///////////////////////////////////////////////////////////////////////////////// // // 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 "RigWellPath.h" #include "cvfGeometryTools.h" #include "cvfBoundingBox.h" #include "cvfObject.h" #include //-------------------------------------------------------------------------------------------------- /// Create a surface with same XY coordinates as targetSurface. Evaluate Z value at [X,Y] in the source surface. Search in XY plane to find /// closest point, limited by a max distance from [X,Y]. //-------------------------------------------------------------------------------------------------- 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 ( const auto& targetVert : targetVerts ) { const cvf::Vec3d pointAbove = cvf::Vec3d( targetVert.x(), targetVert.y(), 10000.0 ); const cvf::Vec3d pointBelow = cvf::Vec3d( targetVert.x(), targetVert.y(), -10000.0 ); cvf::Vec3d intersectionPoint; bool foundMatch = findClosestPointOnSurface( 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; } //-------------------------------------------------------------------------------------------------- /// If an intersection point is found, return true and set intersectionPoint to the intersection point. /// If no intersection point is found, return false. //-------------------------------------------------------------------------------------------------- bool RigSurfaceResampler::computeIntersectionWithLine( RigSurface* surface, const cvf::Vec3d& p1, const cvf::Vec3d& p2, cvf::Vec3d& intersectionPoint ) { if ( !surface ) return false; surface->ensureIntersectionSearchTreeIsBuilt(); cvf::BoundingBox bb; bb.add( p1 ); bb.add( p2 ); const std::vector& triIndices = surface->triangleIndices(); const std::vector& vertices = surface->vertices(); bool dummy = false; std::vector triangleStartIndices; surface->findIntersectingTriangles( bb, &triangleStartIndices ); for ( auto startIndex : triangleStartIndices ) { if ( cvf::GeometryTools::intersectLineSegmentTriangle( p1, p2, vertices[triIndices[startIndex + 0]], vertices[triIndices[startIndex + 1]], vertices[triIndices[startIndex + 2]], &intersectionPoint, &dummy ) == 1 ) return true; } return false; } //-------------------------------------------------------------------------------------------------- /// Find the closest point on the surface to the line. The search is limited to a max distance from the line based on the resolution /// of the surface. //-------------------------------------------------------------------------------------------------- bool RigSurfaceResampler::findClosestPointOnSurface( RigSurface* surface, const cvf::Vec3d& p1, const cvf::Vec3d& p2, cvf::Vec3d& intersectionPoint ) { if ( computeIntersectionWithLine( surface, p1, p2, intersectionPoint ) ) return true; cvf::BoundingBox bb; bb.add( p1 ); bb.add( p2 ); const std::vector& triIndices = surface->triangleIndices(); const std::vector& vertices = surface->vertices(); double maxDistance = computeMaxDistance( surface ); // Expand the bounding box to cover a larger volume around bounding box of the line segment. bb.expand( maxDistance ); std::vector triangleStartIndices; surface->findIntersectingTriangles( bb, &triangleStartIndices ); return findClosestPointXY( p1, vertices, triIndices, triangleStartIndices, maxDistance, intersectionPoint ); } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- std::vector RigSurfaceResampler::computeResampledPolyline( const std::vector& polyline, double resamplingDistance ) { auto polylineAndSegmentData = computeResampledPolylineWithSegmentInfoImpl( polyline, resamplingDistance ); return polylineAndSegmentData.first; } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- std::vector> RigSurfaceResampler::computeResampledPolylineWithSegmentInfo( const std::vector& polyline, double resamplingDistance ) { // Segments along the original polyline must be provided to be able to find the associated transform matrix std::vector resampledPolyline; std::vector segmentIndices; std::tie( resampledPolyline, segmentIndices ) = computeResampledPolylineWithSegmentInfoImpl( polyline, resamplingDistance ); if ( resampledPolyline.size() != segmentIndices.size() ) return {}; // Create vector of pairs based on pair of two vectors std::vector> polyLineAndSegment; for ( size_t i = 0; i < resampledPolyline.size(); i++ ) { polyLineAndSegment.push_back( std::make_pair( resampledPolyline[i], segmentIndices[i] ) ); } return polyLineAndSegment; } //-------------------------------------------------------------------------------------------------- /// Find the closest point in XY plane closer than maxDistance //-------------------------------------------------------------------------------------------------- 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; } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- std::pair, std::vector> RigSurfaceResampler::computeResampledPolylineWithSegmentInfoImpl( const std::vector& polyline, double resamplingDistance ) { // Segments along the original polyline must be provided to be able to find the associated transform matrix std::vector resampledPolyline; std::vector segmentIndices; if ( polyline.size() > 1 ) { std::vector measuredDepth; { double aggregatedLength = 0.0; cvf::Vec3d previousPoint = polyline.front(); measuredDepth.push_back( aggregatedLength ); for ( size_t i = 1; i < polyline.size(); i++ ) { aggregatedLength += ( previousPoint - polyline[i] ).length(); previousPoint = polyline[i]; measuredDepth.push_back( aggregatedLength ); } } // Use RigWellPath to perform the interpolation along a line based on measured depth RigWellPath dummyWellPath( polyline, measuredDepth ); for ( size_t i = 1; i < polyline.size(); i++ ) { const auto& lineSegmentStart = polyline[i - 1]; const auto& lineSegmentEnd = polyline[i]; auto startMD = measuredDepth[i - 1]; auto endMD = measuredDepth[i]; const size_t segmentIndex = i - 1; resampledPolyline.emplace_back( lineSegmentStart ); segmentIndices.emplace_back( segmentIndex ); for ( auto md = startMD + resamplingDistance; md < endMD; md += resamplingDistance ) { resampledPolyline.emplace_back( dummyWellPath.interpolatedPointAlongWellPath( md ) ); segmentIndices.emplace_back( segmentIndex ); } resampledPolyline.emplace_back( lineSegmentEnd ); segmentIndices.emplace_back( segmentIndex ); } } return std::make_pair( resampledPolyline, segmentIndices ); }