// SPDX-License-Identifier: LGPL-2.1-or-later /*************************************************************************** * Copyright (c) 2005 Imetric 3D GmbH * * * * This file is part of the FreeCAD CAx development system. * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of the GNU Library General Public * * License as published by the Free Software Foundation; either * * version 2 of the License, or (at your option) any later version. * * * * This library 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 Library General Public License for more details. * * * * You should have received a copy of the GNU Library General Public * * License along with this library; see the file COPYING.LIB. If not, * * write to the Free Software Foundation, Inc., 59 Temple Place, * * Suite 330, Boston, MA 02111-1307, USA * * * ***************************************************************************/ #include #include #include #include #include #include "Algorithm.h" #include "Elements.h" #include "Utilities.h" #include "tritritest.h" using namespace MeshCore; using namespace Wm4; MeshPointArray::MeshPointArray(const MeshPointArray& ary) = default; MeshPointArray::MeshPointArray(MeshPointArray&& ary) = default; PointIndex MeshPointArray::Get(const MeshPoint& rclPoint) { iterator clIter; clIter = std::find(begin(), end(), rclPoint); if (clIter != end()) { return clIter - begin(); } return POINT_INDEX_MAX; } PointIndex MeshPointArray::GetOrAddIndex(const MeshPoint& rclPoint) { PointIndex ulIndex {}; if ((ulIndex = Get(rclPoint)) == POINT_INDEX_MAX) { push_back(rclPoint); return static_cast(size() - 1); } return ulIndex; } void MeshPointArray::SetFlag(MeshPoint::TFlagType tF) const { for (auto i = begin(); i < end(); ++i) { i->SetFlag(tF); } } void MeshPointArray::ResetFlag(MeshPoint::TFlagType tF) const { for (auto i = begin(); i < end(); ++i) { i->ResetFlag(tF); } } void MeshPointArray::SetProperty(unsigned long ulVal) const { for (const auto& pP : *this) { pP.SetProperty(ulVal); } } void MeshPointArray::ResetInvalid() const { for (const auto& pP : *this) { pP.ResetInvalid(); } } MeshPointArray& MeshPointArray::operator=(const MeshPointArray& rclPAry) = default; MeshPointArray& MeshPointArray::operator=(MeshPointArray&& rclPAry) = default; void MeshPointArray::Transform(const Base::Matrix4D& mat) { for (auto& pP : *this) { mat.multVec(pP, pP); } } MeshFacetArray::MeshFacetArray(const MeshFacetArray& ary) = default; MeshFacetArray::MeshFacetArray(MeshFacetArray&& ary) = default; void MeshFacetArray::Erase(_TIterator pIter) { FacetIndex i {}, *pulN {}; _TIterator pPass, pEnd; FacetIndex ulInd = pIter - begin(); erase(pIter); pPass = begin(); pEnd = end(); while (pPass < pEnd) { for (i = 0; i < 3; i++) { pulN = &pPass->_aulNeighbours[i]; if ((*pulN > ulInd) && (*pulN != FACET_INDEX_MAX)) { (*pulN)--; } } pPass++; } } void MeshFacetArray::TransposeIndices(PointIndex ulOrig, PointIndex ulNew) { _TIterator pIter = begin(), pEnd = end(); while (pIter < pEnd) { pIter->Transpose(ulOrig, ulNew); ++pIter; } } void MeshFacetArray::DecrementIndices(PointIndex ulIndex) { _TIterator pIter = begin(), pEnd = end(); while (pIter < pEnd) { pIter->Decrement(ulIndex); ++pIter; } } void MeshFacetArray::SetFlag(MeshFacet::TFlagType tF) const { for (auto i = begin(); i < end(); ++i) { i->SetFlag(tF); } } void MeshFacetArray::ResetFlag(MeshFacet::TFlagType tF) const { for (auto i = begin(); i < end(); ++i) { i->ResetFlag(tF); } } void MeshFacetArray::SetProperty(unsigned long ulVal) const { for (const auto& pF : *this) { pF.SetProperty(ulVal); } } void MeshFacetArray::ResetInvalid() const { for (const auto& pF : *this) { pF.ResetInvalid(); } } MeshFacetArray& MeshFacetArray::operator=(const MeshFacetArray& rclFAry) = default; MeshFacetArray& MeshFacetArray::operator=(MeshFacetArray&& rclFAry) = default; // ----------------------------------------------------------------- bool MeshGeomEdge::ContainedByOrIntersectBoundingBox(const Base::BoundBox3f& rclBB) const { // Test whether all corner points of the Edge are on one of the 6 sides of the BB if (!(GetBoundBox() && rclBB)) { return false; } // Test whether Edge-BB is completely in BB if (rclBB.IsInBox(GetBoundBox())) { return true; } // Test whether one of the corner points is in BB for (const auto& pnt : _aclPoints) { if (rclBB.IsInBox(pnt)) { return true; } } // "real" test for cut return (IntersectBoundingBox(rclBB)); } Base::BoundBox3f MeshGeomEdge::GetBoundBox() const { return {_aclPoints, 2}; } bool MeshGeomEdge::IntersectBoundingBox(const Base::BoundBox3f& rclBB) const { const Base::Vector3f& rclP0 = _aclPoints[0]; const Base::Vector3f& rclP1 = _aclPoints[1]; Vector3 A(rclP0.x, rclP0.y, rclP0.z); Vector3 B(rclP1.x, rclP1.y, rclP1.z); Vector3 n = B - A; float len = n.Length(); n.Normalize(); Vector3 p = 0.5F * (A + B); Segment3 akSeg(p, n, 0.5F * len); Base::Vector3f clCenter = rclBB.GetCenter(); Vector3 center(clCenter.x, clCenter.y, clCenter.z); Vector3 axis0(1.0F, 0.0F, 0.0F); Vector3 axis1(0.0F, 1.0F, 0.0F); Vector3 axis2(0.0F, 0.0F, 1.0F); float extent0 = 0.5F * rclBB.LengthX(); float extent1 = 0.5F * rclBB.LengthY(); float extent2 = 0.5F * rclBB.LengthZ(); Box3 kBox(center, axis0, axis1, axis2, extent0, extent1, extent2); IntrSegment3Box3 intrsectbox(akSeg, kBox, false); return intrsectbox.Test(); } bool MeshGeomEdge::IntersectWithLine( const Base::Vector3f& rclPt, const Base::Vector3f& rclDir, Base::Vector3f& rclRes ) const { const float eps = 1e-06F; Base::Vector3f n = _aclPoints[1] - _aclPoints[0]; // check angle between edge and the line direction, FLOAT_MAX is // returned for degenerated edges float fAngle = rclDir.GetAngle(n); if (fAngle == 0) { // parallel lines float distance = _aclPoints[0].DistanceToLine(rclPt, rclDir); if (distance < eps) { // lines are equal rclRes = _aclPoints[0]; return true; } return false; // no intersection possible } // that's the normal of a helper plane and its base at _aclPoints Base::Vector3f normal = n.Cross(rclDir); // if the distance of rclPt to the plane is higher than eps then the // two lines are warped and there is no intersection possible if (fabs(rclPt.DistanceToPlane(_aclPoints[0], normal)) > eps) { return false; } // get a second helper plane and get the intersection with the line Base::Vector3f normal2 = normal.Cross(n); float s = ((_aclPoints[0] - rclPt) * normal2) / (rclDir * normal2); rclRes = rclPt + s * rclDir; float dist1 = Base::Distance(_aclPoints[0], _aclPoints[1]); float dist2 = Base::Distance(_aclPoints[0], rclRes); float dist3 = Base::Distance(_aclPoints[1], rclRes); return dist2 + dist3 <= dist1 + eps; } bool MeshGeomEdge::IsParallel(const MeshGeomEdge& edge) const { Base::Vector3f r(_aclPoints[1] - _aclPoints[0]); Base::Vector3f s(edge._aclPoints[1] - edge._aclPoints[0]); Base::Vector3f n = r.Cross(s); return n.IsNull(); } bool MeshGeomEdge::IsCollinear(const MeshGeomEdge& edge) const { if (IsParallel(edge)) { Base::Vector3f r(_aclPoints[1] - _aclPoints[0]); Base::Vector3f d = edge._aclPoints[0] - _aclPoints[0]; return d.Cross(r).IsNull(); } return false; } bool MeshGeomEdge::IntersectWithEdge(const MeshGeomEdge& edge, Base::Vector3f& res) const { const float eps = 1e-06F; Base::Vector3f p(_aclPoints[0]); Base::Vector3f r(_aclPoints[1] - _aclPoints[0]); Base::Vector3f q(edge._aclPoints[0]); Base::Vector3f s(edge._aclPoints[1] - edge._aclPoints[0]); Base::Vector3f n = r.Cross(s); Base::Vector3f d = q - p; // lines are collinear or parallel if (n.IsNull()) { if (d.Cross(r).IsNull()) { // Collinear if (IsProjectionPointOf(edge._aclPoints[0])) { res = edge._aclPoints[0]; return true; } if (IsProjectionPointOf(edge._aclPoints[1])) { res = edge._aclPoints[1]; return true; } return false; } // Parallel return false; } else { // Get the distance of q to the plane defined by p and n float distance = q.DistanceToPlane(p, n); // lines are warped if (std::fabs(distance) > eps) { return false; } float t = d.Cross(s).Dot(n) / n.Sqr(); float u = d.Cross(r).Dot(n) / n.Sqr(); auto is_in_range = [](float v) { return v >= 0.0F && v <= 1.0F; }; if (is_in_range(t) && is_in_range(u)) { res = p + t * r; // equal to q + u * s return true; } return false; } } bool MeshGeomEdge::IntersectWithPlane( const Base::Vector3f& rclPt, const Base::Vector3f& rclDir, Base::Vector3f& rclRes ) const { float dist1 = _aclPoints[0].DistanceToPlane(rclPt, rclDir); float dist2 = _aclPoints[1].DistanceToPlane(rclPt, rclDir); // either both points are below or above the plane if (dist1 * dist2 >= 0.0F) { return false; } Base::Vector3f u = _aclPoints[1] - _aclPoints[0]; Base::Vector3f b = rclPt - _aclPoints[0]; float t = b.Dot(rclDir) / u.Dot(rclDir); rclRes = _aclPoints[0] + t * u; return true; } void MeshGeomEdge::ProjectPointToLine(const Base::Vector3f& rclPoint, Base::Vector3f& rclProj) const { Base::Vector3f pt1 = rclPoint - _aclPoints[0]; Base::Vector3f dir = _aclPoints[1] - _aclPoints[0]; Base::Vector3f vec; vec.ProjectToLine(pt1, dir); rclProj = rclPoint + vec; } void MeshGeomEdge::ClosestPointsToLine( const Base::Vector3f& linePt, const Base::Vector3f& lineDir, Base::Vector3f& rclPnt1, Base::Vector3f& rclPnt2 ) const { const float eps = 1e-06F; Base::Vector3f edgeDir = _aclPoints[1] - _aclPoints[0]; // check angle between edge and the line direction, FLOAT_MAX is // returned for degenerated edges float fAngle = lineDir.GetAngle(edgeDir); if (fAngle == 0) { // parallel lines float distance = _aclPoints[0].DistanceToLine(linePt, lineDir); if (distance < eps) { // lines are equal rclPnt1 = _aclPoints[0]; rclPnt2 = _aclPoints[0]; } else { rclPnt1 = _aclPoints[0]; MeshGeomEdge edge; edge._aclPoints[0] = linePt; edge._aclPoints[1] = linePt + lineDir; edge.ProjectPointToLine(rclPnt1, rclPnt2); } } else { // that's the normal of a helper plane Base::Vector3f normal = edgeDir.Cross(lineDir); // get a second helper plane and get the intersection with the line Base::Vector3f normal2 = normal.Cross(edgeDir); float s = ((_aclPoints[0] - linePt) * normal2) / (lineDir * normal2); rclPnt2 = linePt + s * lineDir; // get a third helper plane and get the intersection with the line Base::Vector3f normal3 = normal.Cross(lineDir); float t = ((linePt - _aclPoints[0]) * normal3) / (edgeDir * normal3); rclPnt1 = _aclPoints[0] + t * edgeDir; } } bool MeshGeomEdge::IsPointOf(const Base::Vector3f& rclPoint, float fDistance) const { float len2 = Base::DistanceP2(_aclPoints[0], _aclPoints[1]); if (len2 == 0.0F) { return _aclPoints[0].IsEqual(rclPoint, 0.0F); } Base::Vector3f p2p1 = _aclPoints[1] - _aclPoints[0]; Base::Vector3f pXp1 = rclPoint - _aclPoints[0]; float dot = pXp1 * p2p1; float t = dot / len2; if (t < 0.0F || t > 1.0F) { return false; } // point on the edge Base::Vector3f ptEdge = t * p2p1 + _aclPoints[0]; return Base::Distance(ptEdge, rclPoint) <= fDistance; } bool MeshGeomEdge::IsProjectionPointOf(const Base::Vector3f& point) const { Base::Vector3f fromStartToPoint = point - _aclPoints[0]; Base::Vector3f fromPointToEnd = _aclPoints[1] - point; float dot = fromStartToPoint * fromPointToEnd; return dot >= 0.0F; } // ----------------------------------------------------------------- MeshGeomFacet::MeshGeomFacet() : _bNormalCalculated(false) , _ucFlag(0) , _ulProp(0) {} MeshGeomFacet::MeshGeomFacet(const Base::Vector3f& v1, const Base::Vector3f& v2, const Base::Vector3f& v3) : _bNormalCalculated(false) , _ucFlag(0) , _ulProp(0) { _aclPoints[0] = v1; _aclPoints[1] = v2; _aclPoints[2] = v3; } bool MeshGeomFacet::IsPointOf(const Base::Vector3f& rclPoint, float fDistance) const { if (DistancePlaneToPoint(rclPoint) > fDistance) { return false; } // force internal normal to be computed if not done yet Base::Vector3f clNorm(GetNormal()), clProjPt(rclPoint), clEdge; Base::Vector3f clP0(_aclPoints[0]), clP1(_aclPoints[1]), clP2(_aclPoints[2]); float fLP {}, fLE {}; clNorm.Normalize(); clProjPt.ProjectToPlane(_aclPoints[0], clNorm); // Edge P0 --> P1 clEdge = clP1 - clP0; fLP = clProjPt.DistanceToLine(clP0, clEdge); if (fLP > 0.0F) { fLE = clP2.DistanceToLine(clP0, clEdge); if (fLP <= fLE) { if (clProjPt.DistanceToLine(clP2, clEdge) > fLE) { return false; } } else { return false; } } // Edge P0 --> P2 clEdge = clP2 - clP0; fLP = clProjPt.DistanceToLine(clP0, clEdge); if (fLP > 0.0F) { fLE = clP1.DistanceToLine(clP0, clEdge); if (fLP <= fLE) { if (clProjPt.DistanceToLine(clP1, clEdge) > fLE) { return false; } } else { return false; } } // Edge P1 --> P2 clEdge = clP2 - clP1; fLP = clProjPt.DistanceToLine(clP1, clEdge); if (fLP > 0.0F) { fLE = clP0.DistanceToLine(clP1, clEdge); if (fLP <= fLE) { if (clProjPt.DistanceToLine(clP0, clEdge) > fLE) { return false; } } else { return false; } } return true; } bool MeshGeomFacet::IsPointOfFace(const Base::Vector3f& rclP, float fDistance) const { // more effective implementation than in MeshGeomFacet::IsPointOf // Base::Vector3f a(_aclPoints[0].x, _aclPoints[0].y, _aclPoints[0].z); Base::Vector3f b(_aclPoints[1].x, _aclPoints[1].y, _aclPoints[1].z); Base::Vector3f c(_aclPoints[2].x, _aclPoints[2].y, _aclPoints[2].z); Base::Vector3f p(rclP); Base::Vector3f n = (b - a) % (c - a); Base::Vector3f n1 = (a - p) % (b - p); Base::Vector3f n2 = (c - p) % (a - p); Base::Vector3f n3 = (b - p) % (c - p); if (n * (p - a) > fDistance * n.Length()) { return false; } if (n * (a - p) > fDistance * n.Length()) { return false; } if (n * n1 <= 0.0F) { return false; } if (n * n2 <= 0.0F) { return false; } if (n * n3 <= 0.0F) { return false; } return true; } bool MeshGeomFacet::Weights(const Base::Vector3f& rclP, float& w0, float& w1, float& w2) const { float fAreaABC = Area(); float fAreaPBC = MeshGeomFacet(rclP, _aclPoints[1], _aclPoints[2]).Area(); float fAreaPCA = MeshGeomFacet(rclP, _aclPoints[2], _aclPoints[0]).Area(); float fAreaPAB = MeshGeomFacet(rclP, _aclPoints[0], _aclPoints[1]).Area(); w0 = fAreaPBC / fAreaABC; w1 = fAreaPCA / fAreaABC; w2 = fAreaPAB / fAreaABC; return std::fabs(w0 + w1 + w2 - 1.0F) < 0.001F; } void MeshGeomFacet::ProjectPointToPlane(const Base::Vector3f& rclPoint, Base::Vector3f& rclProj) const { rclPoint.ProjectToPlane(_aclPoints[0], GetNormal(), rclProj); } void MeshGeomFacet::ProjectFacetToPlane(MeshGeomFacet& rclFacet) const { // project facet 2 onto facet 1 IntersectPlaneWithLine(rclFacet._aclPoints[0], GetNormal(), rclFacet._aclPoints[0]); IntersectPlaneWithLine(rclFacet._aclPoints[1], GetNormal(), rclFacet._aclPoints[1]); IntersectPlaneWithLine(rclFacet._aclPoints[2], GetNormal(), rclFacet._aclPoints[2]); } void MeshGeomFacet::Enlarge(float fDist) { Base::Vector3f clM, clU, clV, clPNew[3]; float fA {}, fD {}; PointIndex i {}, ulP1 {}, ulP2 {}, ulP3 {}; for (i = 0; i < 3; i++) { ulP1 = i; ulP2 = (i + 1) % 3; ulP3 = (i + 2) % 3; clU = _aclPoints[ulP2] - _aclPoints[ulP1]; clV = _aclPoints[ulP3] - _aclPoints[ulP1]; clM = -(clU + clV); fA = clM.GetAngle(-clU); fD = fDist / float(std::sin(fA)); clM.Normalize(); clM.Scale(fD, fD, fD); clPNew[ulP1] = _aclPoints[ulP1] + clM; } _aclPoints[0] = clPNew[0]; _aclPoints[1] = clPNew[1]; _aclPoints[2] = clPNew[2]; } bool MeshGeomFacet::IsDegenerated(float epsilon) const { // The triangle has the points A,B,C where we can define the vector u and v // u = b-a and v = c-a. Then we define the line g: r = a+t*u and the plane // E: (x-c)*u=0. The intersection point of g and E is S. // The vector to S can be computed with a+(uv)/(uu)*u. The difference of // C and S then is v-(u*v)/(u*u)*u. The square distance leads to the formula // (v-(u*v)/(u*u)*u)^2 < eps which means that C and S is considered equal if // the square distance is less than an epsilon and thus the triangle is de- // generated. // After a few calculation step we get the formula: // (u*u)*(v*v)-(u*v)*(u*v) < eps*(u*u) // So, if we do the same except that we define a line h which goes through // A and C and a plane going through B we get a similar formula: // (u*u)*(v*v)-(u*v)*(u*v) < eps*(v*v). // As end formula we can write then: // (u*u)*(v*v)-(u*v)*(u*v) < max(eps*(u*u),eps*(v*v)). // // BTW (u*u)*(v*v)-(u*v)*(u*v) is the same as (uxv)*(uxv). Base::Vector3d p1 = Base::convertTo(this->_aclPoints[0]); Base::Vector3d p2 = Base::convertTo(this->_aclPoints[1]); Base::Vector3d p3 = Base::convertTo(this->_aclPoints[2]); Base::Vector3d u = p2 - p1; Base::Vector3d v = p3 - p1; double eps = static_cast(epsilon); double uu = u * u; if (uu <= eps) { return true; } double vv = v * v; if (vv <= eps) { return true; } double uv = u * v; double crosssqr = uu * vv - uv * uv; if (crosssqr <= eps * std::max(uu, vv)) { return true; } return false; } bool MeshGeomFacet::IsDeformed(float fCosOfMinAngle, float fCosOfMaxAngle) const { float fCosAngle {}; Base::Vector3f u, v; for (int i = 0; i < 3; i++) { u = _aclPoints[(i + 1) % 3] - _aclPoints[i]; v = _aclPoints[(i + 2) % 3] - _aclPoints[i]; u.Normalize(); v.Normalize(); fCosAngle = u * v; if (fCosAngle > fCosOfMinAngle || fCosAngle < fCosOfMaxAngle) { return true; } } return false; } bool MeshGeomFacet::IntersectBoundingBox(const Base::BoundBox3f& rclBB) const { // the triangle's corner points const Base::Vector3f& v0 = _aclPoints[0]; const Base::Vector3f& v1 = _aclPoints[1]; const Base::Vector3f& v2 = _aclPoints[2]; // first check if at least one point is inside the box if (rclBB.IsInBox(v0) || rclBB.IsInBox(v1) || rclBB.IsInBox(v2)) { return true; } // edge lengths float len0 = (v0 - v1).Length(); float len1 = (v1 - v2).Length(); float len2 = (v2 - v0).Length(); // Build up the line segments Vector3 p0(0.5F * (v0.x + v1.x), 0.5F * (v0.y + v1.y), 0.5F * (v0.z + v1.z)); Vector3 p1(0.5F * (v1.x + v2.x), 0.5F * (v1.y + v2.y), 0.5F * (v1.z + v2.z)); Vector3 p2(0.5F * (v2.x + v0.x), 0.5F * (v2.y + v0.y), 0.5F * (v2.z + v0.z)); Vector3 d0(v1.x - v0.x, v1.y - v0.y, v1.z - v0.z); d0.Normalize(); Vector3 d1(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z); d1.Normalize(); Vector3 d2(v0.x - v2.x, v0.y - v2.y, v0.z - v2.z); d2.Normalize(); Segment3 akSeg0(p0, d0, len0 / 2.0F); Segment3 akSeg1(p1, d1, len1 / 2.0F); Segment3 akSeg2(p2, d2, len2 / 2.0F); // Build up the box Base::Vector3f clCenter = rclBB.GetCenter(); Vector3 center(clCenter.x, clCenter.y, clCenter.z); Vector3 axis0(1.0F, 0.0F, 0.0F); Vector3 axis1(0.0F, 1.0F, 0.0F); Vector3 axis2(0.0F, 0.0F, 1.0F); float extent0 = 0.5F * rclBB.LengthX(); float extent1 = 0.5F * rclBB.LengthY(); float extent2 = 0.5F * rclBB.LengthZ(); Box3 akBox(center, axis0, axis1, axis2, extent0, extent1, extent2); // Check for intersection of line segments and box IntrSegment3Box3 akSec0(akSeg0, akBox, false); if (akSec0.Test()) { return true; } IntrSegment3Box3 akSec1(akSeg1, akBox, false); if (akSec1.Test()) { return true; } IntrSegment3Box3 akSec2(akSeg2, akBox, false); return (akSec2.Test()); } bool MeshGeomFacet::IntersectWithPlane( const Base::Vector3f& rclBase, const Base::Vector3f& rclNormal, Base::Vector3f& rclP1, Base::Vector3f& rclP2 ) const { const float eps = 1e-06F; // the triangle's corner points const Base::Vector3f& v0 = _aclPoints[0]; const Base::Vector3f& v1 = _aclPoints[1]; const Base::Vector3f& v2 = _aclPoints[2]; // first check if a triangle's edge lies on the plane float dist0 = fabs(v0.DistanceToPlane(rclBase, rclNormal)); float dist1 = fabs(v1.DistanceToPlane(rclBase, rclNormal)); float dist2 = fabs(v2.DistanceToPlane(rclBase, rclNormal)); if (dist0 < eps && dist1 < eps) { rclP1 = v0; rclP2 = v1; return true; } if (dist1 < eps && dist2 < eps) { rclP1 = v1; rclP2 = v2; return true; } if (dist2 < eps && dist0 < eps) { rclP1 = v2; rclP2 = v0; return true; } // edge lengths float len0 = (v0 - v1).Length(); float len1 = (v1 - v2).Length(); float len2 = (v2 - v0).Length(); // Build up the line segments Vector3 p0(0.5F * (v0.x + v1.x), 0.5F * (v0.y + v1.y), 0.5F * (v0.z + v1.z)); Vector3 p1(0.5F * (v1.x + v2.x), 0.5F * (v1.y + v2.y), 0.5F * (v1.z + v2.z)); Vector3 p2(0.5F * (v2.x + v0.x), 0.5F * (v2.y + v0.y), 0.5F * (v2.z + v0.z)); Vector3 d0(v1.x - v0.x, v1.y - v0.y, v1.z - v0.z); d0.Normalize(); Vector3 d1(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z); d1.Normalize(); Vector3 d2(v0.x - v2.x, v0.y - v2.y, v0.z - v2.z); d2.Normalize(); Segment3 akSeg0(p0, d0, len0 / 2.0F); Segment3 akSeg1(p1, d1, len1 / 2.0F); Segment3 akSeg2(p2, d2, len2 / 2.0F); // Build up the plane Vector3 p(rclBase.x, rclBase.y, rclBase.z); Vector3 n(rclNormal.x, rclNormal.y, rclNormal.z); Plane3 akPln(n, p); // Check for intersection with plane for each line segment IntrSegment3Plane3 test0(akSeg0, akPln); IntrSegment3Plane3 test1(akSeg1, akPln); IntrSegment3Plane3 test2(akSeg2, akPln); Vector3 intr; // now check if a triangle's corner lies on the plane if (dist0 < eps) { rclP1 = v0; rclP2 = v0; if (test1.Find()) { intr = p1 + test1.GetSegmentT() * d1; rclP2.Set(intr[0], intr[1], intr[2]); } return true; } if (dist1 < eps) { rclP1 = v1; rclP2 = v1; if (test2.Find()) { intr = p2 + test2.GetSegmentT() * d2; rclP2.Set(intr[0], intr[1], intr[2]); } return true; } if (dist2 < eps) { rclP1 = v2; rclP2 = v2; if (test0.Find()) { intr = p0 + test0.GetSegmentT() * d0; rclP2.Set(intr[0], intr[1], intr[2]); } return true; } // check for arbitrary intersections if (test0.Find()) { intr = p0 + test0.GetSegmentT() * d0; rclP1.Set(intr[0], intr[1], intr[2]); if (test1.Find()) { intr = p1 + test1.GetSegmentT() * d1; rclP2.Set(intr[0], intr[1], intr[2]); return true; } if (test2.Find()) { intr = p2 + test2.GetSegmentT() * d2; rclP2.Set(intr[0], intr[1], intr[2]); return true; } } else if (test1.Find()) { intr = p1 + test1.GetSegmentT() * d1; rclP1.Set(intr[0], intr[1], intr[2]); if (test2.Find()) { intr = p2 + test2.GetSegmentT() * d2; rclP2.Set(intr[0], intr[1], intr[2]); return true; } } return false; } bool MeshGeomFacet::Foraminate( const Base::Vector3f& P, const Base::Vector3f& dir, Base::Vector3f& I, float fMaxAngle ) const { const float eps = 1e-06F; Base::Vector3f n = this->GetNormal(); // check angle between facet normal and the line direction, FLOAT_MAX is // returned for degenerated facets float fAngle = dir.GetAngle(n); if (fAngle > fMaxAngle) { return false; } float nn = n * n; float nd = n * dir; float dd = dir * dir; // the line mustn't be parallel to the triangle if ((nd * nd) <= (eps * dd * nn)) { return false; } Base::Vector3f u = this->_aclPoints[1] - this->_aclPoints[0]; Base::Vector3f v = this->_aclPoints[2] - this->_aclPoints[0]; Base::Vector3f w0 = P - this->_aclPoints[0]; float r = -(n * w0) / nd; Base::Vector3f w = w0 + r * dir; float uu = u * u; float uv = u * v; float vv = v * v; float wu = w * u; float wv = w * v; float det = float(std::fabs((uu * vv) - (uv * uv))); float s = (vv * wu) - (uv * wv); float t = (uu * wv) - (uv * wu); // is the intersection point inside the triangle? if ((s >= 0.0F) && (t >= 0.0F) && ((s + t) <= det)) { I = w + this->_aclPoints[0]; return true; } return false; } bool MeshGeomFacet::IntersectPlaneWithLine( const Base::Vector3f& rclPt, const Base::Vector3f& rclDir, Base::Vector3f& rclRes ) const { // calculate the intersection of the straight line <-> plane if (fabs(rclDir * GetNormal()) < 1e-3F) { return false; // line and plane are parallel } float s = ((GetGravityPoint() - rclPt) * GetNormal()) / (rclDir * GetNormal()); rclRes = rclPt + s * rclDir; return true; } bool MeshGeomFacet::IntersectWithLine( const Base::Vector3f& rclPt, const Base::Vector3f& rclDir, Base::Vector3f& rclRes ) const { if (!IntersectPlaneWithLine(rclPt, rclDir, rclRes)) { return false; // line and plane are parallel } // Check if the intersection point is inside the facet return IsPointOfFace(rclRes, 1e-03F); } float MeshGeomFacet::DistanceToLineSegment(const Base::Vector3f& rclP1, const Base::Vector3f& rclP2) const { // line segment Vector3 A(rclP1.x, rclP1.y, rclP1.z); Vector3 B(rclP2.x, rclP2.y, rclP2.z); Vector3 n = B - A; float len = n.Length(); n.Normalize(); Vector3 p = 0.5F * (A + B); Segment3 akSeg(p, n, 0.5F * len); // triangle Vector3 akF0(_aclPoints[0].x, _aclPoints[0].y, _aclPoints[0].z); Vector3 akF1(_aclPoints[1].x, _aclPoints[1].y, _aclPoints[1].z); Vector3 akF2(_aclPoints[2].x, _aclPoints[2].y, _aclPoints[2].z); Triangle3 akTria(akF0, akF1, akF2); DistSegment3Triangle3 akDistSegTria(akSeg, akTria); return akDistSegTria.Get(); } float MeshGeomFacet::DistanceToPoint(const Base::Vector3f& rclPt, Base::Vector3f& rclNt) const { Vector3 akPt(rclPt.x, rclPt.y, rclPt.z); Vector3 akF0(_aclPoints[0].x, _aclPoints[0].y, _aclPoints[0].z); Vector3 akF1(_aclPoints[1].x, _aclPoints[1].y, _aclPoints[1].z); Vector3 akF2(_aclPoints[2].x, _aclPoints[2].y, _aclPoints[2].z); Triangle3 akTria(akF0, akF1, akF2); DistVector3Triangle3 akDistPtTria(akPt, akTria); float fDist = akDistPtTria.Get(); // get nearest point of the facet Vector3 akNt = akDistPtTria.GetClosestPoint1(); rclNt.Set(akNt.X(), akNt.Y(), akNt.Z()); return fDist; } void MeshGeomFacet::SubSample(float fStep, std::vector& rclPoints) const { std::vector clPoints; Base::Vector3f A = _aclPoints[0]; Base::Vector3f B = _aclPoints[1]; Base::Vector3f C = _aclPoints[2]; Base::Vector3f clVecAB(B - A); Base::Vector3f clVecAC(C - A); Base::Vector3f clVecBC(C - B); // longest axis corresponds to AB float fLenAB = clVecAB.Length(); float fLenAC = clVecAC.Length(); float fLenBC = clVecBC.Length(); if (fLenAC > fLenAB) { std::swap(B, C); std::swap(fLenAB, fLenAC); } if (fLenBC > fLenAB) { std::swap(A, C); std::swap(fLenBC, fLenAB); } clVecAB = (B - A); clVecAC = (C - A); clVecBC = (C - B); Base::Vector3f clVecABNorm(clVecAB); Base::Vector3f clVecHNorm((clVecAB % clVecAC) % clVecAB); clVecABNorm.Normalize(); clVecHNorm.Normalize(); float bx = fLenAB; float cy = float(std::sin(clVecAB.GetAngle(clVecAC)) * fLenAC); float cx = float(std::sqrt(std::fabs(fLenAC * fLenAC - cy * cy))); float fDetABC = bx * cy; for (float px = (fStep / 2.0f); px < fLenAB; px += fStep) // NOLINT { for (float py = (fStep / 2.0f); py < cy; py += fStep) // NOLINT { float u = (bx * cy + cx * py - px * cy - bx * py) / fDetABC; float v = (px * cy - cx * py) / fDetABC; float w = (bx * py) / fDetABC; if ((u >= 0.0F) && (v >= 0.0F) && (w >= 0.0F) && ((u + v) < 1.0F)) { // rclPoints.push_back(CBase::Vector3f(u*A + v*B + w*C)); Base::Vector3f clV = A + (px * clVecABNorm) + (py * clVecHNorm); clPoints.push_back(clV); } else { break; } } } // if couldn't subsample the facet take gravity center if (clPoints.empty()) { clPoints.push_back(this->GetGravityPoint()); } rclPoints.insert(rclPoints.end(), clPoints.begin(), clPoints.end()); } bool MeshGeomFacet::IsCoplanar(const MeshGeomFacet& facet) const { const float eps = 1e-06F; const float unit = 0.9995F; float mult = std::fabs(this->GetNormal() * facet.GetNormal()); float dist = std::fabs(DistancePlaneToPoint(facet._aclPoints[0])); return (mult >= unit) && (dist <= eps); } /** * Fast Triangle-Triangle Intersection Test by Tomas Moeller * http://www.acm.org/jgt/papers/Moller97/tritri.html * http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/ */ bool MeshGeomFacet::IntersectWithFacet(const MeshGeomFacet& rclFacet) const { float V[3][3], U[3][3]; for (int i = 0; i < 3; i++) { V[i][0] = _aclPoints[i].x; V[i][1] = _aclPoints[i].y; V[i][2] = _aclPoints[i].z; U[i][0] = rclFacet._aclPoints[i].x; U[i][1] = rclFacet._aclPoints[i].y; U[i][2] = rclFacet._aclPoints[i].z; } if (tri_tri_intersect(V[0], V[1], V[2], U[0], U[1], U[2]) == 0) { return false; // no intersections } return true; } /** * Fast Triangle-Triangle Intersection Test by Tomas Moeller * http://www.acm.org/jgt/papers/Moller97/tritri.html * http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/ */ int MeshGeomFacet::IntersectWithFacet( const MeshGeomFacet& rclFacet, Base::Vector3f& rclPt0, Base::Vector3f& rclPt1 ) const { // Note: tri_tri_intersect_with_isection() does not return line of // intersection when triangles are coplanar. See tritritest.h:18 and 658. if (IsCoplanar(rclFacet)) { // Since tri_tri_intersect_with_isection may return garbage values try to get // sensible values with edge/edge intersections std::vector intersections; for (short i = 0; i < 3; i++) { MeshGeomEdge edge1 = GetEdge(i); for (short j = 0; j < 3; j++) { MeshGeomEdge edge2 = rclFacet.GetEdge(j); Base::Vector3f point; if (edge1.IntersectWithEdge(edge2, point)) { intersections.push_back(point); } } } // If triangles overlap there can be more than two intersection points // In that case use any two of them. if (intersections.size() >= 2) { rclPt0 = intersections[0]; rclPt1 = intersections[1]; return 2; } if (intersections.size() == 1) { rclPt0 = intersections[0]; rclPt1 = intersections[0]; return 1; } return 0; } float V[3][3] {}, U[3][3] {}; int coplanar = 0; float isectpt1[3] {}, isectpt2[3] {}; for (int i = 0; i < 3; i++) { V[i][0] = _aclPoints[i].x; V[i][1] = _aclPoints[i].y; V[i][2] = _aclPoints[i].z; U[i][0] = rclFacet._aclPoints[i].x; U[i][1] = rclFacet._aclPoints[i].y; U[i][2] = rclFacet._aclPoints[i].z; } if (tri_tri_intersect_with_isectline(V[0], V[1], V[2], U[0], U[1], U[2], &coplanar, isectpt1, isectpt2) == 0) { return 0; // no intersections } rclPt0.x = isectpt1[0]; rclPt0.y = isectpt1[1]; rclPt0.z = isectpt1[2]; rclPt1.x = isectpt2[0]; rclPt1.y = isectpt2[1]; rclPt1.z = isectpt2[2]; // With extremely acute-angled triangles it may happen that the algorithm // claims an intersection but the intersection points are far outside the // model. So, a plausibility check is to verify that the intersection points // are inside the bounding boxes of both triangles. Base::BoundBox3f box1 = this->GetBoundBox(); box1.Enlarge(0.001F); if (!box1.IsInBox(rclPt0) || !box1.IsInBox(rclPt1)) { return 0; } Base::BoundBox3f box2 = rclFacet.GetBoundBox(); box2.Enlarge(0.001F); if (!box2.IsInBox(rclPt0) || !box2.IsInBox(rclPt1)) { return 0; } // Note: The algorithm delivers sometimes false-positives, i.e. it claims // that the two triangles intersect but they don't. It seems that this bad // behaviour occurs if the triangles are nearly co-planar float mult = fabs(this->GetNormal() * rclFacet.GetNormal()); if (rclPt0 == rclPt1) { if (mult < 0.995F) { // not co-planar, thus no test needed return 1; } if (this->IsPointOf(rclPt0) && rclFacet.IsPointOf(rclPt0)) { return 1; } } else { if (mult < 0.995F) { // not co-planar, thus no test needed return 2; } if (this->IsPointOf(rclPt0) && rclFacet.IsPointOf(rclPt0) && this->IsPointOf(rclPt1) && rclFacet.IsPointOf(rclPt1)) { return 2; } } // the intersection algorithm delivered a false-positive return 0; } bool MeshGeomFacet::IsPointOf(const Base::Vector3f& P) const { Base::Vector3d p1 = Base::convertTo(this->_aclPoints[0]); Base::Vector3d p2 = Base::convertTo(this->_aclPoints[1]); Base::Vector3d p3 = Base::convertTo(this->_aclPoints[2]); Base::Vector3d p4 = Base::convertTo(P); Base::Vector3d u = p2 - p1; Base::Vector3d v = p3 - p1; Base::Vector3d w = p4 - p1; double uu = u * u; double uv = u * v; double vv = v * v; double wu = w * u; double wv = w * v; double det = fabs((uu * vv) - (uv * uv)); // Note: Due to roundoff errors it can happen that we get very small // negative values for s or t. This e.g. can happen if the point lies // at the border of the facet. And as det could also become very small // we need an adaptive tolerance. const double eps = std::min(1.0e-6, det * det); double s = (vv * wu) - (uv * wv); double t = (uu * wv) - (uv * wu); // is the point inside the triangle? if ((s >= -eps) && (t >= -eps) && ((s + t) <= det + eps)) { return true; } return false; } float MeshGeomFacet::CenterOfInscribedCircle(Base::Vector3f& rclCenter) const { const Base::Vector3f& p0 = _aclPoints[0]; const Base::Vector3f& p1 = _aclPoints[1]; const Base::Vector3f& p2 = _aclPoints[2]; float a = Base::Distance(p1, p2); float b = Base::Distance(p2, p0); float c = Base::Distance(p0, p1); // radius of the circle float fRadius = Area(); fRadius *= 2.0F / (a + b + c); // center of the circle float w = a + b + c; rclCenter.x = (a * p0.x + b * p1.x + c * p2.x) / w; rclCenter.y = (a * p0.y + b * p1.y + c * p2.y) / w; rclCenter.z = (a * p0.z + b * p1.z + c * p2.z) / w; return fRadius; } float MeshGeomFacet::CenterOfCircumCircle(Base::Vector3f& rclCenter) const { const Base::Vector3f& p0 = _aclPoints[0]; const Base::Vector3f& p1 = _aclPoints[1]; const Base::Vector3f& p2 = _aclPoints[2]; Base::Vector3f u = (p1 - p0); Base::Vector3f v = (p2 - p1); Base::Vector3f w = (p0 - p2); double uu = (u * u); double vv = (v * v); double ww = (w * w); double uv = -(u * v); double vw = -(v * w); double uw = -(w * u); double w0 = (2 * sqrt(uu * ww - uw * uw) * uw / (uu * ww)); double w1 = (2 * sqrt(uu * vv - uv * uv) * uv / (uu * vv)); double w2 = (2 * sqrt(vv * ww - vw * vw) * vw / (vv * ww)); // center of the circle double wx = w0 + w1 + w2; rclCenter.x = static_cast((w0 * p0.x + w1 * p1.x + w2 * p2.x) / wx); rclCenter.y = static_cast((w0 * p0.y + w1 * p1.y + w2 * p2.y) / wx); rclCenter.z = static_cast((w0 * p0.z + w1 * p1.z + w2 * p2.z) / wx); // radius of the circle float fRadius = static_cast(sqrt(uu * vv * ww) / (4 * Area())); return fRadius; } unsigned short MeshGeomFacet::NearestEdgeToPoint(const Base::Vector3f& rclPt) const { unsigned short usSide {}; const Base::Vector3f& rcP1 = _aclPoints[0]; const Base::Vector3f& rcP2 = _aclPoints[1]; const Base::Vector3f& rcP3 = _aclPoints[2]; float fD1 = std::numeric_limits::max(); float fD2 = std::numeric_limits::max(); float fD3 = std::numeric_limits::max(); // 1st edge Base::Vector3f clDir = rcP2 - rcP1; float fLen = Base::Distance(rcP2, rcP1); float t = ((rclPt - rcP1) * clDir) / (fLen * fLen); if (t < 0.0F) { fD1 = Base::Distance(rclPt, rcP1); } else if (t > 1.0F) { fD1 = Base::Distance(rclPt, rcP2); } else { fD1 = (((rclPt - rcP1) % clDir).Length()) / fLen; } // 2nd edge clDir = rcP3 - rcP2; fLen = Base::Distance(rcP3, rcP2); t = ((rclPt - rcP2) * clDir) / (fLen * fLen); if (t < 0.0F) { fD2 = Base::Distance(rclPt, rcP2); } else if (t > 1.0F) { fD2 = Base::Distance(rclPt, rcP3); } else { fD2 = (((rclPt - rcP2) % clDir).Length()) / fLen; } // 3rd edge clDir = rcP1 - rcP3; fLen = Base::Distance(rcP1, rcP3); t = ((rclPt - rcP3) * clDir) / (fLen * fLen); if (t < 0.0F) { fD3 = Base::Distance(rclPt, rcP3); } else if (t > 1.0F) { fD3 = Base::Distance(rclPt, rcP1); } else { fD3 = (((rclPt - rcP3) % clDir).Length()) / fLen; } if (fD1 < fD2) { if (fD1 < fD3) { usSide = 0; } else { usSide = 2; } } else { if (fD2 < fD3) { usSide = 1; } else { usSide = 2; } } return usSide; } void MeshGeomFacet::NearestEdgeToPoint( const Base::Vector3f& rclPt, float& fDistance, unsigned short& usSide ) const { const Base::Vector3f& rcP1 = _aclPoints[0]; const Base::Vector3f& rcP2 = _aclPoints[1]; const Base::Vector3f& rcP3 = _aclPoints[2]; float fD1 = std::numeric_limits::max(); float fD2 = std::numeric_limits::max(); float fD3 = std::numeric_limits::max(); // 1st edge Base::Vector3f clDir = rcP2 - rcP1; float fLen = Base::Distance(rcP2, rcP1); float t = ((rclPt - rcP1) * clDir) / (fLen * fLen); if (t < 0.0F) { fD1 = Base::Distance(rclPt, rcP1); } else if (t > 1.0F) { fD1 = Base::Distance(rclPt, rcP2); } else { fD1 = (((rclPt - rcP1) % clDir).Length()) / fLen; } // 2nd edge clDir = rcP3 - rcP2; fLen = Base::Distance(rcP3, rcP2); t = ((rclPt - rcP2) * clDir) / (fLen * fLen); if (t < 0.0F) { fD2 = Base::Distance(rclPt, rcP2); } else if (t > 1.0F) { fD2 = Base::Distance(rclPt, rcP3); } else { fD2 = (((rclPt - rcP2) % clDir).Length()) / fLen; } // 3rd edge clDir = rcP1 - rcP3; fLen = Base::Distance(rcP1, rcP3); t = ((rclPt - rcP3) * clDir) / (fLen * fLen); if (t < 0.0F) { fD3 = Base::Distance(rclPt, rcP3); } else if (t > 1.0F) { fD3 = Base::Distance(rclPt, rcP1); } else { fD3 = (((rclPt - rcP3) % clDir).Length()) / fLen; } if (fD1 < fD2) { if (fD1 < fD3) { usSide = 0; fDistance = fD1; } else { usSide = 2; fDistance = fD3; } } else { if (fD2 < fD3) { usSide = 1; fDistance = fD2; } else { usSide = 2; fDistance = fD3; } } } MeshGeomEdge MeshGeomFacet::GetEdge(short side) const { MeshGeomEdge edge; edge._aclPoints[0] = this->_aclPoints[side % 3]; edge._aclPoints[1] = this->_aclPoints[(side + 1) % 3]; return edge; } float MeshGeomFacet::VolumeOfPrism(const MeshGeomFacet& rclF1) const { Base::Vector3f P1 = this->_aclPoints[0]; Base::Vector3f P2 = this->_aclPoints[1]; Base::Vector3f P3 = this->_aclPoints[2]; Base::Vector3f Q1 = rclF1._aclPoints[0]; Base::Vector3f Q2 = rclF1._aclPoints[1]; Base::Vector3f Q3 = rclF1._aclPoints[2]; if ((P1 - Q2).Length() < (P1 - Q1).Length()) { Base::Vector3f tmp = Q1; Q1 = Q2; Q2 = tmp; } if ((P1 - Q3).Length() < (P1 - Q1).Length()) { Base::Vector3f tmp = Q1; Q1 = Q3; Q3 = tmp; } if ((P2 - Q3).Length() < (P2 - Q2).Length()) { Base::Vector3f tmp = Q2; Q2 = Q3; Q3 = tmp; } Base::Vector3f N1 = (P2 - P1) % (P3 - P1); Base::Vector3f N2 = (P2 - P1) % (Q2 - P1); Base::Vector3f N3 = (Q2 - P1) % (Q1 - P1); float fVol = 0.0F; fVol += float(fabs((Q3 - P1) * N1)); fVol += float(fabs((Q3 - P1) * N2)); fVol += float(fabs((Q3 - P1) * N3)); fVol /= 6.0F; return fVol; ; } float MeshGeomFacet::MaximumAngle() const { float fMaxAngle = 0.0F; for (int i = 0; i < 3; i++) { Base::Vector3f dir1(_aclPoints[(i + 1) % 3] - _aclPoints[i]); Base::Vector3f dir2(_aclPoints[(i + 2) % 3] - _aclPoints[i]); float fAngle = dir1.GetAngle(dir2); if (fAngle > fMaxAngle) { fMaxAngle = fAngle; } } return fMaxAngle; } float MeshGeomFacet::MinimumAngle() const { float fMinAngle = Mathf::PI; for (int i = 0; i < 3; i++) { Base::Vector3f dir1(_aclPoints[(i + 1) % 3] - _aclPoints[i]); Base::Vector3f dir2(_aclPoints[(i + 2) % 3] - _aclPoints[i]); float fAngle = dir1.GetAngle(dir2); if (fAngle < fMinAngle) { fMinAngle = fAngle; } } return fMinAngle; } bool MeshGeomFacet::IsPointOfSphere(const Base::Vector3f& rP) const { float radius {}; Base::Vector3f center; radius = CenterOfCircumCircle(center); radius *= radius; float dist = Base::DistanceP2(rP, center); return dist < radius; } bool MeshGeomFacet::IsPointOfSphere(const MeshGeomFacet& rFacet) const { float radius {}; Base::Vector3f center; radius = CenterOfCircumCircle(center); radius *= radius; for (const auto& pnt : rFacet._aclPoints) { float dist = Base::DistanceP2(pnt, center); if (dist < radius) { return true; } } return false; } float MeshGeomFacet::AspectRatio() const { Base::Vector3f d0 = _aclPoints[0] - _aclPoints[1]; Base::Vector3f d1 = _aclPoints[1] - _aclPoints[2]; Base::Vector3f d2 = _aclPoints[2] - _aclPoints[0]; float l2 {}, maxl2 = d0.Sqr(); if ((l2 = d1.Sqr()) > maxl2) { maxl2 = l2; } d1 = d2; if ((l2 = d1.Sqr()) > maxl2) { maxl2 = l2; } // squared area of the parallelogram spanned by d0 and d1 float a2 = (d0 % d1).Sqr(); return float(std::sqrt((maxl2 * maxl2) / a2)); } float MeshGeomFacet::AspectRatio2() const { const Base::Vector3f& rcP1 = _aclPoints[0]; const Base::Vector3f& rcP2 = _aclPoints[1]; const Base::Vector3f& rcP3 = _aclPoints[2]; float a = Base::Distance(rcP1, rcP2); float b = Base::Distance(rcP2, rcP3); float c = Base::Distance(rcP3, rcP1); // https://stackoverflow.com/questions/10289752/aspect-ratio-of-a-triangle-of-a-meshed-surface return a * b * c / ((b + c - a) * (c + a - b) * (a + b - c)); } float MeshGeomFacet::Roundness() const { const double FOUR_ROOT3 = 6.928203230275509; double area = static_cast(Area()); Base::Vector3f d0 = _aclPoints[0] - _aclPoints[1]; Base::Vector3f d1 = _aclPoints[1] - _aclPoints[2]; Base::Vector3f d2 = _aclPoints[2] - _aclPoints[0]; double sum = static_cast(d0.Sqr() + d1.Sqr() + d2.Sqr()); return static_cast(FOUR_ROOT3 * area / sum); } void MeshGeomFacet::Transform(const Base::Matrix4D& mat) { mat.multVec(_aclPoints[0], _aclPoints[0]); mat.multVec(_aclPoints[1], _aclPoints[1]); mat.multVec(_aclPoints[2], _aclPoints[2]); NormalInvalid(); }