///////////////////////////////////////////////////////////////////////////////// // // Copyright (C) 2021- Equinor ASA // // ResInsight 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. // // ResInsight 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 at // for more details. // ///////////////////////////////////////////////////////////////////////////////// #include "RigSurfaceResampler.h" #include "cvfGeometryTools.h" #include "cvfBoundingBox.h" #include "cvfObject.h" #include //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- cvf::ref RigSurfaceResampler::resampleSurface( cvf::ref targetSurface, cvf::ref surface ) { cvf::ref resampledSurface = cvf::make_ref(); const std::vector& targetVerts = targetSurface->vertices(); const std::vector& targetIndices = targetSurface->triangleIndices(); std::vector resampledVerts; for ( auto targetVert : targetVerts ) { cvf::Vec3d pointAbove = cvf::Vec3d( targetVert.x(), targetVert.y(), 10000.0 ); cvf::Vec3d pointBelow = cvf::Vec3d( targetVert.x(), targetVert.y(), -10000.0 ); cvf::Vec3d intersectionPoint; bool foundMatch = resamplePoint( surface.p(), pointAbove, pointBelow, intersectionPoint ); if ( !foundMatch ) intersectionPoint = cvf::Vec3d( targetVert.x(), targetVert.y(), std::numeric_limits::infinity() ); resampledVerts.push_back( intersectionPoint ); } resampledSurface->setTriangleData( targetIndices, resampledVerts ); return resampledSurface; } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- bool RigSurfaceResampler::resamplePoint( RigSurface* surface, const cvf::Vec3d& pointAbove, const cvf::Vec3d& pointBelow, cvf::Vec3d& intersectionPoint ) { surface->ensureIntersectionSearchTreeIsBuilt(); cvf::BoundingBox bb; bb.add( pointAbove ); bb.add( pointBelow ); const std::vector& triIndices = surface->triangleIndices(); const std::vector& vertices = surface->vertices(); { std::vector triangleStartIndices; surface->findIntersectingTriangles( bb, &triangleStartIndices ); if ( !triangleStartIndices.empty() ) { for ( auto triangleStartIndex : triangleStartIndices ) { bool isLineDirDotNormalNegative = false; if ( cvf::GeometryTools::intersectLineSegmentTriangle( pointAbove, pointBelow, vertices[triIndices[triangleStartIndex + 0]], vertices[triIndices[triangleStartIndex + 1]], vertices[triIndices[triangleStartIndex + 2]], &intersectionPoint, &isLineDirDotNormalNegative ) == 1 ) return true; } } } double maxDistance = computeMaxDistance( surface ); // Expand the bounding box to cover a larger volume. Use this volume to find intersections. bb.expand( maxDistance ); std::vector triangleStartIndices; surface->findIntersectingTriangles( bb, &triangleStartIndices ); return findClosestPointXY( pointAbove, vertices, triIndices, triangleStartIndices, maxDistance, intersectionPoint ); } //-------------------------------------------------------------------------------------------------- /// Find the closest vertex to targetPoint (must be closer than maxDistance) in XY plane. /// Unit maxDistance: meter. //-------------------------------------------------------------------------------------------------- bool RigSurfaceResampler::findClosestPointXY( const cvf::Vec3d& targetPoint, const std::vector& vertices, const std::vector& triangleIndices, const std::vector& triangleStartIndices, double maxDistance, cvf::Vec3d& intersectionPoint ) { double maxDistanceSquared = maxDistance * maxDistance; // Find closest vertices double shortestDistanceSquared = std::numeric_limits::max(); double closestZ = std::numeric_limits::infinity(); cvf::Vec3d p; double distanceSquared = 0.0; for ( auto triangleStartIndex : triangleStartIndices ) { for ( size_t localIdx = 0; localIdx < 3; localIdx++ ) { const auto& v = vertices[triangleIndices[triangleStartIndex + localIdx]]; if ( std::fabs( targetPoint.x() - v.x() ) > maxDistance ) continue; if ( std::fabs( targetPoint.y() - v.y() ) > maxDistance ) continue; // Ignore height (z) component when finding closest by // moving point to same height as target point above p.x() = v.x(); p.y() = v.y(); p.z() = targetPoint.z(); distanceSquared = p.pointDistanceSquared( targetPoint ); if ( distanceSquared < shortestDistanceSquared ) { shortestDistanceSquared = distanceSquared; closestZ = v.z(); } } } // Check if the closest point is not to far away to be valid if ( shortestDistanceSquared < maxDistanceSquared ) { intersectionPoint = cvf::Vec3d( targetPoint.x(), targetPoint.y(), closestZ ); return true; } return false; } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- double RigSurfaceResampler::computeMaxDistance( RigSurface* surface ) { // Handle cases where no match is found due to floating point imprecision, // or when falling off resulting grid slightly. // Use the XY extent of a triangle to define a suitable search distance const double minimumDistance = 10.0; if ( !surface ) return minimumDistance; auto maxX = surface->maxExtentTriangleInXDirection() / 2.0; auto maxY = surface->maxExtentTriangleInYDirection() / 2.0; auto candidate = std::min( maxX, maxY ); double distance = std::max( minimumDistance, candidate ); return distance; }