mirror of
https://github.com/OPM/ResInsight.git
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2fc65a3b62
Guard divide by zero issues 2D Intersection View: Do not add parts with wrong coordinates Add bounding box search tree Add support display of intersection lines for selected surfaces Show band between two first intersection lines
136 lines
5.7 KiB
C++
136 lines
5.7 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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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 "cvfBoundingBox.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 = resamplePoint( surface.p(), pointAbove, pointBelow, 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( RigSurface* surface,
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const cvf::Vec3d& pointAbove,
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const cvf::Vec3d& pointBelow,
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cvf::Vec3d& intersectionPoint )
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{
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surface->ensureIntersectionSearchTreeIsBuilt();
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cvf::BoundingBox bb;
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bb.add( pointAbove );
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bb.add( pointBelow );
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std::vector<size_t> triangleStartIndices;
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surface->findIntersectingTriangles( bb, &triangleStartIndices );
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const std::vector<unsigned int>& indices = surface->triangleIndices();
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const std::vector<cvf::Vec3d>& vertices = surface->vertices();
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if ( !triangleStartIndices.empty() )
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{
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for ( auto triangleStartIndex : triangleStartIndices )
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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[triangleStartIndex + 0]],
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vertices[indices[triangleStartIndex + 1]],
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vertices[indices[triangleStartIndex + 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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}
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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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