- Ifc: use a combination of clipper and poly2tri to triangulate arbitrary polygons with arbitrarily-shaped holes (the former to workaround the cases not supported by the latter ...). Issues with doors et al. (i.e. openings touching the outer contour of a wall polygon) remain and are yet to be solved. Overall, this change should make IfcLoader much more robust, though. Since this means that the previous algorithm to triangulate walls is dropped altogether, regressions are highly likely.

Note 1: there are cases in which the previous algorithm may have produced 'better' triangles, but my big hope is that poly2tri's CDT implementation will implement more advanced refinement algorithms over time.

Note 2: This issue http://code.google.com/p/poly2tri/issues/detail?id=34 is relevant, first versions of my poly2tri embedding would indeed stackoverflow or assert. I somehow avoided this by using Clipper as prepass and scaling the entire polygon to 0..1 range (as recommended).


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1118 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/5/head
aramis_acg 2012-01-17 01:49:17 +00:00
parent 850285b56e
commit ad759f6efe
3 changed files with 1145 additions and 446 deletions

View File

@ -522,6 +522,28 @@ SET( ConvertUTF_SRCS
)
SOURCE_GROUP( ConvertUTF FILES ${ConvertUTF_SRCS})
SET( Clipper_SRCS
../contrib/clipper/clipper.hpp
../contrib/clipper/clipper.cpp
)
SOURCE_GROUP( Clipper FILES ${Clipper_SRCS})
SET( Poly2Tri_SRCS
../contrib/poly2tri/poly2tri/common/shapes.cc
../contrib/poly2tri/poly2tri/common/shapes.h
../contrib/poly2tri/poly2tri/common/utils.h
../contrib/poly2tri/poly2tri/sweep/advancing_front.h
../contrib/poly2tri/poly2tri/sweep/advancing_front.cc
../contrib/poly2tri/poly2tri/sweep/cdt.cc
../contrib/poly2tri/poly2tri/sweep/cdt.h
../contrib/poly2tri/poly2tri/sweep/sweep.cc
../contrib/poly2tri/poly2tri/sweep/sweep.h
../contrib/poly2tri/poly2tri/sweep/sweep_context.cc
../contrib/poly2tri/poly2tri/sweep/sweep_context.h
)
SOURCE_GROUP( Poly2Tri FILES ${Poly2Tri_SRCS})
SET( unzip_SRCS
../contrib/unzip/crypt.h
../contrib/unzip/ioapi.c
@ -596,6 +618,8 @@ ADD_LIBRARY( assimp STATIC
${IrrXML_SRCS}
${ConvertUTF_SRCS}
${unzip_compile_SRCS}
${Poly2Tri_SRCS}
${Clipper_SRCS}
# Necessary to show the headers in the project when using the VC++ generator:
${Boost_SRCS}
@ -654,6 +678,8 @@ ADD_LIBRARY( assimp SHARED
${IrrXML_SRCS}
${ConvertUTF_SRCS}
${unzip_compile_SRCS}
${Poly2Tri_SRCS}
${Clipper_SRCS}
# Necessary to show the headers in the project when using the VC++ generator:
${Boost_SRCS}

View File

@ -49,6 +49,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "PolyTools.h"
#include "ProcessHelper.h"
#include "../contrib/poly2tri/poly2tri/poly2tri.h"
#include "../contrib/clipper/clipper.hpp"
#include <iterator>
namespace Assimp {
@ -528,432 +531,340 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
IFCImporter::LogDebug("generate mesh procedurally by radial extrusion (IfcRevolvedAreaSolid)");
}
// ------------------------------------------------------------------------------------------------
bool TryAddOpenings(const std::vector<TempOpening>& openings,const std::vector<aiVector3D>& nors, TempMesh& curmesh)
{
std::vector<aiVector3D>& out = curmesh.verts;
aiMatrix3x3 DerivePlaneCoordinateSpace(const TempMesh& curmesh) {
const std::vector<aiVector3D>& out = curmesh.verts;
aiMatrix3x3 m;
const size_t s = out.size();
assert(curmesh.vertcnt.size() == 1 && curmesh.vertcnt.back() == s);
const aiVector3D any_point = out[s-1];
const aiVector3D nor = ComputePolygonNormal(curmesh); ;
aiVector3D nor;
bool got_openings = false;
TempMesh res;
size_t c = 0;
BOOST_FOREACH(const TempOpening& t,openings) {
const aiVector3D& outernor = nors[c++];
const float dot = nor * outernor;
if (fabs(dot)<1.f-1e-6f) {
continue;
// The input polygon is arbitrarily shaped, so we might need some tries
// until we find a suitable normal (and it does not even need to be
// right in all cases, Newell's algorithm would be the correct one ... ).
size_t base = s-curmesh.vertcnt.back(), t = base, i, j;
for (i = base; i < s-1; ++i) {
for (j = i+1; j < s; ++j) {
nor = ((out[i]-any_point)^(out[j]-any_point));
if(fabs(nor.Length()) > 1e-8f) {
goto out;
}
}
// const aiVector3D diff = t.extrusionDir;
const std::vector<aiVector3D>& va = t.profileMesh->verts;
if(va.size() <= 2) {
continue;
}
// const float dd = t.extrusionDir*nor;
IFCImporter::LogDebug("apply an IfcOpeningElement linked via IfcRelVoidsElement to this polygon");
got_openings = true;
// project va[i] onto the plane formed by the current polygon [given by (any_point,nor)]
for(size_t i = 0; i < va.size(); ++i) {
const aiVector3D& v = va[i];
out.push_back(v-(nor*(v-any_point))*nor);
}
curmesh.vertcnt.push_back(va.size());
res.Clear();
MergePolygonBoundaries(res,curmesh,0);
curmesh = res;
}
return got_openings;
assert(0);
out:
nor.Normalize();
aiVector3D r = (out[i]-any_point);
r.Normalize();
// reconstruct orthonormal basis
aiVector3D u = r ^ nor;
u.Normalize();
m.a1 = r.x;
m.a2 = r.y;
m.a3 = r.z;
m.b1 = u.x;
m.b2 = u.y;
m.b3 = u.z;
m.c1 = nor.x;
m.c2 = nor.y;
m.c3 = nor.z;
return m;
}
// ------------------------------------------------------------------------------------------------
struct DistanceSorter {
DistanceSorter(const aiVector3D& base) : base(base) {}
bool operator () (const TempOpening& a, const TempOpening& b) const {
return (a.profileMesh->Center()-base).SquareLength() < (b.profileMesh->Center()-base).SquareLength();
}
aiVector3D base;
};
// ------------------------------------------------------------------------------------------------
struct XYSorter {
// sort first by X coordinates, then by Y coordinates
bool operator () (const aiVector2D&a, const aiVector2D& b) const {
if (a.x == b.x) {
return a.y < b.y;
}
return a.x < b.x;
}
};
// ------------------------------------------------------------------------------------------------
struct ProjectionInfo {
unsigned int ac, bc;
aiVector3D p,u,v;
};
typedef std::pair< aiVector2D, aiVector2D > BoundingBox;
typedef std::map<aiVector2D,size_t,XYSorter> XYSortedField;
// ------------------------------------------------------------------------------------------------
aiVector2D ProjectPositionVectorOntoPlane(const aiVector3D& x, const ProjectionInfo& proj)
{
const aiVector3D xx = x-proj.p;
return aiVector2D(xx[proj.ac]/proj.u[proj.ac],xx[proj.bc]/proj.v[proj.bc]);
}
// ------------------------------------------------------------------------------------------------
void QuadrifyPart(const aiVector2D& pmin, const aiVector2D& pmax, XYSortedField& field, const std::vector< BoundingBox >& bbs,
std::vector<aiVector2D>& out)
{
if (!(pmin.x-pmax.x) || !(pmin.y-pmax.y)) {
return;
}
float xs = 1e10, xe = 1e10;
bool found = false;
// Search along the x-axis until we find an opening
XYSortedField::iterator start = field.begin();
for(; start != field.end(); ++start) {
const BoundingBox& bb = bbs[(*start).second];
if(bb.first.x >= pmax.x) {
break;
}
if (bb.second.x > pmin.x && bb.second.y > pmin.y && bb.first.y < pmax.y) {
xs = bb.first.x;
xe = bb.second.x;
found = true;
break;
}
}
if (!found) {
// the rectangle [pmin,pend] is opaque, fill it
out.push_back(pmin);
out.push_back(aiVector2D(pmin.x,pmax.y));
out.push_back(pmax);
out.push_back(aiVector2D(pmax.x,pmin.y));
return;
}
xs = std::max(pmin.x,xs);
xe = std::min(pmax.x,xe);
// see if there's an offset to fill at the top of our quad
if (xs - pmin.x) {
out.push_back(pmin);
out.push_back(aiVector2D(pmin.x,pmax.y));
out.push_back(aiVector2D(xs,pmax.y));
out.push_back(aiVector2D(xs,pmin.y));
}
// search along the y-axis for all openings that overlap xs and our quad
float ylast = pmin.y;
found = false;
for(; start != field.end(); ++start) {
const BoundingBox& bb = bbs[(*start).second];
if (bb.first.x > xs || bb.first.y >= pmax.y) {
break;
}
if (bb.second.y > ylast) {
found = true;
const float ys = std::max(bb.first.y,pmin.y), ye = std::min(bb.second.y,pmax.y);
if (ys - ylast) {
QuadrifyPart( aiVector2D(xs,ylast), aiVector2D(xe,ys) ,field,bbs,out);
}
// the following are the window vertices
/*wnd.push_back(aiVector2D(xs,ys));
wnd.push_back(aiVector2D(xs,ye));
wnd.push_back(aiVector2D(xe,ye));
wnd.push_back(aiVector2D(xe,ys));*/
ylast = ye;
}
}
if (!found) {
// the rectangle [pmin,pend] is opaque, fill it
out.push_back(aiVector2D(xs,pmin.y));
out.push_back(aiVector2D(xs,pmax.y));
out.push_back(aiVector2D(xe,pmax.y));
out.push_back(aiVector2D(xe,pmin.y));
return;
}
if (ylast < pmax.y) {
QuadrifyPart( aiVector2D(xs,ylast), aiVector2D(xe,pmax.y) ,field,bbs,out);
}
// now for the whole rest
if (pmax.x-xe) {
QuadrifyPart(aiVector2D(xe,pmin.y), pmax ,field,bbs,out);
}
}
// ------------------------------------------------------------------------------------------------
enum Intersect {
Intersect_No,
Intersect_LiesOnPlane,
Intersect_Yes
};
// ------------------------------------------------------------------------------------------------
Intersect IntersectSegmentPlane(const aiVector3D& p,const aiVector3D& n, const aiVector3D& e0, const aiVector3D& e1, aiVector3D& out)
{
const aiVector3D pdelta = e0 - p, seg = e1-e0;
const float dotOne = n*seg, dotTwo = -(n*pdelta);
if (fabs(dotOne) < 1e-6) {
return fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
}
const float t = dotTwo/dotOne;
// t must be in [0..1] if the intersection point is within the given segment
if (t > 1.f || t < 0.f) {
return Intersect_No;
}
out = e0+t*seg;
return Intersect_Yes;
}
// ------------------------------------------------------------------------------------------------
aiVector3D Unproject(const aiVector2D& vproj, const ProjectionInfo& proj)
{
return vproj.x*proj.u + vproj.y*proj.v + proj.p;
}
// ------------------------------------------------------------------------------------------------
void InsertWindowContours(const std::vector< BoundingBox >& bbs,const std::vector< std::vector<aiVector2D> >& contours,const ProjectionInfo& proj, TempMesh& curmesh)
{
ai_assert(contours.size() == bbs.size());
// fix windows - we need to insert the real, polygonal shapes into the quadratic holes that we have now
for(size_t i = 0; i < contours.size();++i) {
const BoundingBox& bb = bbs[i];
const std::vector<aiVector2D>& contour = contours[i];
// check if we need to do it at all - many windows just fit perfectly into their quadratic holes,
// i.e. their contours *are* already their bounding boxes.
if (contour.size() == 4) {
std::set<aiVector2D,XYSorter> verts;
for(size_t n = 0; n < 4; ++n) {
verts.insert(contour[n]);
}
const std::set<aiVector2D,XYSorter>::const_iterator end = verts.end();
if (verts.find(bb.first)!=end && verts.find(bb.second)!=end
&& verts.find(aiVector2D(bb.first.x,bb.second.y))!=end
&& verts.find(aiVector2D(bb.second.x,bb.first.y))!=end
) {
continue;
}
}
const float epsilon = (bb.first-bb.second).Length()/1000.f;
// walk through all contour points and find those that lie on the BB corner
size_t last_hit = -1, very_first_hit = -1;
aiVector2D edge;
for(size_t n = 0, e=0, size = contour.size();; n=(n+1)%size, ++e) {
// sanity checking
if (e == size*2) {
IFCImporter::LogError("encountered unexpected topology while generating window contour");
break;
}
const aiVector2D& v = contour[n];
bool hit = false;
if (fabs(v.x-bb.first.x)<epsilon) {
edge.x = bb.first.x;
hit = true;
}
else if (fabs(v.x-bb.second.x)<epsilon) {
edge.x = bb.second.x;
hit = true;
}
if (fabs(v.y-bb.first.y)<epsilon) {
edge.y = bb.first.y;
hit = true;
}
else if (fabs(v.y-bb.second.y)<epsilon) {
edge.y = bb.second.y;
hit = true;
}
if (hit) {
if (last_hit != (size_t)-1) {
const size_t old = curmesh.verts.size();
size_t cnt = last_hit > n ? size-(last_hit-n) : n-last_hit;
for(size_t a = last_hit, e = 0; e <= cnt; a=(a+1)%size, ++e) {
curmesh.verts.push_back(Unproject(contour[a],proj));
}
if (edge != contour[last_hit] && edge != contour[n]) {
curmesh.verts.push_back(Unproject(edge,proj));
}
else if (cnt == 1) {
// avoid degenerate polygons (also known as lines or points)
curmesh.verts.erase(curmesh.verts.begin()+old,curmesh.verts.end());
}
if (const size_t d = curmesh.verts.size()-old) {
curmesh.vertcnt.push_back(d);
std::reverse(curmesh.verts.rbegin(),curmesh.verts.rbegin()+d);
}
if (n == very_first_hit) {
break;
}
}
else {
very_first_hit = n;
}
last_hit = n;
}
}
}
}
// ------------------------------------------------------------------------------------------------
bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const std::vector<aiVector3D>& nors, TempMesh& curmesh)
bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std::vector<aiVector3D>& nors, TempMesh& curmesh)
{
std::vector<aiVector3D>& out = curmesh.verts;
bool result = false;
// Try to derive a solid base plane within the current surface for use as
// working coordinate system.
aiVector3D vmin,vmax;
ArrayBounds(&out[0],out.size(),vmin,vmax);
const aiMatrix3x3& m = DerivePlaneCoordinateSpace(curmesh);
const aiMatrix3x3 minv = aiMatrix3x3(m).Inverse();
const aiVector3D& nor = aiVector3D(m.c1, m.c2, m.c3);
const size_t s = out.size();
const aiVector3D any_point = out[s-4];
const aiVector3D nor = ((out[s-3]-any_point)^(out[s-2]-any_point)).Normalize();
const aiVector3D diag = vmax-vmin;
const float ax = fabs(nor.x);
const float ay = fabs(nor.y);
const float az = fabs(nor.z);
unsigned int ac = 0, bc = 1; /* no z coord. -> projection to xy */
if (ax > ay) {
if (ax > az) { /* no x coord. -> projection to yz */
ac = 1; bc = 2;
}
}
else if (ay > az) { /* no y coord. -> projection to zy */
ac = 2; bc = 0;
}
ProjectionInfo proj;
proj.u = proj.v = diag;
proj.u[bc]=0;
proj.v[ac]=0;
proj.ac = ac;
proj.bc = bc;
proj.p = vmin;
// project all points into the coordinate system defined by the p+sv*tu plane
// and compute bounding boxes for them
std::vector< BoundingBox > bbs;
XYSortedField field;
float coord = -1;
std::vector<aiVector2D> contour_flat;
contour_flat.reserve(out.size());
BOOST_FOREACH(const aiVector3D& x, out) {
contour_flat.push_back(ProjectPositionVectorOntoPlane(x,proj));
aiVector2D vmin, vmax;
MinMaxChooser<aiVector2D>()(vmin, vmax);
// Move all points into the new coordinate system, collecting min/max verts on the way
BOOST_FOREACH(aiVector3D& x, out) {
const aiVector3D vv = m * x;
// keep Z offset in the plane coordinate system. Ignoring precision issues
// (which are present, of course), this should be the same value for
// all polygon vertices (assuming the polygon is planar).
// XXX this should be guarded, but we somehow need to pick a suitable
// epsilon
// if(coord != -1.0f) {
// assert(fabs(coord - vv.z) < 1e-3f);
// }
coord = vv.z;
vmin = std::min(aiVector2D(vv.x, vv.y), vmin);
vmax = std::max(aiVector2D(vv.x, vv.y), vmax);
contour_flat.push_back(aiVector2D(vv.x,vv.y));
}
std::vector< std::vector<aiVector2D> > contours;
// With the current code in DerivePlaneCoordinateSpace,
// vmin,vmax should always be the 0...1 rectangle (+- numeric inaccuracies)
// but here we won't rely on this.
size_t c = 0;
BOOST_FOREACH(const TempOpening& t,openings) {
const aiVector3D& outernor = nors[c++];
const float dot = nor * outernor;
if (fabs(dot)<1.f-1e-6f) {
continue;
vmax -= vmin;
// If this happens then the projection must have been wrong.
assert(vmax.Length());
using ClipperLib::ulong64;
// XXX use full -+ range ...
const ClipperLib::long64 max_ulong64 = 1518500249; // clipper.cpp / hiRange var
//#define to_int64(p) (static_cast<ulong64>( std::max( 0., std::min( static_cast<double>((p)), 1.) ) * max_ulong64 ))
#define to_int64(p) (static_cast<ulong64>(static_cast<double>((p) ) * max_ulong64 ))
#define from_int64(p) (static_cast<double>((p)) / max_ulong64)
#define from_int64_f(p) (static_cast<float>(from_int64((p))))
ClipperLib::ExPolygons clipped;
ClipperLib::Polygons holes_union;
aiVector3D wall_extrusion;
bool do_connections = false, first = true;
try {
ClipperLib::Clipper clipper_holes;
size_t c = 0;
BOOST_FOREACH(const TempOpening& t,openings) {
const aiVector3D& outernor = nors[c++];
const float dot = nor * outernor;
if (fabs(dot)<1.f-1e-6f) {
continue;
}
const std::vector<aiVector3D>& va = t.profileMesh->verts;
if(va.size() <= 2) {
continue;
}
std::vector<aiVector2D> contour;
BOOST_FOREACH(const aiVector3D& xx, t.profileMesh->verts) {
aiVector3D vv = m * xx, vv_extr = m * (xx + t.extrusionDir);
const bool is_extruded_side = fabs(vv.z - coord) > fabs(vv_extr.z - coord);
if (first) {
first = false;
if (dot > 0.f) {
do_connections = true;
wall_extrusion = t.extrusionDir;
if (is_extruded_side) {
wall_extrusion = - wall_extrusion;
}
}
}
// XXX should not be necessary - but it is. Why? For precision reasons?
vv = is_extruded_side ? vv_extr : vv;
contour.push_back(aiVector2D(vv.x,vv.y));
}
ClipperLib::Polygon hole;
BOOST_FOREACH(aiVector2D& pip, contour) {
pip.x = (pip.x - vmin.x) / vmax.x;
pip.y = (pip.y - vmin.y) / vmax.y;
hole.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
}
if (!ClipperLib::Orientation(hole)) {
std::reverse(hole.begin(), hole.end());
// assert(ClipperLib::Orientation(hole));
}
clipper_holes.AddPolygon(hole,ClipperLib::ptSubject);
}
clipper_holes.Execute(ClipperLib::ctUnion,holes_union,
ClipperLib::pftNonZero,
ClipperLib::pftNonZero);
// const aiVector3D diff = t.extrusionDir;
const std::vector<aiVector3D>& va = t.profileMesh->verts;
if(va.size() <= 2) {
continue;
if (holes_union.empty()) {
return false;
}
aiVector2D vpmin,vpmax;
MinMaxChooser<aiVector2D>()(vpmin,vpmax);
// Now that we have the big union of all holes, subtract it from the outer contour
// to obtain the final polygon to feed into the triangulator.
{
ClipperLib::Polygon poly;
BOOST_FOREACH(aiVector2D& pip, contour_flat) {
pip.x = (pip.x - vmin.x) / vmax.x;
pip.y = (pip.y - vmin.y) / vmax.y;
contours.push_back(std::vector<aiVector2D>());
std::vector<aiVector2D>& contour = contours.back();
poly.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
}
BOOST_FOREACH(const aiVector3D& x, t.profileMesh->verts) {
const aiVector2D& vproj = ProjectPositionVectorOntoPlane(x,proj);
if (ClipperLib::Orientation(poly)) {
std::reverse(poly.begin(), poly.end());
}
clipper_holes.Clear();
clipper_holes.AddPolygon(poly,ClipperLib::ptSubject);
vpmin = std::min(vpmin,vproj);
vpmax = std::max(vpmax,vproj);
contour.push_back(vproj);
clipper_holes.AddPolygons(holes_union,ClipperLib::ptClip);
clipper_holes.Execute(ClipperLib::ctDifference,clipped,
ClipperLib::pftNonZero,
ClipperLib::pftNonZero);
}
if (field.find(vpmin) != field.end()) {
IFCImporter::LogWarn("constraint failure during generation of wall openings, results may be faulty");
}
field[vpmin] = bbs.size();
bbs.push_back(BoundingBox(vpmin,vpmax));
}
catch (const char* sx) {
IFCImporter::LogError("Ifc: error during polygon clipping, skipping openings for this face: (Clipper: "
+ std::string(sx) + ")");
if (bbs.empty()) {
return false;
}
curmesh.verts.clear();
curmesh.vertcnt.clear();
std::vector<aiVector2D> outflat;
outflat.reserve(openings.size()*4);
QuadrifyPart(aiVector2D(0.f,0.f),aiVector2D(1.f,1.f),field,bbs,outflat);
ai_assert(!(outflat.size() % 4));
//FixOuterBoundaries(outflat,contour_flat);
// add connection geometry to close the adjacent 'holes' for the openings
// this should only be done from one side of the wall or the polygons
// would be emitted twice.
if (do_connections) {
// undo the projection, generate output quads
std::vector<aiVector3D> vold;
vold.reserve(outflat.size());
std::swap(vold,curmesh.verts);
std::vector<aiVector3D> tmpvec;
BOOST_FOREACH(ClipperLib::Polygon& opening, holes_union) {
std::vector<unsigned int> iold;
iold.resize(outflat.size()/4,4);
std::swap(iold,curmesh.vertcnt);
assert(ClipperLib::Orientation(opening));
BOOST_FOREACH(const aiVector2D& vproj, outflat) {
out.push_back(Unproject(vproj,proj));
tmpvec.clear();
BOOST_FOREACH(ClipperLib::IntPoint& point, opening) {
tmpvec.push_back( minv * aiVector3D(
vmin.x + from_int64_f(point.X) * vmax.x,
vmin.y + from_int64_f(point.Y) * vmax.y,
coord));
}
for(size_t i = 0, size = tmpvec.size(); i < size; ++i) {
const size_t next = (i+1)%size;
curmesh.vertcnt.push_back(4);
const aiVector3D& in_world = tmpvec[i];
const aiVector3D& next_world = tmpvec[next];
// Assumptions: no 'partial' openings, wall thickness roughly the same across the wall
curmesh.verts.push_back(in_world);
curmesh.verts.push_back(in_world+wall_extrusion);
curmesh.verts.push_back(next_world+wall_extrusion);
curmesh.verts.push_back(next_world);
}
}
}
InsertWindowContours(bbs,contours,proj,curmesh);
return true;
std::vector< std::vector<p2t::Point*> > contours;
BOOST_FOREACH(ClipperLib::ExPolygon& clip, clipped) {
contours.clear();
// Build the outer polygon contour line for feeding into poly2tri
std::vector<p2t::Point*> contour_points;
BOOST_FOREACH(ClipperLib::IntPoint& point, clip.outer) {
contour_points.push_back( new p2t::Point(from_int64(point.X), from_int64(point.Y)) );
}
p2t::CDT* cdt ;
try {
// Note: this relies on custom modifications in poly2tri to raise runtime_error's
// instead if assertions. These failures are not debug only, they can actually
// happen in production use if the input data is broken. An assertion would be
// inappropriate.
cdt = new p2t::CDT(contour_points);
}
catch(const std::exception& e) {
IFCImporter::LogError("Ifc: error during polygon triangulation, skipping some openings: (poly2tri: "
+ std::string(e.what()) + ")");
continue;
}
// Build the poly2tri inner contours for all holes we got from ClipperLib
BOOST_FOREACH(ClipperLib::Polygon& opening, clip.holes) {
contours.push_back(std::vector<p2t::Point*>());
std::vector<p2t::Point*>& contour = contours.back();
BOOST_FOREACH(ClipperLib::IntPoint& point, opening) {
contour.push_back( new p2t::Point(from_int64(point.X), from_int64(point.Y)) );
}
cdt->AddHole(contour);
}
try {
// Note: See above
cdt->Triangulate();
}
catch(const std::exception& e) {
IFCImporter::LogError("Ifc: error during polygon triangulation, skipping some openings: (poly2tri: "
+ std::string(e.what()) + ")");
continue;
}
const std::vector<p2t::Triangle*>& tris = cdt->GetTriangles();
// Collect the triangles we just produced
BOOST_FOREACH(p2t::Triangle* tri, tris) {
for(int i = 0; i < 3; ++i) {
const aiVector2D& v = aiVector2D(
static_cast<float>( tri->GetPoint(i)->x ),
static_cast<float>( tri->GetPoint(i)->y )
);
assert(v.x <= 1.0 && v.x >= 0.0 && v.y <= 1.0 && v.y >= 0.0);
const aiVector3D v3 = minv * aiVector3D(vmin.x + v.x * vmax.x, vmin.y + v.y * vmax.y,coord) ;
curmesh.verts.push_back(v3);
}
curmesh.vertcnt.push_back(3);
}
result = true;
}
#undef to_int64
#undef from_int64
#undef from_int64_f
return result;
}
@ -962,7 +873,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
{
TempMesh meshout;
// first read the profile description
// First read the profile description
if(!ProcessProfile(*solid.SweptArea,meshout,conv) || meshout.verts.size()<=1) {
return;
}
@ -972,7 +883,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
dir *= solid.Depth;
// assuming that `meshout.verts` is now a list of vertex points forming
// Outline: assuming that `meshout.verts` is now a list of vertex points forming
// the underlying profile, extrude along the given axis, forming new
// triangles.
@ -990,27 +901,22 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
result.verts.reserve(size*(has_area?4:2));
result.vertcnt.reserve(meshout.vertcnt.size()+2);
// transform to target space
// First step: transform all vertices into the target coordinate space
aiMatrix4x4 trafo;
ConvertAxisPlacement(trafo, solid.Position);
BOOST_FOREACH(aiVector3D& v,in) {
v *= trafo;
}
aiVector3D min = in[0];
dir *= aiMatrix3x3(trafo);
std::vector<aiVector3D> nors;
const bool openings = !!conv.apply_openings && conv.apply_openings->size();
// compute the normal vectors for all opening polygons
if (conv.apply_openings) {
if (!conv.settings.useCustomTriangulation) {
// it is essential to apply the openings in the correct spatial order. The direction
// doesn't matter, but we would screw up if we started with e.g. a door in between
// two windows.
std::sort(conv.apply_openings->begin(),conv.apply_openings->end(),DistanceSorter(min));
}
// Compute the normal vectors for all opening polygons as a prerequisite
// to TryAddOpenings_Poly2Tri()
if (openings) {
nors.reserve(conv.apply_openings->size());
BOOST_FOREACH(TempOpening& t,*conv.apply_openings) {
@ -1024,13 +930,10 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
}
}
TempMesh temp;
TempMesh& curmesh = conv.apply_openings ? temp : result;
std::vector<aiVector3D>& out = curmesh.verts;
bool (* const gen_openings)(const std::vector<TempOpening>&,const std::vector<aiVector3D>&, TempMesh&) = conv.settings.useCustomTriangulation
? &TryAddOpenings_Quadrulate
: &TryAddOpenings;
TempMesh temp;
TempMesh& curmesh = openings ? temp : result;
std::vector<aiVector3D>& out = curmesh.verts;
size_t sides_with_openings = 0;
for(size_t i = 0; i < size; ++i) {
@ -1043,8 +946,8 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
out.push_back(in[next]+dir);
out.push_back(in[next]);
if(conv.apply_openings) {
if(gen_openings(*conv.apply_openings,nors,temp)) {
if(openings) {
if(TryAddOpenings_Poly2Tri(*conv.apply_openings,nors,temp)) {
++sides_with_openings;
}
@ -1062,13 +965,8 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
}
curmesh.vertcnt.push_back(size);
if(conv.apply_openings && size > 2) {
// XXX here we are forced to use the un-triangulated version of TryAddOpening, with
// all the problems it causes. The reason is that vertical walls (ehm, floors)
// can have an arbitrary outer shape, so the usual approach of projecting
// the surface and all openings onto a flat quad and triangulating the quad
// fails.
if(TryAddOpenings(*conv.apply_openings,nors,temp)) {
if(openings && size > 2) {
if(TryAddOpenings_Poly2Tri(*conv.apply_openings,nors,temp)) {
++sides_with_v_openings;
}
@ -1078,28 +976,8 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
}
}
// add connection geometry to close the 'holes' for the openings
if(conv.apply_openings) {
//result.infacing.resize(result.verts.size()+);
BOOST_FOREACH(const TempOpening& t,*conv.apply_openings) {
const std::vector<aiVector3D>& in = t.profileMesh->verts;
std::vector<aiVector3D>& out = result.verts;
const aiVector3D dir = t.extrusionDir;
for(size_t i = 0, size = in.size(); i < size; ++i) {
const size_t next = (i+1)%size;
result.vertcnt.push_back(4);
out.push_back(in[i]);
out.push_back(in[i]+dir);
out.push_back(in[next]+dir);
out.push_back(in[next]);
}
}
}
if(conv.apply_openings && ((sides_with_openings != 2 && sides_with_openings) || (sides_with_v_openings != 2 && sides_with_v_openings))) {
if(openings && ((sides_with_openings != 2 && sides_with_openings) || (sides_with_v_openings != 2 && sides_with_v_openings))) {
IFCImporter::LogWarn("failed to resolve all openings, presumably their topology is not supported by Assimp");
}
@ -1138,6 +1016,33 @@ void ProcessSweptAreaSolid(const IfcSweptAreaSolid& swept, TempMesh& meshout, Co
}
}
// ------------------------------------------------------------------------------------------------
enum Intersect {
Intersect_No,
Intersect_LiesOnPlane,
Intersect_Yes
};
// ------------------------------------------------------------------------------------------------
Intersect IntersectSegmentPlane(const aiVector3D& p,const aiVector3D& n, const aiVector3D& e0, const aiVector3D& e1, aiVector3D& out)
{
const aiVector3D pdelta = e0 - p, seg = e1-e0;
const float dotOne = n*seg, dotTwo = -(n*pdelta);
if (fabs(dotOne) < 1e-6) {
return fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
}
const float t = dotTwo/dotOne;
// t must be in [0..1] if the intersection point is within the given segment
if (t > 1.f || t < 0.f) {
return Intersect_No;
}
out = e0+t*seg;
return Intersect_Yes;
}
// ------------------------------------------------------------------------------------------------
void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, ConversionData& conv)
{

View File

@ -4108,6 +4108,774 @@
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