EgtGeomKernel 2.7l2 :

- Modificate le funzioni di Offset per superfici TriMesh aperte
- Aggiunta la funzione per la creazione di Shell per TriMesh.
This commit is contained in:
Riccardo Elitropi
2025-12-15 11:35:15 +01:00
parent 6e0aec3bec
commit 11a46ca58c
4 changed files with 1393 additions and 291 deletions
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@@ -9,6 +9,7 @@
// Modifiche : 10.06.25 RE Creazione modulo.
// 10.06.25 RE Offset di superfici chiuse.
// 04.07.25 RE Thickening Offset di superfici generiche.
// 10.12.25 RE Creazione superfici Shell.
//
//----------------------------------------------------------------------------
@@ -16,11 +17,17 @@
#include "stdafx.h"
#include "VolZmap.h"
#include "SurfTriMesh.h"
#include "EgtDev/Include/EGkDistPointSurfTm.h"
#include "\EgtDev\Include\EGkSurfTriMeshAux.h"
#include "/EgtDev/Include/EGkDistPointSurfTm.h"
#include "/EgtDev/Include/EGkDistPointCurve.h"
#include "/EgtDev/Include/EGkDistPointTria.h"
#include "/EgtDev/Include/EGkSurfTriMeshAux.h"
#include "/EgtDev/Include/EGkStmFromCurves.h"
#include "/EgtDev/Include/EGkStmFromTriangleSoup.h"
#include <future>
#define DEBUG 0
#if DEBUG
#include "/EgtDev/Include/EGnStringUtils.h"
#include "/EgtDev/Include/EGkGeoObjSave.h"
#include "/EgtDev/Include/EGkGeoPoint3d.h"
#include "/EgtDev/Include/EGkGeoVector3d.h"
@@ -58,6 +65,255 @@ SumStm( const CISURFTMPVECTOR& vStm)
return ( Release( pStmAdd)) ;
}
//----------------------------------------------------------------------------
// Funzioni per la distanza tra punto e superficie TriMesh in parallelo
//----------------------------------------------------------------------------
static bool
BoundingBoxDifference( const BBox3d& boxA, const BBox3d& boxB, BOXVECTOR& vBoxDiff)
{
// svuoto il risultato
vBoxDiff.clear() ;
// se box A vuoto, risultato vuoto
if ( boxA.IsEmpty())
return false ;
// se box B vuoto o i box non si intersecano, risultato è ancora A
BBox3d boxInt ;
if ( boxB.IsSmall() || ! boxA.FindIntersection( boxB, boxInt)) {
vBoxDiff.emplace_back( boxA) ;
return true ;
}
// recupero i punti estremi dei box A e Intersezione
Point3d ptMinA, ptMaxA ; boxA.GetMinMax( ptMinA, ptMaxA) ;
Point3d ptMinInt, ptMaxInt ; boxInt.GetMinMax( ptMinInt, ptMaxInt) ;
// sotto
if ( ptMinInt.z - ptMinA.z > EPS_SMALL) {
BBox3d boxD( ptMinA, Point3d( ptMaxA.x, ptMaxA.y, ptMinInt.z)) ;
vBoxDiff.emplace_back( boxD) ;
}
// sopra
if ( ptMaxA.z - ptMaxInt.z > EPS_SMALL) {
BBox3d boxD( Point3d( ptMinA.x, ptMinA.y, ptMaxInt.z), ptMaxA) ;
vBoxDiff.emplace_back( boxD) ;
}
// davanti
if ( ptMinInt.y - ptMinA.y > EPS_SMALL) {
BBox3d boxD( Point3d( ptMinA.x, ptMinA.y, ptMinInt.z), Point3d( ptMaxA.x, ptMinInt.y, ptMaxInt.z)) ;
vBoxDiff.emplace_back( boxD) ;
}
// dietro
if ( ptMaxA.y - ptMaxInt.y > EPS_SMALL) {
BBox3d boxD( Point3d( ptMinA.x, ptMaxInt.y, ptMinInt.z), Point3d( ptMaxA.x, ptMaxA.y, ptMaxInt.z)) ;
vBoxDiff.emplace_back( boxD) ;
}
// sinistra
if ( ptMinInt.x - ptMinA.x > EPS_SMALL) {
BBox3d boxD( Point3d( ptMinA.x, ptMinInt.y, ptMinInt.z), Point3d( ptMinInt.x, ptMaxInt.y, ptMaxInt.z)) ;
vBoxDiff.emplace_back( boxD) ;
}
// destra
if ( ptMaxA.y - ptMaxInt.y > EPS_SMALL) {
BBox3d boxD( Point3d( ptMaxInt.x, ptMinInt.y, ptMinInt.z), Point3d( ptMaxA.x, ptMaxInt.y, ptMaxInt.z)) ;
vBoxDiff.emplace_back( boxD) ;
}
// risultato
return ( ! vBoxDiff.empty()) ;
}
//----------------------------------------------------------------------------
static bool
DistPointSurfTmMultiThread( const Point3d& ptP, const SurfTriMesh& SurfTm, double& dDist,
bool& bIsInside, INTVECTOR& vIndClosestTria)
{
// verifico che la supercicie sia valida
if ( ! SurfTm.IsValid())
return false ;
// inizializzo distanza non calcolata
dDist = - 1. ;
// vettore di indici dei triangoli più vicini inizialmente vuoto
vIndClosestTria.clear() ;
// vettore dei flag temporanei inizialmente tutto a 0
INTVECTOR vIntFlags( SurfTm.GetTriangleCount(), 0) ;
// recupero e verifico il box locale della superficie
BBox3d b3Stm = SurfTm.GetAllTriaBox() ;
if ( b3Stm.IsEmpty())
return false ;
// cerco triangoli in box centrati sul punto dato di ampiezza crescente ed escludendo le parti già verificate.
// termino quando non trovo più triangoli che possano soddisfare la richiesta.
Point3d ptMin, ptMax ; b3Stm.GetMinMax( ptMin, ptMax) ;
double dDeltaLen = max( min( min( b3Stm.GetDimX(), b3Stm.GetDimY()), b3Stm.GetDimZ()) / 40., 20.) ;
double dBoxHalfLenX = max( max( ptMin.x - ptP.x, ptP.x - ptMax.x), 0.) + dDeltaLen ;
double dBoxHalfLenY = max( max( ptMin.y - ptP.y, ptP.y - ptMax.y), 0.) + dDeltaLen ;
double dBoxHalfLenZ = max( max( ptMin.z - ptP.z, ptP.z - ptMax.z), 0.) + dDeltaLen ;
// considero anche il box precedente per poter analizzare solo il volume differenza tra i due
BBox3d boxPPrev( ptP) ;
BBox3d boxP( ptP, dBoxHalfLenX, dBoxHalfLenY, dBoxHalfLenZ) ;
// variabili distanza minima, indice del triangolo di distanza minima, punto di distanza minima
double dMinDist = DBL_MAX ;
int nMinDistTriaIndex = SVT_NULL ;
Point3d ptMinDistPoint ;
// finché non si verifica la condizione di terminazione ingrandisco il box.
bool bContinue = true ;
// creazione del vettore dei triangoli più vicini a ptP
vector<pair<int, Triangle3d>> vTria ; // <indice triangolo, Triangolo>
while ( bContinue) {
// calcolo il box differenza con il precedente per non esplorare parti già considerate
BOXVECTOR vBox ;
BoundingBoxDifference( boxP, boxPPrev, vBox) ;
// Ciclo sui box differenza
bool bCollide = false ;
for ( const auto& b3Box : vBox) {
// interseco il box con quello della superficie e ne verifico la distanza minima dal punto
BBox3d b3Int ;
if ( ! b3Box.FindIntersection( b3Stm, b3Int) || b3Int.DistFromPoint( ptP) > dMinDist)
continue ;
// ricerca sui triangoli nel box
bCollide = true ;
INTVECTOR vnIds ;
if ( SurfTm.GetAllTriaOverlapBox( b3Int, vnIds)) {
// ciclo sui triangoli del sotto-box corrente
for ( auto nT : vnIds) {
Triangle3d trCurTria ;
if ( vIntFlags[nT] == 0 && SurfTm.GetTriangle( nT, trCurTria)) {
vIntFlags[nT] = 1 ;
DistPointTriangle distPT( ptP, trCurTria) ;
double dCurrDist ;
// se la distanza del triangolo è valida e minore di quella attuale aggiorno
if ( distPT.GetDist( dCurrDist)) {
// se distanze uguali...
if ( abs( dCurrDist - dMinDist) < EPS_SMALL)
// aggiungo il triangolo
vTria.emplace_back( make_pair( nT, trCurTria)) ;
// se minore...
else if ( dCurrDist < dMinDist) {
// pulisco il vettore
vTria.clear() ;
dMinDist = dCurrDist ;
nMinDistTriaIndex = nT ;
distPT.GetMinDistPoint( ptMinDistPoint) ;
// aggiungo il triangolo
vTria.emplace_back( make_pair( nT, trCurTria)) ;
}
}
}
}
}
}
// se si verifica la condizione di terminazione arresto il ciclo altrimenti aggiorno i box
if ( ! bCollide || dMinDist < EPS_SMALL)
bContinue = false ;
else {
boxPPrev = boxP ;
boxP.Expand( dDeltaLen) ;
}
}
// se non ho trovato nessun triangolo, errore
if ( nMinDistTriaIndex == SVT_NULL)
return false ;
// riempio il vettore dei triangoli a minima distanza
for ( auto& Tria : vTria)
vIndClosestTria.emplace_back( Tria.first) ;
// salvo la distanza
dDist = dMinDist ;
// determino il Side
if ( dDist < EPS_SMALL) {
bIsInside = false ;
return true ;
}
// se ho solo un triangolo
else if ( int( vTria.size()) == 1) {
bIsInside = ( ( ptP - ptMinDistPoint) * vTria.back().second.GetN() < - EPS_SMALL) ;
return true ;
}
// controllo se tutti i triangoli a minima distanza forniscono la stessa informazione
// ( il punto potrebbe essere esterno a tutti, interno a tutti o indefinito )
bool bInside = false ;
bool bOutside = false ;
for ( int i = 0 ; i < int( vTria.size()) ; ++ i) {
if ( ( ptP - vTria[i].second.GetP( 0)) * vTria[i].second.GetN() < - EPS_SMALL)
bInside = true ;
else
bOutside = true ;
}
bIsInside = false ;
if ( bOutside == bInside) {
Point3d ptBar_tot ;
for ( const auto& Tria : vTria)
ptBar_tot += Tria.second.GetCentroid() ;
for ( const auto& Tria : vTria) {
Point3d ptInters1, ptInters2 ;
int nType = IntersLineTria( ptP, ptBar_tot, Tria.second, ptInters1, ptInters2) ;
if ( nType == ILTT_IN) {
DistPointTriangle( ptP, Tria.second).GetMinDistPoint( ptMinDistPoint) ;
bIsInside = ( ( ptP - ptMinDistPoint) * Tria.second.GetN() < - EPS_SMALL) ;
nMinDistTriaIndex = Tria.first ;
break ;
}
}
}
else
bIsInside = bInside ;
return true ;
}
//----------------------------------------------------------------------------
static bool
ClassifyTrianglesMultiThread( const TRIA3DEXVECTOR& vTria, int nIndS, int nIndE,
const SurfTriMesh& SurfTm, double dOffs, double dPrec,
bool bSaveInside, BOOLVECTOR& vbSafe)
{
// verifico che la superficie sia valida
if ( ! SurfTm.IsValid())
return false ;
// verifico la validità degli indici
if ( nIndS < 0 || nIndE >= int( vTria.size()))
return false ;
// verifico la dimensione dei vettori
if ( vTria.size() != vbSafe.size())
return false ;
// scorro gli indici dei triangoli da classificare
for ( int k = nIndS ; k <= nIndE ; ++ k) {
// recupero il triangolo corrente
const Triangle3dEx& Tria = vTria[k] ;
// preparo gli elementi di classificazione
DBLVECTOR vDists ; vDists.resize( 3) ;
INTMATRIX matIndClosestTria ; matIndClosestTria.resize( 3) ;
// verifico che i suoi punti siano distanti almeno |dOffs| - dTol dalla superficie
vbSafe[k] = true ;
for ( int i = 0 ; vbSafe[k] && i < 3 ; ++ i) {
bool bIsInside = false ;
DistPointSurfTmMultiThread( Tria.GetP( i), SurfTm, vDists[i], bIsInside, matIndClosestTria[i]) ;
vbSafe[k] = ( ( vDists[i] > abs( dOffs) - 0.25 * dPrec) &&
( vDists[i] < abs( dOffs) + 0.25 * dPrec) &&
( bIsInside == bSaveInside)) ;
}
// se tutti sufficientemente distanti
if ( vbSafe[k]) {
// i triangoli a minima distanza devono avere normale simile
bool bPerp = true ;
for ( int i = 0 ; bPerp && i < 3 ; ++ i) {
for ( int j = 0 ; bPerp && j < int( matIndClosestTria[i].size()) ; ++ j) {
Triangle3d TriaCloser ;
SurfTm.GetTriangle( matIndClosestTria[i][j], TriaCloser) ;
bPerp = ( abs( Tria.GetN() * TriaCloser.GetN()) < cos( 30. * DEGTORAD)) ;
}
}
vbSafe[k] = ( ! bPerp) ;
}
}
return true ;
}
//----------------------------------------------------------------------------
// Funzione che crea l'Offset di una superficie TriMesh
//----------------------------------------------------------------------------
@@ -94,123 +350,138 @@ CreateSurfTriMeshesOffset( const CISURFTMPVECTOR& vStm, double dOffs, double dPr
return SumStm( vStm) ;
// creo lo Zmap associato alle superfici TriMesh
VolZmap OneVolZmap ;
if ( ! OneVolZmap.CreateFromTriMeshOffset( vStm, dOffs, dMyPrec, nType))
VolZmap myVolZmap ;
if ( ! myVolZmap.CreateFromTriMeshOffset( vStm, dOffs, dMyPrec, nType))
return nullptr ;
if ( ! OneVolZmap.IsValid())
if ( ! myVolZmap.IsValid())
return nullptr ;
// recupero le superfici aperte
CISURFTMPVECTOR vStmOpen ;
for ( const ISurfTriMesh* pStm : vStm) {
if ( pStm != nullptr && pStm->IsValid() && ! pStm->IsClosed())
if ( pStm != nullptr && pStm->IsValid() && ! pStm->IsClosed())
vStmOpen.emplace_back( pStm) ;
}
// --- se non ho superfici aperte
if ( vStmOpen.empty()) {
// restituisco la superficie TriMesh di Offset
return ( OneVolZmap.GetSurfTriMesh()) ;
return ( myVolZmap.GetSurfTriMesh()) ;
}
// --- se ho delle superfici aperte
// lo Zmap creato è orientato e definisce una superficie chiusa; devo rimuovere i triangoli in eccesso
// anzitutto controllo che lo Zmap sia valido
if ( ! OneVolZmap.IsValid())
return nullptr ;
// inzializzo la superficie TriMesh da restituire
PtrOwner<SurfTriMesh> pStm( CreateBasicSurfTriMesh()) ;
if ( IsNull( pStm) || ! pStm->Init( 3, 1))
return nullptr ;
PointGrid3d VertGrid ; VertGrid.Init( 50000) ;
// tolleranza di vicinanza alla superficie
double dTolDist = 30. * EPS_SMALL ;
#if DEBUG
VT.emplace_back( OneVolZmap.Clone()) ;
VC.emplace_back( BLACK) ;
#endif
// ciclo lungo i blocchi dello ZMap
for ( int nB = 0 ; nB < OneVolZmap.GetBlockCount() ; ++ nB) {
// recupero i triangoli
// --- se ho delle superfici chiuse
TRIA3DEXVECTOR vAllTria, vTriaOffs ;
for ( int nB = 0 ; nB < myVolZmap.GetBlockCount() ; ++ nB) {
TRIA3DEXVECTOR vTria, vTriaSafe ;
OneVolZmap.GetBlockTriangles( nB, vTria) ;
// un triangolo viene ritenuto valido se è non è troppo vicino ( dOffs) alle superfici aperte
myVolZmap.GetBlockTriangles( nB, vTria) ;
#if DEBUG
TRIA3DVECTOR vTriaUnsafe ;
#endif
for ( int nT = 0 ; nT < int( vTria.size()) ; ++ nT) {
// recupero il triangolo
Triangle3dEx& Tria = vTria[nT] ;
// scorro le superficie aperte
bool bInsert = true ;
for ( int nS = 0 ; bInsert && nS < int( vStm.size()) ; ++ nS) {
// controllo se posso inserirlo
vector<DistPointSurfTm> vDistPtStm ;
for ( int i = 0 ; i < 3 && bInsert ; ++ i) {
double dDist = 0. ;
vDistPtStm.emplace_back( DistPointSurfTm( Tria.GetP( i), *vStm[nS])) ;
bInsert = ( vDistPtStm.back().GetDist( dDist) && dDist > abs( dOffs) - dTolDist) ;
}
// se il triangolo è al più a distanza di |dOffs| - dTolDist
if ( bInsert) {
// recupero i triangoli a distanza minima dai vertici del triangolo corrente
bool bPerp = true ;
for ( int i = 0 ; i < 3 && bPerp ; ++ i) {
INTVECTOR vTria ;
vDistPtStm[i].GetMinDistTriaIndices( vTria) ;
for ( int j = 0 ; j < int( vTria.size()) && bPerp ; ++ j) {
Triangle3d TriaCloser ;
vStm[nS]->GetTriangle( vTria[j], TriaCloser) ;
bPerp = ( abs( Tria.GetN() * TriaCloser.GetN()) < dTolDist) ;
}
}
// se tutti i triangoli a distanza minima sono perpendicolari, allora non lo inserisco
bInsert = ( ! bPerp) ;
BBox3d BBoxTria ;
Tria.GetLocalBBox( BBoxTria) ;
// azzero flag di colore
vAllTria.push_back( Tria) ;
}
}
// classifico i triangoli
PtrOwner<const SurfTriMesh> pStmBasic( nullptr) ;
if ( int( vStmOpen.size() == 1))
pStmBasic.Set( GetBasicSurfTriMesh( CloneSurfTriMesh( vStmOpen[0]))) ;
else {
StmFromTriangleSoup AllOpenStmSoup ; AllOpenStmSoup.Start() ;
for ( const ISurfTriMesh* pStmOpen : vStmOpen) {
if ( pStmOpen != nullptr && pStmOpen->IsValid()) {
for ( int nT = 0 ; nT < pStmOpen->GetTriangleCount() ; ++ nT) {
Triangle3d Tria ;
if ( pStmOpen->GetTriangle( nT, Tria))
AllOpenStmSoup.AddTriangle( Tria) ;
}
}
// se triangolo da inserire
if ( bInsert)
vTriaSafe.emplace_back( Tria) ;
#if DEBUG
ICurveComposite* pCompo = CreateCurveComposite() ;
pCompo->AddPoint( Tria.GetP( 0)) ;
pCompo->AddLine( Tria.GetP( 1)) ;
pCompo->AddLine( Tria.GetP( 2)) ;
pCompo->Close() ;
Color myCol = ( bInsert ? Color( 0., 1., 0., .5) : Color( 1., 0., 0., .5)) ;
VT.emplace_back( CloneCurveComposite( pCompo)) ;
VC.emplace_back( myCol) ;
ISurfFlatRegion* pSfrTria = CreateSurfFlatRegion() ;
pSfrTria->AddExtLoop( pCompo) ;
VT.emplace_back( pSfrTria) ;
VC.emplace_back( myCol) ;
#endif
}
// inserisco tutti i triangoli validi
if ( ! pStm->AddTriaFromZMap( vTriaSafe, VertGrid))
return nullptr ;
AllOpenStmSoup.End() ;
pStmBasic.Set( GetBasicSurfTriMesh( AllOpenStmSoup.GetSurf())) ;
}
if ( pStmBasic == nullptr)
return nullptr ;
BBox3d b3Stm = pStmBasic->GetAllTriaBox() ;
if ( b3Stm.IsEmpty())
return nullptr ;
// numero di triangoli da analizzare
int nTriaCnt = int( vAllTria.size()) ;
// definisco un vettore di Flag per i triangoli già visitati
INTVECTOR vIntFlags( pStmBasic->GetTriangleCount()) ;
// numero massimo di thread concorrenti
int nThreadMax = thread::hardware_concurrency() ;
bool bOk = true ;
BOOLVECTOR vbSafeTria( vAllTria.size(), true) ;
if ( nThreadMax <= 1 || nTriaCnt < 50)
ClassifyTrianglesMultiThread( vAllTria, 0, nTriaCnt - 1, *pStmBasic, abs( dOffs), dPrec, ( dOffs < 0.), vbSafeTria) ;
else {
const int MAX_PARTS = 32 ;
INTINTVECTOR vFstLst( MAX_PARTS) ;
// calcolo le parti del vettore
int nPartCnt = min( nThreadMax, MAX_PARTS) ;
int nPartDim = nTriaCnt / nPartCnt + 1 ;
for ( int i = 0 ; i < nPartCnt ; ++ i) {
vFstLst[i].first = i * nPartDim ;
vFstLst[i].second = min( ( i + 1) * nPartDim, nTriaCnt) - 1 ;
}
// processo le parti
future<bool> vRes[MAX_PARTS] ;
for ( int i = 0 ; i < nPartCnt ; ++ i) {
vRes[i] = async( launch::async, &ClassifyTrianglesMultiThread, cref( vAllTria), vFstLst[i].first,
vFstLst[i].second, cref( *pStmBasic), abs( dOffs), dPrec, ( dOffs < 0.), ref( vbSafeTria)) ;
}
// attendo i risultati
int nFin = 0 ;
while ( nFin < nPartCnt) {
for ( int i = 0 ; i < nPartCnt ; ++ i) {
if ( vRes[i].valid() && vRes[i].wait_for( chrono::nanoseconds{ 1}) == future_status::ready) {
bOk = vRes[i].get() && bOk ;
++ nFin ;
}
}
}
}
if ( ! bOk)
return nullptr ;
TRIA3DEXVECTOR vTriaSafe ; vTriaSafe.reserve( vAllTria.size()) ;
#if DEBUG
TRIA3DEXVECTOR vTriaUnSafe ; vTriaUnSafe.reserve( vAllTria.size()) ;
#endif
for ( int i = 0 ; i < int( vAllTria.size()) ; ++ i) {
if ( vbSafeTria[i])
vTriaSafe.emplace_back( vAllTria[i]) ;
#if DEBUG
if ( ! vbSafeTria[i])
vTriaUnSafe.emplace_back( vAllTria[i]) ;
#endif
}
// definisco la superficie con i soli triangoli validi
StmFromTriangleSoup TriaSoup ; TriaSoup.Start() ;
for ( const Triangle3d& SafeTria : vTriaSafe)
TriaSoup.AddTriangle( SafeTria) ;
TriaSoup.End() ;
PtrOwner<ISurfTriMesh> pStmOffs( TriaSoup.GetSurf()) ;
if ( IsNull( pStmOffs) || ! pStmOffs->IsValid() || pStmOffs->GetTriangleCount() == 0)
return nullptr ;
#if DEBUG
StmFromTriangleSoup _invalidSoup ; _invalidSoup.Start() ;
for ( const Triangle3d& _unsafeTria : vTriaUnSafe)
_invalidSoup.AddTriangle( _unsafeTria) ;
_invalidSoup.End() ;
VT.emplace_back( pStmOffs->Clone()) ;
VC.emplace_back( LIME) ;
VT.emplace_back( _invalidSoup.GetSurf()) ;
VC.emplace_back( RED) ;
SaveGeoObj( VT, VC, "C:\\Temp\\TriangleSelection.nge") ;
#endif
// sistemo la topologia
if ( ! pStm->AdjustTopologyFromZMap())
return nullptr ;
return ( Release( pStm)) ;
return ( Release( pStmOffs)) ;
}
//----------------------------------------------------------------------------
@@ -240,3 +511,280 @@ CreateSurfTriMeshesThickeningOffset( const CISURFTMPVECTOR& vStm, double dOffs,
// restituisco la superficie TriMesh
return ( OneVolZmap.GetSurfTriMesh()) ;
}
//----------------------------------------------------------------------------
// Funzione per creare la Superficie TriMesh Shell da una Trimesh aperta
//----------------------------------------------------------------------------
ISurfTriMesh*
CreateSurfTriMeshShell( const ISurfTriMesh* pStm, double dThick, double dPrec)
{
// verifico che la superficie sia valida ed aperta
if ( pStm == nullptr || ! pStm->IsValid() || pStm->IsClosed())
return nullptr ;
// lo spessore deve essere sempre positivo, il verso è sempre dato dalla normale dei triangoli
dThick = - max( 10. * EPS_SMALL, abs( dThick)) ;
// creo il suo Offset ( salvandomi lo Zmap per l'orientamento)
#if DEBUG
PerformanceCounter PC ; PC.Start() ;
#endif
VolZmap myVolZMap ;
if ( ! myVolZMap.CreateFromTriMeshOffset( { pStm}, dThick, dPrec))
return nullptr ;
if ( ! myVolZMap.IsValid())
return nullptr ;
#if DEBUG
LOG_INFO( GetEGkLogger(), ( string{ "Tria Time : "} + ToString( PC.Stop())).c_str()) ;
VT.clear() ; VC.clear() ;
VT.emplace_back( myVolZMap.Clone()) ;
VC.emplace_back( BLACK) ;
VT.emplace_back( pStm->Clone()) ;
VC.emplace_back( YELLOW) ;
SaveGeoObj( VT, VC, "C:\\Temp\\VolZMapOffs.nge") ;
#endif
#if DEBUG
VT.clear() ; VC.clear() ;
PC.Start() ;
#endif
// recupero i triangoli dallo ZMap creato
TRIA3DEXVECTOR vAllTria, vTriaOffs ;
for ( int nB = 0 ; nB < myVolZMap.GetBlockCount() ; ++ nB) {
TRIA3DEXVECTOR vTria, vTriaSafe ;
myVolZMap.GetBlockTriangles( nB, vTria) ;
#if DEBUG
TRIA3DVECTOR vTriaUnsafe ;
#endif
for ( int nT = 0 ; nT < int( vTria.size()) ; ++ nT) {
Triangle3dEx& Tria = vTria[nT] ;
BBox3d BBoxTria ;
Tria.GetLocalBBox( BBoxTria) ;
// azzero flag di colore
vAllTria.push_back( Tria) ;
}
}
// classifico i triangoli
const SurfTriMesh* pStmBasic = GetBasicSurfTriMesh( pStm) ;
if ( pStmBasic == nullptr)
return nullptr ;
BBox3d b3Stm = pStmBasic->GetAllTriaBox() ;
if ( b3Stm.IsEmpty())
return nullptr ;
// numero di triangoli da analizzare
int nTriaCnt = int( vAllTria.size()) ;
// definisco un vettore di Flag per i triangoli già visitati
INTVECTOR vIntFlags( pStmBasic->GetTriangleCount()) ;
// numero massimo di thread concorrenti
int nThreadMax = thread::hardware_concurrency() ;
bool bOk = true ;
BOOLVECTOR vbSafeTria( vAllTria.size(), true) ;
if ( nThreadMax <= 1 || nTriaCnt < 50)
ClassifyTrianglesMultiThread( vAllTria, 0, nTriaCnt - 1, *pStmBasic, dThick, dPrec, true, vbSafeTria) ;
else {
const int MAX_PARTS = 32 ;
INTINTVECTOR vFstLst( MAX_PARTS) ;
// calcolo le parti del vettore
int nPartCnt = min( nThreadMax, MAX_PARTS) ;
int nPartDim = nTriaCnt / nPartCnt + 1 ;
for ( int i = 0 ; i < nPartCnt ; ++ i) {
vFstLst[i].first = i * nPartDim ;
vFstLst[i].second = min( ( i + 1) * nPartDim, nTriaCnt) - 1 ;
}
// processo le parti
future<bool> vRes[MAX_PARTS] ;
for ( int i = 0 ; i < nPartCnt ; ++ i) {
vRes[i] = async( launch::async, &ClassifyTrianglesMultiThread, cref( vAllTria), vFstLst[i].first,
vFstLst[i].second, cref( *pStmBasic), dThick, dPrec, true, ref( vbSafeTria)) ;
}
// attendo i risultati
int nFin = 0 ;
while ( nFin < nPartCnt) {
for ( int i = 0 ; i < nPartCnt ; ++ i) {
if ( vRes[i].valid() && vRes[i].wait_for( chrono::nanoseconds{ 1}) == future_status::ready) {
bOk = vRes[i].get() && bOk ;
++ nFin ;
}
}
}
}
if ( ! bOk)
return nullptr ;
TRIA3DEXVECTOR vTriaSafe ; vTriaSafe.reserve( vAllTria.size()) ;
#if DEBUG
TRIA3DEXVECTOR vTriaUnSafe ; vTriaUnSafe.reserve( vAllTria.size()) ;
#endif
for ( int i = 0 ; i < int( vAllTria.size()) ; ++ i) {
if ( vbSafeTria[i])
vTriaSafe.emplace_back( vAllTria[i]) ;
#if DEBUG
if ( ! vbSafeTria[i])
vTriaUnSafe.emplace_back( vAllTria[i]) ;
#endif
}
// definisco la superficie con i soli triangoli validi
StmFromTriangleSoup TriaSoup ; TriaSoup.Start() ;
for ( const Triangle3d& SafeTria : vTriaSafe)
TriaSoup.AddTriangle( SafeTria) ;
TriaSoup.End() ;
PtrOwner<ISurfTriMesh> pStmOffs( TriaSoup.GetSurf()) ;
if ( IsNull( pStmOffs) || ! pStmOffs->IsValid() || pStmOffs->GetTriangleCount() == 0)
return nullptr ;
#if DEBUG
LOG_INFO( GetEGkLogger(), ( string{ "Tria Time ( exceed Approx) : "} + ToString( PC.Stop())).c_str()) ;
StmFromTriangleSoup _invalidSoup ; _invalidSoup.Start() ;
for ( const Triangle3d& _unsafeTria : vTriaUnSafe)
_invalidSoup.AddTriangle( _unsafeTria) ;
_invalidSoup.End() ;
VT.emplace_back( pStmOffs->Clone()) ;
VC.emplace_back( LIME) ;
VT.emplace_back( _invalidSoup.GetSurf()) ;
VC.emplace_back( RED) ;
SaveGeoObj( VT, VC, "C:\\Temp\\TriangleSelection.nge") ;
VT.clear() ; VC.clear() ;
PC.Start() ;
#endif
// recupero i loops della superficie originaria e del suo Offset orientato ( non devono essere diminuiti)
POLYLINEVECTOR vPL, vPLOffs ;
if ( ! pStm->GetLoops( vPL) || ! pStmOffs->GetLoops( vPLOffs))
return nullptr ;
// trasformo ogni loop in curve composite ( devono essere chiuse)
ICRVCOMPOPOVECTOR vCompoLoops ; vCompoLoops.reserve( vPL.size()) ;
for ( const PolyLine& PL : vPL) {
if ( PL.IsClosed()) {
if ( ! vCompoLoops.emplace_back( CreateCurveComposite()) ||
! vCompoLoops.back()->FromPolyLine( PL) ||
! vCompoLoops.back()->IsValid())
return nullptr ;
}
}
ICRVCOMPOPOVECTOR vCompoOffsLoops ; vCompoOffsLoops.reserve( vPLOffs.size()) ;
for ( const PolyLine& PLOffs : vPLOffs) {
if ( PLOffs.IsClosed()) {
if ( ! vCompoOffsLoops.emplace_back( CreateCurveComposite()) ||
! vCompoOffsLoops.back()->FromPolyLine( PLOffs) ||
! vCompoOffsLoops.back()->IsValid())
return nullptr ;
}
}
#if DEBUG
VT.emplace_back( pStmOffs->Clone()) ;
VC.emplace_back( YELLOW) ;
for ( ICurveComposite* pCompo : vCompoLoops) {
VT.emplace_back( pCompo->Clone()) ;
VC.emplace_back( AQUA) ;
}
for ( ICurveComposite* pCompoOffs : vCompoOffsLoops) {
VT.emplace_back( pCompoOffs->Clone()) ;
VC.emplace_back( ORANGE) ;
}
SaveGeoObj( VT, VC, "C:\\Temp\\myCurve.nge") ;
VT.clear() ; VC.clear() ;
#endif
// per ogni curva della superficie originale cerco la sua associata
// NB. per la creazione della superficie ruled la prima curva è quellla che determina il verso
// dei triangoli associati. Per un corretto ed automatico orientamento della superficie
// la prima curva deve essere sempre definita dalla superficie originale ed invertita ( le
// curve nella rigata devono seguire lo stesso orientamento
ISURFTMPOVECTOR vStmRuled ; vStmRuled.reserve( vCompoLoops.size()) ;
BOOLVECTOR vIndMatched( vCompoOffsLoops.size(), false) ;
for ( ICurveComposite* pCompoLoop : vCompoLoops) {
// sposto il punto iniziale della curva nel tratto più lungo
double dMaxLen = - INFINITO ;
int nIndCrv = 0 ;
for ( int nCrv = 0 ; nCrv < pCompoLoop->GetCurveCount() ; ++ nCrv) {
const ICurve* pCurve = pCompoLoop->GetCurve( nCrv) ;
if ( pCurve != nullptr && pCurve->IsValid()) {
double dCurrLen = 0. ;
pCurve->GetLength( dCurrLen) ;
if ( dCurrLen > dMaxLen) {
dMaxLen = dCurrLen ;
nIndCrv = nCrv ;
}
}
}
pCompoLoop->ChangeStartPoint( nIndCrv + 0.5) ;
Point3d ptStart ; pCompoLoop->GetStartPoint( ptStart) ;
// dalle altre curve derivanti dalla superficie di Offset cerco quella più vicina al punto inziale
double dMinSqDist = INFINITO ;
int nIndOffsCrv = -1 ;
Point3d ptMinDist ;
for ( int nOffsCrv = 0 ; nOffsCrv < int( vCompoOffsLoops.size()) ; ++ nOffsCrv) {
if ( vIndMatched[nOffsCrv])
continue ;
// recupero la curva e calcolo la distanza
const ICurveComposite* pCompoOffsLoop = vCompoOffsLoops[nOffsCrv] ;
int nFlag = 0 ;
Point3d ptCurrMinDist ;
if ( DistPointCurve( ptStart, *pCompoOffsLoop).GetMinDistPoint( 0., ptCurrMinDist, nFlag)) {
double dCurrSqDist = SqDist( ptStart, ptCurrMinDist) ;
if ( dCurrSqDist < dMinSqDist) {
dMinSqDist = dCurrSqDist ;
nIndOffsCrv = nOffsCrv ;
ptMinDist = ptCurrMinDist ;
}
}
}
if ( nIndOffsCrv == -1)
return nullptr ;
// associo le due curve
ICurveComposite* pCompoOffsLoop = vCompoOffsLoops[nIndOffsCrv] ;
double dParMinDist = 0. ;
pCompoOffsLoop->GetParamAtPoint( ptMinDist, dParMinDist, 10. * EPS_SMALL) ;
pCompoOffsLoop->ChangeStartPoint( dParMinDist) ;
#if DEBUG
Color _cCol = Color( double( rand()) / RAND_MAX, double( rand()) / RAND_MAX, double( rand()) / RAND_MAX, 1.) ;
VT.emplace_back( pCompoLoop->Clone()) ;
VC.emplace_back( _cCol) ;
VT.emplace_back( pCompoOffsLoop->Clone()) ;
VC.emplace_back( _cCol) ;
#endif
// creo la superficie tra queste due curve e la oriento in modo da definire un volume
pCompoLoop->Invert() ;
PtrOwner<ISurfTriMesh> pStmRuled( GetSurfTriMeshRuled( pCompoLoop, pCompoOffsLoop, ISurfTriMesh::RuledType::RLT_MINDIST)) ;
if ( IsNull( pStmRuled) || ! pStmRuled->IsValid() ||
! vStmRuled.emplace_back( Release( pStmRuled)))
return nullptr ;
#if DEBUG
LOG_INFO( GetEGkLogger(), ( string{ "Strip generation : "} + ToString( PC.Stop())).c_str()) ;
VT.emplace_back( vStmRuled.back()->Clone()) ;
VC.emplace_back( _cCol) ;
_cCol.SetAlpha( .5) ;
#endif
}
#if DEBUG
SaveGeoObj( VT, VC, "C:\\Temp\\Strips.nge") ;
PC.Start() ;
#endif
// compongo la superficie finale
PtrOwner<ISurfTriMesh> pStmOrig( CloneSurfTriMesh( pStm)) ;
if ( IsNull( pStmOrig) || ! pStmOrig->IsValid())
return nullptr ;
PtrOwner<ISurfTriMesh> pStmRef( Release( pStmOrig)) ;
if ( IsNull( pStmRef) || ! pStmRef->IsValid())
return nullptr ;
for ( int nStrip = 0 ; nStrip < int( vStmRuled.size()) ; ++ nStrip) {
if ( ! pStmRef->DoSewing( *vStmRuled[nStrip]))
return nullptr ;
}
if ( ! pStmRef->DoSewing( *pStmOffs))
return nullptr ;
pStmRef->Repair() ;
#if DEBUG
LOG_INFO( GetEGkLogger(), ( string{ "Sewing : "} + ToString( PC.Stop())).c_str()) ;
#endif
return ( ( ! IsNull( pStmRef) && pStmRef->IsValid()) ? Release( pStmRef) : nullptr) ;
}
+5 -2
View File
@@ -472,15 +472,18 @@ class VolZmap : public IVolZmap, public IGeoObjRW
bool UpdateVolZMapBySurfThickeningSharpedOffset( const ISurfTriMesh* Surf, int nType, double dOffs, double dTol) ;
bool CreateOffsetSphereOnVertex( const Point3d& ptV, double dOffs, int nGrid, int nVertexType = 0) ;
bool CreateOffsetCylinderOnEdge( const Point3d& ptP1, const Point3d& ptP2, double dOffs, int nGrid, int nVertexType = 0) ;
bool CreateFatOffsetExtrusionFace( const ISurfTriMesh* Surf, double dOffs, bool bThickle) ;
bool CreateFatOffsetExtrusionFace( const ISurfTriMesh* Surf, double dOffs, bool bThickle, int nTool = 0) ;
bool CreateOrientedOffsetExtrusionFace( const ISurfTriMesh* Surf, double dOffs) ;
bool SubtractIntervalsForOffset( int nGrid, int nI, int nJ,
double dMin, double dMax, const Vector3d& vtNMin, const Vector3d& vtNMax,
int nToolNum, bool bSkipSwap = false) ;
bool AddIntervalsForOffset( int nGrid, int nI, int nJ,
double dMin, double dMax, const Vector3d& vtNMin, const Vector3d& vtNMax,
int nToolNum, bool bSkipSwap = false) ;
int nToolMin, int nToolMax, bool bSkipSwap = false) ;
bool CutByPlaneForOffset( const Plane3d& plCut) ;
bool AddSurfTmForOffset( const ISurfTriMesh* pStm, int nTool) ;
bool AddMapPartForOffset( int nMap, int nInfI, int nSupI, int nInfJ, int nSupJ, const Vector3d& vtLen, const Point3d& ptMapOrig,
const ISurfTriMesh& Surf, int nTool, IntersParLinesSurfTm& intPLSTM) ;
// Funzioni per Offset di Zmap
bool OffsetFillet( double dOffs) ;
bool OffsetSharped( double dOffs, int nType) ;
+747 -196
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