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| /*---------------------------------------------------------------------------*\ | |
| ========= | | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | |
| \\ / O peration | Website: https://openfoam.org | |
| \\ / A nd | Copyright (C) 2011-2022 OpenFOAM Foundation | |
| \\/ M anipulation | | |
| ------------------------------------------------------------------------------- | |
| License | |
| This file is part of OpenFOAM. | |
| OpenFOAM is free software: you can redistribute it and/or modify it | |
| under the terms of the GNU General Public License as published by | |
| the Free Software Foundation, either version 3 of the License, or | |
| (at your option) any later version. | |
| OpenFOAM 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 General Public License | |
| for more details. | |
| You should have received a copy of the GNU General Public License | |
| along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>. | |
| \*---------------------------------------------------------------------------*/ | |
| // * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * // | |
| void Foam::triangleFuncs::setIntersection | |
| ( | |
| const point& oppositeSidePt, | |
| const scalar oppositeSign, | |
| const point& thisSidePt, | |
| const scalar thisSign, | |
| const scalar tol, | |
| point& pt | |
| ) | |
| { | |
| scalar denom = oppositeSign - thisSign; | |
| if (mag(denom) < tol) | |
| { | |
| // If almost does not cut choose one which certainly cuts. | |
| pt = oppositeSidePt; | |
| } | |
| else | |
| { | |
| pt = oppositeSidePt + oppositeSign/denom*(thisSidePt - oppositeSidePt); | |
| } | |
| } | |
| void Foam::triangleFuncs::selectPt | |
| ( | |
| const bool select0, | |
| const point& p0, | |
| const point& p1, | |
| point& min | |
| ) | |
| { | |
| if (select0) | |
| { | |
| min = p0; | |
| } | |
| else | |
| { | |
| min = p1; | |
| } | |
| } | |
| // * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * // | |
| // Intersect triangle with parallel edges aligned with axis i0. | |
| // Returns true (and intersection in pInter) if any of them intersects triangle. | |
| bool Foam::triangleFuncs::intersectAxesBundle | |
| ( | |
| const point& V0, | |
| const point& V10, | |
| const point& V20, | |
| const label i0, | |
| const pointField& origin, | |
| const scalar maxLength, | |
| point& pInter | |
| ) | |
| { | |
| // Based on Graphics Gems - Fast Ray Triangle intersection. | |
| // Since direction is coordinate axis there is no need to do projection, | |
| // we can directly check u,v components for inclusion in triangle. | |
| // Get other components | |
| const label i1 = (i0 + 1) % 3; | |
| const label i2 = (i1 + 1) % 3; | |
| const scalar u1 = V10[i1]; | |
| const scalar v1 = V10[i2]; | |
| const scalar u2 = V20[i1]; | |
| const scalar v2 = V20[i2]; | |
| const scalar localScale = mag(u1) + mag(v1) + mag(u2) + mag(v2); | |
| const scalar det = v2*u1 - u2*v1; | |
| // Fix for V0:(-31.71428 0 -15.10714) | |
| // V10:(-1.285715 8.99165e-16 -1.142858) | |
| // V20:(0 0 -1.678573) | |
| // i0:0 | |
| if (localScale < vSmall || Foam::mag(det)/localScale < small) | |
| { | |
| // Triangle parallel to dir | |
| return false; | |
| } | |
| forAll(origin, originI) | |
| { | |
| const point& P = origin[originI]; | |
| const scalar u0 = P[i1] - V0[i1]; | |
| const scalar v0 = P[i2] - V0[i2]; | |
| scalar alpha = 0; | |
| scalar beta = 0; | |
| bool inter = false; | |
| if (mag(u1) < rootVSmall) | |
| { | |
| beta = u0/u2; | |
| if ((beta >= 0) && (beta <= 1)) | |
| { | |
| alpha = (v0 - beta*v2)/v1; | |
| inter = ((alpha >= 0) && ((alpha + beta) <= 1)); | |
| } | |
| } | |
| else | |
| { | |
| beta = (v0*u1 - u0*v1)/det; | |
| if ((beta >= 0) && (beta <= 1)) | |
| { | |
| alpha = (u0 - beta*u2)/u1; | |
| inter = ((alpha >= 0) && ((alpha + beta) <= 1)); | |
| } | |
| } | |
| if (inter) | |
| { | |
| pInter = V0 + alpha*V10 + beta*V20; | |
| const scalar s = pInter[i0] - P[i0]; | |
| if ((s >= 0) && (s <= maxLength)) | |
| { | |
| return true; | |
| } | |
| } | |
| } | |
| return false; | |
| } | |
| // Intersect triangle with bounding box. Return true if | |
| // any of the faces of bb intersect triangle. | |
| // Note: so returns false if triangle inside bb. | |
| bool Foam::triangleFuncs::intersectBb | |
| ( | |
| const point& p0, | |
| const point& p1, | |
| const point& p2, | |
| const treeBoundBox& cubeBb | |
| ) | |
| { | |
| const vector p10 = p1 - p0; | |
| const vector p20 = p2 - p0; | |
| // cubeBb points; counted as if cell with vertex0 at cubeBb.min(). | |
| const point& min = cubeBb.min(); | |
| const point& max = cubeBb.max(); | |
| const point& cube0 = min; | |
| const point cube1(min.x(), min.y(), max.z()); | |
| const point cube2(max.x(), min.y(), max.z()); | |
| const point cube3(max.x(), min.y(), min.z()); | |
| const point cube4(min.x(), max.y(), min.z()); | |
| const point cube5(min.x(), max.y(), max.z()); | |
| const point cube7(max.x(), max.y(), min.z()); | |
| // | |
| // Intersect all 12 edges of cube with triangle | |
| // | |
| point pInter; | |
| pointField origin(4); | |
| // edges in x direction | |
| origin[0] = cube0; | |
| origin[1] = cube1; | |
| origin[2] = cube5; | |
| origin[3] = cube4; | |
| scalar maxSx = max.x() - min.x(); | |
| if (intersectAxesBundle(p0, p10, p20, 0, origin, maxSx, pInter)) | |
| { | |
| return true; | |
| } | |
| // edges in y direction | |
| origin[0] = cube0; | |
| origin[1] = cube1; | |
| origin[2] = cube2; | |
| origin[3] = cube3; | |
| scalar maxSy = max.y() - min.y(); | |
| if (intersectAxesBundle(p0, p10, p20, 1, origin, maxSy, pInter)) | |
| { | |
| return true; | |
| } | |
| // edges in z direction | |
| origin[0] = cube0; | |
| origin[1] = cube3; | |
| origin[2] = cube7; | |
| origin[3] = cube4; | |
| scalar maxSz = max.z() - min.z(); | |
| if (intersectAxesBundle(p0, p10, p20, 2, origin, maxSz, pInter)) | |
| { | |
| return true; | |
| } | |
| // Intersect triangle edges with bounding box | |
| if (cubeBb.intersects(p0, p1, pInter)) | |
| { | |
| return true; | |
| } | |
| if (cubeBb.intersects(p1, p2, pInter)) | |
| { | |
| return true; | |
| } | |
| if (cubeBb.intersects(p2, p0, pInter)) | |
| { | |
| return true; | |
| } | |
| return false; | |
| } | |
| //// Intersect triangle with bounding box. Return true if | |
| //// any of the faces of bb intersect triangle. | |
| //// Note: so returns false if triangle inside bb. | |
| //bool Foam::triangleFuncs::intersectBbExact | |
| //( | |
| // const point& p0, | |
| // const point& p1, | |
| // const point& p2, | |
| // const treeBoundBox& cubeBb | |
| //) | |
| //{ | |
| // const point& min = cubeBb.min(); | |
| // const point& max = cubeBb.max(); | |
| // | |
| // const point& cube0 = min; | |
| // const point cube1(min.x(), min.y(), max.z()); | |
| // const point cube2(max.x(), min.y(), max.z()); | |
| // const point cube3(max.x(), min.y(), min.z()); | |
| // | |
| // const point cube4(min.x(), max.y(), min.z()); | |
| // const point cube5(min.x(), max.y(), max.z()); | |
| // const point& cube6 = max; | |
| // const point cube7(max.x(), max.y(), min.z()); | |
| // | |
| // // Test intersection of triangle with twelve edges of box. | |
| // { | |
| // triPointRef tri(p0, p1, p2); | |
| // if (tri.intersectionExact(cube0, cube1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube1, cube2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube2, cube3).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube3, cube0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // | |
| // if (tri.intersectionExact(cube4, cube5).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube5, cube6).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube6, cube7).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube7, cube4).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // | |
| // if (tri.intersectionExact(cube0, cube4).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube1, cube5).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube2, cube6).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(cube3, cube7).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // // Test intersection of triangle edges with bounding box | |
| // { | |
| // triPointRef tri(cube0, cube1, cube2); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube2, cube3, cube0); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube4, cube5, cube6); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube6, cube7, cube4); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // | |
| // | |
| // { | |
| // triPointRef tri(cube4, cube5, cube1); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube1, cube0, cube4); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube7, cube6, cube2); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube2, cube3, cube7); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // | |
| // { | |
| // triPointRef tri(cube0, cube4, cube7); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube7, cube3, cube0); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube1, cube5, cube6); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // { | |
| // triPointRef tri(cube6, cube2, cube1); | |
| // if (tri.intersectionExact(p0, p1).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p1, p2).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // if (tri.intersectionExact(p2, p0).hit()) | |
| // { | |
| // return true; | |
| // } | |
| // } | |
| // return false; | |
| //} | |
| bool Foam::triangleFuncs::intersect | |
| ( | |
| const point& va0, | |
| const point& va10, | |
| const point& va20, | |
| const point& base, | |
| const point& normal, | |
| point& pInter0, | |
| point& pInter1 | |
| ) | |
| { | |
| // Get triangle normal | |
| vector na = va10 ^ va20; | |
| scalar magArea = mag(na); | |
| na/magArea; | |
| if (mag(na & normal) > (1 - small)) | |
| { | |
| // Parallel | |
| return false; | |
| } | |
| const point va1 = va0 + va10; | |
| const point va2 = va0 + va20; | |
| // Find the triangle point on the other side. | |
| scalar sign0 = (va0 - base) & normal; | |
| scalar sign1 = (va1 - base) & normal; | |
| scalar sign2 = (va2 - base) & normal; | |
| label oppositeVertex = -1; | |
| if (sign0 < 0) | |
| { | |
| if (sign1 < 0) | |
| { | |
| if (sign2 < 0) | |
| { | |
| // All on same side of plane | |
| return false; | |
| } | |
| else // sign2 >= 0 | |
| { | |
| // 2 on opposite side. | |
| oppositeVertex = 2; | |
| } | |
| } | |
| else // sign1 >= 0 | |
| { | |
| if (sign2 < 0) | |
| { | |
| // 1 on opposite side. | |
| oppositeVertex = 1; | |
| } | |
| else | |
| { | |
| // 0 on opposite side. | |
| oppositeVertex = 0; | |
| } | |
| } | |
| } | |
| else // sign0 >= 0 | |
| { | |
| if (sign1 < 0) | |
| { | |
| if (sign2 < 0) | |
| { | |
| // 0 on opposite side. | |
| oppositeVertex = 0; | |
| } | |
| else // sign2 >= 0 | |
| { | |
| // 1 on opposite side. | |
| oppositeVertex = 1; | |
| } | |
| } | |
| else // sign1 >= 0 | |
| { | |
| if (sign2 < 0) | |
| { | |
| // 2 on opposite side. | |
| oppositeVertex = 2; | |
| } | |
| else // sign2 >= 0 | |
| { | |
| // All on same side of plane | |
| return false; | |
| } | |
| } | |
| } | |
| scalar tol = small*Foam::sqrt(magArea); | |
| if (oppositeVertex == 0) | |
| { | |
| // 0 on opposite side. Cut edges 01 and 02 | |
| setIntersection(va0, sign0, va1, sign1, tol, pInter0); | |
| setIntersection(va0, sign0, va2, sign2, tol, pInter1); | |
| } | |
| else if (oppositeVertex == 1) | |
| { | |
| // 1 on opposite side. Cut edges 10 and 12 | |
| setIntersection(va1, sign1, va0, sign0, tol, pInter0); | |
| setIntersection(va1, sign1, va2, sign2, tol, pInter1); | |
| } | |
| else // oppositeVertex == 2 | |
| { | |
| // 2 on opposite side. Cut edges 20 and 21 | |
| setIntersection(va2, sign2, va0, sign0, tol, pInter0); | |
| setIntersection(va2, sign2, va1, sign1, tol, pInter1); | |
| } | |
| return true; | |
| } | |
| bool Foam::triangleFuncs::intersect | |
| ( | |
| const point& va0, | |
| const point& va10, | |
| const point& va20, | |
| const point& vb0, | |
| const point& vb10, | |
| const point& vb20, | |
| point& pInter0, | |
| point& pInter1 | |
| ) | |
| { | |
| // Get triangle normals | |
| vector na = va10 ^ va20; | |
| na/mag(na); | |
| vector nb = vb10 ^ vb20; | |
| nb/mag(nb); | |
| // Calculate intersection of triangle a with plane of b | |
| point planeB0; | |
| point planeB1; | |
| if (!intersect(va0, va10, va20, vb0, nb, planeB0, planeB1)) | |
| { | |
| return false; | |
| } | |
| // ,, triangle b with plane of a | |
| point planeA0; | |
| point planeA1; | |
| if (!intersect(vb0, vb10, vb20, va0, na, planeA0, planeA1)) | |
| { | |
| return false; | |
| } | |
| // Now check if intersections overlap (w.r.t. intersection of the two | |
| // planes) | |
| vector intersection(na ^ nb); | |
| scalar coordB0 = planeB0 & intersection; | |
| scalar coordB1 = planeB1 & intersection; | |
| scalar coordA0 = planeA0 & intersection; | |
| scalar coordA1 = planeA1 & intersection; | |
| // Put information in indexable form for sorting. | |
| List<point*> pts(4); | |
| boolList isFromB(4); | |
| SortableList<scalar> sortCoords(4); | |
| pts[0] = &planeB0; | |
| isFromB[0] = true; | |
| sortCoords[0] = coordB0; | |
| pts[1] = &planeB1; | |
| isFromB[1] = true; | |
| sortCoords[1] = coordB1; | |
| pts[2] = &planeA0; | |
| isFromB[2] = false; | |
| sortCoords[2] = coordA0; | |
| pts[3] = &planeA1; | |
| isFromB[3] = false; | |
| sortCoords[3] = coordA1; | |
| sortCoords.sort(); | |
| const labelList& indices = sortCoords.indices(); | |
| if (isFromB[indices[0]] == isFromB[indices[1]]) | |
| { | |
| // Entry 0 and 1 are of same region (both a or both b). Hence that | |
| // region does not overlap. | |
| return false; | |
| } | |
| else | |
| { | |
| // Different type. Start of overlap at indices[1], end at indices[2] | |
| pInter0 = *pts[indices[1]]; | |
| pInter1 = *pts[indices[2]]; | |
| return true; | |
| } | |
| } | |
| // ************************************************************************* // | |