PartDesign, Transformed features: Improved intersection check
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1c158ef924
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@ -27,14 +27,16 @@
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# include <gp_Trsf.hxx>
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# include <gp_Ax1.hxx>
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# include <BRepBuilderAPI_MakeShape.hxx>
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# include <BRepAlgoAPI_Common.hxx>
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# include <TopTools_ListIteratorOfListOfShape.hxx>
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# include <TopExp.hxx>
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# include <TopTools_IndexedMapOfShape.hxx>
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# include <Standard_Failure.hxx>
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// includes for findAllFacesCutBy()
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# include <TopoDS_Face.hxx>
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# include <gp_Dir.hxx>
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# include <gp_Pln.hxx> // for Precision::Confusion()
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# include <Bnd_Box.hxx>
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# include <BRepBndLib.hxx>
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#endif
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@ -333,3 +335,34 @@ std::vector<Part::cutFaces> Part::findAllFacesCutBy(
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return result;
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}
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const bool Part::checkIntersection(const TopoDS_Shape& first, const TopoDS_Shape& second, const bool quick) {
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Bnd_Box first_bb, second_bb;
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BRepBndLib::Add(first, first_bb);
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first_bb.SetGap(0);
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BRepBndLib::Add(second, second_bb);
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second_bb.SetGap(0);
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// Note: Both tests fail if the objects are touching one another at zero distance!
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if (first_bb.IsOut(second_bb))
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return false; // no intersection
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//if (first_bb.Distance(second_bb) > Precision::Confusion())
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// return false;
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if (quick)
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return true; // assumed intersection
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// Try harder
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BRepAlgoAPI_Common mkCommon(first, second);
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// FIXME: Error in boolean operation, return true by default
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if (!mkCommon.IsDone())
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return true;
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if (mkCommon.Shape().IsNull())
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return true;
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TopExp_Explorer xp;
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xp.Init(mkCommon.Shape(),TopAbs_SOLID);
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if (xp.More())
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return true;
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return false;
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}
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@ -135,6 +135,16 @@ PartExport
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std::vector<cutFaces> findAllFacesCutBy(const TopoDS_Shape& shape,
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const TopoDS_Shape& face, const gp_Dir& dir);
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/**
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* Check for intersection between the two shapes. Only solids are guaranteed to work properly
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* There are two modes:
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* 1. Bounding box check only - quick but inaccurate
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* 2. Bounding box check plus (if necessary) boolean operation - costly but accurate
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* Return true if the shapes intersect, false if they don't
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*/
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PartExport
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const bool checkIntersection(const TopoDS_Shape& first, const TopoDS_Shape& second, const bool quick = true);
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} //namespace Part
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@ -30,8 +30,6 @@
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# include <TopExp.hxx>
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# include <TopExp_Explorer.hxx>
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# include <TopTools_IndexedMapOfShape.hxx>
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# include <Bnd_Box.hxx>
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# include <BRepBndLib.hxx>
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# include <Precision.hxx>
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# include <BRepBuilderAPI_Copy.hxx>
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#endif
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@ -114,10 +112,6 @@ App::DocumentObjectExecReturn *Transformed::execute(void)
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supportShape.setTransform(Base::Matrix4D());
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TopoDS_Shape support = supportShape._Shape;
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// Prepare a bounding box for intersection tests
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Bnd_Box support_bb;
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BRepBndLib::Add(support, support_bb);
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// NOTE: It would be possible to build a compound from all original addShapes/subShapes and then
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// transform the compounds as a whole. But we choose to apply the transformations to each
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// Original separately. This way it is easier to discover what feature causes a fuse/cut
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@ -162,9 +156,7 @@ App::DocumentObjectExecReturn *Transformed::execute(void)
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return new App::DocumentObjectExecReturn("Transformation failed", (*o));
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// Check for intersection with support
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Bnd_Box transformed_bb;
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BRepBndLib::Add(mkTrf.Shape(), transformed_bb);
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if (support_bb.Distance(transformed_bb) > Precision::Confusion()) {
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if (!Part::checkIntersection(support, mkTrf.Shape(), false)) {
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Base::Console().Warning("Transformed shape does not intersect support %s: Removed\n", (*o)->getNameInDocument());
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// Note: The removal happens in getSolid() after the fuse. If we remove here,
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// the histories get messed up and we get a crash
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@ -193,11 +185,6 @@ App::DocumentObjectExecReturn *Transformed::execute(void)
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}
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// Check for intersection of the original and the transformed shape
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// Note: For performance reasons, we only check for intersection of bounding boxes
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Bnd_Box original_bb;
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BRepBndLib::Add(shape, original_bb);
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original_bb.SetGap(0);
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for (std::vector<TopoDS_Shape>::const_iterator s = v_transformedShapes.begin(); s != v_transformedShapes.end(); s++)
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{
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// If there is only one transformed feature, this check is not necessary (though it might seem
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@ -205,12 +192,7 @@ App::DocumentObjectExecReturn *Transformed::execute(void)
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if (v_transformedShapes.size() == 1)
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break;
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Bnd_Box transformed_bb;
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BRepBndLib::Add(*s, transformed_bb);
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transformed_bb.SetGap(0);
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if (!original_bb.IsOut(transformed_bb))
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// if (original_bb.Distance(transformed_bb) < Precision::Confusion())
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// FIXME: Both tests fail if the objects are touching one another at zero distance
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if (Part::checkIntersection(shape, *s, false))
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return new App::DocumentObjectExecReturn("Transformed objects are overlapping, try using a higher length or reducing the number of occurrences", (*o));
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// Note: This limitation could be overcome by fusing the transformed features instead of
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// compounding them, probably at the expense of quite a bit of performance and complexity
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@ -220,6 +202,14 @@ App::DocumentObjectExecReturn *Transformed::execute(void)
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// features might overlap, even if the original and the first shape don't overlap!
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if (this->getTypeId() != PartDesign::MultiTransform::getClassTypeId())
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break;
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else {
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// Check intersection with all other transformed shapes as well
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std::vector<TopoDS_Shape>::const_iterator s2 = s;
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s2++;
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for (; s2 != v_transformedShapes.end(); s2++)
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if (Part::checkIntersection(*s, *s2, false))
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return new App::DocumentObjectExecReturn("Transformed objects are overlapping, try using a higher length or reducing the number of occurrences", (*o));
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}
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}
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// Fuse/Cut the compounded transformed shapes with the support
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