Files
create/src/Mod/Mesh/App/Core/SetOperations.cpp
2022-11-22 03:10:47 +01:00

845 lines
30 KiB
C++

/***************************************************************************
* Copyright (c) 2005 Berthold Grupp *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
# include <fstream>
# include <ios>
#endif
#include <Base/Builder3D.h>
#include <Base/Sequencer.h>
#include "SetOperations.h"
#include "Algorithm.h"
#include "Builder.h"
#include "Definitions.h"
#include "Elements.h"
#include "Grid.h"
#include "Iterator.h"
#include "Triangulation.h"
#include "Visitor.h"
using namespace Base;
using namespace MeshCore;
SetOperations::SetOperations (const MeshKernel &cutMesh1, const MeshKernel &cutMesh2, MeshKernel &result, OperationType opType, float minDistanceToPoint)
: _cutMesh0(cutMesh1),
_cutMesh1(cutMesh2),
_resultMesh(result),
_operationType(opType),
_minDistanceToPoint(minDistanceToPoint)
{
}
SetOperations::~SetOperations ()
{
}
void SetOperations::Do ()
{
_minDistanceToPoint = 0.000001f;
float saveMinMeshDistance = MeshDefinitions::_fMinPointDistance;
MeshDefinitions::SetMinPointDistance(0.000001f);
// Base::Sequencer().start("set operation", 5);
// _builder.clear();
//Base::Sequencer().next();
std::set<FacetIndex> facetsCuttingEdge0, facetsCuttingEdge1;
Cut(facetsCuttingEdge0, facetsCuttingEdge1);
// no intersection curve of the meshes found
if (facetsCuttingEdge0.empty() || facetsCuttingEdge1.empty())
{
switch (_operationType)
{
case Union:
{
_resultMesh = _cutMesh0;
_resultMesh.Merge(_cutMesh1);
} break;
case Intersect:
{
_resultMesh.Clear();
} break;
case Difference:
case Inner:
case Outer:
{
_resultMesh = _cutMesh0;
} break;
default:
{
_resultMesh.Clear();
break;
}
}
MeshDefinitions::SetMinPointDistance(saveMinMeshDistance);
return;
}
unsigned long i;
for (i = 0; i < _cutMesh0.CountFacets(); i++)
{
if (facetsCuttingEdge0.find(i) == facetsCuttingEdge0.end())
_newMeshFacets[0].push_back(_cutMesh0.GetFacet(i));
}
for (i = 0; i < _cutMesh1.CountFacets(); i++)
{
if (facetsCuttingEdge1.find(i) == facetsCuttingEdge1.end())
_newMeshFacets[1].push_back(_cutMesh1.GetFacet(i));
}
//Base::Sequencer().next();
TriangulateMesh(_cutMesh0, 0);
//Base::Sequencer().next();
TriangulateMesh(_cutMesh1, 1);
float mult0, mult1;
switch (_operationType)
{
case Union: mult0 = -1.0f; mult1 = -1.0f; break;
case Intersect: mult0 = 1.0f; mult1 = 1.0f; break;
case Difference: mult0 = -1.0f; mult1 = 1.0f; break;
case Inner: mult0 = 1.0f; mult1 = 0.0f; break;
case Outer: mult0 = -1.0f; mult1 = 0.0f; break;
default: mult0 = 0.0f; mult1 = 0.0f; break;
}
//Base::Sequencer().next();
CollectFacets(0, mult0);
//Base::Sequencer().next();
CollectFacets(1, mult1);
std::vector<MeshGeomFacet> facets;
std::vector<MeshGeomFacet>::iterator itf;
for (itf = _facetsOf[0].begin(); itf != _facetsOf[0].end(); ++itf)
{
if (_operationType == Difference)
{ // toggle normal
std::swap(itf->_aclPoints[0], itf->_aclPoints[1]);
itf->CalcNormal();
}
facets.push_back(*itf);
}
for (itf = _facetsOf[1].begin(); itf != _facetsOf[1].end(); ++itf)
{
facets.push_back(*itf);
}
_resultMesh = facets;
//Base::Sequencer().stop();
// _builder.saveToFile("c:/temp/vdbg.iv");
MeshDefinitions::SetMinPointDistance(saveMinMeshDistance);
}
void SetOperations::Cut (std::set<FacetIndex>& facetsCuttingEdge0, std::set<FacetIndex>& facetsCuttingEdge1)
{
MeshFacetGrid grid1(_cutMesh0, 20);
MeshFacetGrid grid2(_cutMesh1, 20);
unsigned long ctGx1, ctGy1, ctGz1;
grid1.GetCtGrids(ctGx1, ctGy1, ctGz1);
unsigned long gx1;
for (gx1 = 0; gx1 < ctGx1; gx1++)
{
unsigned long gy1;
for (gy1 = 0; gy1 < ctGy1; gy1++)
{
unsigned long gz1;
for (gz1 = 0; gz1 < ctGz1; gz1++)
{
if (grid1.GetCtElements(gx1, gy1, gz1) > 0)
{
std::vector<FacetIndex> vecFacets2;
grid2.Inside(grid1.GetBoundBox(gx1, gy1, gz1), vecFacets2);
if (!vecFacets2.empty())
{
std::set<FacetIndex> vecFacets1;
grid1.GetElements(gx1, gy1, gz1, vecFacets1);
std::set<FacetIndex>::iterator it1;
for (it1 = vecFacets1.begin(); it1 != vecFacets1.end(); ++it1)
{
FacetIndex fidx1 = *it1;
MeshGeomFacet f1 = _cutMesh0.GetFacet(*it1);
std::vector<FacetIndex>::iterator it2;
for (it2 = vecFacets2.begin(); it2 != vecFacets2.end(); ++it2)
{
FacetIndex fidx2 = *it2;
MeshGeomFacet f2 = _cutMesh1.GetFacet(fidx2);
MeshPoint p0, p1;
int isect = f1.IntersectWithFacet(f2, p0, p1);
if (isect > 0)
{
// optimize cut line if distance to nearest point is too small
float minDist1 = _minDistanceToPoint, minDist2 = _minDistanceToPoint;
MeshPoint np0 = p0, np1 = p1;
int i;
for (i = 0; i < 3; i++)
{
float d1 = (f1._aclPoints[i] - p0).Length();
float d2 = (f1._aclPoints[i] - p1).Length();
if (d1 < minDist1)
{
minDist1 = d1;
np0 = f1._aclPoints[i];
}
if (d2 < minDist2)
{
minDist2 = d2;
p1 = f1._aclPoints[i];
}
} // for (int i = 0; i < 3; i++)
// optimize cut line if distance to nearest point is too small
for (i = 0; i < 3; i++)
{
float d1 = (f2._aclPoints[i] - p0).Length();
float d2 = (f2._aclPoints[i] - p1).Length();
if (d1 < minDist1)
{
minDist1 = d1;
np0 = f2._aclPoints[i];
}
if (d2 < minDist2)
{
minDist2 = d2;
np1 = f2._aclPoints[i];
}
} // for (int i = 0; i < 3; i++)
MeshPoint mp0 = np0;
MeshPoint mp1 = np1;
if (mp0 != mp1)
{
facetsCuttingEdge0.insert(fidx1);
facetsCuttingEdge1.insert(fidx2);
_cutPoints.insert(mp0);
_cutPoints.insert(mp1);
std::pair<std::set<MeshPoint>::iterator, bool> pit0 = _cutPoints.insert(mp0);
std::pair<std::set<MeshPoint>::iterator, bool> pit1 = _cutPoints.insert(mp1);
_edges[Edge(mp0, mp1)] = EdgeInfo();
_facet2points[0][fidx1].push_back(pit0.first);
_facet2points[0][fidx1].push_back(pit1.first);
_facet2points[1][fidx2].push_back(pit0.first);
_facet2points[1][fidx2].push_back(pit1.first);
}
else
{
std::pair<std::set<MeshPoint>::iterator, bool> pit = _cutPoints.insert(mp0);
// do not insert a facet when only one corner point cuts the edge
// if (!((mp0 == f1._aclPoints[0]) || (mp0 == f1._aclPoints[1]) || (mp0 == f1._aclPoints[2])))
{
facetsCuttingEdge0.insert(fidx1);
_facet2points[0][fidx1].push_back(pit.first);
}
// if (!((mp0 == f2._aclPoints[0]) || (mp0 == f2._aclPoints[1]) || (mp0 == f2._aclPoints[2])))
{
facetsCuttingEdge1.insert(fidx2);
_facet2points[1][fidx2].push_back(pit.first);
}
}
} // if (f1.IntersectWithFacet(f2, p0, p1))
} // for (it2 = vecFacets2.begin(); it2 != vecFacets2.end(); ++it2)
} // for (it1 = vecFacets1.begin(); it1 != vecFacets1.end(); ++it1)
} // if (vecFacets2.size() > 0)
} // if (grid1.GetCtElements(gx1, gy1, gz1) > 0)
} // for (gz1 = 0; gz1 < ctGz1; gz1++)
} // for (gy1 = 0; gy1 < ctGy1; gy1++)
} // for (gx1 = 0; gx1 < ctGx1; gx1++)
}
void SetOperations::TriangulateMesh (const MeshKernel &cutMesh, int side)
{
// Triangulate Mesh
std::map<FacetIndex, std::list<std::set<MeshPoint>::iterator> >::iterator it1;
for (it1 = _facet2points[side].begin(); it1 != _facet2points[side].end(); ++it1)
{
std::vector<Vector3f> points;
std::set<MeshPoint> pointsSet;
FacetIndex fidx = it1->first;
MeshGeomFacet f = cutMesh.GetFacet(fidx);
//if (side == 1)
// _builder.addSingleTriangle(f._aclPoints[0], f._aclPoints[1], f._aclPoints[2], 3, 0, 1, 1);
// facet corner points
//const MeshFacet& mf = cutMesh._aclFacetArray[fidx];
int i;
for (i = 0; i < 3; i++)
{
pointsSet.insert(f._aclPoints[i]);
points.push_back(f._aclPoints[i]);
}
// triangulated facets
std::list<std::set<MeshPoint>::iterator>::iterator it2;
for (it2 = it1->second.begin(); it2 != it1->second.end(); ++it2)
{
if (pointsSet.find(*(*it2)) == pointsSet.end())
{
pointsSet.insert(*(*it2));
points.push_back(*(*it2));
}
}
Vector3f normal = f.GetNormal();
Vector3f base = points[0];
Vector3f dirX = points[1] - points[0];
dirX.Normalize();
Vector3f dirY = dirX % normal;
// project points to 2D plane
std::vector<Vector3f>::iterator it;
std::vector<Vector3f> vertices;
for (it = points.begin(); it != points.end(); ++it)
{
Vector3f pv = *it;
pv.TransformToCoordinateSystem(base, dirX, dirY);
vertices.push_back(pv);
}
DelaunayTriangulator tria;
tria.SetPolygon(vertices);
tria.TriangulatePolygon();
std::vector<MeshFacet> facets = tria.GetFacets();
for (std::vector<MeshFacet>::iterator it = facets.begin(); it != facets.end(); ++it)
{
if ((it->_aulPoints[0] == it->_aulPoints[1]) ||
(it->_aulPoints[1] == it->_aulPoints[2]) ||
(it->_aulPoints[2] == it->_aulPoints[0]))
{ // two same triangle corner points
continue;
}
MeshGeomFacet facet(points[it->_aulPoints[0]],
points[it->_aulPoints[1]],
points[it->_aulPoints[2]]);
//if (side == 1)
// _builder.addSingleTriangle(facet._aclPoints[0], facet._aclPoints[1], facet._aclPoints[2], true, 3, 0, 1, 1);
//if (facet.Area() < 0.0001f)
//{ // too small facet
// continue;
//}
float dist0 = facet._aclPoints[0].DistanceToLine
(facet._aclPoints[1],facet._aclPoints[1] - facet._aclPoints[2]);
float dist1 = facet._aclPoints[1].DistanceToLine
(facet._aclPoints[0],facet._aclPoints[0] - facet._aclPoints[2]);
float dist2 = facet._aclPoints[2].DistanceToLine
(facet._aclPoints[0],facet._aclPoints[0] - facet._aclPoints[1]);
if ((dist0 < _minDistanceToPoint) ||
(dist1 < _minDistanceToPoint) ||
(dist2 < _minDistanceToPoint))
{
continue;
}
//dist0 = (facet._aclPoints[0] - facet._aclPoints[1]).Length();
//dist1 = (facet._aclPoints[1] - facet._aclPoints[2]).Length();
//dist2 = (facet._aclPoints[2] - facet._aclPoints[3]).Length();
//if ((dist0 < _minDistanceToPoint) || (dist1 < _minDistanceToPoint) || (dist2 < _minDistanceToPoint))
//{
// continue;
//}
facet.CalcNormal();
if ((facet.GetNormal() * f.GetNormal()) < 0.0f)
{ // adjust normal
std::swap(facet._aclPoints[0], facet._aclPoints[1]);
facet.CalcNormal();
}
int j;
for (j = 0; j < 3; j++)
{
std::map<Edge, EdgeInfo>::iterator eit = _edges.find(Edge(facet._aclPoints[j], facet._aclPoints[(j+1)%3]));
if (eit != _edges.end())
{
if (eit->second.fcounter[side] < 2)
{
//if (side == 0)
// _builder.addSingleTriangle(facet._aclPoints[0], facet._aclPoints[1], facet._aclPoints[2], true, 3, 0, 1, 1);
eit->second.facet[side] = fidx;
eit->second.facets[side][eit->second.fcounter[side]] = facet;
eit->second.fcounter[side]++;
facet.SetFlag(MeshFacet::MARKED); // set all facets connected to an edge: MARKED
}
}
}
_newMeshFacets[side].push_back(facet);
} // for (i = 0; i < (out->numberoftriangles * 3); i += 3)
} // for (it1 = _facet2points[side].begin(); it1 != _facet2points[side].end(); ++it1)
}
void SetOperations::CollectFacets (int side, float mult)
{
// float distSave = MeshDefinitions::_fMinPointDistance;
//MeshDefinitions::SetMinPointDistance(1.0e-4f);
MeshKernel mesh;
MeshBuilder mb(mesh);
mb.Initialize(_newMeshFacets[side].size());
std::vector<MeshGeomFacet>::iterator it;
for (it = _newMeshFacets[side].begin(); it != _newMeshFacets[side].end(); ++it)
{
//if (it->IsFlag(MeshFacet::MARKED))
//{
// _builder.addSingleTriangle(it->_aclPoints[0], it->_aclPoints[1], it->_aclPoints[2], true, 3.0, 0.0, 1.0, 1.0);
//}
mb.AddFacet(*it, true);
}
mb.Finish();
MeshAlgorithm algo(mesh);
algo.ResetFacetFlag(static_cast<MeshFacet::TFlagType>(MeshFacet::VISIT | MeshFacet::TMP0));
// bool hasFacetsNotVisited = true; // until facets not visited
// search for facet not visited
MeshFacetArray::_TConstIterator itf;
const MeshFacetArray& rFacets = mesh.GetFacets();
for (itf = rFacets.begin(); itf != rFacets.end(); ++itf)
{
if (!itf->IsFlag(MeshFacet::VISIT))
{ // Facet found, visit neighbours
std::vector<FacetIndex> facets;
facets.push_back(itf - rFacets.begin()); // add seed facet
CollectFacetVisitor visitor(mesh, facets, _edges, side, mult, _builder);
mesh.VisitNeighbourFacets(visitor, itf - rFacets.begin());
if (visitor._addFacets == 0)
{ // mark all facets to add it to the result
algo.SetFacetsFlag(facets, MeshFacet::TMP0);
}
}
}
// add all facets to the result vector
for (itf = rFacets.begin(); itf != rFacets.end(); ++itf)
{
if (itf->IsFlag(MeshFacet::TMP0))
{
_facetsOf[side].push_back(mesh.GetFacet(*itf));
}
}
// MeshDefinitions::SetMinPointDistance(distSave);
}
SetOperations::CollectFacetVisitor::CollectFacetVisitor (const MeshKernel& mesh, std::vector<FacetIndex>& facets,
std::map<Edge, EdgeInfo>& edges, int side, float mult,
Base::Builder3D& builder)
: _facets(facets)
, _mesh(mesh)
, _edges(edges)
, _side(side)
, _mult(mult)
, _addFacets(-1)
,_builder(builder)
{
}
bool SetOperations::CollectFacetVisitor::Visit (const MeshFacet &rclFacet, const MeshFacet &rclFrom,
FacetIndex ulFInd, unsigned long ulLevel)
{
(void)rclFacet;
(void)rclFrom;
(void)ulLevel;
_facets.push_back(ulFInd);
return true;
}
//static int matchCounter = 0;
bool SetOperations::CollectFacetVisitor::AllowVisit (const MeshFacet& rclFacet, const MeshFacet& rclFrom,
FacetIndex ulFInd, unsigned long ulLevel,
unsigned short neighbourIndex)
{
(void)ulFInd;
(void)ulLevel;
if (rclFacet.IsFlag(MeshFacet::MARKED) && rclFrom.IsFlag(MeshFacet::MARKED)) {
// facet connected to an edge
PointIndex pt0 = rclFrom._aulPoints[neighbourIndex], pt1 = rclFrom._aulPoints[(neighbourIndex+1)%3];
Edge edge(_mesh.GetPoint(pt0), _mesh.GetPoint(pt1));
std::map<Edge, EdgeInfo>::iterator it = _edges.find(edge);
if (it != _edges.end()) {
if (_addFacets == -1) {
// determine if the facets should add or not only once
MeshGeomFacet facet = _mesh.GetFacet(rclFrom); // triangulated facet
MeshGeomFacet facetOther = it->second.facets[1-_side][0]; // triangulated facet from same edge and other mesh
Vector3f normalOther = facetOther.GetNormal();
//Vector3f normal = facet.GetNormal();
Vector3f edgeDir = it->first.pt1 - it->first.pt2;
Vector3f ocDir = (edgeDir % (facet.GetGravityPoint() - it->first.pt1)) % edgeDir;
ocDir.Normalize();
Vector3f ocDirOther = (edgeDir % (facetOther.GetGravityPoint() - it->first.pt1)) % edgeDir;
ocDirOther.Normalize();
//Vector3f dir = ocDir % normal;
//Vector3f dirOther = ocDirOther % normalOther;
bool match = ((ocDir * normalOther) * _mult) < 0.0f;
//if (matchCounter == 1)
//{
// // _builder.addSingleArrow(it->second.pt1, it->second.pt1 + edgeDir, 3, 0.0, 1.0, 0.0);
// _builder.addSingleTriangle(facet._aclPoints[0], facet._aclPoints[1], facet._aclPoints[2], true, 3.0, 1.0, 0.0, 0.0);
// // _builder.addSingleArrow(facet.GetGravityPoint(), facet.GetGravityPoint() + ocDir, 3, 1.0, 0.0, 0.0);
// _builder.addSingleArrow(facet.GetGravityPoint(), facet.GetGravityPoint() + normal, 3, 1.0, 0.5, 0.0);
// // _builder.addSingleArrow(facet.GetGravityPoint(), facet.GetGravityPoint() + dir, 3, 1.0, 1.0, 0.0);
// _builder.addSingleTriangle(facetOther._aclPoints[0], facetOther._aclPoints[1], facetOther._aclPoints[2], true, 3.0, 0.0, 0.0, 1.0);
// // _builder.addSingleArrow(facetOther.GetGravityPoint(), facetOther.GetGravityPoint() + ocDirOther, 3, 0.0, 0.0, 1.0);
// _builder.addSingleArrow(facetOther.GetGravityPoint(), facetOther.GetGravityPoint() + normalOther, 3, 0.0, 0.5, 1.0);
// // _builder.addSingleArrow(facetOther.GetGravityPoint(), facetOther.GetGravityPoint() + dirOther, 3, 0.0, 1.0, 1.0);
//}
// float scalar = dir * dirOther * _mult;
// bool match = scalar > 0.0f;
//MeshPoint pt0 = it->first.pt1;
//MeshPoint pt1 = it->first.pt2;
//int i, n0 = -1, n1 = -1, m0 = -1, m1 = -1;
//for (i = 0; i < 3; i++)
//{
// if ((n0 == -1) && (facet._aclPoints[i] == pt0))
// n0 = i;
// if ((n1 == -1) && (facet._aclPoints[i] == pt1))
// n1 = i;
// if ((m0 == -1) && (facetOther._aclPoints[i] == pt0))
// m0 = i;
// if ((m1 == -1) && (facetOther._aclPoints[i] == pt1))
// m1 = i;
//}
//if ((n0 != -1) && (n1 != -1) && (m0 != -1) && (m1 != -1))
//{
// bool orient_n = n1 > n0;
// bool orient_m = m1 > m0;
// Vector3f dirN = facet._aclPoints[n1] - facet._aclPoints[n0];
// Vector3f dirM = facetOther._aclPoints[m1] - facetOther._aclPoints[m0];
// if (matchCounter == 1)
// {
// _builder.addSingleArrow(facet.GetGravityPoint(), facet.GetGravityPoint() + dirN, 3, 1.0, 1.0, 0.0);
// _builder.addSingleArrow(facetOther.GetGravityPoint(), facetOther.GetGravityPoint() + dirM, 3, 0.0, 1.0, 1.0);
// }
// if (_mult > 0.0)
// match = orient_n == orient_m;
// else
// match = orient_n != orient_m;
//}
if (match)
_addFacets = 0;
else
_addFacets = 1;
//matchCounter++;
}
return false;
}
}
return true;
}
// ----------------------------------------------------------------------------
bool MeshIntersection::hasIntersection() const
{
Base::BoundBox3f bbox1 = kernel1.GetBoundBox();
Base::BoundBox3f bbox2 = kernel2.GetBoundBox();
if (!(bbox1 && bbox2))
return false;
if (testIntersection(kernel1, kernel2))
return true;
return false;
}
void MeshIntersection::getIntersection(std::list<MeshIntersection::Tuple>& intsct) const
{
const MeshKernel& k1 = kernel1;
const MeshKernel& k2 = kernel2;
// Contains bounding boxes for every facet of 'k1'
std::vector<Base::BoundBox3f> boxes1;
MeshFacetIterator cMFI1(k1);
for (cMFI1.Begin(); cMFI1.More(); cMFI1.Next()) {
boxes1.push_back((*cMFI1).GetBoundBox());
}
// Contains bounding boxes for every facet of 'k2'
std::vector<Base::BoundBox3f> boxes2;
MeshFacetIterator cMFI2(k2);
for (cMFI2.Begin(); cMFI2.More(); cMFI2.Next()) {
boxes2.push_back((*cMFI2).GetBoundBox());
}
// Splits the mesh using grid for speeding up the calculation
MeshFacetGrid cMeshFacetGrid(k1);
const MeshFacetArray& rFaces2 = k2.GetFacets();
Base::SequencerLauncher seq("Checking for intersections...", rFaces2.size());
int index = 0;
MeshGeomFacet facet1, facet2;
Base::Vector3f pt1, pt2;
// Iterate over the facets of the 2nd mesh and find the grid elements of the 1st mesh
for (MeshFacetArray::_TConstIterator it = rFaces2.begin(); it != rFaces2.end(); ++it, index++) {
seq.next();
std::vector<FacetIndex> elements;
cMeshFacetGrid.Inside(boxes2[index], elements, true);
cMFI2.Set(index);
facet2 = *cMFI2;
for (std::vector<FacetIndex>::iterator jt = elements.begin(); jt != elements.end(); ++jt) {
if (boxes2[index] && boxes1[*jt]) {
cMFI1.Set(*jt);
facet1 = *cMFI1;
int ret = facet1.IntersectWithFacet(facet2, pt1, pt2);
if (ret == 2) {
Tuple d;
d.p1 = pt1;
d.p2 = pt2;
d.f1 = *jt;
d.f2 = index;
intsct.push_back(d);
}
}
}
}
}
bool MeshIntersection::testIntersection(const MeshKernel& k1,
const MeshKernel& k2)
{
// Contains bounding boxes for every facet of 'k1'
std::vector<Base::BoundBox3f> boxes1;
MeshFacetIterator cMFI1(k1);
for (cMFI1.Begin(); cMFI1.More(); cMFI1.Next()) {
boxes1.push_back((*cMFI1).GetBoundBox());
}
// Contains bounding boxes for every facet of 'k2'
std::vector<Base::BoundBox3f> boxes2;
MeshFacetIterator cMFI2(k2);
for (cMFI2.Begin(); cMFI2.More(); cMFI2.Next()) {
boxes2.push_back((*cMFI2).GetBoundBox());
}
// Splits the mesh using grid for speeding up the calculation
MeshFacetGrid cMeshFacetGrid(k1);
const MeshFacetArray& rFaces2 = k2.GetFacets();
Base::SequencerLauncher seq("Checking for intersections...", rFaces2.size());
int index = 0;
MeshGeomFacet facet1, facet2;
Base::Vector3f pt1, pt2;
// Iterate over the facets of the 2nd mesh and find the grid elements of the 1st mesh
for (MeshFacetArray::_TConstIterator it = rFaces2.begin(); it != rFaces2.end(); ++it, index++) {
seq.next();
std::vector<FacetIndex> elements;
cMeshFacetGrid.Inside(boxes2[index], elements, true);
cMFI2.Set(index);
facet2 = *cMFI2;
for (std::vector<FacetIndex>::iterator jt = elements.begin(); jt != elements.end(); ++jt) {
if (boxes2[index] && boxes1[*jt]) {
cMFI1.Set(*jt);
facet1 = *cMFI1;
int ret = facet1.IntersectWithFacet(facet2, pt1, pt2);
if (ret == 2) {
// abort after the first detected self-intersection
return true;
}
}
}
}
return false;
}
void MeshIntersection::connectLines(bool onlyclosed, const std::list<MeshIntersection::Tuple>& rdata,
std::list< std::list<MeshIntersection::Triple> >& lines)
{
float fMinEps = minDistance * minDistance;
std::list<Tuple> data = rdata;
while (!data.empty()) {
std::list<Tuple>::iterator pF;
std::list<Triple> newPoly;
// add first line and delete from the list
Triple front, back;
front.f1 = data.begin()->f1;
front.f2 = data.begin()->f2;
front.p = data.begin()->p1; // current start point of the polyline
back.f1 = data.begin()->f1;
back.f2 = data.begin()->f2;
back.p = data.begin()->p2; // current end point of the polyline
newPoly.push_back(front);
newPoly.push_back(back);
data.erase(data.begin());
// search for the next line on the begin/end of the polyline and add it
std::list<Tuple>::iterator pFront, pEnd;
bool bFoundLine;
do {
float fFrontMin = fMinEps, fEndMin = fMinEps;
bool bFrontFirst=false, bEndFirst=false;
pFront = data.end();
pEnd = data.end();
bFoundLine = false;
for (pF = data.begin(); pF != data.end(); ++pF) {
if (Base::DistanceP2(front.p, pF->p1) < fFrontMin) {
fFrontMin = Base::DistanceP2(front.p, pF->p1);
pFront = pF;
bFrontFirst = true;
}
else if (Base::DistanceP2(back.p, pF->p1) < fEndMin) {
fEndMin = Base::DistanceP2(back.p, pF->p1);
pEnd = pF;
bEndFirst = true;
}
else if (Base::DistanceP2(front.p, pF->p2) < fFrontMin) {
fFrontMin = Base::DistanceP2(front.p, pF->p2);
pFront = pF;
bFrontFirst = false;
}
else if (Base::DistanceP2(back.p, pF->p2) < fEndMin) {
fEndMin = Base::DistanceP2(back.p, pF->p2);
pEnd = pF;
bEndFirst = false;
}
if (fFrontMin == 0.0f || fEndMin == 0.0f) {
break;
}
}
if (pFront != data.end()) {
bFoundLine = true;
if (bFrontFirst) {
front.f1 = pFront->f1;
front.f2 = pFront->f2;
front.p = pFront->p2;
newPoly.push_front(front);
}
else {
front.f1 = pFront->f1;
front.f2 = pFront->f2;
front.p = pFront->p1;
newPoly.push_front(front);
}
data.erase(pFront);
}
if (pEnd != data.end()) {
bFoundLine = true;
if (bEndFirst) {
back.f1 = pEnd->f1;
back.f2 = pEnd->f2;
back.p = pEnd->p2;
newPoly.push_back(back);
}
else {
back.f1 = pEnd->f1;
back.f2 = pEnd->f2;
back.p = pEnd->p1;
newPoly.push_back(back);
}
data.erase(pEnd);
}
}
while (bFoundLine);
if (onlyclosed) {
if (newPoly.size() > 2 && Base::DistanceP2(newPoly.front().p, newPoly.back().p) < fMinEps)
lines.push_back(newPoly);
}
else {
lines.push_back(newPoly);
}
}
}