EgtGeomKernel 2.6b3 :

- standardizzate le funzione Collision Detection sia per trimesh sia per Zmap (ex Avoid...)
- nelle funzioni Cde ora se arrivano geometrie errate si ritorna collisione (maggior sicurezza).
This commit is contained in:
Dario Sassi
2024-02-16 08:43:15 +01:00
parent c8ce0a242e
commit ddade325c4
28 changed files with 334 additions and 279 deletions
+15 -5
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@@ -19,10 +19,23 @@
using namespace std ;
//----------------------------------------------------------------------------
// Il sistema di riferimento è allineato con il box e ha origine in un suo vertice.
// La distanza di sicurezza ha effetto solo se maggiore di EPS_SMALL.
// Il sistema di riferimento del box è riferito a quello della superficie.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeBoxClosedSurfTm( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, const ISurfTriMesh& Stm)
CDeBoxClosedSurfTm( const Frame3d& frBox, const Vector3d& vtDiag, const ISurfTriMesh& Stm, double dSafeDist)
{
// Se il box non è ben definito non ha senso proseguire
if ( vtDiag.IsSmall())
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Recupero BBox del poliedro
BBox3d b3Poly = Stm.GetAllTriaBox() ;
// Calcolo il BBox del parallelepipedo
@@ -39,13 +52,10 @@ CDeBoxClosedSurfTm( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDi
for ( int nT : vT) {
Triangle3d Tria ;
if ( Stm.GetTriangle( nT, Tria)) {
if ( CDeBoxTria( frBox, vtDiag, dSafeDist, Tria))
if ( CDeBoxTria( frBox, vtDiag, Tria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox del parallelepipedo non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Poly.Encloses( b3Box) && ! b3Box.Encloses( b3Poly))
return false ;
+1 -1
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@@ -171,7 +171,7 @@ CDeSimpleBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, const Triangle3d
//----------------------------------------------------------------------------
bool
CDeBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, const Triangle3d& trTria)
CDeBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, const Triangle3d& trTria, double dSafeDist)
{
// Porto il triangolo nel riferimento del box
Triangle3d trTriaL = trTria ;
+1 -1
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@@ -17,4 +17,4 @@
//----------------------------------------------------------------------------
bool CDeSimpleBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, const Triangle3d& trTria) ;
bool CDeBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, const Triangle3d& trTria) ;
bool CDeBoxTria( const Frame3d& frBox, const Vector3d& vtDiag, const Triangle3d& trTria, double dSafeDist) ;
+1 -1
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@@ -97,7 +97,7 @@ CDeSimpleCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, const Tr
//----------------------------------------------------------------------------
bool
CDeCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, double dSafeDist, const Triangle3d& trTria)
CDeCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, const Triangle3d& trTria, double dSafeDist)
{
return CDeSimpleCapsTria( ptP1, ptP2, dR + max( 0., dSafeDist), trTria) ;
}
+1 -1
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@@ -16,4 +16,4 @@
//----------------------------------------------------------------------------
bool CDeSimpleCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, const Triangle3d& trTria) ;
bool CDeCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, double dSafeDist, const Triangle3d& trTria) ;
bool CDeCapsTria( const Point3d& ptP1, const Point3d& ptP2, double dR, const Triangle3d& trTria, double dSafeDist) ;
+8 -7
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@@ -22,24 +22,25 @@
using namespace std ;
//----------------------------------------------------------------------------
// La funzione restituisce true in caso di collisone, false in caso di assenza
// di collisione o inconsistenza dei parametri di input.
// Le due superfici devono essere espresse nel medesimo sistema di riferimento.
// La distanza di sicurezza ha effetto solo se maggiore di EPS_SMALL.
// Se necessario cerco la collisione con un offset della superficie B costituito
// da sfere centrate nei vertici, cilindri con i segmenti per asse e il triangolo
// originale traslato di una costante pari alla distanza di sicurezza lungo la
// sua normale.
// da sfere centrate nei vertici, cilindri con gli spigoli per asse e il triangolo
// originale traslato della distanza di sicurezza lungo la sua normale.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeClosedSurfTmClosedSurfTm( const ISurfTriMesh& SurfA, const ISurfTriMesh& SurfB, double dSafeDist)
{
// Recupero le superfici base
const SurfTriMesh* pSrfA = GetBasicSurfTriMesh( &SurfA) ;
const SurfTriMesh* pSrfB = GetBasicSurfTriMesh( &SurfB) ;
// Se le superfici non sono valide o non sono chiuse, non ha senso proseguire.
// Se le superfici non sono valide o non sono chiuse, non ha senso proseguire
if ( pSrfA == nullptr || ! pSrfA->IsValid() || ! pSrfA->IsClosed() ||
pSrfB == nullptr || ! pSrfB->IsValid() || ! pSrfB->IsClosed())
return false ;
return true ;
// Se i box delle superfici non si intersecano, ho finito.
BBox3d b3BoxA, b3BoxB ;
pSrfA->GetLocalBBox( b3BoxA) ;
+12 -8
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@@ -21,15 +21,22 @@ using namespace std ;
//----------------------------------------------------------------------------
// Il sistema di riferimento deve avere l'asse di simmetria del cono come asse Z e origine nel centro della base.
// La distanza di sicurezza ha effetto solo se maggiore di epsilon, altrimenti è ignorata ed è ininfluente.
// Il sistema di riferimento del cono deve essere immerso in quello della superficie.
// La distanza di sicurezza ha effetto solo se maggiore di EPS_SMALL, altrimenti è ignorata ed è ininfluente.
// Il sistema di riferimento del cono è riferito a quello della superficie.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeConeFrustumClosedSurfTm( const Frame3d& frCone, double dBaseRad, double dTopRad, double dHeight,
double dSafeDist, const ISurfTriMesh& Stm)
const ISurfTriMesh& Stm, double dSafeDist)
{
// Se il tronco di cono non è ben definito non ha senso proseguire
if ( max( dBaseRad, dTopRad) < EPS_SMALL || dHeight < EPS_SMALL)
return false ;
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Recupero BBox della trimesh
BBox3d b3Surf = Stm.GetAllTriaBox() ;
// Calcolo il BBox del tronco di cono
@@ -49,13 +56,10 @@ CDeConeFrustumClosedSurfTm( const Frame3d& frCone, double dBaseRad, double dTopR
for ( int nT : vT) {
Triangle3d trTria ;
if ( Stm.GetTriangle( nT, trTria)) {
if ( CDeConeFrustumTria( frCone, dBaseRad, dTopRad, dHeight, dSafeDist, trTria))
if ( CDeConeFrustumTria( frCone, dBaseRad, dTopRad, dHeight, trTria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox del tronco di cono non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Surf.Encloses( b3Cone) && ! b3Cone.Encloses( b3Surf))
return false ;
+4 -4
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@@ -134,7 +134,7 @@ CDeSimpleConeFrustumTria( const Frame3d& frCone, double dMinRad, double dMaxRad,
// La distanza di sicurezza ha effetto solo se maggiore di epsilon, altrimenti è ignorata ed è ininfluente.
bool
CDeConeFrustumTria( const Frame3d& frCone, double dBaseRad, double dTopRad, double dHeight,
double dSafeDist, const Triangle3d& trTria)
const Triangle3d& trTria, double dSafeDist)
{
// Se il tronco di cono o il triangolo non sono ben definiti non procedo
if ( max( dBaseRad, dTopRad) < EPS_SMALL || dHeight < EPS_SMALL || ! trTria.IsValid())
@@ -142,7 +142,7 @@ CDeConeFrustumTria( const Frame3d& frCone, double dBaseRad, double dTopRad, doub
// Se è un cilindro chiamo la routine apposita.
if ( abs( dBaseRad - dTopRad) < EPS_SMALL)
return CDeCylTria( frCone, max( dBaseRad, dTopRad), dHeight, dSafeDist, trTria) ;
return CDeCylTria( frCone, max( dBaseRad, dTopRad), dHeight, trTria, dSafeDist) ;
// Se il raggio di base è maggiore del raggio top cambio il sistema di riferimento.
double dMinRad = dBaseRad ;
@@ -156,11 +156,11 @@ CDeConeFrustumTria( const Frame3d& frCone, double dBaseRad, double dTopRad, doub
// Se è un cono, chiamo la routine apposita
if ( dMinRad < EPS_SMALL)
return CDeConeTria( frMyCone, dMaxRad, dHeight, dSafeDist, trTria) ;
return CDeConeTria( frMyCone, dMaxRad, dHeight, trTria, dSafeDist) ;
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
return CDeSimpleConeFrustumTria( frMyCone, dBaseRad, dTopRad, dHeight, trTria ) ;
return CDeSimpleConeFrustumTria( frMyCone, dBaseRad, dTopRad, dHeight, trTria) ;
// Verifica preliminare con tronco di cono esteso
double dDiffRad = dMaxRad - dMinRad ;
+1 -2
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@@ -20,6 +20,5 @@
// Il sistema di riferimento deve avere l'origine nel centro della base minore e l'asse
// di simmetria del cono, rivolto verso la direzione di apertura, come asse Z.
bool CDeSimpleConeFrustumTria( const Frame3d& frCone, double dMinRad, double dMaxRad, double dHeight, const Triangle3d& trTria) ;
// Il sistema di riferimento ha l'asse Z coincidente con l'asse di simmetria del cono e l'origine nel centro della base.
bool CDeConeFrustumTria( const Frame3d& frCone, double dBaseRad, double dTopRad, double dHeight,
double dSafeDist, const Triangle3d& trTria) ;
const Triangle3d& trTria, double dSafeDist) ;
+1 -1
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@@ -111,7 +111,7 @@ CDeSimpleConeTria( const Frame3d& frCone, double dRad, double dHeight, const Tri
//----------------------------------------------------------------------------
bool
CDeConeTria( const Frame3d& frCone, double dRad, double dHeight, double dSafeDist, const Triangle3d& trTria)
CDeConeTria( const Frame3d& frCone, double dRad, double dHeight, const Triangle3d& trTria, double dSafeDist)
{
// Verifico validità del cono
if ( dRad < EPS_SMALL || dHeight < EPS_SMALL)
+1 -1
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@@ -19,4 +19,4 @@
//----------------------------------------------------------------------------
// Il sistema di riferimento ha asse Z coincidente con l'asse del cono e origine nel vertice del cono (punto più basso).
bool CDeSimpleConeTria( const Frame3d& frCone, double dRad, double dHeight, const Triangle3d& trTria) ;
bool CDeConeTria( const Frame3d& frCone, double dRad, double dHeight, double dSafeDist, const Triangle3d& trTria) ;
bool CDeConeTria( const Frame3d& frCone, double dRad, double dHeight, const Triangle3d& trTria, double dSafeDist) ;
+13 -10
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@@ -18,17 +18,23 @@
using namespace std ;
//----------------------------------------------------------------------------
// Il toro convesso è il disco limitato dalla sola parte esterna del toro.
// Il toro convesso è il solido a disco limitato dalla sola parte esterna del toro.
// Raggio principale R1, raggio secondario R2.
// Il toro è posto nel piano XY del suo riferimento, centrato sull'origine.
// La funzione restituisce true in caso di collisione.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeConvexTorusClosedSurfTm( const Frame3d& frTorus, double dRad1, double dRad2,
double dSafeDist, const ISurfTriMesh& Stm)
const ISurfTriMesh& Stm, double dSafeDist)
{
// I raggi devono essere non nulli e la superficie ben definita.
if ( dRad1 < EPS_SMALL || dRad2 < EPS_SMALL || ! Stm.IsValid())
return false ;
// I raggi devono essere non nulli
if ( dRad1 < EPS_SMALL || dRad2 < EPS_SMALL)
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Box della superficie
BBox3d b3Surf = Stm.GetAllTriaBox() ;
// Box del toro (sempre completo)
@@ -47,13 +53,10 @@ CDeConvexTorusClosedSurfTm( const Frame3d& frTorus, double dRad1, double dRad2,
for ( int nT : vT) {
Triangle3d trTria ;
if ( Stm.GetTriangle( nT, trTria)) {
if ( CDeConvexTorusTria( frTorus, dRad1, dRad2, CT_TOT, dSafeDist, trTria))
if ( CDeConvexTorusTria( frTorus, dRad1, dRad2, CT_TOT, trTria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox del toro non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Surf.Encloses( b3Torus) && ! b3Torus.Encloses( b3Surf))
return false ;
+2 -2
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@@ -61,7 +61,7 @@ CDeSimpleConvexTorusTria( const Frame3d& frTorus, double dRad1, double dRad2, in
bool bContinue = plyApprox.GetFirstPoint( ptSt) && plyApprox.GetNextPoint( ptEn) ;
while ( bContinue && ! bCollision) {
frConus.Set( Point3d( 0., 0., ptSt.z), Frame3d::TOP) ;
bCollision = CDeConeFrustumTria( frConus, ptSt.x, ptEn.x, ptEn.z - ptSt.z, 0., trMyTria) ;
bCollision = CDeSimpleConeFrustumTria( frConus, ptSt.x, ptEn.x, ptEn.z - ptSt.z, trMyTria) ;
ptSt = ptEn ;
bContinue = plyApprox.GetNextPoint( ptEn) ;
}
@@ -71,7 +71,7 @@ CDeSimpleConvexTorusTria( const Frame3d& frTorus, double dRad1, double dRad2, in
//----------------------------------------------------------------------------
bool
CDeConvexTorusTria( const Frame3d& frTorus, double dRad1, double dRad2, int nCtType,
double dSafeDist, const Triangle3d& trTria)
const Triangle3d& trTria, double dSafeDist)
{
// I raggi devono essere non nulli e il triangolo ben definito.
if ( dRad1 < EPS_SMALL || dRad2 < EPS_SMALL || ! trTria.IsValid())
+1 -1
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@@ -28,4 +28,4 @@ enum ConvexTorusType { CT_INF = -1, CT_SUP = 1, CT_TOT = 0} ;
bool CDeSimpleConvexTorusTria( const Frame3d& frTorus, double dRad1, double dRad2, int nCtType,
const Triangle3d& trTria) ;
bool CDeConvexTorusTria( const Frame3d& frTorus, double dRad1, double dRad2, int nCtType,
double dSafeDist, const Triangle3d& trTria) ;
const Triangle3d& trTria, double dSafeDist) ;
+18 -8
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@@ -1,7 +1,7 @@
//----------------------------------------------------------------------------
// EgalTech 2020-2020
// EgalTech 2020-2024
//----------------------------------------------------------------------------
// File : CDCylSurfTm.cpp Data : 09.01.20 Versione : 2.2a2
// File : CDCylSurfTm.cpp Data : 15.02.24 Versione : 2.6b2
// Contenuto : Implementazione della verifica di collisione tra
// Cylinder e Closed SurftriMesh.
//
@@ -19,17 +19,30 @@
using namespace std ;
//----------------------------------------------------------------------------
// Il sistema di riferimento deve avere l'asse di simmetria del cilindro come asse Z e origine nel centro della base o del top.
// La distanza di sicurezza ha effetto solo se maggiore di EPS_SMALL, altrimenti è ignorata ed è ininfluente.
// Il sistema di riferimento del cilindro è riferito a quello della superficie.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeCylClosedSurfTm( const Frame3d& frCyl, double dR, double dH, double dSafeDist, const ISurfTriMesh& Stm)
CDeCylClosedSurfTm( const Frame3d& frCyl, double dR, double dH, const ISurfTriMesh& Stm, double dSafeDist)
{
// Il cilindro deve essere ben definito
if ( dR < EPS_SMALL || dH < EPS_SMALL)
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Recupero BBox del poliedro
BBox3d b3Poly = Stm.GetAllTriaBox() ;
// Sistemazioni cilindro
Frame3d frMyCyl = frCyl ;
if ( dH < 0) {
frMyCyl.Translate( dH * frMyCyl.VersZ()) ;
dH = - dH ;
dH = -dH ;
}
// Calcolo il BBox del cilindro
BBox3d b3CylL( Point3d( -dR, -dR, 0),
@@ -46,13 +59,10 @@ CDeCylClosedSurfTm( const Frame3d& frCyl, double dR, double dH, double dSafeDist
for ( int nT : vT) {
Triangle3d Tria ;
if ( Stm.GetTriangle( nT, Tria)) {
if ( CDeCylTria( frMyCyl, dR, dH, dSafeDist, Tria))
if ( CDeCylTria( frMyCyl, dR, dH, Tria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox del cilindro non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Poly.Encloses( b3Cyl) && ! b3Cyl.Encloses( b3Poly))
return false ;
+1 -1
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@@ -84,7 +84,7 @@ CDeSimpleCylTria( const Frame3d& frCyl, double dR, double dH, const Triangle3d&
//----------------------------------------------------------------------------
bool
CDeCylTria( const Frame3d& frCyl, double dR, double dH, double dSafeDist, const Triangle3d& trTria)
CDeCylTria( const Frame3d& frCyl, double dR, double dH, const Triangle3d& trTria, double dSafeDist)
{
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
+1 -1
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@@ -16,4 +16,4 @@
//----------------------------------------------------------------------------
bool CDeSimpleCylTria( const Frame3d& frCyl, double dR, double dH, const Triangle3d& trTria) ;
bool CDeCylTria( const Frame3d& frCyl, double dR, double dH, double dSafeDist, const Triangle3d& trTria) ;
bool CDeCylTria( const Frame3d& frCyl, double dR, double dH, const Triangle3d& trTria, double dSafeDist) ;
+12 -8
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@@ -22,16 +22,23 @@ using namespace std ;
// Il sistema di riferimento deve avere l'origine nel centro della Base, asse X lungo
// un segmento della stessa e asse Z ortogonale alle basi e diretta verso la base Top.
// Il sistema di riferimento della piramide deve essere immerso in quello della superficie.
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeRectPrismoidClosedSurfTm( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, const ISurfTriMesh& Stm)
const ISurfTriMesh& Stm, double dSafeDist)
{
// Se il tronco di piramide non è definito o la superficie non ben definita non ha senso proseguire.
// Se il tronco di piramide non è definito non ha senso proseguire.
if ( max( dLenghtBaseX, dLenghtTopX) < EPS_SMALL ||
max( dLenghtBaseY, dLenghtTopY) < EPS_SMALL ||
dHeight < EPS_SMALL || ! Stm.IsValid())
return false ;
dHeight < EPS_SMALL)
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Recupero BBox della trimesh
BBox3d b3Surf = Stm.GetAllTriaBox() ;
// Calcolo il BBox del tronco di piramide
@@ -53,13 +60,10 @@ CDeRectPrismoidClosedSurfTm( const Frame3d& frPrismoid, double dLenghtBaseX, dou
Triangle3d trTria ;
if ( Stm.GetTriangle( nT, trTria)) {
if ( CDeRectPrismoidTria( frPrismoid, dLenghtBaseX, dLenghtBaseY, dLenghtTopX, dLenghtTopY, dHeight,
dSafeDist, trTria))
trTria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox del tronco di piramide non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Surf.Encloses( b3Pyr) && ! b3Pyr.Encloses( b3Surf))
return false ;
+1 -1
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@@ -134,7 +134,7 @@ CDeSimpleRectPrismoidTria( const Frame3d& frPrismoid, double dLenghtBaseX, doubl
bool
CDeRectPrismoidTria( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, const Triangle3d& trTria)
const Triangle3d& trTria, double dSafeDist)
{
// Se il tronco di piramide o il triangolo non sono ben definiti non procedo
if ( max( dLenghtBaseX, dLenghtTopX) < EPS_SMALL ||
+1 -1
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@@ -26,4 +26,4 @@ bool CDeSimpleRectPrismoidTria( const Frame3d& frPrismoid, double dLenghtBaseX,
// asse X lungo un lato della stessa e asse Z ortogonale alle basi e diretta verso la base Top.
bool CDeRectPrismoidTria( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, const Triangle3d& trTria) ;
const Triangle3d& trTria, double dSafeDist) ;
+12 -5
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@@ -19,10 +19,20 @@
using namespace std ;
//----------------------------------------------------------------------------
// La funzione restituisce :
// - true in caso di collisione o inconsistenza dei parametri di input
// - false in caso di assenza di collisione.
//----------------------------------------------------------------------------
bool
CDeSpheClosedSurfTm( const Point3d& ptCen, double dR, double dSafeDist, const ISurfTriMesh& Stm)
CDeSpheClosedSurfTm( const Point3d& ptCen, double dR, const ISurfTriMesh& Stm, double dSafeDist)
{
// Il raggio deve essere non nullo
if ( dR < EPS_SMALL)
return true ;
// Se superficie non valida o aperta, non ha senso proseguire
if ( ! Stm.IsValid() || ! Stm.IsClosed())
return true ;
// Recupero BBox del poliedro
BBox3d b3Poly = Stm.GetAllTriaBox() ;
// Calcolo il BBox della sfera
@@ -38,13 +48,10 @@ CDeSpheClosedSurfTm( const Point3d& ptCen, double dR, double dSafeDist, const IS
for ( int nT : vT) {
Triangle3d Tria ;
if ( Stm.GetTriangle( nT, Tria)) {
if ( CDeSpheTria( ptCen, dR, dSafeDist, Tria))
if ( CDeSpheTria( ptCen, dR, Tria, dSafeDist))
return true ;
}
}
// Se superficie aperta, non c'è collisione
if ( ! Stm.IsClosed())
return false ;
// Se il BBox della sfera non è interno a quello del poliedro e viceversa, non c'è collisione
if ( ! b3Sphe.Encloses( b3Poly) && ! b3Poly.Encloses( b3Sphe))
return false ;
+1 -1
View File
@@ -31,7 +31,7 @@ CDeSimpleSpheTria( const Point3d& ptCen, double dR, const Triangle3d& trTria)
//----------------------------------------------------------------------------
bool
CDeSpheTria( const Point3d& ptCen, double dR, double dSafeDist, const Triangle3d& trTria)
CDeSpheTria( const Point3d& ptCen, double dR, const Triangle3d& trTria, double dSafeDist)
{
return CDeSimpleSpheTria( ptCen, dR + max( 0., dSafeDist), trTria) ;
}
+1 -1
View File
@@ -16,4 +16,4 @@
//----------------------------------------------------------------------------
bool CDeSimpleSpheTria( const Point3d& ptCen, double dR, const Triangle3d& trTria) ;
bool CDeSpheTria( const Point3d& ptCen, double dR, double dSafeDist, const Triangle3d& trTria) ;
bool CDeSpheTria( const Point3d& ptCen, double dR, const Triangle3d& trTria, double dSafeDist) ;
+1 -1
View File
@@ -368,4 +368,4 @@ ClampSegmentOutPlane( const Plane3d& plPlane, Point3d& ptSegP, const Vector3d& v
dSegLen -= dIntersLen ;
}
return true ;
}
}
BIN
View File
Binary file not shown.
+1 -1
View File
@@ -3073,7 +3073,7 @@ GdbExecutor::VolZmapBBoxZmapIntersection( const STRVECTOR& vsParams)
return false ;
bool bInt ;
bInt = ! pZmap->AvoidBox( frBBoxFrame, ptEnd - ORIG) ;
bInt = pZmap->CDeBox( frBBoxFrame, ptEnd - ORIG) ;
return true ;
}*/
+19 -19
View File
@@ -114,17 +114,17 @@ class VolZmap : public IVolZmap, public IGeoObjRW
bool GetDepth( const Point3d& ptP, const Vector3d& vtD, double& dInLength, double& dOutLength, bool bExact) const override ;
bool GetLineIntersection( const Point3d& ptP, const Vector3d& vtD, ILZIVECTOR& vIntersInfo) const override ;
bool GetPlaneIntersection( const Plane3d& plPlane, ICURVEPOVECTOR& vpLoop) const override ;
bool AvoidBox( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, bool bPrecise = false) const override ;
bool AvoidSphere( const Point3d& ptCenter, double dRad, double dSafeDist, bool bPrecise = false) const override ;
bool AvoidCylinder( const Frame3d& frCyl, double dR, double dH, double dSafeDist, bool bPrecise = false) const override ;
bool AvoidConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop, double dHeight,
double dSafeDist, bool bPrecise = false) const override ;
bool AvoidRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, bool bPrecise = false) const override ;
bool AvoidTorus( const Frame3d& frTorus, double dRadMax, double dRadMin,
double dSafeDist, bool bPrecise = false) const override ;
bool AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecise = false) const override ;
bool CDeBox( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, bool bPrecise = false) const override ;
bool CDeSphere( const Point3d& ptCenter, double dRad, double dSafeDist, bool bPrecise = false) const override ;
bool CDeCylinder( const Frame3d& frCyl, double dR, double dH, double dSafeDist, bool bPrecise = false) const override ;
bool CDeConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop, double dHeight,
double dSafeDist, bool bPrecise = false) const override ;
bool CDeRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, bool bPrecise = false) const override ;
bool CDeTorus( const Frame3d& frTorus, double dRadMax, double dRadMin,
double dSafeDist, bool bPrecise = false) const override ;
bool CDeSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecise = false) const override ;
bool Cut( const Plane3d& plPlane) override ;
bool Compact( void) override ;
int GetPartCount( void) const override ;
@@ -393,14 +393,14 @@ class VolZmap : public IVolZmap, public IGeoObjRW
bool ProcessIntervals( IntContainer& IntervalsToProcess) ;
bool IsMapPartABox( int nMap, int nInfI, int nSupI, int nInfJ, int nSupJ, double& dMinZ, double& dMaxZ) ;
bool IsBox( void) ;
// Avoid semplici
bool AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPrecise = false) const ;
bool AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise = false) const ;
bool AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool bPrecise = false) const ;
bool AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double dMaxRad, double dHeight, bool bPrecise = false) const ;
bool AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight, bool bPrecise = false) const ;
bool AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad, bool bPrecise = false) const ;
// Collision Detection semplici
bool CDeSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPrecise = false) const ;
bool CDeSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise = false) const ;
bool CDeSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool bPrecise = false) const ;
bool CDeSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double dMaxRad, double dHeight, bool bPrecise = false) const ;
bool CDeSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight, bool bPrecise = false) const ;
bool CDeSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad, bool bPrecise = false) const ;
// Funzione per crezione solido in parallelo
bool CreateMapPart( int nMap, int nInfI, int nSupI, int nInfJ, int nSupJ, const Vector3d& vtLen, const Point3d& ptMapOrig,
const ISurfTriMesh& Surf, IntersParLinesSurfTm& intPLSTM) ;
+203 -186
View File
@@ -411,7 +411,7 @@ VolZmap::GetDepthWithVoxel( const Point3d& ptP, const Vector3d& vtD, double& dIn
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPrecise) const
VolZmap::CDeSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPrecise) const
{
// BBox
BBox3d b3BoxL( ORIG, ORIG + vtDiag) ;
@@ -425,10 +425,10 @@ VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPre
// Se non interferiscono, posso uscire
if ( ! b3Zmap.Overlaps( b3Box) || ! b3Zmap.Overlaps( frBoxInt, b3BoxL))
return true ;
return false ;
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Box, b3Int))
return true ;
return false ;
// Se verifico solo prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -470,7 +470,7 @@ VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPre
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -533,7 +533,7 @@ VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPre
// Se il segmento è interno all'intervallo d'intersezione, ho finito.
if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -541,32 +541,36 @@ VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPre
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidBox( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, bool bPrecise) const
VolZmap::CDeBox( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDist, bool bPrecise) const
{
// Se il box non è ben definito non ha senso proseguire
if ( vtDiag.IsSmall())
return true ;
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
return AvoidSimpleBox( frBox, vtDiag, bPrecise) ;
return CDeSimpleBox( frBox, vtDiag, bPrecise) ;
// Verifica preliminare con box esteso
Frame3d frEst = frBox ; frEst.Translate( -dSafeDist * ( frBox.VersX() + frBox.VersY() + frBox.VersZ())) ;
if ( AvoidSimpleBox( frEst, vtDiag + 2 * Vector3d( dSafeDist, dSafeDist, dSafeDist), bPrecise))
return true ;
if ( ! CDeSimpleBox( frEst, vtDiag + 2 * Vector3d( dSafeDist, dSafeDist, dSafeDist), bPrecise))
return false ;
// Tre box aumentati con distanza di sicurezza in un sola dimensione
Frame3d frTmp = frBox ; frTmp.Translate( -dSafeDist * frBox.VersX()) ;
if ( ! AvoidSimpleBox( frTmp, vtDiag + 2 * dSafeDist * X_AX, bPrecise))
return false ;
if ( CDeSimpleBox( frTmp, vtDiag + 2 * dSafeDist * X_AX, bPrecise))
return true ;
frTmp = frBox ; frTmp.Translate( -dSafeDist * frBox.VersY()) ;
if ( ! AvoidSimpleBox( frTmp, vtDiag + 2 * dSafeDist * Y_AX, bPrecise))
return false ;
if ( CDeSimpleBox( frTmp, vtDiag + 2 * dSafeDist * Y_AX, bPrecise))
return true ;
frTmp = frBox ; frTmp.Translate( -dSafeDist * frBox.VersZ()) ;
if ( ! AvoidSimpleBox( frTmp, vtDiag + 2 * dSafeDist * Z_AX, bPrecise))
return false ;
if ( CDeSimpleBox( frTmp, vtDiag + 2 * dSafeDist * Z_AX, bPrecise))
return true ;
// Vertici del box
Point3d ptVert0 = frBox.Orig() ;
@@ -579,67 +583,67 @@ VolZmap::AvoidBox( const Frame3d& frBox, const Vector3d& vtDiag, double dSafeDis
Point3d ptVert7 = ptVert3 + vtDiag.z * frBox.VersZ() ;
// Sfere centrate negli otto vertici
if ( ! AvoidSimpleSphere( ptVert0, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert1, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert2, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert3, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert4, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert5, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert6, dSafeDist, bPrecise))
return false ;
if ( ! AvoidSimpleSphere( ptVert7, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleSphere( ptVert0, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert1, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert2, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert3, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert4, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert5, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert6, dSafeDist, bPrecise))
return true ;
if ( CDeSimpleSphere( ptVert7, dSafeDist, bPrecise))
return true ;
// Cilindri centrati sui dodici spigoli
frTmp.Set( ptVert0, frBox.VersX()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return true ;
frTmp.Set( ptVert2, frBox.VersX()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return true ;
frTmp.Set( ptVert0, frBox.VersY()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return true ;
frTmp.Set( ptVert1, frBox.VersY()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return true ;
frTmp.Set( ptVert4, frBox.VersX()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return true ;
frTmp.Set( ptVert6, frBox.VersX()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.x, bPrecise))
return true ;
frTmp.Set( ptVert4, frBox.VersY()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return true ;
frTmp.Set( ptVert5, frBox.VersY()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.y, bPrecise))
return true ;
frTmp.Set( ptVert0, frBox.VersZ()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return true ;
frTmp.Set( ptVert1, frBox.VersZ()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return true ;
frTmp.Set( ptVert2, frBox.VersZ()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return true ;
frTmp.Set( ptVert3, frBox.VersZ()) ;
if ( ! AvoidSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dSafeDist, vtDiag.z, bPrecise))
return true ;
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise) const
VolZmap::CDeSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise) const
{
// Porto la sfera nel riferimento intrinseco dello Zmap
Point3d ptC = ptCenter ;
@@ -655,7 +659,7 @@ VolZmap::AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise)
// Se non interferiscono, posso uscire
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Box, b3Int))
return true ;
return false ;
// Se verifico solo prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -693,7 +697,7 @@ VolZmap::AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise)
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -765,7 +769,7 @@ VolZmap::AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise)
// Se il segmento è interno all'intervallo d'intersezione, ho finito.
if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -773,19 +777,23 @@ VolZmap::AvoidSimpleSphere( const Point3d& ptCenter, double dRad, bool bPrecise)
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSphere( const Point3d& ptCenter, double dRad, double dSafeDist, bool bPrecise) const
VolZmap::CDeSphere( const Point3d& ptCenter, double dRad, double dSafeDist, bool bPrecise) const
{
return AvoidSimpleSphere( ptCenter, dRad + max( 0., dSafeDist), bPrecise) ;
// Il raggio deve essere non nullo
if ( dRad < EPS_SMALL)
return true ;
return CDeSimpleSphere( ptCenter, dRad + max( 0., dSafeDist), bPrecise) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool bPrecise) const
VolZmap::CDeSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool bPrecise) const
{
// BBox del cilindro in locale
BBox3d b3CylL( Point3d( -dR, -dR, 0), Point3d( dR, dR, dH)) ;
@@ -799,7 +807,7 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
// Se non interferiscono, posso uscire
if ( ! b3Zmap.Overlaps( b3CylI) || ! b3Zmap.Overlaps( frCylInt, b3CylL))
return true ;
return false ;
// BBox del cilindro ottimizzato nel riferimento intrinseco dello Zmap
Point3d ptMyCen = frCylInt.Orig() ;
@@ -822,7 +830,7 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
// Se non interferiscono, posso uscire
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Cyl, b3Int))
return true ;
return false ;
// Se verifico solo prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -866,7 +874,7 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -931,7 +939,7 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
// Se il segmento è interno all'intervallo d'intersezione, ho finito.
if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -939,13 +947,17 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidCylinder( const Frame3d& frCyl, double dR, double dH, double dSafeDist, bool bPrecise) const
VolZmap::CDeCylinder( const Frame3d& frCyl, double dR, double dH, double dSafeDist, bool bPrecise) const
{
// Il cilindro deve essere ben definito
if ( dR < EPS_SMALL || dH < EPS_SMALL)
return true ;
// Se altezza negativa, sposto riferimento da faccia sopra a quella sotto
Frame3d frMyCyl = frCyl ;
if ( dH < 0) {
@@ -955,34 +967,34 @@ VolZmap::AvoidCylinder( const Frame3d& frCyl, double dR, double dH, double dSafe
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
return AvoidSimpleCylinder( frMyCyl, dR, dH, bPrecise) ;
return CDeSimpleCylinder( frMyCyl, dR, dH, bPrecise) ;
// Verifica preliminare con cilindro esteso
Frame3d frEst = frMyCyl ; frEst.Translate( -dSafeDist * frMyCyl.VersZ()) ;
if ( AvoidSimpleCylinder( frEst, dR + dSafeDist, dH + 2 * dSafeDist, bPrecise))
return true ;
if ( ! CDeSimpleCylinder( frEst, dR + dSafeDist, dH + 2 * dSafeDist, bPrecise))
return false ;
// Cilindro allargato
if ( ! AvoidSimpleCylinder( frMyCyl, dR + dSafeDist, dH, bPrecise))
return false ;
if ( CDeSimpleCylinder( frMyCyl, dR + dSafeDist, dH, bPrecise))
return true ;
// Cilindro allungato
Frame3d frTmp = frMyCyl ; frTmp.Translate( - dSafeDist * frMyCyl.VersZ()) ;
if ( ! AvoidSimpleCylinder( frTmp, dR, dH + 2 * dSafeDist, bPrecise))
return false ;
if ( CDeSimpleCylinder( frTmp, dR, dH + 2 * dSafeDist, bPrecise))
return true ;
// Toro inferiore
if ( ! AvoidSimpleTorus( frMyCyl, dR, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleTorus( frMyCyl, dR, dSafeDist, bPrecise))
return true ;
// Toro superiore
frTmp = frMyCyl ; frTmp.Translate( dH * frMyCyl.VersZ()) ;
if ( ! AvoidSimpleTorus( frTmp, dR, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleTorus( frTmp, dR, dSafeDist, bPrecise))
return true ;
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double dMaxRad, double dHeight, bool bPrecise) const
VolZmap::CDeSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double dMaxRad, double dHeight, bool bPrecise) const
{
// BBox del tronco di cono in locale
BBox3d b3ConeL( Point3d( -dMaxRad, -dMaxRad, 0), Point3d( dMaxRad, dMaxRad, dHeight)) ;
@@ -996,7 +1008,7 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
// Se non interferiscono, posso uscire
if ( ! b3Zmap.Overlaps( b3ConeI) || ! b3Zmap.Overlaps( frConeInt, b3ConeL))
return true ;
return false ;
// BBox del tronco di cono ottimizzato nel riferimento intrinseco dello Zmap
Point3d ptRefPoint = frConeInt.Orig() ;
@@ -1025,7 +1037,7 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
// Se non interferiscono, posso uscire
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Cone, b3Int))
return true ;
return false ;
// Uso solo la prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -1068,7 +1080,7 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -1133,14 +1145,14 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
// Se il segmento è interno all'intervallo d'intersezione, ho finito.
if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
}
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
@@ -1149,12 +1161,16 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
// Se è un tronco di cono l'origine è nel centro della base Bot e l'asse Z è diretto verso
// la base Top, a prescindere da quale base abbia raggio maggiore.
bool
VolZmap::AvoidConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop, double dHeight,
VolZmap::CDeConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop, double dHeight,
double dSafeDist, bool bPrecise) const
{
// Se il tronco di cono non è ben definito non ha senso proseguire
if ( max( dRadBot, dRadTop) < EPS_SMALL || dHeight < EPS_SMALL)
return true ;
// Se cilindro
if ( abs( dRadBot - dRadTop) < EPS_SMALL)
return AvoidCylinder( frCone, max( dRadBot, dRadTop), dHeight, dSafeDist, bPrecise) ;
return CDeCylinder( frCone, max( dRadBot, dRadTop), dHeight, dSafeDist, bPrecise) ;
// Verifico che la base minore sia in basso nel suo riferimento
Frame3d frMyCone = frCone ;
@@ -1167,7 +1183,7 @@ VolZmap::AvoidConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
return AvoidSimpleConeFrustum( frMyCone, dMinRad, dMaxRad, dHeight, bPrecise) ;
return CDeSimpleConeFrustum( frMyCone, dMinRad, dMaxRad, dHeight, bPrecise) ;
// Se vero e proprio cono
if ( dMinRad < EPS_SMALL) {
@@ -1177,28 +1193,28 @@ VolZmap::AvoidConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop
double dRadExt = dMaxRad * dHeightExt / dHeight ;
Frame3d frFrame = frMyCone ;
frFrame.Translate( -dDeltaVert * frFrame.VersZ()) ;
if ( AvoidSimpleConeFrustum( frFrame, 0., dRadExt, dHeightExt, bPrecise))
return true ;
if ( ! CDeSimpleConeFrustum( frFrame, 0., dRadExt, dHeightExt, bPrecise))
return false ;
// Sfera nel vertice in basso
frFrame = frMyCone ;
if ( ! AvoidSimpleSphere( frMyCone.Orig(), dSafeDist, bPrecise))
return false ;
if ( CDeSimpleSphere( frMyCone.Orig(), dSafeDist, bPrecise))
return true ;
// Tronco di cono intermedio
double dHypo = sqrt( dMaxRad * dMaxRad + dHeight * dHeight ) ;
double dDeltaH = dSafeDist * dMaxRad / dHypo ;
double dDeltaR = dSafeDist * dHeight / dHypo ;
frFrame = frMyCone ; frFrame.Translate( -dDeltaH * frFrame.VersZ()) ;
if ( ! AvoidSimpleConeFrustum( frFrame, dDeltaR, dMaxRad + dDeltaR, dHeight, bPrecise))
return false ;
if ( CDeSimpleConeFrustum( frFrame, dDeltaR, dMaxRad + dDeltaR, dHeight, bPrecise))
return true ;
// Cilindro nel toro in alto
frFrame = frMyCone ; frFrame.Translate( ( dHeight - dSafeDist) * frFrame.VersZ()) ;
if ( ! AvoidSimpleCylinder( frFrame, dMaxRad, 2 * dSafeDist, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dMaxRad, 2 * dSafeDist, bPrecise))
return true ;
// Toro in alto
frFrame = frMyCone ; frFrame.Translate( dHeight * frFrame.VersZ()) ;
if ( ! AvoidSimpleTorus( frFrame, dMaxRad, dSafeDist, bPrecise))
return false ;
return true ;
if ( CDeSimpleTorus( frFrame, dMaxRad, dSafeDist, bPrecise))
return true ;
return false ;
}
// Tronco di cono
@@ -1210,33 +1226,33 @@ VolZmap::AvoidConeFrustum( const Frame3d& frCone, double dRadBot, double dRadTop
double dDeltaMaxRad = ( dDeltaVert + dSafeDist) * dDiffRad / dHeight ;
double dDeltaMinRad = ( dDeltaVert - dSafeDist) * dDiffRad / dHeight ;
Frame3d frFrame = frMyCone ; frFrame.Translate( -dSafeDist * frFrame.VersZ()) ;
if ( AvoidSimpleConeFrustum( frFrame, dMinRad + dDeltaMinRad, dMaxRad + dDeltaMaxRad, dHeight + 2 * dSafeDist, bPrecise))
return true ;
if ( ! CDeSimpleConeFrustum( frFrame, dMinRad + dDeltaMinRad, dMaxRad + dDeltaMaxRad, dHeight + 2 * dSafeDist, bPrecise))
return false ;
// Tronco di cono intermedio
double dHypo = sqrt( dDiffRad * dDiffRad + dHeight * dHeight ) ;
double dDeltaH = dSafeDist * dDiffRad / dHypo ;
double dDeltaR = dSafeDist * dHeight / dHypo ;
frFrame = frMyCone ; frFrame.Translate( -dDeltaH * frFrame.VersZ()) ;
if ( ! AvoidSimpleConeFrustum( frFrame, dMinRad + dDeltaR, dMaxRad + dDeltaR, dHeight, bPrecise))
return false ;
if ( CDeSimpleConeFrustum( frFrame, dMinRad + dDeltaR, dMaxRad + dDeltaR, dHeight, bPrecise))
return true ;
// Cilindro sotto
frFrame = frMyCone ; frFrame.Translate( - dSafeDist * frFrame.VersZ()) ;
if ( ! AvoidSimpleCylinder( frFrame, dMinRad, 2 * dSafeDist, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dMinRad, 2 * dSafeDist, bPrecise))
return true ;
// Cilindro sopra
frFrame.Translate( dHeight * frFrame.VersZ()) ;
if ( ! AvoidSimpleCylinder( frFrame, dMaxRad, 2 * dSafeDist, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dMaxRad, 2 * dSafeDist, bPrecise))
return true ;
// Toro sotto
frFrame = frMyCone ;
if ( ! AvoidSimpleTorus( frFrame, dMinRad, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleTorus( frFrame, dMinRad, dSafeDist, bPrecise))
return true ;
// Toro sopra
frFrame.Translate( dHeight * frFrame.VersZ()) ;
if ( ! AvoidSimpleTorus( frFrame, dMaxRad, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleTorus( frFrame, dMaxRad, dSafeDist, bPrecise))
return true ;
return true ;
return false ;
}
//----------------------------------------------------------------------------
@@ -1380,8 +1396,8 @@ RectPrismoidSegmentCollisionPlus( const Frame3d& frPrismoid, double dLenghtBaseX
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight, bool bPrecise) const
VolZmap::CDeSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight, bool bPrecise) const
{
// Box del tronco di prismoide nel suo sistema locale
double dMaxLenX = max( dLenghtBaseX, dLenghtTopX) ;
@@ -1398,7 +1414,7 @@ VolZmap::AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX
// Se i box non interferiscono, posso uscire
if ( ! b3Zmap.Overlaps( b3PrismI) || ! b3Zmap.Overlaps( frPrismInt, b3PrismL))
return true ;
return false ;
// BBox del tronco di prismoide ottimizzato nel riferimento intrinseco dello Zmap
Point3d ptMyCen = frPrismInt.Orig() ;
@@ -1418,7 +1434,7 @@ VolZmap::AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX
// Se i box non interferiscono, posso uscire
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Prism, b3Int))
return true ;
return false ;
// Se verifico solo prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -1456,7 +1472,7 @@ VolZmap::AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX
dHeight, ptSegSt, ptSegEn, dStU, dEnU)) {
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( m_Values[0][nPos][nIndex].dMax >= dStU && m_Values[0][nPos][nIndex].dMin <= dEnU)
return false ;
return true ;
}
}
}
@@ -1523,30 +1539,30 @@ VolZmap::AvoidSimpleRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX
dHeight, ptSegSt, ptSegEn, dStU, dEnU)) {
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( m_Values[nMap][nDex][nIndex].dMax >= dStU && m_Values[nMap][nDex][nIndex].dMin <= dEnU)
return false ;
return true ;
}
}
}
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, bool bPrecise) const
VolZmap::CDeRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, double dLenghtBaseY,
double dLenghtTopX, double dLenghtTopY, double dHeight,
double dSafeDist, bool bPrecise) const
{
// Se il tronco di piramide non è ben definito non procedo
if ( max( dLenghtBaseX, dLenghtTopX) < EPS_SMALL ||
max( dLenghtBaseY, dLenghtTopY) < EPS_SMALL ||
dHeight < EPS_SMALL)
return false ;
return true ;
// Se distanza di sicurezza nulla
if ( dSafeDist < EPS_SMALL)
return AvoidSimpleRectPrismoid( frPrismoid, dLenghtBaseX, dLenghtBaseY, dLenghtTopX, dLenghtTopY, dHeight, bPrecise) ;
return CDeSimpleRectPrismoid( frPrismoid, dLenghtBaseX, dLenghtBaseY, dLenghtTopX, dLenghtTopY, dHeight, bPrecise) ;
// Verifica preliminare con offset esteso
double dHDiffX = ( dLenghtBaseX - dLenghtTopX) / 2 ;
@@ -1560,9 +1576,9 @@ VolZmap::AvoidRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, doub
double dOffsBaseY = dSafeDist * ( dSecAy + dTgAy) ;
double dOffsTopY = dSafeDist * ( dSecAy - dTgAy) ;
Frame3d frFrame = frPrismoid ; frFrame.Translate( -dSafeDist * frFrame.VersZ()) ;
if ( AvoidSimpleRectPrismoid( frFrame, dLenghtBaseX + 2 * dOffsBaseX, dLenghtBaseY + 2 * dOffsBaseY,
if ( ! CDeSimpleRectPrismoid( frFrame, dLenghtBaseX + 2 * dOffsBaseX, dLenghtBaseY + 2 * dOffsBaseY,
dLenghtTopX + 2 * dOffsTopX, dLenghtTopY + 2 * dOffsTopY, dHeight + 2 * dSafeDist, bPrecise))
return true ;
return false ;
// Offset fine
// Sfere centrate nei vertici
@@ -1580,85 +1596,85 @@ VolZmap::AvoidRectPrismoid( const Frame3d& frPrismoid, double dLenghtBaseX, doub
Point3d( -dHalfTopX, dHalfTopY, dHeight)} ;
for ( auto& ptV : vVert) {
ptV.ToGlob( frPrismoid) ;
if ( ! AvoidSimpleSphere( ptV, dSafeDist, bPrecise))
return false ;
if ( CDeSimpleSphere( ptV, dSafeDist, bPrecise))
return true ;
}
// Cilindri con i segmenti come asse
frFrame.Set( vVert[0], frPrismoid.VersX()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtBaseX, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtBaseX, bPrecise))
return true ;
frFrame.Set( vVert[1], frPrismoid.VersY()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtBaseY, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtBaseY, bPrecise))
return true ;
frFrame.Set( vVert[2], -frPrismoid.VersX()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtBaseX, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtBaseX, bPrecise))
return true ;
frFrame.Set( vVert[3], -frPrismoid.VersY()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtBaseY, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtBaseY, bPrecise))
return true ;
frFrame.Set( vVert[4], frPrismoid.VersX()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtTopX, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtTopX, bPrecise))
return true ;
frFrame.Set( vVert[5], frPrismoid.VersY()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtTopY, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtTopY, bPrecise))
return true ;
frFrame.Set( vVert[6], -frPrismoid.VersX()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtTopX, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtTopX, bPrecise))
return true ;
frFrame.Set( vVert[7], -frPrismoid.VersY()) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenghtTopY, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenghtTopY, bPrecise))
return true ;
Vector3d vtSeg04 = vVert[4] - vVert[0] ;
double dLenSeg04 = vtSeg04.Len() ;
frFrame.Set( vVert[0], vtSeg04) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenSeg04, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenSeg04, bPrecise))
return true ;
Vector3d vtSeg15 = vVert[5] - vVert[1] ;
double dLenSeg15 = vtSeg15.Len() ;
frFrame.Set( vVert[1], vtSeg15) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenSeg15, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenSeg15, bPrecise))
return true ;
Vector3d vtSeg26 = vVert[6] - vVert[2] ;
double dLenSeg26 = vtSeg26.Len() ;
frFrame.Set( vVert[2], vtSeg26) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenSeg26, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenSeg26, bPrecise))
return true ;
Vector3d vtSeg37 = vVert[7] - vVert[3] ;
double dLenSeg37 = vtSeg37.Len();
frFrame.Set( vVert[3], vtSeg37) ;
if ( ! AvoidSimpleCylinder( frFrame, dSafeDist, dLenSeg37, bPrecise))
return false ;
if ( CDeSimpleCylinder( frFrame, dSafeDist, dLenSeg37, bPrecise))
return true ;
// Box sotto
frFrame = frPrismoid ; frFrame.Translate( -dSafeDist * frFrame.VersZ()) ;
if ( ! AvoidSimpleBox( frFrame, Vector3d( dLenghtBaseX, dLenghtBaseY, dSafeDist), bPrecise))
return false ;
if ( CDeSimpleBox( frFrame, Vector3d( dLenghtBaseX, dLenghtBaseY, dSafeDist), bPrecise))
return true ;
// Box sopra
frFrame = frPrismoid ; frFrame.Translate( dHeight * frFrame.VersZ()) ;
if ( ! AvoidSimpleBox( frFrame, Vector3d( dLenghtBaseX, dLenghtBaseY, dSafeDist), bPrecise))
return false ;
if ( CDeSimpleBox( frFrame, Vector3d( dLenghtBaseX, dLenghtBaseY, dSafeDist), bPrecise))
return true ;
// Prismoide allungato in X
double dHypoX = sqrt( dHDiffX * dHDiffX + dHeight * dHeight) ;
double dOffsX = dSafeDist * dHeight / dHypoX ;
double dMoveXZ = dSafeDist * dHDiffX / dHypoX ;
frFrame = frPrismoid ; frFrame.Translate( dMoveXZ * frFrame.VersZ()) ;
if ( ! AvoidSimpleRectPrismoid( frFrame, dLenghtBaseX + 2 * dOffsX, dLenghtBaseY,
if ( CDeSimpleRectPrismoid( frFrame, dLenghtBaseX + 2 * dOffsX, dLenghtBaseY,
dLenghtTopX + 2 * dOffsX, dLenghtTopY, dHeight, bPrecise))
return false ;
return true ;
// Prismoide allungato in Y
double dHypoY = sqrt( dHDiffY * dHDiffY + dHeight * dHeight) ;
double dOffsY = dSafeDist * dHeight / dHypoY ;
double dMoveYZ = dSafeDist * dHDiffY / dHypoY ;
frFrame = frPrismoid ; frFrame.Translate( dMoveYZ * frFrame.VersZ()) ;
if ( ! AvoidSimpleRectPrismoid( frFrame, dLenghtBaseX, dLenghtBaseY + 2 * dOffsY,
if ( CDeSimpleRectPrismoid( frFrame, dLenghtBaseX, dLenghtBaseY + 2 * dOffsY,
dLenghtTopX, dLenghtTopY + 2 * dOffsY, dHeight, bPrecise))
return false ;
return true ;
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad, bool bPrecise) const
VolZmap::CDeSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad, bool bPrecise) const
{
// BBox del toro in locale
BBox3d b3TorusL( Point3d( -dMaxRad - dMinRad, -dMaxRad - dMinRad, -dMinRad),
@@ -1673,7 +1689,7 @@ VolZmap::AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRa
// Se non interferiscono, posso uscire
if ( ! b3Zmap.Overlaps( b3TorusI) || ! b3Zmap.Overlaps( frTorusInt, b3TorusL))
return true ;
return false ;
// BBox del toro ottimizzato nel riferimento intrinseco dello Zmap
Point3d ptMyCen = frTorusInt.Orig() ;
@@ -1698,7 +1714,7 @@ VolZmap::AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRa
// Se non interferiscono, posso uscire
BBox3d b3Int ;
if ( ! b3Zmap.FindIntersection( b3Torus, b3Int))
return true ;
return false ;
// Se verifico solo prima mappa
if ( ! bPrecise || m_nMapNum == 1) {
@@ -1736,13 +1752,13 @@ VolZmap::AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRa
int nIntType = SegmentTorus( ptSegSt, Z_AX, dParMax - dParMin, ptMyCen, vtMyAx, dMinRad, dMaxRad,
vbType, vdPar) ;
if ( nIntType == LinCompTorusIntersType::T_ERROR)
return false ;
return true ;
else if ( nIntType != LinCompTorusIntersType::T_NO_INT) {
double dUmin = vdPar.front() ;
double dUmax = vdPar.back() ;
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( m_Values[0][nPos][nIndex].dMax >= dUmin && m_Values[0][nPos][nIndex].dMin <= dUmax)
return false ;
return true ;
}
}
}
@@ -1810,31 +1826,31 @@ VolZmap::AvoidSimpleTorus( const Frame3d& frTorus, double dMaxRad, double dMinRa
int nIntType = SegmentTorus( ptSegSt, vtLineDir, dParMax - dParMin, ptMyCen, vtMyAx, dMinRad, dMaxRad,
vbType, vdPar) ;
if ( nIntType == LinCompTorusIntersType::T_ERROR)
return false ;
return true ;
else if ( nIntType != LinCompTorusIntersType::T_NO_INT) {
double dUmin = vdPar.front() ;
double dUmax = vdPar.back() ;
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( m_Values[nMap][nDex][nIndex].dMax >= dUmin && m_Values[nMap][nDex][nIndex].dMin <= dUmax)
return false ;
return true ;
}
}
}
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AvoidTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad,
VolZmap::CDeTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad,
double dSafeDist, bool bPrecise) const
{
// I raggi devono essere non nulli
if ( dMaxRad < EPS_SMALL || dMinRad < EPS_SMALL)
return true ;
return AvoidSimpleTorus( frTorus, dMaxRad, dMinRad + max( 0., dSafeDist), bPrecise) ;
return CDeSimpleTorus( frTorus, dMaxRad, dMinRad + max( 0., dSafeDist), bPrecise) ;
}
//----------------------------------------------------------------------------
@@ -1844,12 +1860,13 @@ VolZmap::AvoidTorus( const Frame3d& frTorus, double dMaxRad, double dMinRad,
// quelli di intersezione segmento triangolo vengono eseguiti nel sistema locale. Questo perché
// è più veloce trasformare le coordinate degli estremi del segmento piuttosto che quelle del
// triangolo.
//----------------------------------------------------------------------------
bool
VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecise) const
VolZmap::CDeSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecise) const
{
// Controllo sulla validità della superficie ed eventualmente sulla sua chiusura
if ( ! ( tmSurf.IsValid() && tmSurf.IsClosed()))
return false ;
// Controllo sulla validità della superficie e sulla sua chiusura
if ( ! tmSurf.IsValid() || ! tmSurf.IsClosed())
return true ;
// Bounding box della superficie espresso nel sistema locale
BBox3d b3SurfBox ;
tmSurf.GetLocalBBox( b3SurfBox) ;
@@ -1862,7 +1879,7 @@ VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecis
// Box intersezione: se non c'è intersezione ho finito.
BBox3d b3IntBox ;
if ( ! b3ZmapBox.FindIntersection( b3SurfBox, b3IntBox))
return true ;
return false ;
// Recupero i triangoli della superficie che cadono nel box intersezione.
INTVECTOR vTriaIndex ;
tmSurf.GetAllTriaOverlapBox( b3IntBox, vTriaIndex) ;
@@ -1923,7 +1940,7 @@ VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecis
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -1939,7 +1956,7 @@ VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecis
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
return false ;
return true ;
}
}
}
@@ -2030,11 +2047,11 @@ VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecis
double dU1, dU2 ;
int nIntersType = SegmentSphere( ptSegSt, vtLineDir, dSegLen, ptVertP, dSafeDist, dU1, dU2) ;
if ( nIntersType != LinCompSphereIntersType::S_NO_INTERS)
return false ;
return true ;
nIntersType = IntersSegmentCylinder( ptSegSt, vtLineDir, dSegLen, ptVertP, vtEdgeV,
dSafeDist, dEdgeLen, dU1, dU2) ;
if ( nIntersType != LinCompCCIntersType::CC_NO_INTERS)
return false ;
return true ;
}
// Traslo il triangolo.
trNewTria.Translate( dSafeDist * trTria.GetN()) ;
@@ -2044,14 +2061,14 @@ VolZmap::AvoidSurfTm( const ISurfTriMesh& tmSurf, double dSafeDist, bool bPrecis
int nIntersType = IntersLineTria( ptSegSt, vtLineDir, dSegLen, trNewTria, ptInt, ptInt2) ;
// Collisione
if ( nIntersType != IntLineTriaType::ILTT_NO)
return false ;
return true ;
}
}
}
}
}
return true ;
return false ;
}
//----------------------------------------------------------------------------