ENH: add boundBox/triangle intersection test to boundBox

- replaces edge by edge tests with separating axis tests
This commit is contained in:
Mark Olesen 2022-10-24 15:42:19 +02:00 committed by Andrew Heather
parent ac4f580d09
commit 38b663b6a8
5 changed files with 296 additions and 0 deletions

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@ -0,0 +1,3 @@
Test-triangleIntersection.C
EXE = $(FOAM_USER_APPBIN)/Test-triangleIntersection

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@ -0,0 +1,5 @@
EXE_INC = \
-I$(LIB_SRC)/meshTools/lnInclude
EXE_LIBS = \
-lmeshTools

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/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | www.openfoam.com
\\/ M anipulation |
-------------------------------------------------------------------------------
Copyright (C) 2022 OpenCFD Ltd.
-------------------------------------------------------------------------------
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/>.
Description
Test bounding box / triangle intersection
\*---------------------------------------------------------------------------*/
#include "argList.H"
#include "Time.H"
#include "line.H"
#include "Random.H"
#include "triangle.H"
#include "triangleFuncs.H"
#include "treeBoundBox.H"
#include "ListOps.H"
using namespace Foam;
//- simple helper to create a cube
boundBox cube(scalar start, scalar width)
{
return boundBox
(
point::uniform(start),
point::uniform(start + width)
);
}
void printEdges(const treeBoundBox& bb)
{
pointField pts(bb.points());
for (const edge& e : treeBoundBox::edges)
{
Info<< pts[e.first()] << " -> " << pts[e.second()] << nl;
}
}
void testIntersect(const treeBoundBox& bb, const triPoints& tri)
{
int ninside = 0;
if (bb.contains(tri.a())) ++ninside;
if (bb.contains(tri.b())) ++ninside;
if (bb.contains(tri.c())) ++ninside;
Info<< "box: " << bb << endl;
Info<< "tri: " << tri << endl;
Info<< "num inside: " << ninside << nl;
Info<< "intersects: " << bb.intersects(tri.tri())
<< ' ' << triangleFuncs::intersectBb(tri.tri(), bb) << nl << endl;
}
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
// Main program:
int main(int argc, char *argv[])
{
argList args(argc, argv);
// Info<<"tree-bb faces: " << treeBoundBox::faces << nl
// <<"tree-bb edges: " << treeBoundBox::edges << endl;
treeBoundBox bb;
bb = cube(0, 1);
triPoints tri;
tri.a() = point(-0.1, 0.5, 0.5);
tri.b() = point(0.1, 0.6, 0.5);
tri.c() = point(0.2, 0.4, 0.5);
testIntersect(bb, tri);
tri.a().z() = 1.1;
tri.b().z() = 1.1;
tri.c().z() = 1.1;
testIntersect(bb, tri);
tri.a().z() = 1 + 1e-15;
tri.b().z() = 1 + 1e-15;
tri.c().z() = 1 + 1e-15;
testIntersect(bb, tri);
tri.a() = point(-1, -1, -1);
tri.b() = point(2, 2, -2);
tri.c() = point(0, 0, 2);
testIntersect(bb, tri);
tri.a() = point(0.9, 1.1, 0);
tri.b() = point(1.1, 0.9, 0);
tri.c() = point(1, 1, 1.1);
testIntersect(bb, tri);
tri.a() = point(-1e-3, 1e-3, -1);
tri.b() = point( 1e-3, -1e-3, -1);
tri.c() = point(0, 0, 2);
testIntersect(bb, tri);
tri.a() = point(-1e-3, 1e-3, -1);
tri.b() = point( 1e-3, -1e-3, -1);
tri.c() = point(-1e-4, -1e-4, 2);
testIntersect(bb, tri);
return 0;
}
// ************************************************************************* //

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@ -231,6 +231,145 @@ bool Foam::boundBox::intersects(const plane& pln) const
}
bool Foam::boundBox::intersects(const triPointRef& tri) const
{
// Require a full 3D box
if (nDim() != 3)
{
return false;
}
// Simplest check - if any points are inside
if (contains(tri.a()) || contains(tri.b()) || contains(tri.c()))
{
return true;
}
// Extent of box points projected onto axis
const auto project_box = []
(
const boundBox& bb,
const vector& axis,
scalarMinMax& extent
) -> void
{
extent.reset(axis & bb.hexCorner<0>());
extent.add(axis & bb.hexCorner<1>());
extent.add(axis & bb.hexCorner<2>());
extent.add(axis & bb.hexCorner<3>());
extent.add(axis & bb.hexCorner<4>());
extent.add(axis & bb.hexCorner<5>());
extent.add(axis & bb.hexCorner<6>());
extent.add(axis & bb.hexCorner<7>());
};
// Use separating axis theorem to determine if triangle and
// (axis-aligned) bounding box intersect.
scalarMinMax tri_extent(0);
scalarMinMax box_extent(0);
const boundBox& bb = *this;
// 1.
// Test separating axis defined by the box normals
// (project triangle points)
// - do first (largely corresponds to normal bound box rejection test)
//
// No intersection if extent of projected triangle points are outside
// of the box range
{
// vector::X
tri_extent.reset(tri.a().x());
tri_extent.add(tri.b().x());
tri_extent.add(tri.c().x());
box_extent.reset(bb.min().x(), bb.max().x());
if (!tri_extent.overlaps(box_extent))
{
return false;
}
// vector::Y
tri_extent.reset(tri.a().y());
tri_extent.add(tri.b().y());
tri_extent.add(tri.c().y());
box_extent.reset(bb.min().y(), bb.max().y());
if (!tri_extent.overlaps(box_extent))
{
return false;
}
// vector::Z
tri_extent.reset(tri.a().z());
tri_extent.add(tri.b().z());
tri_extent.add(tri.c().z());
box_extent.reset(bb.min().z(), bb.max().z());
if (!tri_extent.overlaps(box_extent))
{
return false;
}
}
// 2.
// Test separating axis defined by the triangle normal
// (project box points)
// - can use area or unit normal since any scaling is applied to both
// sides of the comparison.
// - by definition all triangle points lie in the plane defined by
// the normal. It doesn't matter which of the points we use to define
// the triangle offset (extent) when projected onto the triangle normal
vector axis = tri.areaNormal();
tri_extent.reset(axis & tri.a());
project_box(bb, axis, box_extent);
if (!tri_extent.overlaps(box_extent))
{
return false;
}
// 3.
// Test separating axes defined by the triangle edges, which are the
// cross product of the edge vectors and the box face normals
for (const vector& edgeVec : { tri.vecA(), tri.vecB(), tri.vecC() })
{
for (direction faceDir = 0; faceDir < vector::nComponents; ++faceDir)
{
axis = Zero;
axis[faceDir] = 1;
axis = (edgeVec ^ axis);
// project tri
tri_extent.reset(axis & tri.a());
tri_extent.add(axis & tri.b());
tri_extent.add(axis & tri.c());
project_box(bb, axis, box_extent);
if (!tri_extent.overlaps(box_extent))
{
return false;
}
}
}
return true;
}
bool Foam::boundBox::contains(const UList<point>& points) const
{
if (points.empty())

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@ -46,6 +46,7 @@ SeeAlso
#include "pointField.H"
#include "faceList.H"
#include "Pair.H"
#include "triangleFwd.H"
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
@ -378,6 +379,12 @@ public:
// exactly with a box face
bool intersects(const plane& pln) const;
//- Does triangle intersect this bounding box
//- or is contained within this bounding box.
// \note results may be unreliable when it coincides almost
// exactly with a box face
bool intersects(const triPointRef& tri) const;
//- Overlaps/touches boundingBox?
inline bool overlaps(const boundBox& bb) const;