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12 changes: 12 additions & 0 deletions snap_tessellated_mesh/CMakeLists.txt
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cmake_minimum_required(VERSION 3.13.4)
project(snap_tessellated_mesh)

find_package(deal.II 9.5.0 REQUIRED HINTS ${DEAL_II_DIR})

if(NOT DEAL_II_WITH_OPENCASCADE)
message(FATAL_ERROR "This tool requires deal.II to be built with OpenCASCADE support!")
endif()

add_executable(snap_to_tessellated_mesh.exe snap_to_tessellated_mesh.cpp)

target_link_libraries(snap_to_tessellated_mesh.exe dealii::dealii)
203 changes: 203 additions & 0 deletions snap_tessellated_mesh/snap_to_tessellated_mesh.cpp
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/* Copyright (c) 2023 - 2024, the adamantine authors.
*
* This file is subject to the Modified BSD License and may not be distributed
* without copyright and license information. Please refer to the file LICENSE
* for the text and further information on this license.
*/

#include <deal.II/grid/grid_in.h>
#include <deal.II/grid/grid_out.h>
#include <deal.II/grid/grid_tools.h>
#include <deal.II/grid/tria.h>
#include <deal.II/numerics/data_out.h>

#include <BRepBndLib.hxx>
#include <BRep_Tool.hxx>
#include <ShapeAnalysis_Surface.hxx>
#include <TopExp_Explorer.hxx>
#include <TopoDS.hxx>
#include <TopoDS_Face.hxx>

#include <deal.II/opencascade/manifold_lib.h>

dealii::Point<3> my_closest_point(const std::vector<TopoDS_Face> &faces,
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Why are you using your own function and not closest_point() directly?

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Because we might want to use only part of the Surface to avoid, e.,g., the top and bottom face.

const dealii::Point<3> &origin,
const double tolerance) {
gp_Pnt Pproj = dealii::OpenCASCADE::point(origin);

double minDistance = std::numeric_limits<double>::max();
gp_Pnt tmp_proj(0.0, 0.0, 0.0);

for (const auto &face : faces) {
// the projection function needs a surface, so we obtain the
// surface upon which the face is defined
Handle(Geom_Surface) SurfToProj = BRep_Tool::Surface(face);

ShapeAnalysis_Surface projector(SurfToProj);
gp_Pnt2d proj_params =
projector.ValueOfUV(dealii::OpenCASCADE::point(origin), tolerance);

SurfToProj->D0(proj_params.X(), proj_params.Y(), tmp_proj);

double distance = dealii::OpenCASCADE::point<3>(tmp_proj).distance(origin);
if (distance < minDistance) {
minDistance = distance;
Pproj = tmp_proj;
}
}

return dealii::OpenCASCADE::point<3>(Pproj);
}

void snap_to_iges(
dealii::Triangulation<3> &tria, const std::vector<TopoDS_Face> &faces,
dealii::OpenCASCADE::NormalProjectionManifold<3, 3> &projector,
bool exclude_z_faces) {

std::map<unsigned int, std::pair<std::reference_wrapper<dealii::Point<3>>,
std::vector<dealii::Tensor<1, 3>>>>
vertex_map;
std::array<dealii::Tensor<1, 3>, dealii::GeometryInfo<3>::vertices_per_face>
normal_at_vertex;
for (const auto &cell : tria.active_cell_iterators()) {
for (const unsigned int i : cell->face_indices()) {
const auto &face = cell->face(i);
if (face->at_boundary()) {
projector.get_normals_at_vertices(face, normal_at_vertex);
for (unsigned j = 0; j < face->n_vertices(); ++j) {
const unsigned int vertex_index = face->vertex_index(j);
const auto &vertex_map_iterator = vertex_map.find(vertex_index);
auto normal = normal_at_vertex[j] / normal_at_vertex[j].norm();

if (!(exclude_z_faces &&
std::abs(normal * dealii::Tensor<1, 3>{{0, 0, 1}}) < 0.1)) {
if (vertex_map_iterator == vertex_map.end()) {
std::pair<std::reference_wrapper<dealii::Point<3>>,
std::vector<dealii::Tensor<1, 3>>>
pair(face->vertex(j), {normal});
vertex_map.emplace(vertex_index, pair);
} else {
std::get<1>(vertex_map_iterator->second).push_back(normal);
}
}
}
}
}
}

for (const auto &boundary_vertex_iterator : vertex_map) {
const auto &normals = std::get<1>(boundary_vertex_iterator.second);
double minimum_product = 1;
for (unsigned int i = 0; i < normals.size(); ++i) {
for (unsigned int j = i + 1; j < normals.size(); ++j) {
auto product = normals[i] * normals[j];
minimum_product = std::min(product, minimum_product);
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What does this do?

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We are trying to figure out if all the normals point roughly in the same direction. Since the input file is tessellated, the products are either 0,1, or -1.
If the normals point in different directions, we identify the vertex as a corner and treat it differently.

}
}
auto &vertex = std::get<0>(boundary_vertex_iterator.second).get();
auto proj = my_closest_point(faces, vertex, 1.e-10);
if (minimum_product > .5) {
vertex(0) = proj(0);
vertex(1) = proj(1);
// vertex(2) = proj(2); // hourglass
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Why are you getting the z component if you plan to ignore it anyway? Wouldn't it make more sense to search for the closest point in the xy-plane instead?

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As the description in the pull request said, none of the iges files I was working with, was entirely conforming with the respective vtk file.
For the hourglass mesh, the iges file is rotated such that the printing direction coincides with the y-axis instead of the z-axis. Thus, we we need to use coordinates 0 and 2 instead of 0 and 1 for that example.

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Is this just a case where the iges is aligned with a x/y/z axis or sometimes it's totally random and you need to perform a rotation to match the iges and the vtk file?

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For the files provided, I needed to figure out the transformation but ultimately the user should make sure that the files match.

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Why did the file not match and would one ensure that they do match?

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There is not all that much we can do to detect if the files match apart from checking that the bounding boxes are roughly the same. For the curved wall example, I needed to scale the mesh by a factor of 100 and for the hourglass mesh swap y- and z-component and shift the mesh by 0.07 in x-direction.

All this shouldn't be a problem if STL file (to create the VTK file) and the IGES file are created at the same time.
As I said earlier, we could try to create the VTK file in deal.II from the STL file avoiding OpenFOAM which would also help avoiding these problems (but takes obviously more effort).

} else {
vertex(0) = (vertex(0) + proj(0)) / 2;
vertex(1) = (vertex(1) + proj(1)) / 2;
// vertex(2) = (vertex(2) + proj(2)) / 2; // hourglass
}
}
}

int main(int argc, char *argv[]) {
if (argc != 4) {
std::cerr
<< "ERROR: The tool requires three runtime arguments for the "
"tessellated input vtk file, the IGES file, and the output vtk file!"
<< std::endl;
std::abort();
}
std::cout << "Input VTK file: " << argv[1] << '\n'
<< "Input IGES file: " << argv[2] << '\n'
<< "Output VTK file: " << argv[3] << '\n';

TopoDS_Shape surface = dealii::OpenCASCADE::read_IGES(argv[2]);

double Xmin, Ymin, Zmin, Xmax, Ymax, Zmax;
Bnd_Box B;
BRepBndLib::Add(surface, B);
B.Get(Xmin, Ymin, Zmin, Xmax, Ymax, Zmax);

std::cout << "Bounding Box: (" << Xmin << ',' << Ymin << ',' << Zmin << "), ("
<< Xmax << ',' << Ymax << ',' << Zmax << ")\n";
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Any reason to write this on the screen?

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It helps a lot when identifying if the IGES file and the VTK file match. Since most viewers can't display IGES files natively.


TopExp_Explorer exp;
gp_Pnt tmp_proj;

bool exclude_z_faces = false;
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This should be a command line parameter.


// We don't care about faces with z-normal so exclude them here
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Is that always true or we just don't care about the bottom and the top face?

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The code ignores TopoDS::Faces that are planes with z-normal. This might or might not be a good choice depending on the input files. It should not be detrimental if the face is indeed planar but might be problematic if we wrongly detect it to be planar.

In general, this should help mostly with the edges at the top and bottom.

std::vector<TopoDS_Face> faces;
{
for (exp.Init(surface, TopAbs_FACE); exp.More(); exp.Next()) {
TopoDS_Face face = TopoDS::Face(exp.Current());
if (exclude_z_faces) {
Handle(Geom_Surface) SurfToProj = BRep_Tool::Surface(face);
double aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;

Bnd_Box box;
BRepBndLib::Add(face, box);
box.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);

double u1, u2, v1, v2;
SurfToProj->Bounds(u1, u2, v1, v2);
auto point_0 = dealii::OpenCASCADE::point<3>(SurfToProj->Value(u1, v1));
auto point_1 = dealii::OpenCASCADE::point<3>(SurfToProj->Value(u1, v2));
auto point_2 = dealii::OpenCASCADE::point<3>(SurfToProj->Value(u2, v1));
auto point_3 = dealii::OpenCASCADE::point<3>(SurfToProj->Value(u2, v2));
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What are these points?

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The four corners of the face.

auto vector_0 = point_1 - point_0;
auto vector_1 = point_2 - point_0;
auto vector_2 = point_3 - point_0;
auto normal = cross_product_3d(vector_0, vector_1);
double deviation = normal / normal.norm() * vector_2 / vector_2.norm();
double deviation_from_z =
normal / normal.norm() * dealii::Tensor<1, 3>({0, 0, 1});

if (std::abs(deviation) > .1 || std::abs(deviation_from_z) < .9)
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How did you pick these numbers?

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I just picked something that worked for the meshes provided. I would need more examples to find better numbers.

faces.push_back(face);
} else
faces.push_back(face);
}
}

std::ifstream in;
in.open(argv[1]);
dealii::GridIn<3, 3> gi;
dealii::Triangulation<3> tria;
gi.attach_triangulation(tria);
gi.read_vtk(in);
// For Hourglass
/*dealii::GridTools::transform ([](const dealii::Point<3> &p) ->
dealii::Point<3>
{
dealii::Point<3> q = p;
std::swap(q[1], q[2]);
q[0] -= 0.07;
q[2] -= 0.07;
return q;
},
tria);*/
// For curved wall
dealii::GridTools::scale(.01, tria);

dealii::GridOut grid_out;
{
std::ofstream logfile("debug.vtk");
grid_out.write_vtk(tria, logfile);
}
dealii::OpenCASCADE::NormalProjectionManifold<3, 3> normal_projector(surface);
snap_to_iges(tria, faces, normal_projector, exclude_z_faces);

const std::string filename = argv[3];
std::ofstream logfile(filename);
grid_out.write_vtk(tria, logfile);
}