ResInsight/ApplicationLibCode/ReservoirDataModel/RigSurfaceResampler.cpp
Magne Sjaastad afadaf27d5
Merge pull request #8159 from OPM/performance-surface
Performance Surface import and resampling
2021-10-15 16:55:58 +02:00

181 lines
7.5 KiB
C++

/////////////////////////////////////////////////////////////////////////////////
//
// 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 <http://www.gnu.org/licenses/gpl.html>
// for more details.
//
/////////////////////////////////////////////////////////////////////////////////
#include "RigSurfaceResampler.h"
#include "cvfGeometryTools.h"
#include "cvfBoundingBox.h"
#include "cvfObject.h"
#include <limits>
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::ref<RigSurface> RigSurfaceResampler::resampleSurface( cvf::ref<RigSurface> targetSurface, cvf::ref<RigSurface> surface )
{
cvf::ref<RigSurface> resampledSurface = cvf::make_ref<RigSurface>();
const std::vector<cvf::Vec3d>& targetVerts = targetSurface->vertices();
const std::vector<unsigned>& targetIndices = targetSurface->triangleIndices();
std::vector<cvf::Vec3d> 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<double>::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<unsigned int>& triIndices = surface->triangleIndices();
const std::vector<cvf::Vec3d>& vertices = surface->vertices();
{
std::vector<size_t> 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<size_t> 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<cvf::Vec3d>& vertices,
const std::vector<unsigned int>& triangleIndices,
const std::vector<size_t>& triangleStartIndices,
double maxDistance,
cvf::Vec3d& intersectionPoint )
{
double maxDistanceSquared = maxDistance * maxDistance;
// Find closest vertices
double shortestDistanceSquared = std::numeric_limits<double>::max();
double closestZ = std::numeric_limits<double>::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;
}