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Summary: The epsilon value is important for determining whether vertices are inside/outside a plane. Reviewed By: gkioxari Differential Revision: D31485247 fbshipit-source-id: 5517575de7c02f1afa277d00e0190a81f44f5761
586 lines
17 KiB
Plaintext
586 lines
17 KiB
Plaintext
/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#include <float.h>
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#include <math.h>
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#include <thrust/device_vector.h>
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#include <cstdio>
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#include "utils/float_math.cuh"
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const auto kEpsilon = 1e-4;
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/*
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_PLANES and _TRIS define the 4- and 3-connectivity
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of the 8 box corners.
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_PLANES gives the quad faces of the 3D box
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_TRIS gives the triangle faces of the 3D box
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*/
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const int NUM_PLANES = 6;
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const int NUM_TRIS = 12;
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// This is required for iniitalizing the faces
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// in the intersecting shape
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const int MAX_TRIS = 100;
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// Create data types for representing the
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// verts for each face and the indices.
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// We will use struct arrays for representing
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// the data for each box and intersecting
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// triangles
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typedef struct {
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float3 v0;
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float3 v1;
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float3 v2;
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float3 v3; // Can be empty for triangles
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} FaceVerts;
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typedef struct {
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int v0;
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int v1;
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int v2;
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int v3; // Can be empty for triangles
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} FaceVertsIdx;
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// This is used when deciding which faces to
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// keep that are not coplanar
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typedef struct {
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bool keep;
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} Keep;
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__device__ FaceVertsIdx _PLANES[] = {
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{0, 1, 2, 3},
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{3, 2, 6, 7},
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{0, 1, 5, 4},
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{0, 3, 7, 4},
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{1, 5, 6, 2},
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{4, 5, 6, 7},
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};
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__device__ FaceVertsIdx _TRIS[] = {
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{0, 1, 2},
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{0, 3, 2},
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{4, 5, 6},
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{4, 6, 7},
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{1, 5, 6},
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{1, 6, 2},
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{0, 4, 7},
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{0, 7, 3},
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{3, 2, 6},
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{3, 6, 7},
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{0, 1, 5},
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{0, 4, 5},
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};
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// Args
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// box: (8, 3) tensor accessor for the box vertices
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// box_tris: Array of structs of type FaceVerts,
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// effectively (F, 3, 3) where the coordinates of the
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// verts for each face will be saved to.
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//
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// Returns: None (output saved to box_tris)
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//
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template <typename Box, typename BoxTris>
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__device__ inline void GetBoxTris(const Box& box, BoxTris& box_tris) {
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for (int t = 0; t < NUM_TRIS; ++t) {
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const float3 v0 = make_float3(
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box[_TRIS[t].v0][0], box[_TRIS[t].v0][1], box[_TRIS[t].v0][2]);
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const float3 v1 = make_float3(
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box[_TRIS[t].v1][0], box[_TRIS[t].v1][1], box[_TRIS[t].v1][2]);
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const float3 v2 = make_float3(
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box[_TRIS[t].v2][0], box[_TRIS[t].v2][1], box[_TRIS[t].v2][2]);
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box_tris[t] = {v0, v1, v2};
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}
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}
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// Args
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// box: (8, 3) tensor accessor for the box vertices
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// box_planes: Array of structs of type FaceVerts, effectively (P, 4, 3)
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// where the coordinates of the verts for the four corners of each plane
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// will be saved to
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//
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// Returns: None (output saved to box_planes)
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//
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template <typename Box, typename FaceVertsBoxPlanes>
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__device__ inline void GetBoxPlanes(
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const Box& box,
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FaceVertsBoxPlanes& box_planes) {
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for (int t = 0; t < NUM_PLANES; ++t) {
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const float3 v0 = make_float3(
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box[_PLANES[t].v0][0], box[_PLANES[t].v0][1], box[_PLANES[t].v0][2]);
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const float3 v1 = make_float3(
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box[_PLANES[t].v1][0], box[_PLANES[t].v1][1], box[_PLANES[t].v1][2]);
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const float3 v2 = make_float3(
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box[_PLANES[t].v2][0], box[_PLANES[t].v2][1], box[_PLANES[t].v2][2]);
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const float3 v3 = make_float3(
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box[_PLANES[t].v3][0], box[_PLANES[t].v3][1], box[_PLANES[t].v3][2]);
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box_planes[t] = {v0, v1, v2, v3};
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}
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}
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// The normal of the face defined by vertices (v0, v1, v2)
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// Define e0 to be the edge connecting (v1, v0)
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// Define e1 to be the edge connecting (v2, v0)
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// normal is the cross product of e0, e1
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//
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// Args
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// v0, v1, v2: float3 coordinates of the vertices of the face
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//
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// Returns
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// float3: normal for the face
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//
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__device__ inline float3
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FaceNormal(const float3 v0, const float3 v1, const float3 v2) {
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float3 n = cross(v1 - v0, v2 - v0);
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n = n / fmaxf(norm(n), kEpsilon);
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return n;
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}
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// The normal of a box plane defined by the verts in `plane` with
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// the centroid of the box given by `center`.
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// Args
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// plane: float3 coordinates of the vertices of the plane
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// center: float3 coordinates of the center of the box from
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// which the plane originated
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//
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// Returns
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// float3: normal for the plane such that it points towards
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// the center of the box
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//
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template <typename FaceVertsPlane>
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__device__ inline float3 PlaneNormalDirection(
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const FaceVertsPlane& plane,
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const float3& center) {
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// Only need the first 3 verts of the plane
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const float3 v0 = plane.v0;
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const float3 v1 = plane.v1;
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const float3 v2 = plane.v2;
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// We project the center on the plane defined by (v0, v1, v2)
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// We can write center = v0 + a * e0 + b * e1 + c * n
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// We know that <e0, n> = 0 and <e1, n> = 0 and
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// <a, b> is the dot product between a and b.
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// This means we can solve for c as:
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// c = <center - v0 - a * e0 - b * e1, n> = <center - v0, n>
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float3 n = FaceNormal(v0, v1, v2);
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const float c = dot((center - v0), n);
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// If c is negative, then we revert the direction of n such that n
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// points "inside"
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if (c < kEpsilon) {
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n = -1.0f * n;
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}
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return n;
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}
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// Calculate the volume of the box by summing the volume of
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// each of the tetrahedrons formed with a triangle face and
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// the box centroid.
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//
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// Args
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// box_tris: vector of float3 coordinates of the vertices of each
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// of the triangles in the box
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// box_center: float3 coordinates of the center of the box
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//
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// Returns
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// float: volume of the box
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//
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template <typename BoxTris>
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__device__ inline float BoxVolume(
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const BoxTris& box_tris,
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const float3& box_center,
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const int num_tris) {
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float box_vol = 0.0;
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// Iterate through each triange, calculate the area of the
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// tetrahedron formed with the box_center and sum them
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for (int t = 0; t < num_tris; ++t) {
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// Subtract the center:
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float3 v0 = box_tris[t].v0;
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float3 v1 = box_tris[t].v1;
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float3 v2 = box_tris[t].v2;
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v0 = v0 - box_center;
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v1 = v1 - box_center;
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v2 = v2 - box_center;
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// Compute the area
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const float area = dot(v0, cross(v1, v2));
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const float vol = abs(area) / 6.0;
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box_vol = box_vol + vol;
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}
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return box_vol;
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}
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// Compute the box center as the mean of the verts
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//
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// Args
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// box_verts: (8, 3) tensor of the corner vertices of the box
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//
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// Returns
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// float3: coordinates of the center of the box
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//
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template <typename Box>
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__device__ inline float3 BoxCenter(const Box box_verts) {
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float x = 0.0;
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float y = 0.0;
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float z = 0.0;
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const int num_verts = box_verts.size(0); // Should be 8
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// Sum all x, y, z, and take the mean
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for (int t = 0; t < num_verts; ++t) {
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x = x + box_verts[t][0];
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y = y + box_verts[t][1];
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z = z + box_verts[t][2];
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}
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// Take the mean of all the vertex positions
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x = x / num_verts;
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y = y / num_verts;
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z = z / num_verts;
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const float3 center = make_float3(x, y, z);
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return center;
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}
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// Compute the polyhedron center as the mean of the face centers
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// of the triangle faces
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//
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// Args
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// tris: vector of float3 coordinates of the
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// vertices of each of the triangles in the polyhedron
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//
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// Returns
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// float3: coordinates of the center of the polyhedron
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//
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template <typename Tris>
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__device__ inline float3 PolyhedronCenter(
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const Tris& tris,
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const int num_tris) {
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float x = 0.0;
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float y = 0.0;
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float z = 0.0;
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// Find the center point of each face
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for (int t = 0; t < num_tris; ++t) {
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const float3 v0 = tris[t].v0;
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const float3 v1 = tris[t].v1;
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const float3 v2 = tris[t].v2;
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const float x_face = (v0.x + v1.x + v2.x) / 3.0;
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const float y_face = (v0.y + v1.y + v2.y) / 3.0;
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const float z_face = (v0.z + v1.z + v2.z) / 3.0;
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x = x + x_face;
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y = y + y_face;
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z = z + z_face;
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}
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// Take the mean of the centers of all faces
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x = x / num_tris;
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y = y / num_tris;
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z = z / num_tris;
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const float3 center = make_float3(x, y, z);
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return center;
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}
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// Compute a boolean indicator for whether a point
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// is inside a plane, where inside refers to whether
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// or not the point has a component in the
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// normal direction of the plane.
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//
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// Args
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// plane: vector of float3 coordinates of the
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// vertices of each of the triangles in the box
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// normal: float3 of the direction of the plane normal
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// point: float3 of the position of the point of interest
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//
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// Returns
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// bool: whether or not the point is inside the plane
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//
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__device__ inline bool
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IsInside(const FaceVerts& plane, const float3& normal, const float3& point) {
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// Get one vert of the plane
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const float3 v0 = plane.v0;
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// Every point p can be written as p = v0 + a e0 + b e1 + c n
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// Solving for c:
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// c = (point - v0 - a * e0 - b * e1).dot(n)
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// We know that <e0, n> = 0 and <e1, n> = 0
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// So the calculation can be simplified as:
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const float c = dot((point - v0), normal);
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const bool inside = c > -1.0f * kEpsilon;
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return inside;
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}
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// Find the point of intersection between a plane
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// and a line given by the end points (p0, p1)
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//
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// Args
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// plane: vector of float3 coordinates of the
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// vertices of each of the triangles in the box
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// normal: float3 of the direction of the plane normal
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// p0, p1: float3 of the start and end point of the line
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//
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// Returns
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// float3: position of the intersection point
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//
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__device__ inline float3 PlaneEdgeIntersection(
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const FaceVerts& plane,
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const float3& normal,
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const float3& p0,
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const float3& p1) {
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// Get one vert of the plane
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const float3 v0 = plane.v0;
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// The point of intersection can be parametrized
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// p = p0 + a (p1 - p0) where a in [0, 1]
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// We want to find a such that p is on plane
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// <p - v0, n> = 0
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const float top = dot(-1.0f * (p0 - v0), normal);
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const float bot = dot(p1 - p0, normal);
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const float a = top / bot;
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const float3 p = p0 + a * (p1 - p0);
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return p;
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}
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// Triangle is clipped into a quadrilateral
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// based on the intersection points with the plane.
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// Then the quadrilateral is divided into two triangles.
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//
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// Args
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// plane: vector of float3 coordinates of the
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// vertices of each of the triangles in the box
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// normal: float3 of the direction of the plane normal
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// vout: float3 of the point in the triangle which is outside
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// the plane
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// vin1, vin2: float3 of the points in the triangle which are
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// inside the plane
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// face_verts_out: Array of structs of type FaceVerts,
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// with the coordinates of the new triangle faces
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// formed after clipping.
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// All triangles are now "inside" the plane.
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//
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// Returns:
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// count: (int) number of new faces after clipping the triangle
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// i.e. the valid faces which have been saved
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// to face_verts_out
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//
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template <typename FaceVertsBox>
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__device__ inline int ClipTriByPlaneOneOut(
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const FaceVerts& plane,
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const float3& normal,
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const float3& vout,
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const float3& vin1,
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const float3& vin2,
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FaceVertsBox& face_verts_out) {
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// point of intersection between plane and (vin1, vout)
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const float3 pint1 = PlaneEdgeIntersection(plane, normal, vin1, vout);
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// point of intersection between plane and (vin2, vout)
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const float3 pint2 = PlaneEdgeIntersection(plane, normal, vin2, vout);
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face_verts_out[0] = {vin1, pint1, pint2};
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face_verts_out[1] = {vin1, pint2, vin2};
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return 2;
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}
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// Triangle is clipped into a smaller triangle based
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// on the intersection points with the plane.
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//
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// Args
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// plane: vector of float3 coordinates of the
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// vertices of each of the triangles in the box
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// normal: float3 of the direction of the plane normal
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// vout1, vout2: float3 of the points in the triangle which are
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// outside the plane
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// vin: float3 of the point in the triangle which is inside
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// the plane
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// face_verts_out: Array of structs of type FaceVerts,
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// with the coordinates of the new triangle faces
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// formed after clipping.
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// All triangles are now "inside" the plane.
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//
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// Returns:
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// count: (int) number of new faces after clipping the triangle
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// i.e. the valid faces which have been saved
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// to face_verts_out
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//
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template <typename FaceVertsBox>
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__device__ inline int ClipTriByPlaneTwoOut(
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const FaceVerts& plane,
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const float3& normal,
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const float3& vout1,
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const float3& vout2,
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const float3& vin,
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FaceVertsBox& face_verts_out) {
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// point of intersection between plane and (vin, vout1)
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const float3 pint1 = PlaneEdgeIntersection(plane, normal, vin, vout1);
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// point of intersection between plane and (vin, vout2)
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const float3 pint2 = PlaneEdgeIntersection(plane, normal, vin, vout2);
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face_verts_out[0] = {vin, pint1, pint2};
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return 1;
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}
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// Clip the triangle faces so that they lie within the
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// plane, creating new triangle faces where necessary.
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//
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// Args
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// plane: Array of structs of type FaceVerts with the coordinates
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// of the vertices of each of the triangles in the box
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// tri: Array of structs of type FaceVerts with the vertex
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// coordinates of the triangle faces
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// normal: float3 of the direction of the plane normal
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// face_verts_out: Array of structs of type FaceVerts,
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// with the coordinates of the new triangle faces
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// formed after clipping.
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// All triangles are now "inside" the plane.
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//
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// Returns:
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// count: (int) number of new faces after clipping the triangle
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// i.e. the valid faces which have been saved
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// to face_verts_out
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//
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template <typename FaceVertsBox>
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__device__ inline int ClipTriByPlane(
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const FaceVerts& plane,
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const FaceVerts& tri,
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const float3& normal,
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FaceVertsBox& face_verts_out) {
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// Get Triangle vertices
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const float3 v0 = tri.v0;
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const float3 v1 = tri.v1;
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const float3 v2 = tri.v2;
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// Check each of the triangle vertices to see if it is inside the plane
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const bool isin0 = IsInside(plane, normal, v0);
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const bool isin1 = IsInside(plane, normal, v1);
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const bool isin2 = IsInside(plane, normal, v2);
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// All in
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if (isin0 && isin1 && isin2) {
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// Return input vertices
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face_verts_out[0] = {v0, v1, v2};
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return 1;
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}
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// All out
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if (!isin0 && !isin1 && !isin2) {
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return 0;
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}
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// One vert out
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if (isin0 && isin1 && !isin2) {
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return ClipTriByPlaneOneOut(plane, normal, v2, v0, v1, face_verts_out);
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}
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if (isin0 && not isin1 && isin2) {
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return ClipTriByPlaneOneOut(plane, normal, v1, v0, v2, face_verts_out);
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}
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if (not isin0 && isin1 && isin2) {
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return ClipTriByPlaneOneOut(plane, normal, v0, v1, v2, face_verts_out);
|
|
}
|
|
|
|
// Two verts out
|
|
if (isin0 && !isin1 && !isin2) {
|
|
return ClipTriByPlaneTwoOut(plane, normal, v1, v2, v0, face_verts_out);
|
|
}
|
|
if (!isin0 && !isin1 && isin2) {
|
|
return ClipTriByPlaneTwoOut(plane, normal, v0, v1, v2, face_verts_out);
|
|
}
|
|
if (!isin0 && isin1 && !isin2) {
|
|
return ClipTriByPlaneTwoOut(plane, normal, v0, v2, v1, face_verts_out);
|
|
}
|
|
|
|
// Else return empty (should not be reached)
|
|
return 0;
|
|
}
|
|
|
|
// Compute a boolean indicator for whether or not two faces
|
|
// are coplanar
|
|
//
|
|
// Args
|
|
// tri1, tri2: FaceVerts struct of the vertex coordinates of
|
|
// the triangle face
|
|
//
|
|
// Returns
|
|
// bool: whether or not the two faces are coplanar
|
|
//
|
|
__device__ inline bool IsCoplanarFace(
|
|
const FaceVerts& tri1,
|
|
const FaceVerts& tri2) {
|
|
// Get verts for face 1
|
|
const float3 v0 = tri1.v0;
|
|
const float3 v1 = tri1.v1;
|
|
const float3 v2 = tri1.v2;
|
|
|
|
const float3 n1 = FaceNormal(v0, v1, v2);
|
|
int coplanar_count = 0;
|
|
|
|
// Check v0, v1, v2
|
|
if (abs(dot(tri2.v0 - v0, n1)) < kEpsilon) {
|
|
coplanar_count++;
|
|
}
|
|
if (abs(dot(tri2.v1 - v0, n1)) < kEpsilon) {
|
|
coplanar_count++;
|
|
}
|
|
if (abs(dot(tri2.v2 - v0, n1)) < kEpsilon) {
|
|
coplanar_count++;
|
|
}
|
|
return (coplanar_count == 3);
|
|
}
|
|
|
|
// Get the triangles from each box which are part of the
|
|
// intersecting polyhedron by computing the intersection
|
|
// points with each of the planes.
|
|
//
|
|
// Args
|
|
// planes: Array of structs of type FaceVerts with the coordinates
|
|
// of the vertices of each of the triangles in the box
|
|
// center: float3 coordinates of the center of the box from which
|
|
// the planes originate
|
|
// face_verts_out: Array of structs of type FaceVerts,
|
|
// where the coordinates of the new triangle faces
|
|
// formed after clipping will be saved to.
|
|
// All triangles are now "inside" the plane.
|
|
//
|
|
// Returns:
|
|
// count: (int) number of faces in the intersecting shape
|
|
// i.e. the valid faces which have been saved
|
|
// to face_verts_out
|
|
//
|
|
template <typename FaceVertsPlane, typename FaceVertsBox>
|
|
__device__ inline int BoxIntersections(
|
|
const FaceVertsPlane& planes,
|
|
const float3& center,
|
|
FaceVertsBox& face_verts_out) {
|
|
// Initialize num tris to 12
|
|
int num_tris = NUM_TRIS;
|
|
for (int p = 0; p < NUM_PLANES; ++p) {
|
|
// Get plane normal direction
|
|
const float3 n2 = PlaneNormalDirection(planes[p], center);
|
|
// Create intermediate vector to store the updated tris
|
|
FaceVerts tri_verts_updated[MAX_TRIS];
|
|
int offset = 0;
|
|
|
|
// Iterate through triangles in face_verts_out
|
|
// for the valid tris given by num_tris
|
|
for (int t = 0; t < num_tris; ++t) {
|
|
// Clip tri by plane, can max be split into 2 triangles
|
|
FaceVerts tri_updated[2];
|
|
const int count =
|
|
ClipTriByPlane(planes[p], face_verts_out[t], n2, tri_updated);
|
|
// Add to the tri_verts_updated output if not empty
|
|
for (int v = 0; v < count; ++v) {
|
|
tri_verts_updated[offset] = tri_updated[v];
|
|
offset++;
|
|
}
|
|
}
|
|
// Update the face_verts_out tris
|
|
num_tris = offset;
|
|
for (int j = 0; j < num_tris; ++j) {
|
|
face_verts_out[j] = tri_verts_updated[j];
|
|
}
|
|
}
|
|
return num_tris;
|
|
}
|