0024013: Voxel_FastConverter is able to use existing triangulation
[occt.git] / src / Voxel / Voxel_FastConverter.cxx
CommitLineData
b311480e 1// Created on: 2008-05-30
2// Created by: Vladislav ROMASHKO
3// Copyright (c) 2008-2012 OPEN CASCADE SAS
4//
5// The content of this file is subject to the Open CASCADE Technology Public
6// License Version 6.5 (the "License"). You may not use the content of this file
7// except in compliance with the License. Please obtain a copy of the License
8// at http://www.opencascade.org and read it completely before using this file.
9//
10// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
11// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
12//
13// The Original Code and all software distributed under the License is
14// distributed on an "AS IS" basis, without warranty of any kind, and the
15// Initial Developer hereby disclaims all such warranties, including without
16// limitation, any warranties of merchantability, fitness for a particular
17// purpose or non-infringement. Please see the License for the specific terms
18// and conditions governing the rights and limitations under the License.
19
7fd59977 20
21#include <Voxel_FastConverter.ixx>
22
23#include <Bnd_Box.hxx>
24#include <BRep_Tool.hxx>
25#include <BRepBndLib.hxx>
26#include <BRepMesh.hxx>
27
28#include <TopoDS.hxx>
29#include <TopoDS_Face.hxx>
30#include <TopExp_Explorer.hxx>
31
32#include <gp_Lin2d.hxx>
33#include <gce_MakePln.hxx>
34
35#include <ElSLib.hxx>
36#include <Poly_Triangulation.hxx>
37#include <IntAna2d_AnaIntersection.hxx>
38
39// Printing the progress in stdout.
40//#define CONV_DUMP
41
42Voxel_FastConverter::Voxel_FastConverter(const TopoDS_Shape& shape,
43 Voxel_ROctBoolDS& voxels,
44 const Standard_Real deflection,
45 const Standard_Integer nbx,
46 const Standard_Integer nby,
47 const Standard_Integer nbz,
c5e9fb8b
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48 const Standard_Integer nbthreads,
49 const Standard_Boolean useExistingTriangulation)
7fd59977 50:myShape(shape),myVoxels(&voxels),
51 myDeflection(deflection),
52 myNbX(nbx),myNbY(nby),myNbZ(nbz),
53 myNbThreads(nbthreads),myIsBool(2),
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54 myNbTriangles(0),
55 myUseExistingTriangulation(useExistingTriangulation)
7fd59977 56{
57 Init();
58}
59
60Voxel_FastConverter::Voxel_FastConverter(const TopoDS_Shape& shape,
61 Voxel_BoolDS& voxels,
62 const Standard_Real deflection,
63 const Standard_Integer nbx,
64 const Standard_Integer nby,
65 const Standard_Integer nbz,
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66 const Standard_Integer nbthreads,
67 const Standard_Boolean useExistingTriangulation)
7fd59977 68:myShape(shape),myVoxels(&voxels),
69 myDeflection(deflection),
70 myNbX(nbx),myNbY(nby),myNbZ(nbz),
71 myNbThreads(nbthreads),myIsBool(1),
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72 myNbTriangles(0),
73 myUseExistingTriangulation(useExistingTriangulation)
7fd59977 74{
75 Init();
76}
77
78Voxel_FastConverter::Voxel_FastConverter(const TopoDS_Shape& shape,
79 Voxel_ColorDS& voxels,
80 const Standard_Real deflection,
81 const Standard_Integer nbx,
82 const Standard_Integer nby,
83 const Standard_Integer nbz,
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84 const Standard_Integer nbthreads,
85 const Standard_Boolean useExistingTriangulation)
7fd59977 86:myShape(shape),myVoxels(&voxels),
87 myDeflection(deflection),
88 myNbX(nbx),myNbY(nby),myNbZ(nbz),
89 myNbThreads(nbthreads),myIsBool(0),
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P
90 myNbTriangles(0),
91 myUseExistingTriangulation(useExistingTriangulation)
7fd59977 92{
93 Init();
94}
95
96void Voxel_FastConverter::Init()
97{
98 if (myShape.IsNull())
99 return;
100 if (myNbThreads < 1)
101 return;
102
103 // Check number of splits.
104 Voxel_DS* voxels = (Voxel_DS*) myVoxels;
105 if (voxels->GetNbX() != myNbX || voxels->GetNbY() != myNbY || voxels->GetNbZ() != myNbZ)
106 {
107 // Compute boundary box of the shape
108 Bnd_Box box;
109 BRepBndLib::Add(myShape, box);
110
111 // Define the voxel model by means of the boundary box of shape
112 Standard_Real xmin, ymin, zmin, xmax, ymax, zmax;
113 box.Get(xmin, ymin, zmin, xmax, ymax, zmax);
114
115 // Initialize the voxels.
116 if (myIsBool == 2)
117 ((Voxel_ROctBoolDS*) voxels)->Init(xmin, ymin, zmin, xmax - xmin, ymax - ymin, zmax - zmin, myNbX, myNbY, myNbZ);
118 else if (myIsBool == 1)
119 ((Voxel_BoolDS*) voxels)->Init(xmin, ymin, zmin, xmax - xmin, ymax - ymin, zmax - zmin, myNbX, myNbY, myNbZ);
120 else if (myIsBool == 0)
121 ((Voxel_ColorDS*) voxels)->Init(xmin, ymin, zmin, xmax - xmin, ymax - ymin, zmax - zmin, myNbX, myNbY, myNbZ);
122 }
123
124 // Check presence of triangulation.
125 TopLoc_Location L;
126 Standard_Boolean triangulate = Standard_False;
127 TopExp_Explorer expl(myShape, TopAbs_FACE);
c5e9fb8b 128 if(myUseExistingTriangulation == Standard_False)
7fd59977 129 {
c5e9fb8b 130 for (; expl.More(); expl.Next())
7fd59977 131 {
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132 const TopoDS_Face & F = TopoDS::Face(expl.Current());
133 Handle(Poly_Triangulation) T = BRep_Tool::Triangulation(F, L);
134 if (T.IsNull() || (T->Deflection() > myDeflection))
135 {
136 triangulate = Standard_True;
137 break;
138 }
7fd59977 139 }
140 }
141
142 // Re-create the triangulation.
143 if (triangulate)
144 {
145 BRepMesh::Mesh(myShape, myDeflection);
146 }
147
148 // Compute the number of triangles.
149 myNbTriangles = 0;
150 expl.Init(myShape, TopAbs_FACE);
151 for (; expl.More(); expl.Next())
152 {
034b4775 153 const TopoDS_Face & F = TopoDS::Face(expl.Current());
7fd59977 154 Handle(Poly_Triangulation) T = BRep_Tool::Triangulation(F, L);
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P
155 if (T.IsNull() == Standard_False)
156 myNbTriangles += T->NbTriangles();
7fd59977 157 }
158}
159
160// Destructor
161void Voxel_FastConverter::Destroy()
162{
163
164}
165
166Standard_Boolean Voxel_FastConverter::Convert(Standard_Integer& progress,
167 const Standard_Integer ithread)
168{
169 if (ithread == 1)
170 progress = 0;
171#ifdef CONV_DUMP
172 if (ithread == 1)
173 printf("Progress = %d \r", progress);
174#endif
175
176 if (myNbX <= 0 || myNbY <= 0 || myNbZ <= 0)
177 return Standard_False;
178
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179 if(myNbTriangles == 0)
180 return Standard_False;
181
7fd59977 182 // Half of diagonal of a voxel
183 Voxel_DS* ds = (Voxel_DS*) myVoxels;
184 Standard_Real dx = ds->GetXLen() / (Standard_Real) ds->GetNbX(),
185 dy = ds->GetYLen() / (Standard_Real) ds->GetNbY(),
186 dz = ds->GetZLen() / (Standard_Real) ds->GetNbZ();
187 Standard_Real hdiagonal = sqrt(dx * dx + dy * dy + dz * dz);
188 hdiagonal /= 2.0;
189
190 // Compute the scope of triangles for current thread
191 Standard_Integer start_thread_triangle = 1, end_thread_triangle = myNbTriangles, ithread_triangle = 0;
192 start_thread_triangle = (ithread - 1) * (myNbTriangles / myNbThreads) + 1;
193 end_thread_triangle = (ithread - 0) * (myNbTriangles / myNbThreads);
194
195 // Convert
196 TopLoc_Location L;
197 Standard_Integer iprogress = 0, prev_progress = 0;
198 Standard_Integer n1, n2, n3;
199 Standard_Integer ixmin, iymin, izmin, ixmax, iymax, izmax;
200 Standard_Real xmin, ymin, zmin, xmax, ymax, zmax;
201 TopExp_Explorer expl(myShape, TopAbs_FACE);
202 for (; expl.More(); expl.Next())
203 {
034b4775 204 const TopoDS_Face & F = TopoDS::Face(expl.Current());
7fd59977 205 Handle(Poly_Triangulation) T = BRep_Tool::Triangulation(F, L);
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206 if (T.IsNull())
207 continue;
7fd59977 208
209 gp_Trsf trsf;
210 Standard_Boolean transform = !L.IsIdentity();
211 if (transform)
212 trsf = L.Transformation();
213
214 const TColgp_Array1OfPnt& nodes = T->Nodes();
215 const Poly_Array1OfTriangle& triangles = T->Triangles();
216 Standard_Integer itriangle = triangles.Lower(), nb_triangles = triangles.Upper();
217 for (; itriangle <= nb_triangles; itriangle++)
218 {
219 ithread_triangle++;
220 if (ithread_triangle < start_thread_triangle || ithread_triangle > end_thread_triangle)
221 continue;
222
223 const Poly_Triangle& t = triangles.Value(itriangle);
224 t.Get(n1, n2, n3);
225 gp_Pnt p1 = nodes.Value(n1);
226 gp_Pnt p2 = nodes.Value(n2);
227 gp_Pnt p3 = nodes.Value(n3);
228 if (transform)
229 {
230 p1.Transform(trsf);
231 p2.Transform(trsf);
232 p3.Transform(trsf);
233 }
234
235 // Get boundary box of the triangle
236 GetBndBox(p1, p2, p3, xmin, ymin, zmin, xmax, ymax, zmax);
237
238 // Find the range of voxels inside the boudary box of the triangle.
239 if (!ds->GetVoxel(xmin, ymin, zmin, ixmin, iymin, izmin))
240 continue;
241 if (!ds->GetVoxel(xmax, ymax, zmax, ixmax, iymax, izmax))
242 continue;
243
244 // Refuse voxels for whom distance from their center to plane of triangle is greater than half of diagonal.
245 // Make a line from center of each voxel to the center of triangle and
246 // compute intersection of the line with sides of triangle.
247 // Refuse the voxel in case of intersection.
248 gce_MakePln mkPlane(p1, p2, p3);
249 if (!mkPlane.IsDone())
250 continue;
251 gp_Pln plane = mkPlane.Value();
252 ComputeVoxelsNearTriangle(plane, p1, p2, p3, hdiagonal, ixmin, iymin, izmin, ixmax, iymax, izmax);
253
254 // Progress
255 if (ithread == 1)
256 {
257 iprogress++;
258 progress = (Standard_Integer) ( (Standard_Real) iprogress / (Standard_Real) myNbTriangles * 100.0 );
259 }
260#ifdef CONV_DUMP
261 if (ithread == 1 && prev_progress != progress)
262 {
263 printf("Progress = %d \r", progress);
264 prev_progress = progress;
265 }
266#endif
267
268 } // iteration of triangles
269 } // iteration of faces
270
271 if (ithread == 1)
272 progress = 100;
273#ifdef CONV_DUMP
274 if (ithread == 1)
275 printf("Progress = %d \r", progress);
276#endif
277 return Standard_True;
278}
279
280Standard_Boolean Voxel_FastConverter::FillInVolume(const Standard_Byte inner,
281 const Standard_Integer ithread)
282{
283 Voxel_DS* ds = (Voxel_DS*) myVoxels;
284 Standard_Integer ix, iy, iz, nbx = ds->GetNbX(), nby = ds->GetNbY(), nbz = ds->GetNbZ();
285 Standard_Boolean prev_surface, surface, volume;
286
287 if (inner)
288 {
289 // Fill-in internal voxels by the value "inner"
290 for (ix = 0; ix < nbx; ix++)
291 {
292 for (iy = 0; iy < nby; iy++)
293 {
294 // Check existence of volume.
295 volume = Standard_False;
296 surface = Standard_False;
297 prev_surface = Standard_False;
298 for (iz = 0; iz < nbz; iz++)
299 {
300 surface = (myIsBool == 1) ?
301 ((Voxel_BoolDS*)myVoxels)->Get(ix, iy, iz) == Standard_True :
302 ((Voxel_ColorDS*)myVoxels)->Get(ix, iy, iz) > 0;
303 if (prev_surface && !surface)
304 {
305 volume = !volume;
306 }
307 prev_surface = surface;
308 }
309 if (volume)
310 continue;
311
312 // Fill-in the volume.
313 volume = Standard_False;
314 surface = Standard_False;
315 prev_surface = Standard_False;
316 for (iz = 0; iz < nbz; iz++)
317 {
318 surface = (myIsBool == 1) ?
319 ((Voxel_BoolDS*)myVoxels)->Get(ix, iy, iz) == Standard_True :
320 ((Voxel_ColorDS*)myVoxels)->Get(ix, iy, iz) > 0;
321 if (prev_surface && !surface)
322 {
323 volume = !volume;
324 }
325 if (volume && !surface)
326 {
327 (myIsBool == 1) ? ((Voxel_BoolDS*)myVoxels)->Set(ix, iy, iz, inner) :
328 ((Voxel_ColorDS*)myVoxels)->Set(ix, iy, iz, inner);
329 }
330 prev_surface = surface;
331 }
332 }
333 }
334 }
335 else
336 {
337 // Set value of interbal voxels to 0 ("inner" = 0)
338 Standard_Boolean next_surface;
339 for (ix = 0; ix < nbx; ix++)
340 {
341 for (iy = 0; iy < nby; iy++)
342 {
343 volume = Standard_False;
344 surface = Standard_False;
345 prev_surface = Standard_False;
346 next_surface = Standard_False;
347 for (iz = 0; iz < nbz; iz++)
348 {
349 surface = (myIsBool == 1) ?
350 ((Voxel_BoolDS*)myVoxels)->Get(ix, iy, iz) == Standard_True :
351 ((Voxel_ColorDS*)myVoxels)->Get(ix, iy, iz) > 0;
352 if (prev_surface != surface)
353 {
354 volume = !volume;
355 }
356 if (volume && iz + 1 < nbz)
357 {
358 next_surface = (myIsBool == 1) ?
359 ((Voxel_BoolDS*)myVoxels)->Get(ix, iy, iz + 1) == Standard_True :
360 ((Voxel_ColorDS*)myVoxels)->Get(ix, iy, iz + 1) > 0;
361 }
362 if (volume && prev_surface == surface && next_surface)
363 {
364 (myIsBool == 1) ? ((Voxel_BoolDS*)myVoxels)->Set(ix, iy, iz, inner) :
365 ((Voxel_ColorDS*)myVoxels)->Set(ix, iy, iz, inner);
366 }
367 prev_surface = surface;
368 }
369 }
370 }
371 }
372
373 return Standard_True;
374}
375
376void Voxel_FastConverter::GetBndBox(const gp_Pnt& p1,
377 const gp_Pnt& p2,
378 const gp_Pnt& p3,
379 Standard_Real& xmin,
380 Standard_Real& ymin,
381 Standard_Real& zmin,
382 Standard_Real& xmax,
383 Standard_Real& ymax,
384 Standard_Real& zmax) const
385{
386 // P1:
387 xmin = p1.X();
388 ymin = p1.Y();
389 zmin = p1.Z();
390 xmax = p1.X();
391 ymax = p1.Y();
392 zmax = p1.Z();
393 // P2:
394 if (xmin > p2.X())
395 xmin = p2.X();
396 if (ymin > p2.Y())
397 ymin = p2.Y();
398 if (zmin > p2.Z())
399 zmin = p2.Z();
400 if (xmax < p2.X())
401 xmax = p2.X();
402 if (ymax < p2.Y())
403 ymax = p2.Y();
404 if (zmax < p2.Z())
405 zmax = p2.Z();
406 // P3:
407 if (xmin > p3.X())
408 xmin = p3.X();
409 if (ymin > p3.Y())
410 ymin = p3.Y();
411 if (zmin > p3.Z())
412 zmin = p3.Z();
413 if (xmax < p3.X())
414 xmax = p3.X();
415 if (ymax < p3.Y())
416 ymax = p3.Y();
417 if (zmax < p3.Z())
418 zmax = p3.Z();
419}
420
421// This method is copied from Voxel_ShapeIntersector.cxx
422static Standard_Boolean mayIntersect(const gp_Pnt2d& p11, const gp_Pnt2d& p12,
423 const gp_Pnt2d& p21, const gp_Pnt2d& p22)
424{
425 if (p11.X() > p21.X() && p11.X() > p22.X() && p12.X() > p21.X() && p12.X() > p22.X())
426 return Standard_False;
427 if (p11.X() < p21.X() && p11.X() < p22.X() && p12.X() < p21.X() && p12.X() < p22.X())
428 return Standard_False;
429 if (p11.Y() > p21.Y() && p11.Y() > p22.Y() && p12.Y() > p21.Y() && p12.Y() > p22.Y())
430 return Standard_False;
431 if (p11.Y() < p21.Y() && p11.Y() < p22.Y() && p12.Y() < p21.Y() && p12.Y() < p22.Y())
432 return Standard_False;
433 return Standard_True;
434}
435
436void Voxel_FastConverter::ComputeVoxelsNearTriangle(const gp_Pln& plane,
437 const gp_Pnt& p1,
438 const gp_Pnt& p2,
439 const gp_Pnt& p3,
440 const Standard_Real hdiagonal,
441 const Standard_Integer ixmin,
442 const Standard_Integer iymin,
443 const Standard_Integer izmin,
444 const Standard_Integer ixmax,
445 const Standard_Integer iymax,
446 const Standard_Integer izmax) const
447{
448 gp_Pnt pc;
449 Standard_Real xc, yc, zc, uc, vc, u1, v1, u2, v2, u3, v3;
450 Standard_Integer ix, iy, iz;
451 IntAna2d_AnaIntersection intersector2d;
452
453 // Project points of triangle onto the plane
454 ElSLib::Parameters(plane, p1, u1, v1);
455 ElSLib::Parameters(plane, p2, u2, v2);
456 ElSLib::Parameters(plane, p3, u3, v3);
457
458 // Make lines of triangle
459 gp_Pnt2d p2d1(u1, v1), p2d2(u2, v2), p2d3(u3, v3), p2dt((u1+u2+u3)/3.0,(v1+v2+v3)/3.0), p2dc;
460 gp_Vec2d v2d12(p2d1, p2d2), v2d23(p2d2, p2d3), v2d31(p2d3, p2d1);
461 gp_Lin2d L1(p2d1, v2d12), L2(p2d2, v2d23), L3(p2d3, v2d31), Lv;
462 Standard_Real d1 = p2d1.Distance(p2d2) - Precision::Confusion(),
463 d2 = p2d2.Distance(p2d3) - Precision::Confusion(),
464 d3 = p2d3.Distance(p2d1) - Precision::Confusion(), dv;
465
466 Voxel_DS* ds = (Voxel_DS*) myVoxels;
467 for (ix = ixmin; ix <= ixmax; ix++)
468 {
469 for (iy = iymin; iy <= iymax; iy++)
470 {
471 for (iz = izmin; iz <= izmax; iz++)
472 {
473 ds->GetCenter(ix, iy, iz, xc, yc, zc);
474 pc.SetCoord(xc, yc, zc);
475 if (plane.Distance(pc) < hdiagonal)
476 {
477 ElSLib::Parameters(plane, pc, uc, vc);
478 p2dc.SetCoord(uc, vc);
479
480 gp_Vec2d v2dct(p2dc, p2dt);
481 dv = v2dct.Magnitude() - Precision::Confusion();
482 Lv.SetLocation(p2dc);
483 Lv.SetDirection(v2dct);
484
485 // Side 1:
486 if (mayIntersect(p2d1, p2d2, p2dc, p2dt))
487 {
488 intersector2d.Perform(Lv, L1);
489 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
490 {
491 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
492 Standard_Real param1 = i2d.ParamOnFirst();
493 Standard_Real param2 = i2d.ParamOnSecond();
494 if (param1 > Precision::Confusion() && param1 < dv &&
495 param2 > Precision::Confusion() && param2 < d1)
496 {
497 continue;
498 }
499 }
500 }
501
502 // Side 2:
503 if (mayIntersect(p2d2, p2d3, p2dc, p2dt))
504 {
505 intersector2d.Perform(Lv, L2);
506 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
507 {
508 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
509 Standard_Real param1 = i2d.ParamOnFirst();
510 Standard_Real param2 = i2d.ParamOnSecond();
511 if (param1 > Precision::Confusion() && param1 < dv &&
512 param2 > Precision::Confusion() && param2 < d2)
513 {
514 continue;
515 }
516 }
517 }
518
519 // Side 3:
520 if (mayIntersect(p2d3, p2d1, p2dc, p2dt))
521 {
522 intersector2d.Perform(Lv, L3);
523 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
524 {
525 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
526 Standard_Real param1 = i2d.ParamOnFirst();
527 Standard_Real param2 = i2d.ParamOnSecond();
528 if (param1 > Precision::Confusion() && param1 < dv &&
529 param2 > Precision::Confusion() && param2 < d3)
530 {
531 continue;
532 }
533 }
534 }
535
536 // Set positive value to this voxel:
537 switch (myIsBool)
538 {
539 case 0:
540 ((Voxel_ColorDS*) myVoxels)->Set(ix, iy, iz, 15);
541 break;
542 case 1:
543 ((Voxel_BoolDS*) myVoxels)->Set(ix, iy, iz, Standard_True);
544 break;
545 case 2:
546 {
547 //((Voxel_ROctBoolDS*) myVoxels)->Set(ix, iy, iz, Standard_True);
548
549 // Check intersection between the triangle & sub-voxels of the voxel.
550 Standard_Real hdiagonal2 = hdiagonal / 2.0, hdiagonal4 = hdiagonal / 4.0;
551 for (Standard_Integer i = 0; i < 8; i++)
552 {
553 ((Voxel_ROctBoolDS*) myVoxels)->GetCenter(ix, iy, iz, i, xc, yc, zc);
554 pc.SetCoord(xc, yc, zc);
555 if (plane.Distance(pc) < hdiagonal2)
556 {
557 ElSLib::Parameters(plane, pc, uc, vc);
558 p2dc.SetCoord(uc, vc);
559
560 gp_Vec2d v2dct(p2dc, p2dt);
561 dv = v2dct.Magnitude() - Precision::Confusion();
562 Lv.SetLocation(p2dc);
563 Lv.SetDirection(v2dct);
564
565 // Side 1:
566 if (mayIntersect(p2d1, p2d2, p2dc, p2dt))
567 {
568 intersector2d.Perform(Lv, L1);
569 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
570 {
571 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
572 Standard_Real param1 = i2d.ParamOnFirst();
573 Standard_Real param2 = i2d.ParamOnSecond();
574 if (param1 > Precision::Confusion() && param1 < dv &&
575 param2 > Precision::Confusion() && param2 < d1)
576 {
577 continue;
578 }
579 }
580 }
581
582 // Side 2:
583 if (mayIntersect(p2d2, p2d3, p2dc, p2dt))
584 {
585 intersector2d.Perform(Lv, L2);
586 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
587 {
588 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
589 Standard_Real param1 = i2d.ParamOnFirst();
590 Standard_Real param2 = i2d.ParamOnSecond();
591 if (param1 > Precision::Confusion() && param1 < dv &&
592 param2 > Precision::Confusion() && param2 < d2)
593 {
594 continue;
595 }
596 }
597 }
598
599 // Side 3:
600 if (mayIntersect(p2d3, p2d1, p2dc, p2dt))
601 {
602 intersector2d.Perform(Lv, L3);
603 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
604 {
605 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
606 Standard_Real param1 = i2d.ParamOnFirst();
607 Standard_Real param2 = i2d.ParamOnSecond();
608 if (param1 > Precision::Confusion() && param1 < dv &&
609 param2 > Precision::Confusion() && param2 < d3)
610 {
611 continue;
612 }
613 }
614 }
615
616 //((Voxel_ROctBoolDS*) myVoxels)->Set(ix, iy, iz, i, Standard_True);
617
618 // Check intersection between the triangle & sub-voxels of the sub-voxel.
619 for (Standard_Integer j = 0; j < 8; j++)
620 {
621 ((Voxel_ROctBoolDS*) myVoxels)->GetCenter(ix, iy, iz, i, j, xc, yc, zc);
622 pc.SetCoord(xc, yc, zc);
623 if (plane.Distance(pc) < hdiagonal4)
624 {
625 ElSLib::Parameters(plane, pc, uc, vc);
626 p2dc.SetCoord(uc, vc);
627
628 gp_Vec2d v2dct(p2dc, p2dt);
629 dv = v2dct.Magnitude() - Precision::Confusion();
630 Lv.SetLocation(p2dc);
631 Lv.SetDirection(v2dct);
632
633 // Side 1:
634 if (mayIntersect(p2d1, p2d2, p2dc, p2dt))
635 {
636 intersector2d.Perform(Lv, L1);
637 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
638 {
639 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
640 Standard_Real param1 = i2d.ParamOnFirst();
641 Standard_Real param2 = i2d.ParamOnSecond();
642 if (param1 > Precision::Confusion() && param1 < dv &&
643 param2 > Precision::Confusion() && param2 < d1)
644 {
645 continue;
646 }
647 }
648 }
649
650 // Side 2:
651 if (mayIntersect(p2d2, p2d3, p2dc, p2dt))
652 {
653 intersector2d.Perform(Lv, L2);
654 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
655 {
656 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
657 Standard_Real param1 = i2d.ParamOnFirst();
658 Standard_Real param2 = i2d.ParamOnSecond();
659 if (param1 > Precision::Confusion() && param1 < dv &&
660 param2 > Precision::Confusion() && param2 < d2)
661 {
662 continue;
663 }
664 }
665 }
666
667 // Side 3:
668 if (mayIntersect(p2d3, p2d1, p2dc, p2dt))
669 {
670 intersector2d.Perform(Lv, L3);
671 if (intersector2d.IsDone() && !intersector2d.ParallelElements() && intersector2d.NbPoints())
672 {
673 const IntAna2d_IntPoint& i2d = intersector2d.Point(1);
674 Standard_Real param1 = i2d.ParamOnFirst();
675 Standard_Real param2 = i2d.ParamOnSecond();
676 if (param1 > Precision::Confusion() && param1 < dv &&
677 param2 > Precision::Confusion() && param2 < d3)
678 {
679 continue;
680 }
681 }
682 }
683
684 ((Voxel_ROctBoolDS*) myVoxels)->Set(ix, iy, iz, i, j, Standard_True);
685 }
686 } // End of "Check level 2".
687
688 }
689 } // End of "Check level 1".
690
691 break;
692 }
693 }
694 }
695 }
696 }
697 }
698}