diff --git a/code/IFCBoolean.cpp b/code/IFCBoolean.cpp index 995f7632c..c1b43695c 100644 --- a/code/IFCBoolean.cpp +++ b/code/IFCBoolean.cpp @@ -455,12 +455,11 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded continue; IfcVector3 polyNormal = TempMesh::ComputePolygonNormal(srcVertices, srcVtxCount, true); - polyNormal = IfcMatrix3(proj) * polyNormal; // if the poly is parallel to the plane, put it completely on the black or white side if( std::abs(polyNormal * n) > 0.9999 ) { - bool isOnWhiteSide = ((proj * srcVertices[0]) - p) * n > -1e-6; + bool isOnWhiteSide = (srcVertices[0] - p) * n > -1e-6; std::vector& targetSide = isOnWhiteSide ? whiteside : blackside; targetSide.insert(targetSide.end(), srcVertices, srcVertices + srcVtxCount); } @@ -469,11 +468,11 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded // otherwise start building one polygon for each side. Whenever the current line segment intersects the plane // we put a point there as an end of the current segment. Then we switch to the other side, put a point there, too, // as a beginning of the current segment, and simply continue accumulating vertices. - bool isCurrentlyOnWhiteSide = ((proj * srcVertices[0]) - p) * n > -1e-6; + bool isCurrentlyOnWhiteSide = ((srcVertices[0]) - p) * n > -1e-6; for( size_t a = 0; a < srcVtxCount; ++a ) { - IfcVector3 e0 = proj * srcVertices[a]; - IfcVector3 e1 = proj * srcVertices[(a + 1) % srcVtxCount]; + IfcVector3 e0 = srcVertices[a]; + IfcVector3 e1 = srcVertices[(a + 1) % srcVtxCount]; IfcVector3 ei; // put starting point to the current mesh @@ -485,12 +484,11 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded bool isPlaneHit = IntersectSegmentPlane(p, n, e0, e1, isCurrentlyOnWhiteSide, ei); if( isPlaneHit ) { - IfcVector3 global_ei = proj_inv * ei; - if( trgt.empty() || (trgt.back() - global_ei).SquareLength() > 1e-12 ) - trgt.push_back(global_ei); + if( trgt.empty() || (trgt.back() - ei).SquareLength() > 1e-12 ) + trgt.push_back(ei); isCurrentlyOnWhiteSide = !isCurrentlyOnWhiteSide; std::vector& newtrgt = isCurrentlyOnWhiteSide ? whiteside : blackside; - newtrgt.push_back(global_ei); + newtrgt.push_back(ei); } } } @@ -648,6 +646,12 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded // vertices of the current boundary segments IfcVector3 currBoundaryPoint = profile->verts[currentBoundaryEdgeIdx]; IfcVector3 nextBoundaryPoint = profile->verts[nextBoundaryEdgeIdx]; + // project the two onto the polygon + if( std::abs(polyNormal.z) > 1e-5 ) + { + currBoundaryPoint.z = startingPoint.z + (currBoundaryPoint.x - startingPoint.x) * polyNormal.x/polyNormal.z + (currBoundaryPoint.y - startingPoint.y) * polyNormal.y/polyNormal.z; + nextBoundaryPoint.z = startingPoint.z + (nextBoundaryPoint.x - startingPoint.x) * polyNormal.x/polyNormal.z + (nextBoundaryPoint.y - startingPoint.y) * polyNormal.y/polyNormal.z; + } // build a direction that goes along the boundary border but lies in the poly plane IfcVector3 boundaryPlaneNormal = ((nextBoundaryPoint - currBoundaryPoint) ^ profileNormal).Normalize(); @@ -656,7 +660,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded // until we finish that boundary segment and continue on the next if( std::abs(polyNormal.z) > 1e-5 ) { - t = std::min(t, (nextBoundaryPoint - startingPoint).Length() / std::abs(polyNormal.z)); + t = std::min(t, (nextBoundaryPoint - startingPoint).Length()); } // check if the direction hits the loop start - if yes, we got a poly to output