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#3644 Move hex overlap code to RigCellGeometryTools and clamp in z-direction as well.
* The latter is not important for 2d Maps because the height of the 2d extrusion is always at least as much as the cells. * However this makes it so the code can estimate overlap with bounding boxes that do not reach the full height of the hexahedron. * Also added unit tests.
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@@ -27,6 +27,8 @@
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#include "clipper/clipper.hpp"
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#include "cvfMath.h"
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#include <vector>
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#include <array>
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@@ -82,6 +84,43 @@ double RigCellGeometryTools::calculateCellVolume(const std::array<cvf::Vec3d, 8>
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return std::abs(volume); // Altogether 18 + 3*17 + 3 + 1 flops = 73 flops.
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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std::array<cvf::Vec3d, 8> RigCellGeometryTools::estimateHexOverlapWithBoundingBox(const std::array<cvf::Vec3d, 8>& hexCorners, const cvf::BoundingBox& boundingBox, cvf::BoundingBox* overlapBoundingBox)
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{
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CVF_ASSERT(overlapBoundingBox);
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*overlapBoundingBox = cvf::BoundingBox();
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std::array<cvf::Vec3d, 8> overlapCorners = hexCorners;
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// A reasonable approximation to the overlap volume
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cvf::Plane topPlane; topPlane.setFromPoints(hexCorners[0], hexCorners[1], hexCorners[2]);
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cvf::Plane bottomPlane; bottomPlane.setFromPoints(hexCorners[4], hexCorners[5], hexCorners[6]);
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for (size_t i = 0; i < 4; ++i)
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{
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cvf::Vec3d& corner = overlapCorners[i];
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corner.x() = cvf::Math::clamp(corner.x(), boundingBox.min().x(), boundingBox.max().x());
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corner.y() = cvf::Math::clamp(corner.y(), boundingBox.min().y(), boundingBox.max().y());
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corner.z() = cvf::Math::clamp(corner.z(), boundingBox.min().z(), boundingBox.max().z());
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cvf::Vec3d maxZCorner = corner; maxZCorner.z() = boundingBox.max().z();
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cvf::Vec3d minZCorner = corner; minZCorner.z() = boundingBox.min().z();
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topPlane.intersect(minZCorner, maxZCorner, &corner);
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overlapBoundingBox->add(corner);
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}
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for (size_t i = 4; i < 8; ++i)
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{
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cvf::Vec3d& corner = overlapCorners[i];
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corner.x() = cvf::Math::clamp(corner.x(), boundingBox.min().x(), boundingBox.max().x());
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corner.y() = cvf::Math::clamp(corner.y(), boundingBox.min().y(), boundingBox.max().y());
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corner.z() = cvf::Math::clamp(corner.z(), boundingBox.min().z(), boundingBox.max().z());
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cvf::Vec3d maxZCorner = corner; maxZCorner.z() = boundingBox.max().z();
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cvf::Vec3d minZCorner = corner; minZCorner.z() = boundingBox.min().z();
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bottomPlane.intersect(minZCorner, maxZCorner, &corner);
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overlapBoundingBox->add(corner);
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}
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return overlapCorners;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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