https://mooseframework.inl.gov
Loading...
Searching...
No Matches
GeometryUtils.C
Go to the documentation of this file.
1//* This file is part of the MOOSE framework
2//* https://mooseframework.inl.gov
3//*
4//* All rights reserved, see COPYRIGHT for full restrictions
5//* https://github.com/idaholab/moose/blob/master/COPYRIGHT
6//*
7//* Licensed under LGPL 2.1, please see LICENSE for details
8//* https://www.gnu.org/licenses/lgpl-2.1.html
9
10#include "GeometryUtils.h"
11#include "MooseUtils.h"
12
13#include <algorithm>
14#include <cmath>
15#include <limits>
16
17namespace geom_utils
18{
19
20bool
21isPointZero(const Point & pt)
22{
23 const Point zero(0.0, 0.0, 0.0);
24 return pt.absolute_fuzzy_equals(zero);
25}
26
27Point
28unitVector(const Point & pt, const std::string & name)
29{
30 if (isPointZero(pt))
31 mooseError("'" + name + "' cannot have zero norm!");
32
33 return pt.unit();
34}
35
36Real
37minDistanceToPoints(const Point & pt,
38 const std::vector<Point> & candidates,
39 const unsigned int axis)
40{
41 const auto idx = projectedIndices(axis);
42
43 Real distance = std::numeric_limits<Real>::max();
44 for (const auto & c : candidates)
45 {
46 const Real dx = c(idx.first) - pt(idx.first);
47 const Real dy = c(idx.second) - pt(idx.second);
48 const Real d = std::sqrt(dx * dx + dy * dy);
49 distance = std::min(d, distance);
50 }
51
52 return distance;
53}
54
55Point
56projectPoint(const Real x0, const Real x1, const unsigned int axis)
57{
58 const auto i = projectedIndices(axis);
59 Point point;
60 point(i.first) = x0;
61 point(i.second) = x1;
62 point(axis) = 0.0;
63
64 return point;
65}
66
67Real
68projectedLineHalfSpace(Point pt1, Point pt2, Point pt3, const unsigned int axis)
69{
70 // project points onto plane perpendicular to axis
71 pt1(axis) = 0.0;
72 pt2(axis) = 0.0;
73 pt3(axis) = 0.0;
74
75 const auto i = projectedIndices(axis);
76
77 return (pt1(i.first) - pt3(i.first)) * (pt2(i.second) - pt3(i.second)) -
78 (pt2(i.first) - pt3(i.first)) * (pt1(i.second) - pt3(i.second));
79}
80
81bool
82pointInPolygon(const Point & point, const std::vector<Point> & corners, const unsigned int axis)
83{
84 const auto n_pts = corners.size();
85
86 std::vector<bool> negative_half_space;
87 std::vector<bool> positive_half_space;
88 for (const auto i : index_range(corners))
89 {
90 const int next = (i == n_pts - 1) ? 0 : i + 1;
91 const auto half = projectedLineHalfSpace(point, corners[i], corners[next], axis);
92 negative_half_space.push_back(half < 0);
93 positive_half_space.push_back(half > 0);
94 }
95
96 const bool negative = std::find(negative_half_space.begin(), negative_half_space.end(), true) !=
97 negative_half_space.end();
98 const bool positive = std::find(positive_half_space.begin(), positive_half_space.end(), true) !=
99 positive_half_space.end();
100
101 const bool in_polygon = !(negative && positive);
102 if (in_polygon)
103 return true;
104
105 if (pointOnEdge(point, corners, axis))
106 return true;
107
108 return false;
109}
110
111bool
112pointOnEdge(const Point & point, const std::vector<Point> & corners, const unsigned int axis)
113{
114 const auto n_pts = corners.size();
115 const auto idx = projectedIndices(axis);
116
117 constexpr Real tol = 1e-8;
118 for (const auto i : index_range(corners))
119 {
120 const int next = (i == n_pts - 1) ? 0 : i + 1;
121 const auto & pt1 = corners[i];
122 const auto & pt2 = corners[next];
123 const bool close_to_line = projectedDistanceFromLine(point, pt1, pt2, axis) < tol;
124
125 // we can stop early if we know we're not close to the line
126 if (!close_to_line)
127 continue;
128
129 // check that the point is "between" the two points; TODO: first pass
130 // we can just compare x and y coordinates
131 const bool between_points = (point(idx.first) >= std::min(pt1(idx.first), pt2(idx.first))) &&
132 (point(idx.first) <= std::max(pt1(idx.first), pt2(idx.first))) &&
133 (point(idx.second) >= std::min(pt1(idx.second), pt2(idx.second))) &&
134 (point(idx.second) <= std::max(pt1(idx.second), pt2(idx.second)));
135
136 // point needs to be close to the line AND "between" the two points
137 if (close_to_line && between_points)
138 return true;
139 }
140
141 return false;
142}
143
144std::pair<unsigned int, unsigned int>
145projectedIndices(const unsigned int axis)
146{
147 std::pair<unsigned int, unsigned int> indices;
148
149 if (axis == 0)
150 {
151 indices.first = 1;
152 indices.second = 2;
153 }
154 else if (axis == 1)
155 {
156 indices.first = 0;
157 indices.second = 2;
158 }
159 else
160 {
161 indices.first = 0;
162 indices.second = 1;
163 }
164
165 return indices;
166}
167
168Point
169projectedUnitNormal(Point pt1, Point pt2, const unsigned int axis)
170{
171 // project the points to the plane perpendicular to the axis
172 pt1(axis) = 0.0;
173 pt2(axis) = 0.0;
174
175 const auto i = projectedIndices(axis);
176
177 const Real dx = pt2(i.first) - pt1(i.first);
178 const Real dy = pt2(i.second) - pt1(i.second);
179
180 const Point normal = projectPoint(dy, -dx, axis);
181 const Point gap_line = pt2 - pt1;
182
183 const auto cross_product = gap_line.cross(normal);
184
185 if (cross_product(axis) > 0)
186 return normal.unit();
187 else
188 return projectPoint(-dy, dx, axis).unit();
189}
190
191Real
192distanceFromLine(const Point & pt, const Point & line0, const Point & line1)
193{
194 const Point a = pt - line0;
195 const Point b = pt - line1;
196 const Point c = line1 - line0;
197
198 return (a.cross(b).norm()) / c.norm();
199}
200
201Real
202projectedDistanceFromLine(Point pt, Point line0, Point line1, const unsigned int axis)
203{
204 // project all the points to the plane perpendicular to the axis
205 pt(axis) = 0.0;
206 line0(axis) = 0.0;
207 line1(axis) = 0.0;
208
209 return distanceFromLine(pt, line0, line1);
210}
211
212std::vector<Point>
213polygonCorners(const unsigned int num_sides, const Real radius, const unsigned int axis)
214{
215 std::vector<Point> corners;
216 const Real theta = 2.0 * M_PI / num_sides;
217 const Real first_angle = M_PI / 2.0 - theta / 2.0;
218
219 for (const auto i : make_range(num_sides))
220 {
221 const Real angle = first_angle + i * theta;
222 const Real x = radius * cos(angle);
223 const Real y = radius * sin(angle);
224
225 corners.push_back(projectPoint(x, y, axis));
226 }
227
228 return corners;
229}
230
231Point
232rotatePointAboutAxis(const Point & p, const Real angle, const Point & axis)
233{
234 const Real cos_theta = cos(angle);
235 const Real sin_theta = sin(angle);
236
237 Point pt;
238 const Real xy = axis(0) * axis(1);
239 const Real xz = axis(0) * axis(2);
240 const Real yz = axis(1) * axis(2);
241
242 const Point x_op(cos_theta + axis(0) * axis(0) * (1.0 - cos_theta),
243 xy * (1.0 - cos_theta) - axis(2) * sin_theta,
244 xz * (1.0 - cos_theta) + axis(1) * sin_theta);
245
246 const Point y_op(xy * (1.0 - cos_theta) + axis(2) * sin_theta,
247 cos_theta + axis(1) * axis(1) * (1.0 - cos_theta),
248 yz * (1.0 - cos_theta) - axis(0) * sin_theta);
249
250 const Point z_op(xz * (1.0 - cos_theta) - axis(1) * sin_theta,
251 yz * (1.0 - cos_theta) + axis(0) * sin_theta,
252 cos_theta + axis(2) * axis(2) * (1.0 - cos_theta));
253
254 pt(0) = x_op * p;
255 pt(1) = y_op * p;
256 pt(2) = z_op * p;
257 return pt;
258}
259
260std::vector<Point>
261boxCorners(const libMesh::BoundingBox & box, const Real factor)
262{
263 Point diff = (box.max() - box.min()) / 2.0;
264 const Point origin = box.min() + diff;
265
266 // Rescale side length of box by specified factor
267 diff *= factor;
268
269 // Vectors for sides of box
270 const Point dx(2.0 * diff(0), 0.0, 0.0);
271 const Point dy(0.0, 2.0 * diff(1), 0.0);
272 const Point dz(0.0, 0.0, 2.0 * diff(2));
273
274 std::vector<Point> verts(8, origin - diff);
275 const unsigned int pts_per_dim = 2;
276 for (const auto z : make_range(pts_per_dim))
277 for (const auto y : make_range(pts_per_dim))
278 for (const auto x : make_range(pts_per_dim))
279 verts[pts_per_dim * pts_per_dim * z + pts_per_dim * y + x] += x * dx + y * dy + z * dz;
280
281 return verts;
282}
283
284bool
285arePointsColinear(const Point & p1, const Point & p2, const Point & p3)
286{
287 const Point v1 = p2 - p1;
288 const Point v2 = p3 - p1;
289 const Point cross_prod = v1.cross(v2);
290
291 return MooseUtils::absoluteFuzzyEqual(cross_prod.norm(), 0.0);
292}
293
294bool
295segmentsIntersect(const Point & p1, const Point & p2, const Point & p3, const Point & p4)
296{
297 mooseAssert(
298 MooseUtils::absoluteFuzzyEqual(p1(2), 0.0) && MooseUtils::absoluteFuzzyEqual(p2(2), 0.0) &&
299 MooseUtils::absoluteFuzzyEqual(p3(2), 0.0) && MooseUtils::absoluteFuzzyEqual(p4(2), 0.0),
300 "segmentsIntersect only works in 2D (x-y plane)");
301
302 mooseAssert(MooseUtils::absoluteFuzzyGreaterThan((p1 - p2).norm(), 0.0) &&
303 MooseUtils::absoluteFuzzyGreaterThan((p3 - p4).norm(), 0.0),
304 "Zero length segments are not allowed in segmentsIntersect");
305
306 const Real a1 = p2(1) - p1(1);
307 const Real b1 = p1(0) - p2(0);
308 const Real c1 = p2(0) * p1(1) - p1(0) * p2(1);
309
310 const Real a2 = p4(1) - p3(1);
311 const Real b2 = p3(0) - p4(0);
312 const Real c2 = p4(0) * p3(1) - p3(0) * p4(1);
313
314 const Real denom = a1 * b2 - a2 * b1;
315 Point intersection_pt;
316 // Parallel case
317 if (MooseUtils::absoluteFuzzyEqual(denom, 0.0))
318 {
319 if (arePointsColinear(p1, p2, p3))
320 {
321 // for colinear segments, we construct a "virtual" intersection point using weighted average
322 // In that case, the virtual point will always lie outside of both segments unless they
323 // overlap
324 const Point p12 = (p1 + p2) / 2.0;
325 const Point p34 = (p3 + p4) / 2.0;
326 const Real dist12 = (p1 - p2).norm();
327 const Real dist34 = (p3 - p4).norm();
328 intersection_pt = p12 + (p34 - p12) * (dist12 / (dist12 + dist34));
329 }
330 else
331 return false;
332 }
333 else
334 {
335 intersection_pt = Point((b1 * c2 - b2 * c1) / denom, (a2 * c1 - a1 * c2) / denom, 0.0);
336 }
337
338 const Real ratio_p1p2 = (intersection_pt - p1) * (p2 - p1) / ((p2 - p1).norm_sq());
339 const Real ratio_p3p4 = (intersection_pt - p3) * (p4 - p3) / ((p4 - p3).norm_sq());
340
341 if (MooseUtils::absoluteFuzzyGreaterEqual(ratio_p1p2, 0.0) &&
342 MooseUtils::absoluteFuzzyLessEqual(ratio_p1p2, 1.0) &&
343 MooseUtils::absoluteFuzzyGreaterEqual(ratio_p3p4, 0.0) &&
344 MooseUtils::absoluteFuzzyLessEqual(ratio_p3p4, 1.0))
345 return true;
346 else
347 return false;
348}
349
350Real
351pointSegmentDistanceSq(const Point & point, const Point & a, const Point & b)
352{
353 const Point ab = b - a;
354 const auto length_sq = ab.norm_sq();
355 if (length_sq <= std::numeric_limits<Real>::epsilon())
356 return (point - a).norm_sq();
357
358 const auto t = std::clamp(((point - a) * ab) / length_sq, 0.0, 1.0);
359 const Point projection = a + t * ab;
360 return (point - projection).norm_sq();
361}
362
363Real
364pointTriangleDistanceSq(const Point & point, const Point & v0, const Point & v1, const Point & v2)
365{
366 const Point ab = v1 - v0;
367 const Point ac = v2 - v0;
368 const Point ap = point - v0;
369 const Real d1 = ab * ap;
370 const Real d2 = ac * ap;
371 if (d1 <= 0.0 && d2 <= 0.0)
372 return (point - v0).norm_sq();
373
374 const Point bp = point - v1;
375 const Real d3 = ab * bp;
376 const Real d4 = ac * bp;
377 if (d3 >= 0.0 && d4 <= d3)
378 return (point - v1).norm_sq();
379
380 const Real vc = d1 * d4 - d3 * d2;
381 if (vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0)
382 {
383 const Real v = d1 / (d1 - d3);
384 const Point projection = v0 + v * ab;
385 return (point - projection).norm_sq();
386 }
387
388 const Point cp = point - v2;
389 const Real d5 = ab * cp;
390 const Real d6 = ac * cp;
391 if (d6 >= 0.0 && d5 <= d6)
392 return (point - v2).norm_sq();
393
394 const Real vb = d5 * d2 - d1 * d6;
395 if (vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0)
396 {
397 const Real w = d2 / (d2 - d6);
398 const Point projection = v0 + w * ac;
399 return (point - projection).norm_sq();
400 }
401
402 const Real va = d3 * d6 - d5 * d4;
403 if (va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0)
404 {
405 const Point bc = v2 - v1;
406 const Real w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
407 const Point projection = v1 + w * bc;
408 return (point - projection).norm_sq();
409 }
410
411 const Real denom = 1.0 / (va + vb + vc);
412 const Real v = vb * denom;
413 const Real w = vc * denom;
414 const Point projection = v0 + ab * v + ac * w;
415 return (point - projection).norm_sq();
416}
417
418Real
419solidAngle(const Point & point, const Point & v0, const Point & v1, const Point & v2)
420{
421 const Point a = v0 - point;
422 const Point b = v1 - point;
423 const Point c = v2 - point;
424
425 const Real la = a.norm();
426 const Real lb = b.norm();
427 const Real lc = c.norm();
428
429 const Real numerator = a * (b.cross(c));
430 const Real denominator = la * lb * lc + (a * b) * lc + (b * c) * la + (c * a) * lb;
431
432 return 2.0 * std::atan2(numerator, denominator);
433}
434} // end namespace geom_utils
void mooseError(Args &&... args)
Emit an error message with the given stringified, concatenated args and terminate the application.
Definition MooseError.h:311
const Point & max() const
const Point & min() const
TypeVector< Real > unit() const
libMesh::Real distanceFromLine(const libMesh::Point &pt, const libMesh::Point &line0, const libMesh::Point &line1)
Compute the distance from a 3-D line, provided in terms of two points on the line.
Real pointSegmentDistanceSq(const Point &point, const Point &a, const Point &b)
Compute the squared distance from a point to a 3-D line segment.
std::pair< unsigned int, unsigned int > projectedIndices(const unsigned int axis)
Get the indices of the plane perpendicular to the specified axis.
bool pointInPolygon(const libMesh::Point &point, const std::vector< libMesh::Point > &corners, const unsigned int axis)
Whether a point is in 2-D a polygon in the plane perpendicular to the specified axis,...
libMesh::Point projectPoint(const libMesh::Real x0, const libMesh::Real x1, const unsigned int axis)
Given two coordinates, construct a point in the 2-D plane perpendicular to the specified axis.
bool isPointZero(const libMesh::Point &pt)
Check whether a point is equal to zero.
bool segmentsIntersect(const Point &p1, const Point &p2, const Point &p3, const Point &p4)
Check if the line segment p1-p2 intersects with line segment p3-p4 (only working in 2D (x-y plane)).
libMesh::Real minDistanceToPoints(const libMesh::Point &pt, const std::vector< libMesh::Point > &candidates, const unsigned int axis)
Get the minimum distance from a point to another set of points, in the plane perpendicular to the spe...
libMesh::Real projectedDistanceFromLine(libMesh::Point pt, libMesh::Point line0, libMesh::Point line1, const unsigned int axis)
Compute the distance from a 3-D line, provided in terms of two points on the line.
libMesh::Point unitVector(const libMesh::Point &pt, const std::string &name)
Get the unit vector for a point parameter.
libMesh::Real projectedLineHalfSpace(libMesh::Point pt1, libMesh::Point pt2, libMesh::Point pt3, const unsigned int axis)
If positive, point is on the positive side of the half space (and vice versa).
std::vector< libMesh::Point > polygonCorners(const unsigned int num_sides, const libMesh::Real radius, const unsigned int axis)
Get the corner coordinates of a regular 2-D polygon, assuming a face of the polygon is parallel to th...
bool pointOnEdge(const libMesh::Point &point, const std::vector< libMesh::Point > &corners, const unsigned int axis)
Whether a point is on the edge of a 2-D polygon in the plane perpendicular to the specified axis,...
Real solidAngle(const Point &point, const Point &v0, const Point &v1, const Point &v2)
Compute the signed solid angle subtended by one oriented triangle at the query point.
libMesh::Point rotatePointAboutAxis(const libMesh::Point &p, const libMesh::Real angle, const libMesh::Point &axis)
Rotate point about an axis.
std::vector< libMesh::Point > boxCorners(const libMesh::BoundingBox &box, const libMesh::Real factor)
Get corner points of a bounding box, with side length re-scaled.
libMesh::Point projectedUnitNormal(libMesh::Point pt1, libMesh::Point pt2, const unsigned int axis)
Get the unit normal vector between two points (which are first projected onto the plane perpendicular...
Real pointTriangleDistanceSq(const Point &point, const Point &v0, const Point &v1, const Point &v2)
Compute the squared distance from a point to a 3-D triangle.
bool arePointsColinear(const Point &p1, const Point &p2, const Point &p3)
Check if three points are colinear.
const Real radius
Real distance(const Point &p)