lam3 >= 0)
|
|
cnt++;
|
|
}
|
|
}
|
|
|
|
return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
INSOLID_TYPE Polyhedra :: VecInSolid3 (const Point<3> & p,
|
|
const Vec<3> & v1,
|
|
const Vec<3> & v2,
|
|
double eps) const
|
|
{
|
|
return VecInSolid2 (p, v1, v2, eps);
|
|
}
|
|
|
|
INSOLID_TYPE Polyhedra :: VecInSolid4 (const Point<3> & p,
|
|
const Vec<3> & v,
|
|
const Vec<3> & v2,
|
|
const Vec<3> & m,
|
|
double eps) const
|
|
{
|
|
auto res = VecInSolid2 (p, v, v2, eps);
|
|
|
|
if (res == DOES_INTERSECT) // following edge second order, let m decide
|
|
return VecInSolid2 (p, v, m, eps);
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
|
|
|
|
void Polyhedra :: GetTangentialVecSurfaceIndices2 (const Point<3> & p, const Vec<3> & v1, const Vec<3> & v2,
|
|
NgArray<int> & surfind, double eps) const
|
|
{
|
|
Vec<3> v1n = v1;
|
|
v1n.Normalize();
|
|
Vec<3> v2n = v2; // - (v2 * v1n) * v1n;
|
|
v2n.Normalize();
|
|
|
|
|
|
for (int i = 0; i < faces.Size(); i++)
|
|
{
|
|
const Point<3> & p1 = points[faces[i].pnums[0]];
|
|
|
|
Vec<3> v0 = p - p1;
|
|
if (fabs (v0 * faces[i].nn) > eps) continue; // n->nn
|
|
if (fabs (v1n * faces[i].nn) > eps_base1) continue; // n->nn
|
|
if (fabs (v2n * faces[i].nn) > eps_base1) continue; // n->nn
|
|
|
|
double lam01 = (faces[i].w1 * v0);
|
|
double lam02 = (faces[i].w2 * v0);
|
|
double lam03 = 1-lam01-lam02;
|
|
double lam11 = (faces[i].w1 * v1);
|
|
double lam12 = (faces[i].w2 * v1);
|
|
double lam13 = -lam11-lam12;
|
|
double lam21 = (faces[i].w1 * v2);
|
|
double lam22 = (faces[i].w2 * v2);
|
|
double lam23 = -lam21-lam22;
|
|
|
|
bool ok1 = lam01 > eps_base1 ||
|
|
(lam01 > -eps_base1 && lam11 > eps_base1) ||
|
|
(lam01 > -eps_base1 && lam11 > -eps_base1 && lam21 > eps_base1);
|
|
|
|
bool ok2 = lam02 > eps_base1 ||
|
|
(lam02 > -eps_base1 && lam12 > eps_base1) ||
|
|
(lam02 > -eps_base1 && lam12 > -eps_base1 && lam22 > eps_base1);
|
|
|
|
bool ok3 = lam03 > eps_base1 ||
|
|
(lam03 > -eps_base1 && lam13 > eps_base1) ||
|
|
(lam03 > -eps_base1 && lam13 > -eps_base1 && lam23 > eps_base1);
|
|
|
|
if (ok1 && ok2 && ok3)
|
|
{
|
|
if (!surfind.Contains (GetSurfaceId(faces[i].planenr)))
|
|
surfind.Append (GetSurfaceId(faces[i].planenr));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Polyhedra :: GetPrimitiveData (const char *& classname,
|
|
NgArray<double> & coeffs) const
|
|
{
|
|
classname = "Polyhedra";
|
|
coeffs.SetSize(0);
|
|
coeffs.Append (points.Size());
|
|
coeffs.Append (faces.Size());
|
|
coeffs.Append (planes.Size());
|
|
|
|
/*
|
|
int i, j;
|
|
for (i = 1; i <= planes.Size(); i++)
|
|
{
|
|
planes.Elem(i)->Print (*testout);
|
|
}
|
|
for (i = 1; i <= faces.Size(); i++)
|
|
{
|
|
(*testout) << "face " << i << " has plane " << faces.Get(i).planenr << endl;
|
|
for (j = 1; j <= 3; j++)
|
|
(*testout) << points.Get(faces.Get(i).pnums[j-1]);
|
|
(*testout) << endl;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void Polyhedra :: SetPrimitiveData (NgArray<double> & /* coeffs */)
|
|
{
|
|
;
|
|
}
|
|
|
|
void Polyhedra :: Reduce (const BoxSphere<3> & box)
|
|
{
|
|
for (int i = 0; i < planes.Size(); i++)
|
|
surfaceactive[i] = 0;
|
|
|
|
for (int i = 0; i < faces.Size(); i++)
|
|
if (FaceBoxIntersection (i, box))
|
|
surfaceactive[faces[i].planenr] = 1;
|
|
}
|
|
|
|
void Polyhedra :: UnReduce ()
|
|
{
|
|
for (int i = 0; i < planes.Size(); i++)
|
|
surfaceactive[i] = 1;
|
|
}
|
|
|
|
int Polyhedra :: AddPoint (const Point<3> & p)
|
|
{
|
|
if(points.Size() == 0)
|
|
poly_bbox.Set(p);
|
|
else
|
|
poly_bbox.Add(p);
|
|
|
|
points.Append (p);
|
|
return points.Size();
|
|
}
|
|
|
|
int Polyhedra :: AddFace (int pi1, int pi2, int pi3, int inputnum)
|
|
{
|
|
(*testout) << "polyhedra, add face " << pi1 << ", " << pi2 << ", " << pi3 << endl;
|
|
|
|
if(pi1 == pi2 || pi2 == pi3 || pi3 == pi1)
|
|
{
|
|
ostringstream msg;
|
|
msg << "Illegal point numbers for polyhedron face: " << pi1+1 << ", " << pi2+1 << ", " << pi3+1;
|
|
throw NgException(msg.str());
|
|
}
|
|
|
|
faces.Append (Face (pi1, pi2, pi3, points, inputnum));
|
|
|
|
Point<3> p1 = points[pi1];
|
|
Point<3> p2 = points[pi2];
|
|
Point<3> p3 = points[pi3];
|
|
|
|
Vec<3> v1 = p2 - p1;
|
|
Vec<3> v2 = p3 - p1;
|
|
|
|
Vec<3> n = Cross (v1, v2);
|
|
n.Normalize();
|
|
|
|
Plane pl (p1, n);
|
|
// int inverse;
|
|
// int identicto = -1;
|
|
// for (int i = 0; i < planes.Size(); i++)
|
|
// if (pl.IsIdentic (*planes[i], inverse, 1e-9*max3(v1.Length(),v2.Length(),Dist(p2,p3))))
|
|
// {
|
|
// if (!inverse)
|
|
// identicto = i;
|
|
// }
|
|
// // cout << "is identic = " << identicto << endl;
|
|
// identicto = -1; // changed April 10, JS
|
|
|
|
// if (identicto != -1)
|
|
// faces.Last().planenr = identicto;
|
|
// else
|
|
{
|
|
planes.Append (new Plane (p1, n));
|
|
surfaceactive.Append (1);
|
|
surfaceids.Append (0);
|
|
faces.Last().planenr = planes.Size()-1;
|
|
}
|
|
|
|
// (*testout) << "is plane nr " << faces.Last().planenr << endl;
|
|
|
|
return faces.Size();
|
|
}
|
|
|
|
|
|
|
|
int Polyhedra :: FaceBoxIntersection (int fnr, const BoxSphere<3> & box) const
|
|
{
|
|
/*
|
|
(*testout) << "check face box intersection, fnr = " << fnr << endl;
|
|
(*testout) << "box = " << box << endl;
|
|
(*testout) << "face-box = " << faces[fnr].bbox << endl;
|
|
*/
|
|
|
|
if (!faces[fnr].bbox.Intersect (box))
|
|
return 0;
|
|
|
|
const Point<3> & p1 = points[faces[fnr].pnums[0]];
|
|
const Point<3> & p2 = points[faces[fnr].pnums[1]];
|
|
const Point<3> & p3 = points[faces[fnr].pnums[2]];
|
|
|
|
double dist2 = MinDistTP2 (p1, p2, p3, box.Center());
|
|
/*
|
|
(*testout) << "p1 = " << p1 << endl;
|
|
(*testout) << "p2 = " << p2 << endl;
|
|
(*testout) << "p3 = " << p3 << endl;
|
|
|
|
(*testout) << "box.Center() = " << box.Center() << endl;
|
|
(*testout) << "center = " << box.Center() << endl;
|
|
(*testout) << "dist2 = " << dist2 << endl;
|
|
(*testout) << "diam = " << box.Diam() << endl;
|
|
*/
|
|
if (dist2 < sqr (box.Diam()/2))
|
|
{
|
|
// (*testout) << "intersect" << endl;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
void Polyhedra :: GetPolySurfs(NgArray < NgArray<int> * > & polysurfs)
|
|
{
|
|
int maxnum = -1;
|
|
|
|
for(int i = 0; i<faces.Size(); i++)
|
|
{
|
|
if(faces[i].inputnr > maxnum)
|
|
maxnum = faces[i].inputnr;
|
|
}
|
|
|
|
polysurfs.SetSize(maxnum+1);
|
|
for(int i=0; i<polysurfs.Size(); i++)
|
|
polysurfs[i] = new NgArray<int>;
|
|
|
|
for(int i = 0; i<faces.Size(); i++)
|
|
polysurfs[faces[i].inputnr]->Append(faces[i].planenr);
|
|
}
|
|
|
|
|
|
void Polyhedra::CalcSpecialPoints (NgArray<Point<3> > & pts) const
|
|
{
|
|
for (int i = 0; i < points.Size(); i++)
|
|
pts.Append (points[i]);
|
|
}
|
|
|
|
|
|
void Polyhedra :: AnalyzeSpecialPoint (const Point<3> & /* pt */,
|
|
NgArray<Point<3> > & /* specpts */) const
|
|
{
|
|
;
|
|
}
|
|
|
|
Vec<3> Polyhedra :: SpecialPointTangentialVector (const Point<3> & p, int s1, int s2) const
|
|
{
|
|
const double eps = 1e-10*poly_bbox.Diam();
|
|
|
|
for (int fi1 = 0; fi1 < faces.Size(); fi1++)
|
|
for (int fi2 = 0; fi2 < faces.Size(); fi2++)
|
|
{
|
|
int si1 = faces[fi1].planenr;
|
|
int si2 = faces[fi2].planenr;
|
|
|
|
if (surfaceids[si1] != s1 || surfaceids[si2] != s2) continue;
|
|
|
|
//(*testout) << "check pair fi1/fi2 " << fi1 << "/" << fi2 << endl;
|
|
|
|
Vec<3> n1 = GetSurface(si1) . GetNormalVector (p);
|
|
Vec<3> n2 = GetSurface(si2) . GetNormalVector (p);
|
|
Vec<3> t = Cross (n1, n2);
|
|
|
|
//(*testout) << "t = " << t << endl;
|
|
|
|
|
|
/*
|
|
int samepts = 0;
|
|
for (int j = 0; j < 3; j++)
|
|
for (int k = 0; k < 3; k++)
|
|
if (Dist(points[faces[fi1].pnums[j]],
|
|
points[faces[fi2].pnums[k]]) < eps)
|
|
samepts++;
|
|
if (samepts < 2) continue;
|
|
*/
|
|
|
|
bool shareedge = false;
|
|
for(int j = 0; !shareedge && j < 3; j++)
|
|
{
|
|
Vec<3> v1 = points[faces[fi1].pnums[(j+1)%3]] - points[faces[fi1].pnums[j]];
|
|
double smax = v1.Length();
|
|
v1 *= 1./smax;
|
|
|
|
int pospos;
|
|
if(fabs(v1(0)) > 0.5)
|
|
pospos = 0;
|
|
else if(fabs(v1(1)) > 0.5)
|
|
pospos = 1;
|
|
else
|
|
pospos = 2;
|
|
|
|
double sp = (p(pospos) - points[faces[fi1].pnums[j]](pospos)) / v1(pospos);
|
|
if(sp < -eps || sp > smax+eps)
|
|
continue;
|
|
|
|
for (int k = 0; !shareedge && k < 3; k ++)
|
|
{
|
|
Vec<3> v2 = points[faces[fi2].pnums[(k+1)%3]] - points[faces[fi2].pnums[k]];
|
|
v2.Normalize();
|
|
if(v2 * v1 > 0)
|
|
v2 -= v1;
|
|
else
|
|
v2 += v1;
|
|
|
|
//(*testout) << "v2.Length2() " << v2.Length2() << endl;
|
|
|
|
if(v2.Length2() > 1e-18)
|
|
continue;
|
|
|
|
double sa,sb;
|
|
|
|
sa = (points[faces[fi2].pnums[k]](pospos) - points[faces[fi1].pnums[j]](pospos)) / v1(pospos);
|
|
sb = (points[faces[fi2].pnums[(k+1)%3]](pospos) - points[faces[fi1].pnums[j]](pospos)) / v1(pospos);
|
|
|
|
|
|
if(Dist(points[faces[fi1].pnums[j]] + sa*v1, points[faces[fi2].pnums[k]]) > eps)
|
|
continue;
|
|
|
|
if(sa > sb)
|
|
{
|
|
double aux = sa; sa = sb; sb = aux;
|
|
}
|
|
|
|
//testout->precision(20);
|
|
//(*testout) << "sa " << sa << " sb " << sb << " smax " << smax << " sp " << sp << " v1 " << v1 << endl;
|
|
//testout->precision(8);
|
|
|
|
|
|
shareedge = (sa < -eps && sb > eps) ||
|
|
(sa < smax-eps && sb > smax+eps) ||
|
|
(sa > -eps && sb < smax+eps);
|
|
|
|
if(!shareedge)
|
|
continue;
|
|
|
|
sa = max2(sa,0.);
|
|
sb = min2(sb,smax);
|
|
|
|
if(sp < sa+eps)
|
|
shareedge = (t * v1 > 0);
|
|
else if (sp > sb-eps)
|
|
shareedge = (t * v1 < 0);
|
|
|
|
}
|
|
}
|
|
if (!shareedge) continue;
|
|
|
|
t.Normalize();
|
|
|
|
|
|
return t;
|
|
}
|
|
|
|
return Vec<3> (0,0,0);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|