- Bugfix: polygon-bounded half space clipping now assumes plane in correct coordinate space

- Bugfix: closing polygon loop along boundary polygon now correctly projects boundary vertices to polygon plane
pull/474/head
ulf 2015-03-05 20:17:26 +01:00
parent 0cdc528e01
commit a2c9904d59
1 changed files with 14 additions and 10 deletions

View File

@ -455,12 +455,11 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
continue; continue;
IfcVector3 polyNormal = TempMesh::ComputePolygonNormal(srcVertices, srcVtxCount, true); 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 the poly is parallel to the plane, put it completely on the black or white side
if( std::abs(polyNormal * n) > 0.9999 ) 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<IfcVector3>& targetSide = isOnWhiteSide ? whiteside : blackside; std::vector<IfcVector3>& targetSide = isOnWhiteSide ? whiteside : blackside;
targetSide.insert(targetSide.end(), srcVertices, srcVertices + srcVtxCount); 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 // 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, // 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. // 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 ) for( size_t a = 0; a < srcVtxCount; ++a )
{ {
IfcVector3 e0 = proj * srcVertices[a]; IfcVector3 e0 = srcVertices[a];
IfcVector3 e1 = proj * srcVertices[(a + 1) % srcVtxCount]; IfcVector3 e1 = srcVertices[(a + 1) % srcVtxCount];
IfcVector3 ei; IfcVector3 ei;
// put starting point to the current mesh // put starting point to the current mesh
@ -485,12 +484,11 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
bool isPlaneHit = IntersectSegmentPlane(p, n, e0, e1, isCurrentlyOnWhiteSide, ei); bool isPlaneHit = IntersectSegmentPlane(p, n, e0, e1, isCurrentlyOnWhiteSide, ei);
if( isPlaneHit ) if( isPlaneHit )
{ {
IfcVector3 global_ei = proj_inv * ei; if( trgt.empty() || (trgt.back() - ei).SquareLength() > 1e-12 )
if( trgt.empty() || (trgt.back() - global_ei).SquareLength() > 1e-12 ) trgt.push_back(ei);
trgt.push_back(global_ei);
isCurrentlyOnWhiteSide = !isCurrentlyOnWhiteSide; isCurrentlyOnWhiteSide = !isCurrentlyOnWhiteSide;
std::vector<IfcVector3>& newtrgt = isCurrentlyOnWhiteSide ? whiteside : blackside; std::vector<IfcVector3>& 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 // vertices of the current boundary segments
IfcVector3 currBoundaryPoint = profile->verts[currentBoundaryEdgeIdx]; IfcVector3 currBoundaryPoint = profile->verts[currentBoundaryEdgeIdx];
IfcVector3 nextBoundaryPoint = profile->verts[nextBoundaryEdgeIdx]; 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 // build a direction that goes along the boundary border but lies in the poly plane
IfcVector3 boundaryPlaneNormal = ((nextBoundaryPoint - currBoundaryPoint) ^ profileNormal).Normalize(); 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 // until we finish that boundary segment and continue on the next
if( std::abs(polyNormal.z) > 1e-5 ) 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 // check if the direction hits the loop start - if yes, we got a poly to output