Example #1
0
        private void CreateTessellatedShapeInternal(IFCImportShapeEditScope shapeEditScope, Transform scaledLcs)
        {
            TessellatedShapeBuilderScope tsBuilderScope = shapeEditScope.BuilderScope as TessellatedShapeBuilderScope;

            if (tsBuilderScope == null)
            {
                throw new InvalidOperationException("Expect a TessellatedShapeBuilderScope, but get a BrepBuilderScope instead");
            }

            IList <XYZ> loopVertices = Bound.LoopVertices;
            int         count        = 0;

            if (loopVertices == null || ((count = loopVertices.Count) == 0))
            {
                throw new InvalidOperationException("#" + Id + ": missing loop vertices, ignoring.");
            }

            if (count < 3)
            {
                throw new InvalidOperationException("#" + Id + ": too few loop vertices (" + count + "), ignoring.");
            }

            if (!Orientation)
            {
                loopVertices.Reverse();
            }

            // Apply the transform
            IList <XYZ> transformedVertices = new List <XYZ>();

            foreach (XYZ vertex in loopVertices)
            {
                transformedVertices.Add(scaledLcs.OfPoint(vertex));
            }

            // Check that the loop vertices don't contain points that are very close to one another;
            // if so, throw the point away and hope that the TessellatedShapeBuilder can repair the result.
            // Warn in this case.  If the entire boundary is bad, report an error and don't add the loop vertices.
            List <XYZ> validVertices = null;

            for (int pass = 0; pass < 2; pass++)
            {
                if (pass == 1 && !tsBuilderScope.RevertToMeshIfPossible())
                {
                    break;
                }

                IFCGeometryUtil.CheckAnyDistanceVerticesWithinTolerance(Id, shapeEditScope, transformedVertices, out validVertices);
                count = validVertices.Count;
                if (count >= 3 || !IsOuter)
                {
                    break;
                }
            }

            // We are going to catch any exceptions if the loop is invalid.
            // We are going to hope that we can heal the parent object in the TessellatedShapeBuilder.
            bool bPotentiallyAbortFace = (count < 3);

            if (bPotentiallyAbortFace)
            {
                Importer.TheLog.LogComment(Id, "Too few distinct loop vertices (" + count + "), ignoring.", false);
            }
            else
            {
                bool maybeTryToTriangulate = tsBuilderScope.CanProcessDelayedFaceBoundary && (count == 4);
                bool tryToTriangulate      = false;

                // Last check: check to see if the vertices are actually planar.
                // We are not going to be particularly fancy about how we pick the plane.
                if (count > 3)
                {
                    XYZ planeNormal = null;

                    XYZ    firstPoint  = validVertices[0];
                    XYZ    secondPoint = validVertices[1];
                    XYZ    firstDir    = secondPoint - firstPoint;
                    double bestLength  = 0;

                    for (int index = 2; index <= count; index++)
                    {
                        XYZ    thirdPoint         = validVertices[(index % count)];
                        XYZ    currentPlaneNormal = firstDir.CrossProduct(thirdPoint - firstPoint);
                        double planeNormalLength  = currentPlaneNormal.GetLength();
                        if (planeNormalLength > 0.01)
                        {
                            planeNormal = currentPlaneNormal.Normalize();
                            break;
                        }
                        else if (maybeTryToTriangulate && (planeNormalLength > bestLength))
                        {
                            planeNormal = currentPlaneNormal.Normalize();
                            bestLength  = planeNormalLength;
                        }

                        firstPoint  = secondPoint;
                        secondPoint = thirdPoint;
                        firstDir    = secondPoint - firstPoint;
                    }

                    if (planeNormal == null)
                    {
                        // Even if we don't find a good normal, we will still see if the internal function can make sense of it.
                        Importer.TheLog.LogComment(Id, "Bounded loop plane is likely non-planar, may triangulate.", false);
                    }
                    else
                    {
                        double vertexEps = IFCImportFile.TheFile.VertexTolerance;

                        for (int index = 0; index < count; index++)
                        {
                            XYZ pointOnPlane = validVertices[index] -
                                               (validVertices[index] - firstPoint).DotProduct(planeNormal) * planeNormal;
                            double distance = pointOnPlane.DistanceTo(validVertices[index]);
                            if (distance > vertexEps * 10.0)
                            {
                                Importer.TheLog.LogComment(Id, "Bounded loop plane is non-planar, may triangulate.", false);
                                tryToTriangulate      = maybeTryToTriangulate;
                                bPotentiallyAbortFace = !tryToTriangulate;
                                break;
                            }
                            else if (distance > vertexEps)
                            {
                                if (!maybeTryToTriangulate)
                                {
                                    Importer.TheLog.LogComment(Id, "Bounded loop plane is slightly non-planar, correcting.", false);
                                    validVertices[index] = pointOnPlane;
                                }
                                else
                                {
                                    Importer.TheLog.LogComment(Id, "Bounded loop plane is slightly non-planar, will triangulate.", false);
                                    tryToTriangulate = maybeTryToTriangulate;
                                }
                            }
                        }
                    }
                }

                if (!bPotentiallyAbortFace)
                {
                    if (tryToTriangulate)
                    {
                        tsBuilderScope.DelayedFaceBoundary = validVertices;
                    }
                    else
                    {
                        bPotentiallyAbortFace = !tsBuilderScope.AddLoopVertices(Id, validVertices);
                    }
                }
            }

            if (bPotentiallyAbortFace && IsOuter)
            {
                tsBuilderScope.AbortCurrentFace();
            }
        }
        protected override void CreateShapeInternal(IFCImportShapeEditScope shapeEditScope, Transform lcs, Transform scaledLcs, string guid)
        {
            if (CoordIndex == null)
            {
                Importer.TheLog.LogError(Id, "Invalid coordinates for this triangulation, ignoring.", false);
                return;
            }

            using (BuilderScope bs = shapeEditScope.InitializeBuilder(IFCShapeBuilderType.TessellatedShapeBuilder))
            {
                base.CreateShapeInternal(shapeEditScope, lcs, scaledLcs, guid);

                TessellatedShapeBuilderScope tsBuilderScope = bs as TessellatedShapeBuilderScope;

                tsBuilderScope.StartCollectingFaceSet();

                // Create triangle face set from CoordIndex. We do not support the Normals yet at this point
                foreach (List <int> triIndex in CoordIndex)
                {
                    // This is a defensive check in an unlikely situation that the index is larger than the data
                    if (triIndex[0] > Coordinates.CoordList.Count || triIndex[1] > Coordinates.CoordList.Count || triIndex[2] > Coordinates.CoordList.Count)
                    {
                        continue;
                    }

                    // This is already triangulated, so no need to attempt triangulation here.
                    tsBuilderScope.StartCollectingFace(GetMaterialElementId(shapeEditScope), false);

                    IList <XYZ> loopVertices = new List <XYZ>();

                    for (int ii = 0; ii < 3; ++ii)
                    {
                        int actualVIdx = triIndex[ii] - 1;
                        if (PnIndex != null)
                        {
                            actualVIdx = PnIndex[actualVIdx] - 1;
                        }
                        XYZ vv = Coordinates.CoordList[actualVIdx];
                        loopVertices.Add(vv);
                    }

                    IList <XYZ> transformedVertices = new List <XYZ>();
                    foreach (XYZ vertex in loopVertices)
                    {
                        transformedVertices.Add(scaledLcs.OfPoint(vertex));
                    }

                    // Check triangle that is too narrow (2 vertices are within the tolerance
                    IFCGeometryUtil.CheckAnyDistanceVerticesWithinTolerance(Id, shapeEditScope, transformedVertices, out List <XYZ> validVertices);

                    if (validVertices.Count != transformedVertices.Count && tsBuilderScope.CanRevertToMesh())
                    {
                        tsBuilderScope.RevertToMeshIfPossible();
                        IFCGeometryUtil.CheckAnyDistanceVerticesWithinTolerance(Id, shapeEditScope, transformedVertices, out validVertices);
                    }

                    // We are going to catch any exceptions if the loop is invalid.
                    // We are going to hope that we can heal the parent object in the TessellatedShapeBuilder.
                    bool bPotentiallyAbortFace = false;

                    int count = validVertices.Count;
                    if (validVertices.Count < 3)
                    {
                        Importer.TheLog.LogComment(Id, "Too few distinct loop vertices (" + count + "), ignoring.", false);
                        bPotentiallyAbortFace = true;
                    }
                    else
                    {
                        if (!tsBuilderScope.AddLoopVertices(Id, validVertices))
                        {
                            bPotentiallyAbortFace = true;
                        }
                    }

                    tsBuilderScope.StopCollectingFace(!bPotentiallyAbortFace, false);
                }

                IList <GeometryObject> createdGeometries = tsBuilderScope.CreateGeometry(guid);
                if (createdGeometries != null)
                {
                    foreach (GeometryObject createdGeometry in createdGeometries)
                    {
                        shapeEditScope.AddGeometry(IFCSolidInfo.Create(Id, createdGeometry));
                    }
                }
            }
        }