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occt/src/BRepExtrema/BRepExtrema_TriangleSet.cxx
knosulko 080db9db12 0033017: Implement an algorithm to find a proximity between a pair of shapes
Extend "proximity" command to be able to compute the proximity value;
Implement classes for calculate proximity value between two shapes;
Add possibility to set up the number of sample points for the input shapes;
Add tests lowalgos/proximity.
2022-09-26 12:49:53 +03:00

349 lines
13 KiB
C++

// Created on: 2014-10-20
// Created by: Denis BOGOLEPOV
// Copyright (c) 2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <BRepExtrema_TriangleSet.hxx>
#include <BRep_Tool.hxx>
#include <BVH_LinearBuilder.hxx>
#include <Poly_Triangulation.hxx>
#include <TopoDS.hxx>
IMPLEMENT_STANDARD_RTTIEXT(BRepExtrema_TriangleSet, BVH_PrimitiveSet3d)
//=======================================================================
//function : BRepExtrema_TriangleSet
//purpose : Creates empty triangle set
//=======================================================================
BRepExtrema_TriangleSet::BRepExtrema_TriangleSet()
{
// Set default builder - linear BVH (LBVH)
myBuilder = new BVH_LinearBuilder<Standard_Real, 3> (BVH_Constants_LeafNodeSizeDefault, BVH_Constants_MaxTreeDepth);
}
//=======================================================================
//function : BRepExtrema_TriangleSet
//purpose : Creates triangle set from the given face
//=======================================================================
BRepExtrema_TriangleSet::BRepExtrema_TriangleSet (const BRepExtrema_ShapeList& theFaces)
{
// Set default builder - linear BVH (LBVH)
myBuilder = new BVH_LinearBuilder<Standard_Real, 3> (BVH_Constants_LeafNodeSizeDefault, BVH_Constants_MaxTreeDepth);
Init (theFaces);
}
//=======================================================================
//function : ~BRepExtrema_TriangleSet
//purpose : Releases resources of triangle set
//=======================================================================
BRepExtrema_TriangleSet::~BRepExtrema_TriangleSet()
{
//
}
//=======================================================================
//function : Size
//purpose : Returns total number of triangles
//=======================================================================
Standard_Integer BRepExtrema_TriangleSet::Size() const
{
return static_cast<Standard_Integer> (myTriangles.size());
}
//=======================================================================
//function : Box
//purpose : Returns AABB of the given triangle
//=======================================================================
BVH_Box<Standard_Real, 3> BRepExtrema_TriangleSet::Box (const Standard_Integer theIndex) const
{
const BVH_Vec4i& aTriangle = myTriangles[theIndex];
BVH_Vec3d aMinPnt = myVertexArray[aTriangle.x()].cwiseMin (
myVertexArray[aTriangle.y()].cwiseMin (myVertexArray[aTriangle.z()]));
BVH_Vec3d aMaxPnt = myVertexArray[aTriangle.x()].cwiseMax (
myVertexArray[aTriangle.y()].cwiseMax (myVertexArray[aTriangle.z()]));
return BVH_Box<Standard_Real, 3> (aMinPnt, aMaxPnt);
}
//=======================================================================
//function : Center
//purpose : Returns centroid position along specified axis
//=======================================================================
Standard_Real BRepExtrema_TriangleSet::Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const
{
const BVH_Vec4i& aTriangle = myTriangles[theIndex];
if (theAxis == 0)
{
return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].x() +
myVertexArray[aTriangle.y()].x() +
myVertexArray[aTriangle.z()].x());
}
else if (theAxis == 1)
{
return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].y() +
myVertexArray[aTriangle.y()].y() +
myVertexArray[aTriangle.z()].y());
}
else
{
return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].z() +
myVertexArray[aTriangle.y()].z() +
myVertexArray[aTriangle.z()].z());
}
}
//=======================================================================
//function : Swap
//purpose : Swaps indices of two specified triangles
//=======================================================================
void BRepExtrema_TriangleSet::Swap (const Standard_Integer theIndex1, const Standard_Integer theIndex2)
{
std::swap (myTriangles[theIndex1],
myTriangles[theIndex2]);
Standard_Integer anItem1 = myTrgIdxMap (theIndex1);
Standard_Integer anItem2 = myTrgIdxMap (theIndex2);
myTrgIdxMap (theIndex1) = anItem2;
myTrgIdxMap (theIndex2) = anItem1;
}
//=======================================================================
//function : GetFaceID
//purpose : Returns face ID of the given vertex
//=======================================================================
Standard_Integer BRepExtrema_TriangleSet::GetFaceID (const Standard_Integer theIndex) const
{
return myTriangles[theIndex].w();
}
//=======================================================================
//function : GetShapeIDOfVtx
//purpose : Returns shape ID of the given vertex index
//=======================================================================
Standard_Integer BRepExtrema_TriangleSet::GetShapeIDOfVtx (const Standard_Integer theIndex) const
{
return myShapeIdxOfVtxVec.Value (theIndex);
}
//=======================================================================
//function : GetVtxIdxInShape
//purpose : Returns vertex index in tringulation of the shape, which vertex belongs,
// with the given vtx ID in whole set
//=======================================================================
Standard_Integer BRepExtrema_TriangleSet::GetVtxIdxInShape (const Standard_Integer theIndex) const
{
Standard_Integer aShID = myShapeIdxOfVtxVec.Value (theIndex);
Standard_Integer aNumVertices = 0;
for (Standard_Integer aSIdx = 0; aSIdx < aShID; aSIdx++)
{
aNumVertices += myNumVtxInShapeVec.Value (aSIdx);
}
return theIndex - aNumVertices;
}
//=======================================================================
//function : GetTrgIdxInShape
//purpose : Returns triangle index (before swapping) in tringulation of the shape, which triangle belongs,
// with the given trg ID in whole set (after swapping)
//=======================================================================
Standard_Integer BRepExtrema_TriangleSet::GetTrgIdxInShape (const Standard_Integer theIndex) const
{
Standard_Integer aShID = GetFaceID (theIndex);
Standard_Integer aNumTriangles = 0;
for (Standard_Integer aSIdx = 0; aSIdx < aShID; aSIdx++)
{
aNumTriangles += myNumTrgInShapeVec.Value (aSIdx);
}
return myTrgIdxMap (theIndex) - aNumTriangles;
}
//=======================================================================
//function : GetVertices
//purpose : Returns vertices of the given triangle
//=======================================================================
void BRepExtrema_TriangleSet::GetVertices (const Standard_Integer theIndex,
BVH_Vec3d& theVertex1,
BVH_Vec3d& theVertex2,
BVH_Vec3d& theVertex3) const
{
BVH_Vec4i aTriangle = myTriangles[theIndex];
theVertex1 = myVertexArray[aTriangle.x()];
theVertex2 = myVertexArray[aTriangle.y()];
theVertex3 = myVertexArray[aTriangle.z()];
}
//=======================================================================
//function : GetVertices
//purpose : Returns vertices of the given triangle
//=======================================================================
void BRepExtrema_TriangleSet::GetVtxIndices (const Standard_Integer theIndex,
NCollection_Array1<Standard_Integer>& theVtxIndices) const
{
BVH_Vec4i aTriangle = myTriangles[theIndex];
theVtxIndices = NCollection_Array1<Standard_Integer> (0, 2);
theVtxIndices.SetValue (0, aTriangle.x());
theVtxIndices.SetValue (1, aTriangle.y());
theVtxIndices.SetValue (2, aTriangle.z());
}
//=======================================================================
//function : Clear
//purpose : Clears triangle set data
//=======================================================================
void BRepExtrema_TriangleSet::Clear()
{
BVH_Array4i anEmptyTriangles;
myTriangles.swap (anEmptyTriangles);
BVH_Array3d anEmptyVertexArray;
myVertexArray.swap (anEmptyVertexArray);
}
//=======================================================================
//function : Init
//purpose : Initializes triangle set
//=======================================================================
Standard_Boolean BRepExtrema_TriangleSet::Init (const BRepExtrema_ShapeList& theShapes)
{
Clear();
Standard_Boolean isOK = Standard_True;
for (Standard_Integer aShapeIdx = 0; aShapeIdx < theShapes.Size() && isOK; ++aShapeIdx)
{
if (theShapes (aShapeIdx).ShapeType() == TopAbs_FACE)
isOK = initFace (TopoDS::Face (theShapes(aShapeIdx)), aShapeIdx);
else if (theShapes (aShapeIdx).ShapeType() == TopAbs_EDGE)
isOK = initEdge (TopoDS::Edge (theShapes(aShapeIdx)), aShapeIdx);
}
Standard_Integer aNumTrg = static_cast<Standard_Integer> (myTriangles.size());
myTrgIdxMap.Clear();
myTrgIdxMap.ReSize (aNumTrg);
for (Standard_Integer aTrgIdx = 0; aTrgIdx < aNumTrg; ++aTrgIdx)
{
myTrgIdxMap.Bind (aTrgIdx, aTrgIdx);
}
MarkDirty(); // needs BVH rebuilding
Standard_ASSERT_RETURN (!BVH().IsNull(),
"Error: Failed to build BVH for primitive set", Standard_False);
return Standard_True;
}
//=======================================================================
//function : initFace
//purpose : Initializes triangle set
//=======================================================================
Standard_Boolean BRepExtrema_TriangleSet::initFace (const TopoDS_Face& theFace, const Standard_Integer theIndex)
{
TopLoc_Location aLocation;
Handle(Poly_Triangulation) aTriangulation = BRep_Tool::Triangulation (theFace, aLocation);
if (aTriangulation.IsNull())
{
return Standard_False;
}
const Standard_Integer aVertOffset =
static_cast<Standard_Integer> (myVertexArray.size()) - 1;
initNodes (aTriangulation->Nodes(), aLocation.Transformation(), theIndex);
for (Standard_Integer aTriIdx = 1; aTriIdx <= aTriangulation->NbTriangles(); ++aTriIdx)
{
Standard_Integer aVertex1;
Standard_Integer aVertex2;
Standard_Integer aVertex3;
aTriangulation->Triangle (aTriIdx).Get (aVertex1,
aVertex2,
aVertex3);
myTriangles.push_back (BVH_Vec4i (aVertex1 + aVertOffset,
aVertex2 + aVertOffset,
aVertex3 + aVertOffset,
theIndex));
}
myNumTrgInShapeVec.SetValue (theIndex, aTriangulation->NbTriangles());
return Standard_True;
}
//=======================================================================
//function : initEdge
//purpose : Initializes triangle set
//=======================================================================
Standard_Boolean BRepExtrema_TriangleSet::initEdge (const TopoDS_Edge& theEdge, const Standard_Integer theIndex)
{
TopLoc_Location aLocation;
Handle(Poly_Polygon3D) aPolygon = BRep_Tool::Polygon3D (theEdge, aLocation);
if (aPolygon.IsNull())
{
return Standard_False;
}
const Standard_Integer aVertOffset =
static_cast<Standard_Integer> (myVertexArray.size()) - 1;
initNodes (aPolygon->Nodes(), aLocation.Transformation(), theIndex);
for (Standard_Integer aVertIdx = 1; aVertIdx < aPolygon->NbNodes(); ++aVertIdx)
{
// segment as degenerate triangle
myTriangles.push_back (BVH_Vec4i (aVertIdx + aVertOffset,
aVertIdx + aVertOffset + 1,
aVertIdx + aVertOffset + 1,
theIndex));
}
return Standard_True;
}
//=======================================================================
//function : initNodes
//purpose : Initializes nodes
//=======================================================================
void BRepExtrema_TriangleSet::initNodes (const TColgp_Array1OfPnt& theNodes,
const gp_Trsf& theTrsf,
const Standard_Integer theIndex)
{
for (Standard_Integer aVertIdx = 1; aVertIdx <= theNodes.Size(); ++aVertIdx)
{
gp_Pnt aVertex = theNodes.Value (aVertIdx);
aVertex.Transform (theTrsf);
myVertexArray.push_back (BVH_Vec3d (aVertex.X(),
aVertex.Y(),
aVertex.Z()));
myShapeIdxOfVtxVec.Append (theIndex);
}
myNumVtxInShapeVec.SetValue (theIndex, theNodes.Size());
}