2ed2a34d55
- modifiche per DistPointLine con interfaccia portata in Include.
222 lines
8.8 KiB
C++
222 lines
8.8 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2018-2018
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//----------------------------------------------------------------------------
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// File : IntersSurfTmSurfTm.cpp Data : 27.08.18 Versione : 1.9h3
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// Contenuto : Implementazione della intersezione tra due superfici trimesh.
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//
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//
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//
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// Modifiche : 27.08.18 DS Creazione modulo.
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//
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//
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//----------------------------------------------------------------------------
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//--------------------------- Include ----------------------------------------
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#include "stdafx.h"
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#include "IntersLineTria.h"
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#include "DllMain.h"
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#include "/EgtDev/Include/EGkDistPointLine.h"
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#include "/EgtDev/Include/EGkIntersSurfTmSurfTm.h"
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#include "/EgtDev/Include/EGkIntersTriaTria.h"
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#include "/EgtDev/Include/EGkPointGrid3d.h"
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#include "/EgtDev/Include/EGkHashGrids3d.h"
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#include "/EgtDev/Include/EGkDistPointTria.h"
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#include "/EgtDev/Include/EGnStringUtils.h"
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#include <array>
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using namespace std ;
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//----------------------------------------------------------------------------
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// Intersezione di due superficie TriMesh
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//----------------------------------------------------------------------------
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bool
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IntersSurfTmSurfTm( const ISurfTriMesh& Stm1, const ISurfTriMesh& Stm2,
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PNTVECTOR& vPnt, BIPNTVECTOR& vBpt, TRIA3DVECTOR& vTria)
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{
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// verifico superfici
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if ( &Stm1 == nullptr || ! Stm1.IsValid() || &Stm2 == nullptr || ! Stm2.IsValid())
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return false ;
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// verifico parametri di ritorno
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if ( &vPnt == nullptr || &vBpt == nullptr || &vTria == nullptr)
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return false ;
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vPnt.clear() ;
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vBpt.clear() ;
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vTria.clear() ;
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// per ricerca veloce di punti ripetuti
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PointGrid3d PtGrid ;
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PtGrid.Init( 100) ;
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// per ricerca veloce di linee ripetute
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HashGrids3d LnGrid ;
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LnGrid.SetActivationGrid( true) ;
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// per ricerca veloce di triangoli ripetuti
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HashGrids3d TrGrid ;
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TrGrid.SetActivationGrid( true) ;
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// creo HashGrids3d per superficie con maggior numero di elementi
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int nTriaNbr1 = Stm1.GetTriangleCount() ;
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int nTriaNbr2 = Stm2.GetTriangleCount() ;
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bool bHash1 = ( nTriaNbr1 > nTriaNbr2) ;
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// cerco i triangoli che si intersecano
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Triangle3d TriaA ;
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int nTA = ( bHash1 ? Stm2.GetFirstTriangle( TriaA) : Stm1.GetFirstTriangle( TriaA)) ;
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while ( nTA != SVT_NULL) {
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BBox3d boxA ;
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TriaA.GetLocalBBox( boxA) ;
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INTVECTOR vnIds ;
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if ( bHash1 ? Stm1.GetAllTriaOverlapBox( boxA, vnIds) : Stm2.GetAllTriaOverlapBox( boxA, vnIds)) {
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for ( int h = 0 ; h < int( vnIds.size()) ; ++ h) {
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int nB = vnIds[h] ;
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Triangle3d TriaB ;
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if ( bHash1 ? Stm1.GetTriangle( nB, TriaB) : Stm2.GetTriangle( nB, TriaB)) {
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// intersezione tra i triangoli
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Point3d ptInt, ptInt2 ;
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TRIA3DVECTOR vIttTria ;
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int nRes = IntersTriaTria( TriaA, TriaB, ptInt, ptInt2, vIttTria) ;
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// se punto
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if ( nRes == ITTT_VERT_VERT || nRes == ITTT_VERT_EDGE || nRes == ITTT_EDGE_VERT ||
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nRes == ITTT_VERT_INT || nRes == ITTT_INT_VERT || nRes == ITTT_EDGE_EDGE_PNT) {
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// verifico se punto già inserito
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int nId ;
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if ( ! PtGrid.Find( ptInt, 10 * EPS_SMALL, nId)) {
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vPnt.emplace_back( ptInt) ;
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PtGrid.InsertPoint( ptInt, int( vPnt.size()) - 1) ;
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}
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}
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// se altrimenti segmento
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else if ( nRes == ITTT_EDGE_EDGE_SEG || nRes == ITTT_EDGE_INT ||
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nRes == ITTT_INT_EDGE || nRes == ITTT_INT_INT_SEG ) {
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// se abbastanza lungo
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if ( ! AreSamePointApprox( ptInt, ptInt2)) {
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// verifico se già inserito
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bool bFound = false ;
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BBox3d b3Line( ptInt, ptInt2) ;
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INTVECTOR vnId2s ;
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if ( LnGrid.Find( b3Line, vnId2s)) {
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for ( int i = 0 ; i < int( vnId2s.size()) ; ++ i) {
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int nA = vnId2s[i] ;
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const Point3d& ptOth = vBpt[nA].first ;
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const Point3d& ptOth2 = vBpt[nA].second ;
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if ( ( AreSamePointEpsilon( ptInt, ptOth, 10 * EPS_SMALL) &&
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AreSamePointEpsilon( ptInt2, ptOth2, 10 * EPS_SMALL))) {
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bFound = true ;
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break ;
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}
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}
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}
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// se non inserito, procedo
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if ( ! bFound) {
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vBpt.emplace_back( ptInt, ptInt2) ;
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LnGrid.Add( int( vBpt.size()) - 1, b3Line) ;
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LnGrid.Update() ;
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}
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}
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}
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// se altrimenti sovrapposizione
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else if ( nRes == ITTT_OVERLAPS || nRes == ITTT_COUNTER_OVERLAPS) {
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for ( const auto& Tria : vIttTria) {
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// verifico se triangolo già inserito
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bool bFound = false ;
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BBox3d b3Tria ;
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Tria.GetLocalBBox( b3Tria) ;
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INTVECTOR vnId2s ;
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if ( TrGrid.Find( b3Tria, vnId2s)) {
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for ( int i = 0 ; i < int( vnId2s.size()) ; ++ i) {
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int nA = vnId2s[i] ;
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const Triangle3d& trOth = vTria[nA] ;
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array< bool, 3> bOth = { false, false, false} ;
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for ( int j = 0 ; j < 3 ; ++ j) {
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for ( int k = 0 ; k < 3 ; ++ k) {
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if ( ! bOth[k])
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bOth[k] = AreSamePointEpsilon( Tria.GetP( j), trOth.GetP( k), 10 * EPS_SMALL) ;
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}
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}
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if ( bOth[0] && bOth[1] && bOth[2]) {
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bFound = true ;
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break ;
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}
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}
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}
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// se non inserito, procedo
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if ( ! bFound) {
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vTria.emplace_back( Tria) ;
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TrGrid.Add( int( vTria.size()) - 1, b3Tria) ;
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TrGrid.Update() ;
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}
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}
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}
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}
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}
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}
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// passo al prossimo triangolo
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nTA = ( bHash1 ? Stm2.GetNextTriangle( nTA, TriaA) : Stm1.GetNextTriangle( nTA, TriaA)) ;
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}
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// rimuovo i punti che stanno sui segmenti
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for ( int i = int( vPnt.size()) - 1 ; i >= 0 ; -- i) {
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bool bFound = false ;
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BBox3d b3Pnt( vPnt[i]) ;
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b3Pnt.Expand( 10 * EPS_SMALL) ;
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INTVECTOR vnIds ;
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if ( LnGrid.Find( b3Pnt, vnIds)) {
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for ( int j = 0 ; j < int( vnIds.size()) ; ++ j) {
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int nA = vnIds[j] ;
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if ( DistPointLine( vPnt[i], vBpt[nA].first, vBpt[nA].second).IsEpsilon( 10 * EPS_SMALL)) {
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bFound = true ;
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break ;
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}
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}
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}
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if ( bFound)
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vPnt.erase( vPnt.begin() + i) ;
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}
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// rimuovo i punti che stanno sui triangoli
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for ( int i = int( vPnt.size()) - 1 ; i >= 0 ; -- i) {
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bool bFound = false ;
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BBox3d b3Pnt( vPnt[i]) ;
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b3Pnt.Expand( 10 * EPS_SMALL) ;
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INTVECTOR vnIds ;
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if ( TrGrid.Find( b3Pnt, vnIds)) {
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for ( int j = 0 ; j < int( vnIds.size()) ; ++ j) {
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int nA = vnIds[j] ;
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const Triangle3d& trOth = vTria[nA] ;
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if ( DistPointTriangle( vPnt[i], trOth).IsEpsilon( 10 * EPS_SMALL)) {
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bFound = true ;
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break ;
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}
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}
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}
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if ( bFound)
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vPnt.erase( vPnt.begin() + i) ;
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}
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// rimuovo i segmenti che stanno sui triangoli
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for ( int i = int( vBpt.size()) - 1 ; i >= 0 ; -- i) {
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bool bFound = false ;
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Point3d ptStart = vBpt[i].first ;
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Point3d ptEnd = vBpt[i].second ;
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BBox3d b3Line( ptStart, ptEnd) ;
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INTVECTOR vnIds ;
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if ( TrGrid.Find( b3Line, vnIds)) {
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for ( int j = 0 ; j < int( vnIds.size()) ; ++ j) {
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int nA = vnIds[j] ;
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const Triangle3d& trOth = vTria[nA] ;
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if ( DistPointTriangle( ptStart, trOth).IsEpsilon( 10 * EPS_SMALL) &&
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DistPointTriangle( ptEnd, trOth).IsEpsilon( 10 * EPS_SMALL)) {
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bFound = true ;
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break ;
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}
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}
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}
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if ( bFound)
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vBpt.erase( vBpt.begin() + i) ;
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}
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return true ;
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}
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