832 lines
34 KiB
C++
832 lines
34 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file IFCBoolean.cpp
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* @brief Implements a subset of Ifc boolean operations
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*/
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#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
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#include "IFCUtil.h"
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#include "PolyTools.h"
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#include "ProcessHelper.h"
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#include <iterator>
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#include <boost/tuple/tuple.hpp>
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namespace Assimp {
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namespace IFC {
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// ------------------------------------------------------------------------------------------------
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// Calculates intersection between line segment and plane. To catch corner cases, specify which side you prefer.
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// The function then generates a hit only if the end is beyond a certain margin in that direction, filtering out
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// "very close to plane" ghost hits as long as start and end stay directly on or within the given plane side.
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bool IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const IfcVector3& e0,
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const IfcVector3& e1, bool assumeStartOnWhiteSide, IfcVector3& out)
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{
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const IfcVector3 pdelta = e0 - p, seg = e1 - e0;
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const IfcFloat dotOne = n*seg, dotTwo = -(n*pdelta);
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// if segment ends on plane, do not report a hit. We stay on that side until a following segment starting at this
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// point leaves the plane through the other side
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if( std::abs(dotOne + dotTwo) < 1e-6 )
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return false;
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// if segment starts on the plane, report a hit only if the end lies on the *other* side
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if( std::abs(dotTwo) < 1e-6 )
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{
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if( (assumeStartOnWhiteSide && dotOne + dotTwo < 1e-6) || (!assumeStartOnWhiteSide && dotOne + dotTwo > -1e-6) )
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{
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out = e0;
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return true;
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}
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else
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{
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return false;
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}
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}
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// ignore if segment is parallel to plane and far away from it on either side
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// Warning: if there's a few thousand of such segments which slowly accumulate beyond the epsilon, no hit would be registered
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if( std::abs(dotOne) < 1e-6 )
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return false;
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// t must be in [0..1] if the intersection point is within the given segment
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const IfcFloat t = dotTwo / dotOne;
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if( t > 1.0 || t < 0.0 )
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return false;
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out = e0 + t*seg;
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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void FilterPolygon(std::vector<IfcVector3>& resultpoly)
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{
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if( resultpoly.size() < 3 )
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{
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resultpoly.clear();
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return;
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}
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IfcVector3 vmin, vmax;
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ArrayBounds(resultpoly.data(), resultpoly.size(), vmin, vmax);
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// filter our IfcFloat points - those may happen if a point lies
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// directly on the intersection line or directly on the clipping plane
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const IfcFloat epsilon = (vmax - vmin).SquareLength() / 1e6f;
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FuzzyVectorCompare fz(epsilon);
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std::vector<IfcVector3>::iterator e = std::unique(resultpoly.begin(), resultpoly.end(), fz);
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if( e != resultpoly.end() )
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resultpoly.erase(e, resultpoly.end());
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if( !resultpoly.empty() && fz(resultpoly.front(), resultpoly.back()) )
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resultpoly.pop_back();
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}
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// ------------------------------------------------------------------------------------------------
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void WritePolygon(std::vector<IfcVector3>& resultpoly, TempMesh& result)
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{
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FilterPolygon(resultpoly);
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if( resultpoly.size() > 2 )
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{
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result.verts.insert(result.verts.end(), resultpoly.begin(), resultpoly.end());
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result.vertcnt.push_back(resultpoly.size());
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ProcessBooleanHalfSpaceDifference(const IfcHalfSpaceSolid* hs, TempMesh& result,
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const TempMesh& first_operand,
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ConversionData& /*conv*/)
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{
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ai_assert(hs != NULL);
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const IfcPlane* const plane = hs->BaseSurface->ToPtr<IfcPlane>();
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if(!plane) {
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IFCImporter::LogError("expected IfcPlane as base surface for the IfcHalfSpaceSolid");
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return;
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}
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// extract plane base position vector and normal vector
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IfcVector3 p,n(0.f,0.f,1.f);
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if (plane->Position->Axis) {
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ConvertDirection(n,plane->Position->Axis.Get());
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}
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ConvertCartesianPoint(p,plane->Position->Location);
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if(!IsTrue(hs->AgreementFlag)) {
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n *= -1.f;
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}
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// clip the current contents of `meshout` against the plane we obtained from the second operand
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const std::vector<IfcVector3>& in = first_operand.verts;
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std::vector<IfcVector3>& outvert = result.verts;
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std::vector<unsigned int>::const_iterator begin = first_operand.vertcnt.begin(),
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end = first_operand.vertcnt.end(), iit;
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outvert.reserve(in.size());
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result.vertcnt.reserve(first_operand.vertcnt.size());
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unsigned int vidx = 0;
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for(iit = begin; iit != end; vidx += *iit++) {
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unsigned int newcount = 0;
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bool isAtWhiteSide = (in[vidx] - p) * n > -1e-6;
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for( unsigned int i = 0; i < *iit; ++i ) {
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const IfcVector3& e0 = in[vidx + i], e1 = in[vidx + (i + 1) % *iit];
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// does the next segment intersect the plane?
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IfcVector3 isectpos;
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if( IntersectSegmentPlane(p, n, e0, e1, isAtWhiteSide, isectpos) ) {
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if( isAtWhiteSide ) {
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// e0 is on the right side, so keep it
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outvert.push_back(e0);
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outvert.push_back(isectpos);
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newcount += 2;
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}
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else {
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// e0 is on the wrong side, so drop it and keep e1 instead
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outvert.push_back(isectpos);
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++newcount;
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}
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isAtWhiteSide = !isAtWhiteSide;
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}
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else
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{
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if( isAtWhiteSide ) {
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outvert.push_back(e0);
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++newcount;
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}
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}
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}
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if (!newcount) {
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continue;
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}
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IfcVector3 vmin,vmax;
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ArrayBounds(&*(outvert.end()-newcount),newcount,vmin,vmax);
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// filter our IfcFloat points - those may happen if a point lies
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// directly on the intersection line. However, due to IfcFloat
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// precision a bitwise comparison is not feasible to detect
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// this case.
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const IfcFloat epsilon = (vmax-vmin).SquareLength() / 1e6f;
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FuzzyVectorCompare fz(epsilon);
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std::vector<IfcVector3>::iterator e = std::unique( outvert.end()-newcount, outvert.end(), fz );
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if (e != outvert.end()) {
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newcount -= static_cast<unsigned int>(std::distance(e,outvert.end()));
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outvert.erase(e,outvert.end());
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}
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if (fz(*( outvert.end()-newcount),outvert.back())) {
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outvert.pop_back();
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--newcount;
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}
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if(newcount > 2) {
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result.vertcnt.push_back(newcount);
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}
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else while(newcount-->0) {
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result.verts.pop_back();
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}
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}
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IFCImporter::LogDebug("generating CSG geometry by plane clipping (IfcBooleanClippingResult)");
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}
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// ------------------------------------------------------------------------------------------------
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// Check if e0-e1 intersects a sub-segment of the given boundary line.
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// note: this functions works on 3D vectors, but performs its intersection checks solely in xy.
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// New version takes the supposed inside/outside state as a parameter and treats corner cases as if
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// the line stays on that side. This should make corner cases more stable.
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// Two million assumptions! Boundary should have all z at 0.0, will be treated as closed, should not have
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// segments with length <1e-6, self-intersecting might break the corner case handling... just don't go there, ok?
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bool IntersectsBoundaryProfile(const IfcVector3& e0, const IfcVector3& e1, const std::vector<IfcVector3>& boundary,
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const bool isStartAssumedInside, std::vector<std::pair<size_t, IfcVector3> >& intersect_results,
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const bool halfOpen = false)
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{
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ai_assert(intersect_results.empty());
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// determine winding order - necessary to detect segments going "inwards" or "outwards" from a point directly on the border
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// positive sum of angles means clockwise order when looking down the -Z axis
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IfcFloat windingOrder = 0.0;
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for( size_t i = 0, bcount = boundary.size(); i < bcount; ++i ) {
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IfcVector3 b01 = boundary[(i + 1) % bcount] - boundary[i];
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IfcVector3 b12 = boundary[(i + 2) % bcount] - boundary[(i + 1) % bcount];
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IfcVector3 b1_side = IfcVector3(b01.y, -b01.x, 0.0); // rotated 90<39> clockwise in Z plane
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// Warning: rough estimate only. A concave poly with lots of small segments each featuring a small counter rotation
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// could fool the accumulation. Correct implementation would be sum( acos( b01 * b2) * sign( b12 * b1_side))
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windingOrder += (b1_side.x*b12.x + b1_side.y*b12.y);
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}
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windingOrder = windingOrder > 0.0 ? 1.0 : -1.0;
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const IfcVector3 e = e1 - e0;
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for( size_t i = 0, bcount = boundary.size(); i < bcount; ++i ) {
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// boundary segment i: b0-b1
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const IfcVector3& b0 = boundary[i];
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const IfcVector3& b1 = boundary[(i + 1) % bcount];
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IfcVector3 b = b1 - b0;
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IfcFloat b_sqlen_inv = 1.0 / b.SquareLength();
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// segment-segment intersection
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// solve b0 + b*s = e0 + e*t for (s,t)
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const IfcFloat det = (-b.x * e.y + e.x * b.y);
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if( std::abs(det) < 1e-6 ) {
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// no solutions (parallel lines)
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continue;
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}
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const IfcFloat x = b0.x - e0.x;
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const IfcFloat y = b0.y - e0.y;
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const IfcFloat s = (x*e.y - e.x*y) / det; // scale along boundary edge
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const IfcFloat t = (x*b.y - b.x*y) / det; // scale along given segment
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const IfcVector3 p = e0 + e*t;
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#ifdef ASSIMP_BUILD_DEBUG
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const IfcVector3 check = b0 + b*s - p;
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ai_assert((IfcVector2(check.x, check.y)).SquareLength() < 1e-5);
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#endif
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// also calculate the distance of e0 and e1 to the segment. We need to detect the "starts directly on segment"
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// and "ends directly at segment" cases
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bool startsAtSegment, endsAtSegment;
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{
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// calculate closest point to each end on the segment, clamp that point to the segment's length, then check
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// distance to that point. This approach is like testing if e0 is inside a capped cylinder.
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IfcFloat et0 = (b.x*(e0.x - b0.x) + b.y*(e0.y - b0.y)) * b_sqlen_inv;
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IfcVector3 closestPosToE0OnBoundary = b0 + std::max(IfcFloat(0.0), std::min(IfcFloat(1.0), et0)) * b;
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startsAtSegment = (closestPosToE0OnBoundary - IfcVector3(e0.x, e0.y, 0.0)).SquareLength() < 1e-12;
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IfcFloat et1 = (b.x*(e1.x - b0.x) + b.y*(e1.y - b0.y)) * b_sqlen_inv;
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IfcVector3 closestPosToE1OnBoundary = b0 + std::max(IfcFloat(0.0), std::min(IfcFloat(1.0), et1)) * b;
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endsAtSegment = (closestPosToE1OnBoundary - IfcVector3(e1.x, e1.y, 0.0)).SquareLength() < 1e-12;
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}
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// Line segment ends at boundary -> ignore any hit, it will be handled by possibly following segments
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if( endsAtSegment && !halfOpen )
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continue;
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// Line segment starts at boundary -> generate a hit only if following that line would change the INSIDE/OUTSIDE
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// state. This should catch the case where a connected set of segments has a point directly on the boundary,
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// one segment not hitting it because it ends there and the next segment not hitting it because it starts there
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// Should NOT generate a hit if the segment only touches the boundary but turns around and stays inside.
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if( startsAtSegment )
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{
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IfcVector3 inside_dir = IfcVector3(b.y, -b.x, 0.0) * windingOrder;
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bool isGoingInside = (inside_dir * e) > 0.0;
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if( isGoingInside == isStartAssumedInside )
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continue;
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// only insert the point into the list if it is sufficiently far away from the previous intersection point.
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// This way, we avoid duplicate detection if the intersection is directly on the vertex between two segments.
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if( !intersect_results.empty() && intersect_results.back().first == i - 1 )
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{
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const IfcVector3 diff = intersect_results.back().second - e0;
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if( IfcVector2(diff.x, diff.y).SquareLength() < 1e-10 )
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continue;
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}
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intersect_results.push_back(std::make_pair(i, e0));
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continue;
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}
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// for a valid intersection, s and t should be in range [0,1]. Including a bit of epsilon on s, potential double
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// hits on two consecutive boundary segments are filtered
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if( s >= -1e-6 * b_sqlen_inv && s <= 1.0 + 1e-6*b_sqlen_inv && t >= 0.0 && (t <= 1.0 || halfOpen) )
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{
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// only insert the point into the list if it is sufficiently far away from the previous intersection point.
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// This way, we avoid duplicate detection if the intersection is directly on the vertex between two segments.
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if( !intersect_results.empty() && intersect_results.back().first == i - 1 )
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{
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const IfcVector3 diff = intersect_results.back().second - p;
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if( IfcVector2(diff.x, diff.y).SquareLength() < 1e-10 )
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continue;
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}
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intersect_results.push_back(std::make_pair(i, p));
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}
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}
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return !intersect_results.empty();
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}
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// ------------------------------------------------------------------------------------------------
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// note: this functions works on 3D vectors, but performs its intersection checks solely in xy.
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bool PointInPoly(const IfcVector3& p, const std::vector<IfcVector3>& boundary)
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{
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// even-odd algorithm: take a random vector that extends from p to infinite
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// and counts how many times it intersects edges of the boundary.
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// because checking for segment intersections is prone to numeric inaccuracies
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// or double detections (i.e. when hitting multiple adjacent segments at their
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// shared vertices) we do it thrice with different rays and vote on it.
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// the even-odd algorithm doesn't work for points which lie directly on
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// the border of the polygon. If any of our attempts produces this result,
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// we return false immediately.
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std::vector<std::pair<size_t, IfcVector3> > intersected_boundary;
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size_t votes = 0;
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IntersectsBoundaryProfile(p, p + IfcVector3(1.0, 0, 0), boundary, true, intersected_boundary, true);
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votes += intersected_boundary.size() % 2;
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intersected_boundary.clear();
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IntersectsBoundaryProfile(p, p + IfcVector3(0, 1.0, 0), boundary, true, intersected_boundary, true);
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votes += intersected_boundary.size() % 2;
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intersected_boundary.clear();
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IntersectsBoundaryProfile(p, p + IfcVector3(0.6, -0.6, 0.0), boundary, true, intersected_boundary, true);
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votes += intersected_boundary.size() % 2;
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// ai_assert(votes == 3 || votes == 0);
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return votes > 1;
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}
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// ------------------------------------------------------------------------------------------------
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void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBoundedHalfSpace* hs, TempMesh& result,
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const TempMesh& first_operand,
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ConversionData& conv)
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{
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ai_assert(hs != NULL);
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const IfcPlane* const plane = hs->BaseSurface->ToPtr<IfcPlane>();
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if(!plane) {
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IFCImporter::LogError("expected IfcPlane as base surface for the IfcHalfSpaceSolid");
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return;
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}
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// extract plane base position vector and normal vector
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IfcVector3 p,n(0.f,0.f,1.f);
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if (plane->Position->Axis) {
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ConvertDirection(n,plane->Position->Axis.Get());
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}
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ConvertCartesianPoint(p,plane->Position->Location);
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if(!IsTrue(hs->AgreementFlag)) {
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n *= -1.f;
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}
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n.Normalize();
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// obtain the polygonal bounding volume
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boost::shared_ptr<TempMesh> profile = boost::shared_ptr<TempMesh>(new TempMesh());
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if(!ProcessCurve(hs->PolygonalBoundary, *profile.get(), conv)) {
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IFCImporter::LogError("expected valid polyline for boundary of boolean halfspace");
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return;
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}
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// determine winding order by calculating the normal.
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IfcVector3 profileNormal = TempMesh::ComputePolygonNormal(profile->verts.data(), profile->verts.size());
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IfcMatrix4 proj_inv;
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ConvertAxisPlacement(proj_inv,hs->Position);
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// and map everything into a plane coordinate space so all intersection
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// tests can be done in 2D space.
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IfcMatrix4 proj = proj_inv;
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proj.Inverse();
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// clip the current contents of `meshout` against the plane we obtained from the second operand
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const std::vector<IfcVector3>& in = first_operand.verts;
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std::vector<IfcVector3>& outvert = result.verts;
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std::vector<unsigned int>& outvertcnt = result.vertcnt;
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outvert.reserve(in.size());
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outvertcnt.reserve(first_operand.vertcnt.size());
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unsigned int vidx = 0;
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std::vector<unsigned int>::const_iterator begin = first_operand.vertcnt.begin();
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std::vector<unsigned int>::const_iterator end = first_operand.vertcnt.end();
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std::vector<unsigned int>::const_iterator iit;
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for( iit = begin; iit != end; vidx += *iit++ )
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{
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// Our new approach: we cut the poly along the plane, then we intersect the part on the black side of the plane
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// against the bounding polygon. All the white parts, and the black part outside the boundary polygon, are kept.
|
||
std::vector<IfcVector3> whiteside, blackside;
|
||
|
||
{
|
||
const IfcVector3* srcVertices = &in[vidx];
|
||
const size_t srcVtxCount = *iit;
|
||
if( srcVtxCount == 0 )
|
||
continue;
|
||
|
||
IfcVector3 polyNormal = TempMesh::ComputePolygonNormal(srcVertices, srcVtxCount, true);
|
||
|
||
// 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 = (srcVertices[0] - p) * n > -1e-6;
|
||
std::vector<IfcVector3>& targetSide = isOnWhiteSide ? whiteside : blackside;
|
||
targetSide.insert(targetSide.end(), srcVertices, srcVertices + srcVtxCount);
|
||
}
|
||
else
|
||
{
|
||
// 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 = ((srcVertices[0]) - p) * n > -1e-6;
|
||
for( size_t a = 0; a < srcVtxCount; ++a )
|
||
{
|
||
IfcVector3 e0 = srcVertices[a];
|
||
IfcVector3 e1 = srcVertices[(a + 1) % srcVtxCount];
|
||
IfcVector3 ei;
|
||
|
||
// put starting point to the current mesh
|
||
std::vector<IfcVector3>& trgt = isCurrentlyOnWhiteSide ? whiteside : blackside;
|
||
trgt.push_back(srcVertices[a]);
|
||
|
||
// if there's an intersection, put an end vertex there, switch to the other side's mesh,
|
||
// and add a starting vertex there, too
|
||
bool isPlaneHit = IntersectSegmentPlane(p, n, e0, e1, isCurrentlyOnWhiteSide, ei);
|
||
if( isPlaneHit )
|
||
{
|
||
if( trgt.empty() || (trgt.back() - ei).SquareLength() > 1e-12 )
|
||
trgt.push_back(ei);
|
||
isCurrentlyOnWhiteSide = !isCurrentlyOnWhiteSide;
|
||
std::vector<IfcVector3>& newtrgt = isCurrentlyOnWhiteSide ? whiteside : blackside;
|
||
newtrgt.push_back(ei);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// the part on the white side can be written into the target mesh right away
|
||
WritePolygon(whiteside, result);
|
||
|
||
// The black part is the piece we need to get rid of, but only the part of it within the boundary polygon.
|
||
// So we now need to construct all the polygons that result from BlackSidePoly minus BoundaryPoly.
|
||
FilterPolygon(blackside);
|
||
|
||
// Complicated, II. We run along the polygon. a) When we're inside the boundary, we run on until we hit an
|
||
// intersection, which means we're leaving it. We then start a new out poly there. b) When we're outside the
|
||
// boundary, we start collecting vertices until we hit an intersection, then we run along the boundary until we hit
|
||
// an intersection, then we switch back to the poly and run on on this one again, and so on until we got a closed
|
||
// loop. Then we continue with the path we left to catch potential additional polys on the other side of the
|
||
// boundary as described in a)
|
||
if( !blackside.empty() )
|
||
{
|
||
// poly edge index, intersection point, edge index in boundary poly
|
||
std::vector<boost::tuple<size_t, IfcVector3, size_t> > intersections;
|
||
bool startedInside = PointInPoly(proj * blackside.front(), profile->verts);
|
||
bool isCurrentlyInside = startedInside;
|
||
|
||
std::vector<std::pair<size_t, IfcVector3> > intersected_boundary;
|
||
|
||
for( size_t a = 0; a < blackside.size(); ++a )
|
||
{
|
||
const IfcVector3 e0 = proj * blackside[a];
|
||
const IfcVector3 e1 = proj * blackside[(a + 1) % blackside.size()];
|
||
|
||
intersected_boundary.clear();
|
||
IntersectsBoundaryProfile(e0, e1, profile->verts, isCurrentlyInside, intersected_boundary);
|
||
// sort the hits by distance from e0 to get the correct in/out/in sequence. Manually :-( I miss you, C++11.
|
||
if( intersected_boundary.size() > 1 )
|
||
{
|
||
bool keepSorting = true;
|
||
while( keepSorting )
|
||
{
|
||
keepSorting = false;
|
||
for( size_t b = 0; b < intersected_boundary.size() - 1; ++b )
|
||
{
|
||
if( (intersected_boundary[b + 1].second - e0).SquareLength() < (intersected_boundary[b].second - e0).SquareLength() )
|
||
{
|
||
keepSorting = true;
|
||
std::swap(intersected_boundary[b + 1], intersected_boundary[b]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
// now add them to the list of intersections
|
||
for( size_t b = 0; b < intersected_boundary.size(); ++b )
|
||
intersections.push_back(boost::make_tuple(a, proj_inv * intersected_boundary[b].second, intersected_boundary[b].first));
|
||
|
||
// and calculate our new inside/outside state
|
||
if( intersected_boundary.size() & 1 )
|
||
isCurrentlyInside = !isCurrentlyInside;
|
||
}
|
||
|
||
// we got a list of in-out-combinations of intersections. That should be an even number of intersections, or
|
||
// we're fucked.
|
||
if( (intersections.size() & 1) != 0 )
|
||
{
|
||
IFCImporter::LogWarn("Odd number of intersections, can't work with that. Omitting half space boundary check.");
|
||
continue;
|
||
}
|
||
|
||
if( intersections.size() > 1 )
|
||
{
|
||
// If we started outside, the first intersection is a out->in intersection. Cycle them so that it
|
||
// starts with an intersection leaving the boundary
|
||
if( !startedInside )
|
||
for( size_t b = 0; b < intersections.size() - 1; ++b )
|
||
std::swap(intersections[b], intersections[(b + intersections.size() - 1) % intersections.size()]);
|
||
|
||
// Filter pairs of out->in->out that lie too close to each other.
|
||
for( size_t a = 0; intersections.size() > 0 && a < intersections.size() - 1; /**/ )
|
||
{
|
||
if( (intersections[a].get<1>() - intersections[(a + 1) % intersections.size()].get<1>()).SquareLength() < 1e-10 )
|
||
intersections.erase(intersections.begin() + a, intersections.begin() + a + 2);
|
||
else
|
||
a++;
|
||
}
|
||
if( intersections.size() > 1 && (intersections.back().get<1>() - intersections.front().get<1>()).SquareLength() < 1e-10 )
|
||
{
|
||
intersections.pop_back(); intersections.erase(intersections.begin());
|
||
}
|
||
}
|
||
|
||
|
||
// no intersections at all: either completely inside the boundary, so everything gets discarded, or completely outside.
|
||
// in the latter case we're implementional lost. I'm simply going to ignore this, so a large poly will not get any
|
||
// holes if the boundary is smaller and does not touch it anywhere.
|
||
if( intersections.empty() )
|
||
{
|
||
// starting point was outside -> everything is outside the boundary -> nothing is clipped -> add black side
|
||
// to result mesh unchanged
|
||
if( !startedInside )
|
||
{
|
||
outvertcnt.push_back(blackside.size());
|
||
outvert.insert(outvert.end(), blackside.begin(), blackside.end());
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
// starting point was inside the boundary -> everything is inside the boundary -> nothing is spared from the
|
||
// clipping -> nothing left to add to the result mesh
|
||
continue;
|
||
}
|
||
}
|
||
|
||
// determine the direction in which we're marching along the boundary polygon. If the src poly is faced upwards
|
||
// and the boundary is also winded this way, we need to march *backwards* on the boundary.
|
||
const IfcVector3 polyNormal = IfcMatrix3(proj) * TempMesh::ComputePolygonNormal(blackside.data(), blackside.size());
|
||
bool marchBackwardsOnBoundary = (profileNormal * polyNormal) >= 0.0;
|
||
|
||
// Build closed loops from these intersections. Starting from an intersection leaving the boundary we
|
||
// walk along the polygon to the next intersection (which should be an IS entering the boundary poly).
|
||
// From there we walk along the boundary until we hit another intersection leaving the boundary,
|
||
// walk along the poly to the next IS and so on until we're back at the starting point.
|
||
// We remove every intersection we "used up", so any remaining intersection is the start of a new loop.
|
||
while( !intersections.empty() )
|
||
{
|
||
std::vector<IfcVector3> resultpoly;
|
||
size_t currentIntersecIdx = 0;
|
||
|
||
while( true )
|
||
{
|
||
ai_assert(intersections.size() > currentIntersecIdx + 1);
|
||
boost::tuple<size_t, IfcVector3, size_t> currintsec = intersections[currentIntersecIdx + 0];
|
||
boost::tuple<size_t, IfcVector3, size_t> nextintsec = intersections[currentIntersecIdx + 1];
|
||
intersections.erase(intersections.begin() + currentIntersecIdx, intersections.begin() + currentIntersecIdx + 2);
|
||
|
||
// we start with an in->out intersection
|
||
resultpoly.push_back(currintsec.get<1>());
|
||
// climb along the polygon to the next intersection, which should be an out->in
|
||
size_t numPolyPoints = (currintsec.get<0>() > nextintsec.get<0>() ? blackside.size() : 0)
|
||
+ nextintsec.get<0>() - currintsec.get<0>();
|
||
for( size_t a = 1; a <= numPolyPoints; ++a )
|
||
resultpoly.push_back(blackside[(currintsec.get<0>() + a) % blackside.size()]);
|
||
// put the out->in intersection
|
||
resultpoly.push_back(nextintsec.get<1>());
|
||
|
||
// generate segments along the boundary polygon that lie in the poly's plane until we hit another intersection
|
||
IfcVector3 startingPoint = proj * nextintsec.get<1>();
|
||
size_t currentBoundaryEdgeIdx = (nextintsec.get<2>() + (marchBackwardsOnBoundary ? 1 : 0)) % profile->verts.size();
|
||
size_t nextIntsecIdx = SIZE_MAX;
|
||
while( nextIntsecIdx == SIZE_MAX )
|
||
{
|
||
IfcFloat t = 1e10;
|
||
|
||
size_t nextBoundaryEdgeIdx = marchBackwardsOnBoundary ? (currentBoundaryEdgeIdx + profile->verts.size() - 1) : currentBoundaryEdgeIdx + 1;
|
||
nextBoundaryEdgeIdx %= profile->verts.size();
|
||
// 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();
|
||
IfcVector3 dirAtPolyPlane = (boundaryPlaneNormal ^ polyNormal).Normalize() * (marchBackwardsOnBoundary ? -1.0 : 1.0);
|
||
// if we can project the direction to the plane, we can calculate a maximum marching distance along that dir
|
||
// 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());
|
||
}
|
||
|
||
// check if the direction hits the loop start - if yes, we got a poly to output
|
||
IfcVector3 dirToThatPoint = proj * resultpoly.front() - startingPoint;
|
||
IfcFloat tpt = dirToThatPoint * dirAtPolyPlane;
|
||
if( tpt > -1e-6 && tpt <= t && (dirToThatPoint - tpt * dirAtPolyPlane).SquareLength() < 1e-10 )
|
||
{
|
||
nextIntsecIdx = intersections.size(); // dirty hack to end marching along the boundary and signal the end of the loop
|
||
t = tpt;
|
||
}
|
||
|
||
// also check if the direction hits any in->out intersections earlier. If we hit one, we can switch back
|
||
// to marching along the poly border from that intersection point
|
||
for( size_t a = 0; a < intersections.size(); a += 2 )
|
||
{
|
||
dirToThatPoint = proj * intersections[a].get<1>() - startingPoint;
|
||
tpt = dirToThatPoint * dirAtPolyPlane;
|
||
if( tpt > -1e-6 && tpt <= t && (dirToThatPoint - tpt * dirAtPolyPlane).SquareLength() < 1e-10 )
|
||
{
|
||
nextIntsecIdx = a; // switch back to poly and march on from this in->out intersection
|
||
t = tpt;
|
||
}
|
||
}
|
||
|
||
// if we keep marching on the boundary, put the segment end point to the result poly and well... keep marching
|
||
if( nextIntsecIdx == SIZE_MAX )
|
||
{
|
||
resultpoly.push_back(proj_inv * nextBoundaryPoint);
|
||
currentBoundaryEdgeIdx = nextBoundaryEdgeIdx;
|
||
startingPoint = nextBoundaryPoint;
|
||
}
|
||
|
||
// quick endless loop check
|
||
if( resultpoly.size() > blackside.size() + profile->verts.size() )
|
||
{
|
||
IFCImporter::LogError("Encountered endless loop while clipping polygon against poly-bounded half space.");
|
||
break;
|
||
}
|
||
}
|
||
|
||
// we're back on the poly - if this is the intersection we started from, we got a closed loop.
|
||
if( nextIntsecIdx >= intersections.size() )
|
||
{
|
||
break;
|
||
}
|
||
|
||
// otherwise it's another intersection. Continue marching from there.
|
||
currentIntersecIdx = nextIntsecIdx;
|
||
}
|
||
|
||
WritePolygon(resultpoly, result);
|
||
}
|
||
}
|
||
}
|
||
IFCImporter::LogDebug("generating CSG geometry by plane clipping with polygonal bounding (IfcBooleanClippingResult)");
|
||
}
|
||
|
||
// ------------------------------------------------------------------------------------------------
|
||
void ProcessBooleanExtrudedAreaSolidDifference(const IfcExtrudedAreaSolid* as, TempMesh& result,
|
||
const TempMesh& first_operand,
|
||
ConversionData& conv)
|
||
{
|
||
ai_assert(as != NULL);
|
||
|
||
// This case is handled by reduction to an instance of the quadrify() algorithm.
|
||
// Obviously, this won't work for arbitrarily complex cases. In fact, the first
|
||
// operand should be near-planar. Luckily, this is usually the case in Ifc
|
||
// buildings.
|
||
|
||
boost::shared_ptr<TempMesh> meshtmp = boost::shared_ptr<TempMesh>(new TempMesh());
|
||
ProcessExtrudedAreaSolid(*as,*meshtmp,conv,false);
|
||
|
||
std::vector<TempOpening> openings(1, TempOpening(as,IfcVector3(0,0,0),meshtmp,boost::shared_ptr<TempMesh>()));
|
||
|
||
result = first_operand;
|
||
|
||
TempMesh temp;
|
||
|
||
std::vector<IfcVector3>::const_iterator vit = first_operand.verts.begin();
|
||
BOOST_FOREACH(unsigned int pcount, first_operand.vertcnt) {
|
||
temp.Clear();
|
||
|
||
temp.verts.insert(temp.verts.end(), vit, vit + pcount);
|
||
temp.vertcnt.push_back(pcount);
|
||
|
||
// The algorithms used to generate mesh geometry sometimes
|
||
// spit out lines or other degenerates which must be
|
||
// filtered to avoid running into assertions later on.
|
||
|
||
// ComputePolygonNormal returns the Newell normal, so the
|
||
// length of the normal is the area of the polygon.
|
||
const IfcVector3& normal = temp.ComputeLastPolygonNormal(false);
|
||
if (normal.SquareLength() < static_cast<IfcFloat>(1e-5)) {
|
||
IFCImporter::LogWarn("skipping degenerate polygon (ProcessBooleanExtrudedAreaSolidDifference)");
|
||
continue;
|
||
}
|
||
|
||
GenerateOpenings(openings, std::vector<IfcVector3>(1,IfcVector3(1,0,0)), temp, false, true);
|
||
result.Append(temp);
|
||
|
||
vit += pcount;
|
||
}
|
||
|
||
IFCImporter::LogDebug("generating CSG geometry by geometric difference to a solid (IfcExtrudedAreaSolid)");
|
||
}
|
||
|
||
// ------------------------------------------------------------------------------------------------
|
||
void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, ConversionData& conv)
|
||
{
|
||
// supported CSG operations:
|
||
// DIFFERENCE
|
||
if(const IfcBooleanResult* const clip = boolean.ToPtr<IfcBooleanResult>()) {
|
||
if(clip->Operator != "DIFFERENCE") {
|
||
IFCImporter::LogWarn("encountered unsupported boolean operator: " + (std::string)clip->Operator);
|
||
return;
|
||
}
|
||
|
||
// supported cases (1st operand):
|
||
// IfcBooleanResult -- call ProcessBoolean recursively
|
||
// IfcSweptAreaSolid -- obtain polygonal geometry first
|
||
|
||
// supported cases (2nd operand):
|
||
// IfcHalfSpaceSolid -- easy, clip against plane
|
||
// IfcExtrudedAreaSolid -- reduce to an instance of the quadrify() algorithm
|
||
|
||
|
||
const IfcHalfSpaceSolid* const hs = clip->SecondOperand->ResolveSelectPtr<IfcHalfSpaceSolid>(conv.db);
|
||
const IfcExtrudedAreaSolid* const as = clip->SecondOperand->ResolveSelectPtr<IfcExtrudedAreaSolid>(conv.db);
|
||
if(!hs && !as) {
|
||
IFCImporter::LogError("expected IfcHalfSpaceSolid or IfcExtrudedAreaSolid as second clipping operand");
|
||
return;
|
||
}
|
||
|
||
TempMesh first_operand;
|
||
if(const IfcBooleanResult* const op0 = clip->FirstOperand->ResolveSelectPtr<IfcBooleanResult>(conv.db)) {
|
||
ProcessBoolean(*op0,first_operand,conv);
|
||
}
|
||
else if (const IfcSweptAreaSolid* const swept = clip->FirstOperand->ResolveSelectPtr<IfcSweptAreaSolid>(conv.db)) {
|
||
ProcessSweptAreaSolid(*swept,first_operand,conv);
|
||
}
|
||
else {
|
||
IFCImporter::LogError("expected IfcSweptAreaSolid or IfcBooleanResult as first clipping operand");
|
||
return;
|
||
}
|
||
|
||
if(hs) {
|
||
|
||
const IfcPolygonalBoundedHalfSpace* const hs_bounded = clip->SecondOperand->ResolveSelectPtr<IfcPolygonalBoundedHalfSpace>(conv.db);
|
||
if (hs_bounded) {
|
||
ProcessPolygonalBoundedBooleanHalfSpaceDifference(hs_bounded, result, first_operand, conv);
|
||
}
|
||
else {
|
||
ProcessBooleanHalfSpaceDifference(hs, result, first_operand, conv);
|
||
}
|
||
}
|
||
else {
|
||
ProcessBooleanExtrudedAreaSolidDifference(as, result, first_operand, conv);
|
||
}
|
||
}
|
||
else {
|
||
IFCImporter::LogWarn("skipping unknown IfcBooleanResult entity, type is " + boolean.GetClassName());
|
||
}
|
||
}
|
||
|
||
} // ! IFC
|
||
} // ! Assimp
|
||
|
||
#endif
|
||
|