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Ensemble surface import and statistics
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ApplicationLibCode/ReservoirDataModel/RigSurfaceResampler.cpp
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119
ApplicationLibCode/ReservoirDataModel/RigSurfaceResampler.cpp
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2021- Equinor ASA
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//
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// ResInsight is free software: you can redistribute it and/or modify
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// it 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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//
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// ResInsight is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <http://www.gnu.org/licenses/gpl.html>
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// for more details.
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//
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/////////////////////////////////////////////////////////////////////////////////
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#include "RigSurfaceResampler.h"
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#include "cvfGeometryTools.h"
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#include "cvfObject.h"
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#include <limits>
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<RigSurface> RigSurfaceResampler::resampleSurface( cvf::ref<RigSurface> targetSurface, cvf::ref<RigSurface> surface )
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{
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cvf::ref<RigSurface> resampledSurface = cvf::make_ref<RigSurface>();
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const std::vector<cvf::Vec3d>& targetVerts = targetSurface->vertices();
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const std::vector<unsigned>& targetIndices = targetSurface->triangleIndices();
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std::vector<cvf::Vec3d> resampledVerts;
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for ( auto targetVert : targetVerts )
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{
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cvf::Vec3d pointAbove = cvf::Vec3d( targetVert.x(), targetVert.y(), 10000.0 );
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cvf::Vec3d pointBelow = cvf::Vec3d( targetVert.x(), targetVert.y(), -10000.0 );
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cvf::Vec3d intersectionPoint;
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bool foundMatch =
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resamplePoint( pointAbove, pointBelow, surface->triangleIndices(), surface->vertices(), intersectionPoint );
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if ( !foundMatch )
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intersectionPoint = cvf::Vec3d( targetVert.x(), targetVert.y(), std::numeric_limits<double>::infinity() );
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resampledVerts.push_back( intersectionPoint );
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}
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resampledSurface->setTriangleData( targetIndices, resampledVerts );
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return resampledSurface;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool RigSurfaceResampler::resamplePoint( const cvf::Vec3d& pointAbove,
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const cvf::Vec3d& pointBelow,
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const std::vector<unsigned int>& indices,
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const std::vector<cvf::Vec3d>& vertices,
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cvf::Vec3d& intersectionPoint )
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{
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for ( size_t i = 0; i < indices.size(); i += 3 )
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{
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bool isLineDirDotNormalNegative = false;
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if ( cvf::GeometryTools::intersectLineSegmentTriangle( pointAbove,
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pointBelow,
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vertices[indices[i]],
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vertices[indices[i + 1]],
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vertices[indices[i + 2]],
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&intersectionPoint,
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&isLineDirDotNormalNegative ) == 1 )
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return true;
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}
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// Handle cases where no match is found due to floating point imprecision,
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// or when falling off resulting grid slightly.
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double maxDistance = 10.0;
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return findClosestPointXY( pointAbove, vertices, maxDistance, intersectionPoint );
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}
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//--------------------------------------------------------------------------------------------------
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/// Find the closest vertex to targetPoint (must be closer than maxDistance) in XY plane.
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/// Unit maxDistance: meter.
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//--------------------------------------------------------------------------------------------------
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bool RigSurfaceResampler::findClosestPointXY( const cvf::Vec3d& targetPoint,
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const std::vector<cvf::Vec3d>& vertices,
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double maxDistance,
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cvf::Vec3d& intersectionPoint )
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{
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// Find closest vertices
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double shortestDistance = std::numeric_limits<double>::max();
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double closestZ = std::numeric_limits<double>::infinity();
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for ( auto v : vertices )
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{
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// Ignore height (z) component when finding closest by
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// moving point to same height as target point above
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cvf::Vec3d p( v.x(), v.y(), targetPoint.z() );
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double distance = p.pointDistance( targetPoint );
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if ( distance < shortestDistance )
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{
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shortestDistance = distance;
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closestZ = v.z();
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}
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}
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// Check if the closest point is not to far away to be valid
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if ( shortestDistance < maxDistance )
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{
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intersectionPoint = cvf::Vec3d( targetPoint.x(), targetPoint.y(), closestZ );
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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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