Mesh Oriented datABase
(version 5.5.1)
An array-based unstructured mesh library
GeomQueryTool.hpp
Go to the documentation of this file.
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#ifndef MOAB_GEOM_QUERY_TOOL_HPP
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#define MOAB_GEOM_QUERY_TOOL_HPP
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#ifdef _MSC_VER
/* windows */
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#define _USE_MATH_DEFINES
// For M_PI
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#endif
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#include "
MBTagConventions.hpp
"
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#include "
moab/CartVect.hpp
"
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#include "
moab/Range.hpp
"
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#include "
moab/Core.hpp
"
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#include "
moab/GeomUtil.hpp
"
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#include "
moab/FileOptions.hpp
"
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#include "
moab/EntityHandle.hpp
"
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#include "
moab/GeomTopoTool.hpp
"
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#include "
moab/OrientedBoxTreeTool.hpp
"
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#include <vector>
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#include <map>
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#include <string>
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#include <cassert>
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namespace
moab
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{
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/** \class GeomQueryTool
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*
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* \brief Tool for querying different aspects of geometric topology sets in MOAB
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*
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* Given the conventions established in GeomTopoTool for representing
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* geometric topology through a hierarchy of meshsets, this tool provides a
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* set of methods to query different geometric aspects of those geometric
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* topology sets including:
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*
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* * measures of surface area and volume
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* * distance to a bounding surface from a point within a volume
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* * test the inclusion of a point within a volume
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* * find the angle of a surface at a point
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*
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* A feature of these queries is that there is some support for overlapping
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* geometries.
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*
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*/
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class
GeomQueryTool
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{
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public
:
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/* \class RayHistory
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*
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* In many use cases, it is useful to track some of the history of a ray as
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* it passes through a geometry, particularly a geometry represented by
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* facets. For example, given round-off erorr in ray-triangle tests
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* (GeomUtil::ray_tri_intersect) used as part of a test for ray-surface
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* intersection, it is possible for subsequent queries to oscillate between
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* adjacent surfaces. This class stores information about history of a ray
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* that can be used to test for such circumstances so that they can be
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* accommodated.
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*
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*/
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class
RayHistory
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{
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public
:
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/**
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* Clear this entire history-- logically equivalent to creating a new history,
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* but probably more efficient.
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*/
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void
reset
();
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/**
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* Clear the history up to the most recent intersection. This should be
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* called when a ray changes direction at the site of a surface crossing,
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* a situation that most commonly occurs at a reflecting boundary.
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*/
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void
reset_to_last_intersection
();
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/**
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* Remove the most recent intersection. This allows a subsequent call
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* along the same ray to return the same intersection.
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*/
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void
rollback_last_intersection
();
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/**
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* Get the last intersection in the RayHistory. This will return a null
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* EntityHandle (0) if the history is empty.
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*/
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ErrorCode
get_last_intersection
(
EntityHandle
& last_facet_hit )
const
;
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/**
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* @return the number of surface crossings currently represented by this ray history
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*/
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int
size
()
const
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{
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return
prev_facets
.size();
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}
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/**
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* @return Boolean indicating if this entity is in the RayHistory
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*/
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bool
in_history
(
EntityHandle
ent )
const
;
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/**
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* Add entity to the RayHistory
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*/
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void
add_entity
(
EntityHandle
ent );
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private
:
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std::vector< EntityHandle >
prev_facets
;
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friend
class
GeomQueryTool
;
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};
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// Constructors
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GeomQueryTool
(
Interface
* impl,
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bool
find_geoments =
false
,
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EntityHandle
modelRootSet = 0,
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bool
p_rootSets_vector =
true
,
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bool
restore_rootSets =
true
,
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bool
trace_counting =
false
,
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double
overlap_thickness = 0.,
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double
numerical_precision = 0.001 );
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GeomQueryTool
(
GeomTopoTool
* geomtopotool,
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bool
trace_counting =
false
,
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double
overlap_thickness = 0.,
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double
numerical_precision = 0.001 );
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// Destructor
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~GeomQueryTool
();
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ErrorCode
initialize
();
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/**\brief find the next surface crossing from a given point in a given direction
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*
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* This is the primary method to enable ray tracing through a geometry.
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* Given a volume and a ray, it determines the distance to the nearest intersection
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* with a bounding surface of that volume and returns that distance and the
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* EntityHandle indicating on which surface that intersection occurs.
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* The caller can compute the location of the intersection by adding the
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* distance to the ray.
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*
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* When a series of calls to this function are made along the same ray (e.g. for
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* the purpose of tracking a ray through several volumes), the optional history
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* argument should be given. The history prevents previously intersected facets
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* from being intersected again. A single history should be used as long as a
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* ray is proceeding forward without changing direction. This situation is
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* sometimes referred to as "streaming."
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*
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* If a ray changes direction at an intersection site, the caller should call
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* reset_to_last_intersection() on the history object before the next ray fire.
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*
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* @param volume The volume at which to fire the ray
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* @param ray_start An array of x,y,z coordinates from which to start the ray.
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* @param ray_dir An array of x,y,z coordinates indicating the direction of the ray.
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* Must be of unit length.
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* @param next_surf Output parameter indicating the next surface intersected by the ray.
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* If no intersection is found, will be set to 0.
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* @param next_surf_dist Output parameter indicating distance to next_surf. If next_surf is
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* 0, this value is undefined and should not be used.
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* @param history Optional RayHistory object. If provided, the facets in the history are
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* assumed to not intersect with the given ray. The facet intersected
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* by this query will also be added to the history.
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* @param dist_limit Optional distance limit. If provided and > 0, no intersections at a
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* distance further than this value will be returned.
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* @param ray_orientation Optional ray orientation. If provided determines intersections
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* along the normal provided, e.g. if -1 allows intersections back along the
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* the ray direction, Default is 1, i.e. exit intersections
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* @param stats Optional TrvStats object used to measure performance of underlying OBB
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* ray-firing query. See OrientedBoxTreeTool.hpp for details.
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*
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*/
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ErrorCode
ray_fire
(
const
EntityHandle
volume,
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const
double
ray_start[3],
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const
double
ray_dir[3],
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EntityHandle
& next_surf,
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double
& next_surf_dist,
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RayHistory
* history = NULL,
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double
dist_limit = 0,
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int
ray_orientation = 1,
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OrientedBoxTreeTool::TrvStats
* stats = NULL );
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/**\brief Test if a point is inside or outside a volume
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*
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* This method finds the point on the boundary of the volume that is nearest
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* the test point (x,y,z). If that point is "close" to a surface, a boundary test
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* is performed based on the normal of the surface at that point and the
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* optional ray direction (u,v,w).
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* @param volume The volume to test
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* @param xyz The location to test for volume containment
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* @param result Set to 0 if xyz it outside volume, 1 if inside, and -1 if on boundary.
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* @param Optional direction to use for underlying ray fire query. Used to ensure
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* consistent results when a ray direction is known. If NULL or {0,0,0} is
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* given, a random direction will be used.
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* @param history Optional RayHistory object to pass to underlying ray fire query.
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* The history is not modified by this call.
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*/
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ErrorCode
point_in_volume
(
const
EntityHandle
volume,
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const
double
xyz[3],
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int
& result,
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const
double
* uvw = NULL,
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const
RayHistory
* history = NULL );
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/**\brief Robust test if a point is inside or outside a volume using unit sphere area method
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*
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* This test may be more robust that the standard point_in_volume, but is much slower.
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* It does not detect 'on boundary' situations as point_in_volume does.
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* @param volume The volume to test
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* @param xyz The location to test for volume containment
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* @param result Set to 0 if xyz it outside volume, 1 if inside.
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*/
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ErrorCode
point_in_volume_slow
(
const
EntityHandle
volume,
const
double
xyz[3],
int
& result );
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/**\brief Find volume for a given location.
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*
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* Determines which volume contains the point if possible. If no volume is found,
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* a null EntityHandle is returned along with a MB_ENTITY_NOT_FOUND ErrorCode.
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* @param xyz The location to test
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* @param volume Set to volume handle containing the location if found
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* @param dir Optional direction to use for underlying ray fire query. Used to ensure
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* consistent results when a ray direction is known. If NULL or {0,0,0} is
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* given, a random direction will be used.
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*/
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ErrorCode
find_volume
(
const
double
xyz[3],
EntityHandle
& volume,
const
double
* dir = NULL );
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/**\brief Find volume for a given location using loop. (slow)
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*
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* Loops over all volumes in the model, checking for point containment
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* @param xyz The location to test
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* @param volume Set to volume handle containing the location if found
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* @param dir Optional direction to use for underlying ray fire query. Used to ensure
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* consistent results when a ray direction is known. If NULL or {0,0,0} is
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* given, a random direction will be used.
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*/
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ErrorCode
find_volume_slow
(
const
double
xyz[3],
EntityHandle
& volume,
const
double
* dir = NULL );
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/**\brief Test if a point is inside or outsize a volume's axis-aligned bounding box
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*
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* This is used as a fast way to determine whether a point is inside or outside of a volume
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* before performing a point_in_volume test which involves firing a ray.
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* @param volume The volume to test
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* @param point The location to test for bounding box containment
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* @param inside set to 0 if point is outside the box, 1 if inside
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*/
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ErrorCode
point_in_box
(
const
EntityHandle
volume,
const
double
point[3],
int
& inside );
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/** \brief Given a ray starting at a surface of a volume, check whether the ray enters or exits
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* the volume
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*
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* This function is most useful for rays that change directions at a surface crossing.
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* It can be used to check whether a direction change redirects the ray back into the
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* originating volume.
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*
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* @param volume The volume to test
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* @param surface A surface on volume
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* @param xyz A point location on surface
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* @param uvw A (unit) direction vector
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* @param result Set to 1 if ray is entering volume, or 0 if it is leaving
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* @param history Optional ray history object from a previous call to ray_fire. If present and
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* non-empty, the history is used to look up the surface facet at which the ray begins. Absent
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* a history, the facet nearest to xyz will be looked up. The history should always be provided
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* if available, as it avoids the computational expense of a nearest-facet query.
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*/
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ErrorCode
test_volume_boundary
(
const
EntityHandle
volume,
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const
EntityHandle
surface,
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const
double
xyz[3],
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const
double
uvw[3],
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int
& result,
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const
RayHistory
* history = NULL );
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/**\brief Find the distance to the point on the boundary of the volume closest to the test point
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*
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* @param volume Volume to query
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* @param point Coordinates of test point
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* @param result Set to the minimum distance from point to a surface in volume
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*/
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ErrorCode
closest_to_location
(
EntityHandle
volume,
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const
double
point[3],
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double
& result,
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EntityHandle
* closest_surface = 0 );
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/** Calculate the volume contained in a 'volume' */
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ErrorCode
measure_volume
(
EntityHandle
volume,
double
& result );
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/** Calculate sum of area of triangles */
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ErrorCode
measure_area
(
EntityHandle
surface,
double
& result );
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/** Get the normal to a given surface at the point on the surface closest to a given point
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*
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* This method first identifies which facet contains this point and then
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* calculates the unit outward normal of that facet. The facet of the
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* provided volume that is nearest the provided point is used for this
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* calculation. The search for that facet can be circumvented by providing
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* a RayHistory, in which case the last facet of the history will be used.
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*
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* @param surf Surface on which to get normal
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* @param xyz Point on surf
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* @param angle Set to coordinates of surface normal nearest xyz
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* @param history Optional ray history from a previous call to ray_fire().
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* If present and non-empty, return the normal
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* of the most recently intersected facet, ignoring xyz.
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*/
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ErrorCode
get_normal
(
EntityHandle
surf,
const
double
xyz[3],
double
angle
[3],
const
RayHistory
* history = NULL );
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private
:
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/**\brief determine the point membership when the point is effectively on the boundary
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*
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* Called by point_in_volume when the point is with tolerance of the boundary. Compares the
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* ray direction with the surface normal to determine a volume membership.
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*/
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ErrorCode
boundary_case
(
EntityHandle
volume,
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int
& result,
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double
u,
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double
v,
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double
w,
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EntityHandle
facet,
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EntityHandle
surface );
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/** get the solid angle projected by a facet on a unit sphere around a point
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* - used by point_in_volume_slow
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*/
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ErrorCode
poly_solid_angle
(
EntityHandle
face
,
const
CartVect
& point,
double
& area );
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/**\brief State object used in calls to ray_fire()
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*
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* Storage for the "history" of a ray. This represents the surface facets
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* that the ray is known to have crossed, which cannot be crossed again
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* as long as the ray does not change direction. It is intended to be used
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* with a series of consecutive calls to ray_fire(), in which a ray passes
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* over potentially many surfaces.
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*/
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public
:
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/*
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Overlap Thickness:
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This tolerance is the maximum distance across an overlap. It should be zero
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unless the geometry has overlaps. The overlap thickness is set using the dagmc
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card. Overlaps must be small enough not to significantly affect physics.
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Performance: increasing tolerance decreases performance
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Robustness: increasing tolerance increases robustness
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Knowledge: user must have intuition of overlap thickness
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*/
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/** Attempt to set a new overlap thickness tolerance, first checking for sanity */
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void
set_overlap_thickness
(
double
new_overlap_thickness );
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/*
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Numerical Precision:
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This tolerance is used for obb.intersect_ray, finding neighborhood of
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adjacent triangle for edge/node intersections, and error in advancing
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geometric position of particle (x' ~= x + d*u). When determining the
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neighborhood of adjacent triangles for edge/node intersections, the facet
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based model is expected to be watertight.
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Performance: increasing tolerance decreases performance (but not very much)
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Robustness: increasing tolerance increases robustness
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Knowledge: user should not change this tolerance
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*/
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/** Attempt to set a new numerical precision , first checking for sanity
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* Use of this function is discouraged.
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*/
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void
set_numerical_precision
(
double
new_precision );
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void
set_verbosity
(
bool
value )
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{
368
verbose
= value;
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}
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bool
get_verbosity
()
const
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{
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return
verbose
;
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}
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double
get_numerical_precision
()
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{
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return
numericalPrecision
;
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}
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double
get_overlap_thickness
()
382
{
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return
overlapThickness
;
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}
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GeomTopoTool
*
gttool
()
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{
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return
geomTopoTool
;
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}
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Interface
*
moab_instance
()
392
{
393
return
MBI
;
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}
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private
:
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GeomTopoTool
*
geomTopoTool
;
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bool
verbose
;
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bool
owns_gtt
;
400
Interface
*
MBI
;
401
OrientedBoxTreeTool
*
obbTreeTool
;
402
bool
counting
;
403
long
long
int
n_pt_in_vol_calls
;
404
long
long
int
n_ray_fire_calls
;
405
double
overlapThickness
,
numericalPrecision
;
406
Tag
senseTag
;
407
};
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409
}
// namespace moab
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#endif
src
moab
GeomQueryTool.hpp
Generated on Tue Oct 29 2024 02:05:41 for Mesh Oriented datABase by
1.9.1.