ENH: add boundBox/triangle intersection test to boundBox
- replaces edge by edge tests with separating axis tests
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applications/test/triangleIntersection/Make/files
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applications/test/triangleIntersection/Make/files
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Test-triangleIntersection.C
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EXE = $(FOAM_USER_APPBIN)/Test-triangleIntersection
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applications/test/triangleIntersection/Make/options
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applications/test/triangleIntersection/Make/options
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EXE_INC = \
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-I$(LIB_SRC)/meshTools/lnInclude
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EXE_LIBS = \
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-lmeshTools
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@ -0,0 +1,142 @@
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/*---------------------------------------------------------------------------*\
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========= |
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\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
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\\ / O peration |
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\\ / A nd | www.openfoam.com
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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Copyright (C) 2022 OpenCFD Ltd.
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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OpenFOAM is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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for more details.
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You should have received a copy of the GNU General Public License
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along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>.
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Description
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Test bounding box / triangle intersection
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\*---------------------------------------------------------------------------*/
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#include "argList.H"
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#include "Time.H"
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#include "line.H"
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#include "Random.H"
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#include "triangle.H"
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#include "triangleFuncs.H"
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#include "treeBoundBox.H"
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#include "ListOps.H"
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using namespace Foam;
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//- simple helper to create a cube
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boundBox cube(scalar start, scalar width)
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{
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return boundBox
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(
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point::uniform(start),
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point::uniform(start + width)
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);
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}
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void printEdges(const treeBoundBox& bb)
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{
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pointField pts(bb.points());
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for (const edge& e : treeBoundBox::edges)
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{
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Info<< pts[e.first()] << " -> " << pts[e.second()] << nl;
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}
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}
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void testIntersect(const treeBoundBox& bb, const triPoints& tri)
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{
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int ninside = 0;
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if (bb.contains(tri.a())) ++ninside;
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if (bb.contains(tri.b())) ++ninside;
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if (bb.contains(tri.c())) ++ninside;
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Info<< "box: " << bb << endl;
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Info<< "tri: " << tri << endl;
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Info<< "num inside: " << ninside << nl;
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Info<< "intersects: " << bb.intersects(tri.tri())
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<< ' ' << triangleFuncs::intersectBb(tri.tri(), bb) << nl << endl;
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}
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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// Main program:
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int main(int argc, char *argv[])
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{
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argList args(argc, argv);
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// Info<<"tree-bb faces: " << treeBoundBox::faces << nl
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// <<"tree-bb edges: " << treeBoundBox::edges << endl;
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treeBoundBox bb;
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bb = cube(0, 1);
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triPoints tri;
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tri.a() = point(-0.1, 0.5, 0.5);
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tri.b() = point(0.1, 0.6, 0.5);
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tri.c() = point(0.2, 0.4, 0.5);
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testIntersect(bb, tri);
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tri.a().z() = 1.1;
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tri.b().z() = 1.1;
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tri.c().z() = 1.1;
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testIntersect(bb, tri);
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tri.a().z() = 1 + 1e-15;
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tri.b().z() = 1 + 1e-15;
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tri.c().z() = 1 + 1e-15;
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testIntersect(bb, tri);
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tri.a() = point(-1, -1, -1);
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tri.b() = point(2, 2, -2);
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tri.c() = point(0, 0, 2);
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testIntersect(bb, tri);
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tri.a() = point(0.9, 1.1, 0);
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tri.b() = point(1.1, 0.9, 0);
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tri.c() = point(1, 1, 1.1);
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testIntersect(bb, tri);
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tri.a() = point(-1e-3, 1e-3, -1);
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tri.b() = point( 1e-3, -1e-3, -1);
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tri.c() = point(0, 0, 2);
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testIntersect(bb, tri);
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tri.a() = point(-1e-3, 1e-3, -1);
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tri.b() = point( 1e-3, -1e-3, -1);
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tri.c() = point(-1e-4, -1e-4, 2);
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testIntersect(bb, tri);
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return 0;
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}
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// ************************************************************************* //
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@ -231,6 +231,145 @@ bool Foam::boundBox::intersects(const plane& pln) const
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}
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bool Foam::boundBox::intersects(const triPointRef& tri) const
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{
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// Require a full 3D box
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if (nDim() != 3)
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{
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return false;
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}
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// Simplest check - if any points are inside
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if (contains(tri.a()) || contains(tri.b()) || contains(tri.c()))
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{
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return true;
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}
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// Extent of box points projected onto axis
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const auto project_box = []
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(
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const boundBox& bb,
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const vector& axis,
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scalarMinMax& extent
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) -> void
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{
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extent.reset(axis & bb.hexCorner<0>());
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extent.add(axis & bb.hexCorner<1>());
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extent.add(axis & bb.hexCorner<2>());
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extent.add(axis & bb.hexCorner<3>());
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extent.add(axis & bb.hexCorner<4>());
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extent.add(axis & bb.hexCorner<5>());
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extent.add(axis & bb.hexCorner<6>());
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extent.add(axis & bb.hexCorner<7>());
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};
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// Use separating axis theorem to determine if triangle and
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// (axis-aligned) bounding box intersect.
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scalarMinMax tri_extent(0);
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scalarMinMax box_extent(0);
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const boundBox& bb = *this;
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// 1.
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// Test separating axis defined by the box normals
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// (project triangle points)
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// - do first (largely corresponds to normal bound box rejection test)
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//
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// No intersection if extent of projected triangle points are outside
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// of the box range
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{
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// vector::X
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tri_extent.reset(tri.a().x());
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tri_extent.add(tri.b().x());
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tri_extent.add(tri.c().x());
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box_extent.reset(bb.min().x(), bb.max().x());
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if (!tri_extent.overlaps(box_extent))
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{
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return false;
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}
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// vector::Y
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tri_extent.reset(tri.a().y());
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tri_extent.add(tri.b().y());
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tri_extent.add(tri.c().y());
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box_extent.reset(bb.min().y(), bb.max().y());
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if (!tri_extent.overlaps(box_extent))
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{
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return false;
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}
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// vector::Z
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tri_extent.reset(tri.a().z());
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tri_extent.add(tri.b().z());
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tri_extent.add(tri.c().z());
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box_extent.reset(bb.min().z(), bb.max().z());
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if (!tri_extent.overlaps(box_extent))
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{
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return false;
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}
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}
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// 2.
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// Test separating axis defined by the triangle normal
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// (project box points)
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// - can use area or unit normal since any scaling is applied to both
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// sides of the comparison.
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// - by definition all triangle points lie in the plane defined by
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// the normal. It doesn't matter which of the points we use to define
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// the triangle offset (extent) when projected onto the triangle normal
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vector axis = tri.areaNormal();
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tri_extent.reset(axis & tri.a());
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project_box(bb, axis, box_extent);
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if (!tri_extent.overlaps(box_extent))
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{
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return false;
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}
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// 3.
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// Test separating axes defined by the triangle edges, which are the
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// cross product of the edge vectors and the box face normals
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for (const vector& edgeVec : { tri.vecA(), tri.vecB(), tri.vecC() })
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{
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for (direction faceDir = 0; faceDir < vector::nComponents; ++faceDir)
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{
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axis = Zero;
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axis[faceDir] = 1;
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axis = (edgeVec ^ axis);
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// project tri
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tri_extent.reset(axis & tri.a());
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tri_extent.add(axis & tri.b());
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tri_extent.add(axis & tri.c());
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project_box(bb, axis, box_extent);
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if (!tri_extent.overlaps(box_extent))
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{
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return false;
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}
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}
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}
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return true;
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}
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bool Foam::boundBox::contains(const UList<point>& points) const
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{
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if (points.empty())
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@ -46,6 +46,7 @@ SeeAlso
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#include "pointField.H"
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#include "faceList.H"
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#include "Pair.H"
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#include "triangleFwd.H"
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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@ -378,6 +379,12 @@ public:
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// exactly with a box face
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bool intersects(const plane& pln) const;
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//- Does triangle intersect this bounding box
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//- or is contained within this bounding box.
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// \note results may be unreliable when it coincides almost
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// exactly with a box face
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bool intersects(const triPointRef& tri) const;
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//- Overlaps/touches boundingBox?
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inline bool overlaps(const boundBox& bb) const;
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