internal static bool _2DProjectionCheck(TessellatedSolid solid, TessellatedSolid solidBlocking, double[] direction) { var movingProj = _3Dto2D.Get2DProjectionPoints(solid.Vertices, direction); var moving2D = new _3Dto2D { ThreeD = solid, Points = movingProj, Edges = _3Dto2D.Get2DEdges(solid, movingProj) }; var referenceProj = _3Dto2D.Get2DProjectionPoints(solidBlocking.Vertices, direction); var reference2D = new _3Dto2D { ThreeD = solidBlocking, Points = referenceProj, Edges = _3Dto2D.Get2DEdges(solidBlocking, referenceProj) }; var blocked = moving2D.Edges.Any( movEdge => reference2D.Edges.Any( refEdge => NonadjacentBlockingDeterminationPro.DoIntersect(movEdge, refEdge))); return(blocked); }
private static bool ProximityBeta(TessellatedSolid solid1, TessellatedSolid solid2, List <int> localDirInd) { var counter1 = 0; var counter2 = 0; var counter3 = 0; var s = new Stopwatch(); s.Start(); for (int i = 0; i < solid1.Faces.Length; i++) { var a = solid1.Faces[i]; for (int j = 0; j < solid2.Faces.Length; j++) { var b = solid2.Faces[j]; if (Math.Abs(a.Normal.dotProduct(b.Normal) + 1) > 0.0055) { continue; // 0.0055 } counter2++; var q = a.Center; var p = b.Center; var pq = new[] { q[0] - p[0], q[1] - p[1], q[2] - p[2] }; if (Math.Abs(pq.dotProduct(a.Normal)) > 0.011) { continue; //0.11 //0.005 } counter3++; /*var overl = true; * foreach (var edge in a.Edges) * { * var edgeVector = edge.Vector; * var third = a.Vertices.First(ad => ad != edge.From && ad != edge.To).Position; * var checkVec = third.subtract(edge.From.Position); * double[] cross1 = edgeVector.crossProduct(checkVec); * var c = 0; * foreach (var vertexB in b.Vertices) * { * var newVec = vertexB.Position.subtract(edge.From.Position); * var cross2 = edgeVector.crossProduct(newVec); * if ((Math.Sign(cross1[0]) != Math.Sign(cross2[0]) || * (Math.Sign(cross1[0]) == 0 && Math.Sign(cross2[0]) == 0)) && * (Math.Sign(cross1[1]) != Math.Sign(cross2[1]) || * (Math.Sign(cross1[1]) == 0 && Math.Sign(cross2[1]) == 0)) && * (Math.Sign(cross1[2]) != Math.Sign(cross2[2]) || * (Math.Sign(cross1[2]) == 0 && Math.Sign(cross2[2]) == 0))) * { * c++; * } * } * if (c == 3) * { * overl = false; * break; * } * } * if (!overl) continue; * foreach (var edge in b.Edges) * { * var edgeVector = edge.Vector; * var third = b.Vertices.First(ad => ad != edge.From && ad != edge.To).Position; * var checkVec = third.subtract(edge.From.Position); * double[] cross1 = edgeVector.crossProduct(checkVec); * var c = 0; * foreach (var vertexB in a.Vertices) * { * var newVec = vertexB.Position.subtract(edge.From.Position); * var cross2 = edgeVector.crossProduct(newVec); * if ((Math.Sign(cross1[0]) != Math.Sign(cross2[0]) || * (Math.Sign(cross1[0]) == 0 && Math.Sign(cross2[0]) == 0)) && * (Math.Sign(cross1[1]) != Math.Sign(cross2[1]) || * (Math.Sign(cross1[1]) == 0 && Math.Sign(cross2[1]) == 0)) && * (Math.Sign(cross1[2]) != Math.Sign(cross2[2]) || * (Math.Sign(cross1[2]) == 0 && Math.Sign(cross2[2]) == 0))) * { * c++; * } * } * if (c == 3) * { * overl = false; * break; * } * } * if (!overl) continue;*/ var aProj = _3Dto2D.Get2DProjectionPoints(a.Vertices, a.Normal); var a2D = new _3Dto2D { Points = aProj, Edges = _3Dto2D.Get2DEdgesFromFace(a, aProj) }; var bProj = _3Dto2D.Get2DProjectionPoints(b.Vertices, a.Normal); var b2D = new _3Dto2D { Points = bProj, Edges = _3Dto2D.Get2DEdgesFromFace(b, bProj) }; if (!NonadjacentBlockingDeterminationPro.IsItBlocked(a2D, b2D)) { continue; } counter1++; for (var k = 0; k < localDirInd.Count; k++) { var dir = DisassemblyDirections.Directions[localDirInd[k]]; if (a.Normal.dotProduct(dir) < -0.04) { localDirInd.Remove(localDirInd[k]); k--; } } break; } } // Merge removal directions: var final = new List <int>(); foreach (var i in localDirInd) { if ( final.Any( d => 1 - DisassemblyDirections.Directions[d].dotProduct(DisassemblyDirections.Directions[i]) < 0.05)) { continue; } final.Add(i); } s.Stop(); Console.WriteLine(s.Elapsed); return(true); }
private static bool newApproachBoundingBox(double[] v, double[] bB, double[] mB) { var mV1 = new Vertex(new[] { mB[0], mB[2], mB[4] }); var mV2 = new Vertex(new[] { mB[0], mB[3], mB[4] }); var mV3 = new Vertex(new[] { mB[1], mB[3], mB[4] }); var mV4 = new Vertex(new[] { mB[1], mB[2], mB[4] }); var mV5 = new Vertex(new[] { mB[0], mB[2], mB[5] }); var mV6 = new Vertex(new[] { mB[0], mB[3], mB[5] }); var mV7 = new Vertex(new[] { mB[1], mB[3], mB[5] }); var mV8 = new Vertex(new[] { mB[1], mB[2], mB[5] }); var movingVer = new List <Vertex> { mV1, mV2, mV3, mV4, mV5, mV6, mV7, mV8 }; var mE1 = new Edge(mV1, mV2, true); var mE2 = new Edge(mV1, mV4, true); var mE3 = new Edge(mV1, mV5, true); var mE4 = new Edge(mV2, mV3, true); var mE5 = new Edge(mV2, mV6, true); var mE6 = new Edge(mV7, mV6, true); var mE7 = new Edge(mV7, mV3, true); var mE8 = new Edge(mV7, mV8, true); var mE9 = new Edge(mV5, mV6, true); var mE10 = new Edge(mV5, mV8, true); var mE11 = new Edge(mV4, mV3, true); var mE12 = new Edge(mV4, mV8, true); var movingEdg = new List <Edge> { mE1, mE2, mE3, mE4, mE5, mE6, mE7, mE8, mE9, mE10, mE11, mE12 }; var bV1 = new Vertex(new[] { bB[0], bB[2], bB[4] }); var bV2 = new Vertex(new[] { bB[0], bB[3], bB[4] }); var bV3 = new Vertex(new[] { bB[1], bB[3], bB[4] }); var bV4 = new Vertex(new[] { bB[1], bB[2], bB[4] }); var bV5 = new Vertex(new[] { bB[0], bB[2], bB[5] }); var bV6 = new Vertex(new[] { bB[0], bB[3], bB[5] }); var bV7 = new Vertex(new[] { bB[1], bB[3], bB[5] }); var bV8 = new Vertex(new[] { bB[1], bB[2], bB[5] }); var blockingVer = new List <Vertex> { bV1, bV2, bV3, bV4, bV5, bV6, bV7, bV8 }; var bE1 = new Edge(bV1, bV2, true); var bE2 = new Edge(bV1, bV4, true); var bE3 = new Edge(bV1, bV5, true); var bE4 = new Edge(bV2, bV3, true); var bE5 = new Edge(bV2, bV6, true); var bE6 = new Edge(bV7, bV6, true); var bE7 = new Edge(bV7, bV3, true); var bE8 = new Edge(bV7, bV8, true); var bE9 = new Edge(bV5, bV6, true); var bE10 = new Edge(bV5, bV8, true); var bE11 = new Edge(bV4, bV3, true); var bE12 = new Edge(bV4, bV8, true); var blockingEdg = new List <Edge> { bE1, bE2, bE3, bE4, bE5, bE6, bE7, bE8, bE9, bE10, bE11, bE12 }; var movingProj = _3Dto2D.Get2DProjectionPoints(movingVer, v); var blockingProj = _3Dto2D.Get2DProjectionPoints(blockingVer, v); var moving2D = new _3Dto2D { Points = movingProj, Edges = _3Dto2D.Get2DEdges2(movingEdg, movingVer, movingProj) }; var blocking2D = new _3Dto2D { Points = blockingProj, Edges = _3Dto2D.Get2DEdges2(blockingEdg, blockingVer, movingProj) }; return(moving2D.Edges.Any(movEdge => blocking2D.Edges.Any(refEdge => NonadjacentBlockingDeterminationPro.DoIntersect(movEdge, refEdge)))); }