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afadaf27d5
Performance Surface import and resampling
181 lines
7.5 KiB
C++
181 lines
7.5 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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const std::vector<unsigned int>& triIndices = surface->triangleIndices();
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const std::vector<cvf::Vec3d>& vertices = surface->vertices();
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{
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std::vector<size_t> triangleStartIndices;
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surface->findIntersectingTriangles( bb, &triangleStartIndices );
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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[triIndices[triangleStartIndex + 0]],
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vertices[triIndices[triangleStartIndex + 1]],
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vertices[triIndices[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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}
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double maxDistance = computeMaxDistance( surface );
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// Expand the bounding box to cover a larger volume. Use this volume to find intersections.
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bb.expand( maxDistance );
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std::vector<size_t> triangleStartIndices;
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surface->findIntersectingTriangles( bb, &triangleStartIndices );
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return findClosestPointXY( pointAbove, vertices, triIndices, triangleStartIndices, 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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const std::vector<unsigned int>& triangleIndices,
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const std::vector<size_t>& triangleStartIndices,
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double maxDistance,
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cvf::Vec3d& intersectionPoint )
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{
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double maxDistanceSquared = maxDistance * maxDistance;
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// Find closest vertices
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double shortestDistanceSquared = std::numeric_limits<double>::max();
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double closestZ = std::numeric_limits<double>::infinity();
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cvf::Vec3d p;
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double distanceSquared = 0.0;
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for ( auto triangleStartIndex : triangleStartIndices )
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{
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for ( size_t localIdx = 0; localIdx < 3; localIdx++ )
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{
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const auto& v = vertices[triangleIndices[triangleStartIndex + localIdx]];
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if ( std::fabs( targetPoint.x() - v.x() ) > maxDistance ) continue;
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if ( std::fabs( targetPoint.y() - v.y() ) > maxDistance ) continue;
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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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p.x() = v.x();
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p.y() = v.y();
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p.z() = targetPoint.z();
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distanceSquared = p.pointDistanceSquared( targetPoint );
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if ( distanceSquared < shortestDistanceSquared )
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{
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shortestDistanceSquared = distanceSquared;
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closestZ = v.z();
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}
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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 ( shortestDistanceSquared < maxDistanceSquared )
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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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return false;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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double RigSurfaceResampler::computeMaxDistance( RigSurface* surface )
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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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// Use the XY extent of a triangle to define a suitable search distance
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const double minimumDistance = 10.0;
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if ( !surface ) return minimumDistance;
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auto maxX = surface->maxExtentTriangleInXDirection() / 2.0;
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auto maxY = surface->maxExtentTriangleInYDirection() / 2.0;
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auto candidate = std::min( maxX, maxY );
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double distance = std::max( minimumDistance, candidate );
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return distance;
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}
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