拟合
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@ -1,4 +1,5 @@
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using HelixToolkit.Wpf.SharpDX;
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using Autodesk.Revit.DB;
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using HelixToolkit.Wpf.SharpDX;
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using SharpDX;
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using SharpDX;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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@ -78,6 +79,81 @@ namespace uBIMEarthTools.Commands.Monitor
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}
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}
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#endregion
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#endregion
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#region 拟合
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boreholeList.ForEach(x => x.Interpolation(2));
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List<int[]> tris = Common.Delaunay(boreholeList, 10000000 / 304.8);
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var topList = boreholeList.Select(x =>
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{
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var p = x.ValueList.First();
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return new Point2D() { X = p.Point.X, Y = p.Point.Y, Value = p.Point.Z };
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}).ToList();
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var topKriging = new IDW<Point2D>(topList, 2);
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var bottomList = boreholeList.Select(x =>
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{
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var p = x.ValueList.Last();
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return new Point2D() { X = p.Point.X, Y = p.Point.Y, Value = p.Point.Z };
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}).ToList();
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var bottomKriging = new IDW<Point2D>(bottomList, 2);
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var typeValue = new Dictionary<string, int>();
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var valueType = new Dictionary<int, string>();
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var types = boreholeList.SelectMany(x => x.ValueList.Select(p => p.Type)).Distinct().ToList();
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for (int i = 0; i < types.Count; i++)
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{
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typeValue.Add(types[i], i + 1);
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valueType.Add(i + 1, types[i]);
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}
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var boreholeKriging = new IDW<Point3D>(boreholeList.SelectMany(b => b.ValueList.Select(p => new Point3D() { X = p.Point.X, Y = p.Point.Y, Z = p.Point.Z, Value = typeValue[p.Type] })).ToList(), 2);
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List<Borehole> boreholes1 = new List<Borehole>();
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//tris.AsParallel().ForAll(item =>
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//{
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// Func<XYZ, Borehole> func = (p =>
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// {
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// var topZ = topKriging.Interpolate(new Point2D() { X = p.X, Y = p.Y });
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// var bottomZ = bottomKriging.Interpolate(new Point2D() { X = p.X, Y = p.Y });
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// var plus = (topZ - bottomZ) / 10;
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// var geologyLayers = new List<GeologyLayer>();
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// for (int i = 0; i < 10; i++)
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// {
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// var p3d = new Point3D() { X = p.X, Y = p.Y, Z = topZ - i * plus };
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// var value = boreholeKriging.Interpolate2(p3d);
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// geologyLayers.Add(new GeologyLayer(valueType[(int)Math.Round(value)], new Autodesk.Revit.DB.XYZ(p3d.X, p3d.Y, p3d.Z)));
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// }
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// return new Borehole("", geologyLayers);
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// });
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// var v1 = boreholeList.ElementAt(item[1]).ValueList[0].Point - boreholeList.ElementAt(item[0]).ValueList[0].Point;
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// var v2 = boreholeList.ElementAt(item[2]).ValueList[0].Point - boreholeList.ElementAt(item[0]).ValueList[0].Point;
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// var originP = boreholeList.ElementAt(item[0]).ValueList[0].Point;
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// var triangle = new List<XYZ>() { boreholeList.ElementAt(item[0]).ValueList[0].Point,
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// boreholeList.ElementAt(item[1]).ValueList[0].Point,
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// boreholeList.ElementAt(item[2]).ValueList[0].Point };
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// var seg = 10;
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// v1 = v1 / seg;
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// v2 = v2 / seg;
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// for (int i = 0; i < seg; i++)
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// {
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// for (int j = 0; j < seg; j++)
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// {
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// if (i == j && i == 0) { continue; }
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// var xyz = originP + v1 * i + v2 * j;
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// if (IsInPolygon(xyz, triangle))
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// {
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// boreholes1.Add(func(xyz));
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// }
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// }
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// }
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//});
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//foreach (int[] item in tris)
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//{
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//}
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#endregion
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boreholeList.AddRange(boreholes1);
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#region 计算地质块
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#region 计算地质块
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List<int[]> triIndexList = Common.Delaunay(boreholeList, 10000000 / 304.8);
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List<int[]> triIndexList = Common.Delaunay(boreholeList, 10000000 / 304.8);
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List<GeologyBlock> geologyBlocks = new List<GeologyBlock>();
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List<GeologyBlock> geologyBlocks = new List<GeologyBlock>();
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@ -112,10 +188,13 @@ namespace uBIMEarthTools.Commands.Monitor
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GeologyCompute.CreateGeologyBlock(boreholes, geologyBlocks, topToBottom);
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GeologyCompute.CreateGeologyBlock(boreholes, geologyBlocks, topToBottom);
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topToBottom = !topToBottom;
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topToBottom = !topToBottom;
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}
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}
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// break;
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}
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}
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#endregion
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#endregion
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#region 显示
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var colors = new Dictionary<string, Color4>();
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var colors = new Dictionary<string, Color4>();
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Random random = new Random();
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Random random = new Random();
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@ -124,54 +203,61 @@ namespace uBIMEarthTools.Commands.Monitor
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colors.Add(item, PhongMaterials.ToColor(random.Next(0, 255) / 255f, random.Next(0, 255) / 255f, random.Next(0, 255) / 255f));
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colors.Add(item, PhongMaterials.ToColor(random.Next(0, 255) / 255f, random.Next(0, 255) / 255f, random.Next(0, 255) / 255f));
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}
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}
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foreach (var x in geologyBlocks)
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var origin = new SharpDX.Vector3((float)geologyBlocks.First().FLeftUp.X, (float)geologyBlocks.First().FLeftUp.Z, -(float)geologyBlocks.First().FLeftUp.Y);
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foreach (var item in geologyBlocks.GroupBy(g => g.Type))
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{
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{
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var index = 0;
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List<SharpDX.Vector3> vector3s = new List<SharpDX.Vector3>();
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List<SharpDX.Vector3> vector3s = new List<SharpDX.Vector3>();
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List<int> indices = new List<int>();
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List<int> indices = new List<int>();
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vector3s.Add(new SharpDX.Vector3((float)x.FLeftUp.X, (float)x.FLeftUp.Z, -(float)x.FLeftUp.Y)); //0
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foreach (var x in item)
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vector3s.Add(new SharpDX.Vector3((float)x.FLeftBottom.X, (float)x.FLeftBottom.Z, -(float)x.FLeftBottom.Y)); //1
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{
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vector3s.Add(new SharpDX.Vector3((float)x.FRightUp.X, (float)x.FRightUp.Z, -(float)x.FRightUp.Y)); //2
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vector3s.Add(new SharpDX.Vector3((float)x.FLeftUp.X, (float)x.FLeftUp.Z, -(float)x.FLeftUp.Y)); //0
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vector3s.Add(new SharpDX.Vector3((float)x.FRightBottom.X, (float)x.FRightBottom.Z, -(float)x.FRightBottom.Y)); //3
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vector3s.Add(new SharpDX.Vector3((float)x.FLeftBottom.X, (float)x.FLeftBottom.Z, -(float)x.FLeftBottom.Y)); //1
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vector3s.Add(new SharpDX.Vector3((float)x.ELeftUp.X, (float)x.ELeftUp.Z, -(float)x.ELeftUp.Y)); //4
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vector3s.Add(new SharpDX.Vector3((float)x.FRightUp.X, (float)x.FRightUp.Z, -(float)x.FRightUp.Y)); //2
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vector3s.Add(new SharpDX.Vector3((float)x.ELeftBottom.X, (float)x.ELeftBottom.Z, -(float)x.ELeftBottom.Y)); //5
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vector3s.Add(new SharpDX.Vector3((float)x.FRightBottom.X, (float)x.FRightBottom.Z, -(float)x.FRightBottom.Y)); //3
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vector3s.Add(new SharpDX.Vector3((float)x.ERightUp.X, (float)x.ERightUp.Z, -(float)x.ERightUp.Y)); //6
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vector3s.Add(new SharpDX.Vector3((float)x.ELeftUp.X, (float)x.ELeftUp.Z, -(float)x.ELeftUp.Y)); //4
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vector3s.Add(new SharpDX.Vector3((float)x.ERightBottom.X, (float)x.ERightBottom.Z, -(float)x.ERightBottom.Y)); //7
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vector3s.Add(new SharpDX.Vector3((float)x.ELeftBottom.X, (float)x.ELeftBottom.Z, -(float)x.ELeftBottom.Y)); //5
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vector3s.Add(new SharpDX.Vector3((float)x.ERightUp.X, (float)x.ERightUp.Z, -(float)x.ERightUp.Y)); //6
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vector3s.Add(new SharpDX.Vector3((float)x.ERightBottom.X, (float)x.ERightBottom.Z, -(float)x.ERightBottom.Y)); //7
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indices.Add(0); indices.Add(2); indices.Add(6);
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indices.Add(0 + index); indices.Add(2 + index); indices.Add(6 + index);
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indices.Add(0); indices.Add(6); indices.Add(4);
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indices.Add(0 + index); indices.Add(6 + index); indices.Add(4 + index);
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indices.Add(0); indices.Add(3); indices.Add(2);
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indices.Add(0 + index); indices.Add(3 + index); indices.Add(2 + index);
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indices.Add(3); indices.Add(0); indices.Add(1);
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indices.Add(3 + index); indices.Add(0 + index); indices.Add(1 + index);
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indices.Add(6); indices.Add(2); indices.Add(3);
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indices.Add(6 + index); indices.Add(2 + index); indices.Add(3 + index);
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indices.Add(6); indices.Add(3); indices.Add(7);
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indices.Add(6 + index); indices.Add(3 + index); indices.Add(7 + index);
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indices.Add(0); indices.Add(4); indices.Add(1);
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indices.Add(0 + index); indices.Add(4 + index); indices.Add(1 + index);
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indices.Add(1); indices.Add(4); indices.Add(5);
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indices.Add(1 + index); indices.Add(4 + index); indices.Add(5 + index);
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indices.Add(4); indices.Add(6); indices.Add(7);
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indices.Add(4 + index); indices.Add(6 + index); indices.Add(7 + index);
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indices.Add(4); indices.Add(7); indices.Add(5);
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indices.Add(4 + index); indices.Add(7 + index); indices.Add(5 + index);
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indices.Add(5); indices.Add(7); indices.Add(1);
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indices.Add(5 + index); indices.Add(7 + index); indices.Add(1 + index);
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indices.Add(1); indices.Add(7); indices.Add(3);
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indices.Add(1 + index); indices.Add(7 + index); indices.Add(3 + index);
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index = vector3s.Count;
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}
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MeshGeometry3D me = new MeshGeometry3D();
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MeshGeometry3D me = new MeshGeometry3D();
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me.Positions = new Vector3Collection(vector3s);
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me.Positions = new Vector3Collection(vector3s.Select(p => p - origin));
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me.Indices = new IntCollection(indices);
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me.Indices = new IntCollection(indices);
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me.Normals = me.CalculateNormals();
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me.Normals = me.CalculateNormals();
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Models.Add(new MeshGeometryModel3D()
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Models.Add(new MeshGeometryModel3D()
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{
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{
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Geometry = me,
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Geometry = me,
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FillMode = SharpDX.Direct3D11.FillMode.Solid,
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FillMode = SharpDX.Direct3D11.FillMode.Solid,
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Material = new PhongMaterial()
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Material = new PhongMaterial()
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{
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{
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AmbientColor = colors[x.Type],
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AmbientColor = colors[item.Key],
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// SpecularColor = new SharpDX.Color4(0.0225f, 0.0225f, 0.0225f, 1.0f),
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// SpecularColor = new SharpDX.Color4(0.0225f, 0.0225f, 0.0225f, 1.0f),
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//EmissiveColor = new SharpDX.Color4(0.0f, 0.0f, 0.0f, 1.0f),
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//EmissiveColor = new SharpDX.Color4(0.0f, 0.0f, 0.0f, 1.0f),
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SpecularShininess = 12.8f,
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SpecularShininess = 12.8f,
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// DiffuseColor = colors[x.Type],
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// DiffuseColor = colors[x.Type],
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}
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}
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});
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});
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}
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}
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#endregion
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InitCamera();
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InitCamera();
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}
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}
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@ -202,5 +288,40 @@ namespace uBIMEarthTools.Commands.Monitor
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else
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else
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return;
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return;
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}
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}
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public static bool IsInPolygon(XYZ checkPoint, List<XYZ> polygonPoints)
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{
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bool inSide = false;
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int pointCount = polygonPoints.Count;
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XYZ p1, p2;
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for (int i = 0, j = pointCount - 1; i < pointCount; j = i, i++)//第一个点和最后一个点作为第一条线,之后是第一个点和第二个点作为第二条线,之后是第二个点与第三个点,第三个点与第四个点...
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{
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p1 = polygonPoints[i];
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p2 = polygonPoints[j];
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if (checkPoint.Y < p2.Y)
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{//p2在射线之上
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if (p1.Y <= checkPoint.Y)
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{//p1正好在射线中或者射线下方
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if ((checkPoint.Y - p1.Y) * (p2.X - p1.X) > (checkPoint.X - p1.X) * (p2.Y - p1.Y))//斜率判断,在P1和P2之间且在P1P2右侧
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{
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//射线与多边形交点为奇数时则在多边形之内,若为偶数个交点时则在多边形之外。
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//由于inside初始值为false,即交点数为零。所以当有第一个交点时,则必为奇数,则在内部,此时为inside=(!inside)
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//所以当有第二个交点时,则必为偶数,则在外部,此时为inside=(!inside)
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inSide = (!inSide);
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}
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}
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}
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else if (checkPoint.Y < p1.Y)
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{
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//p2正好在射线中或者在射线下方,p1在射线上
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if ((checkPoint.Y - p1.Y) * (p2.X - p1.X) < (checkPoint.X - p1.X) * (p2.Y - p1.Y))//斜率判断,在P1和P2之间且在P1P2右侧
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{
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inSide = (!inSide);
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}
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}
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}
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return inSide;
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}
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}
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}
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}
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}
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155
uBIMEarthTools/Core/Kriging.cs
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155
uBIMEarthTools/Core/Kriging.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace uBIMEarthTools.Core
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{
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public class IDW<T> where T : Distance<T>
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{
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private List<T> dataPoints;
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private int power;
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public IDW(List<T> dataPoints, int power)
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{
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this.dataPoints = dataPoints;
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this.power = power;
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}
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public double Interpolate(T targetPoint)
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{
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double weightedSum = 0;
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double weightSum = 0;
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foreach (var dataPoint in dataPoints)
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{
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double distance = targetPoint.DistanceTo(dataPoint);
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double weight = 1 / Math.Pow(distance, power);
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weightedSum += weight * dataPoint.Value;
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weightSum += weight;
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}
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return weightedSum / weightSum;
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}
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public double Interpolate2(T targetPoint)
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{
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Dictionary<double,double> map = new Dictionary<double,double>();
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foreach (var dataPoint in dataPoints)
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{
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double distance = targetPoint.DistanceTo(dataPoint);
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double weight = 1 / Math.Pow(distance, power);
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map[dataPoint.Value] = map.ContainsKey(dataPoint.Value) ? map[dataPoint.Value] + weight : weight;
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}
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return map.Aggregate((x,y)=> x.Value > y.Value ? x : y).Key;
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}
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}
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internal class Kriging<T> where T : Distance<T>
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{
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private List<T> dataPoints;
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private double range;
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private double nugget;
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public Kriging(List<T> dataPoints, double range, double nugget)
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{
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this.dataPoints = dataPoints;
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this.range = range;
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this.nugget = nugget;
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}
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public double Interpolate(T targetPoint)
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{
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double[] distances = dataPoints.Select(p => targetPoint.DistanceTo(p)).ToArray();
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//range = distances.Max() - distances.Min();
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// Calculate weights based on the spherical variogram model
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double[] weights = distances.Select(d => GaussianVariogram(d)).ToArray();
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// Calculate the interpolated value
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double interpolatedValue = 0;
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double totalWeight = 0;
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for (int i = 0; i < dataPoints.Count; i++)
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||||||
|
{
|
||||||
|
interpolatedValue += weights[i] * dataPoints[i].Value;
|
||||||
|
totalWeight += weights[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
return interpolatedValue / totalWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
private double SphericalVariogram(double h)
|
||||||
|
{
|
||||||
|
if (h == 0)
|
||||||
|
{
|
||||||
|
return nugget;
|
||||||
|
}
|
||||||
|
else if (h <= range)
|
||||||
|
{
|
||||||
|
return nugget + (1.5 * Math.Pow(h / range, 3) - 2.5 * Math.Pow(h / range, 2) + 1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return nugget + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private double GaussianVariogram(double h)
|
||||||
|
{
|
||||||
|
if (h == 0)
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return nugget + 1 - Math.Exp(-h * h / (range * range));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class Point3D : Distance<Point3D>
|
||||||
|
{
|
||||||
|
public double X { get; set; }
|
||||||
|
public double Y { get; set; }
|
||||||
|
public double Z { get; set; }
|
||||||
|
|
||||||
|
public override double DistanceTo(Point3D other)
|
||||||
|
{
|
||||||
|
double dx = this.X - other.X;
|
||||||
|
double dy = this.Y - other.Y;
|
||||||
|
double dz = this.Z - other.Z;
|
||||||
|
|
||||||
|
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class Point2D : Distance<Point2D>
|
||||||
|
{
|
||||||
|
public double X { get; set; }
|
||||||
|
public double Y { get; set; }
|
||||||
|
|
||||||
|
public override double DistanceTo(Point2D other)
|
||||||
|
{
|
||||||
|
double dx = this.X - other.X;
|
||||||
|
double dy = this.Y - other.Y;
|
||||||
|
|
||||||
|
return Math.Sqrt(dx * dx + dy * dy );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
interface IDistance<T>
|
||||||
|
{
|
||||||
|
double DistanceTo(T other);
|
||||||
|
}
|
||||||
|
|
||||||
|
public abstract class Distance<T> : IDistance<T>
|
||||||
|
{
|
||||||
|
public abstract double DistanceTo(T other);
|
||||||
|
public double Value { get; set; }
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
@ -1,4 +1,5 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
namespace uBIMEarthTools.Model
|
namespace uBIMEarthTools.Model
|
||||||
{
|
{
|
||||||
@ -63,5 +64,25 @@ namespace uBIMEarthTools.Model
|
|||||||
/// 当前地层类型
|
/// 当前地层类型
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public string CurrentType { get; set; }
|
public string CurrentType { get; set; }
|
||||||
|
|
||||||
|
public void Interpolation(double plus)
|
||||||
|
{
|
||||||
|
var order = this.ValueList.OrderByDescending(x => x.Point.Z).ToList();
|
||||||
|
List<GeologyLayer> newList = new List<GeologyLayer>();
|
||||||
|
for (int i = 0; i < order.Count - 1; i++)
|
||||||
|
{
|
||||||
|
newList.Add(order[i]);
|
||||||
|
var z = order[i].Point.Z;
|
||||||
|
while (z - plus > order[i + 1].Point.Z)
|
||||||
|
{
|
||||||
|
z = z - plus;
|
||||||
|
GeologyLayer geologyLayer = new GeologyLayer(order[i].Type, new Autodesk.Revit.DB.XYZ(order[i].Point.X, order[i].Point.Y, z));
|
||||||
|
newList.Add(geologyLayer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
this.ValueList = newList;
|
||||||
|
EndIndex = ValueList.Count - 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -78,19 +78,27 @@ namespace uBIMEarthTools.Utils
|
|||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public static bool IsCollinear(TriangleNet.Topology.Triangle triangle)
|
public static bool IsCollinear(TriangleNet.Topology.Triangle triangle)
|
||||||
{
|
{
|
||||||
XYZ p0 = new XYZ(triangle.GetVertex(0).X, triangle.GetVertex(0).Y, 0);
|
try
|
||||||
XYZ p1 = new XYZ(triangle.GetVertex(1).X, triangle.GetVertex(1).Y, 0);
|
{
|
||||||
XYZ p2 = new XYZ(triangle.GetVertex(2).X, triangle.GetVertex(2).Y, 0);
|
XYZ p0 = new XYZ(triangle.GetVertex(0).X, triangle.GetVertex(0).Y, 0);
|
||||||
Line line1 = Line.CreateUnbound(p0, p1 - p0);
|
XYZ p1 = new XYZ(triangle.GetVertex(1).X, triangle.GetVertex(1).Y, 0);
|
||||||
Line line2 = Line.CreateUnbound(p1, p2 - p1);
|
XYZ p2 = new XYZ(triangle.GetVertex(2).X, triangle.GetVertex(2).Y, 0);
|
||||||
Line line3 = Line.CreateUnbound(p2, p0 - p2);
|
Line line1 = Line.CreateUnbound(p0, p1 - p0);
|
||||||
double d1 = line1.Project(p2).Distance / p0.DistanceTo(p1);
|
Line line2 = Line.CreateUnbound(p1, p2 - p1);
|
||||||
double d2 = line2.Project(p0).Distance / p1.DistanceTo(p2);
|
Line line3 = Line.CreateUnbound(p2, p0 - p2);
|
||||||
double d3 = line3.Project(p1).Distance / p2.DistanceTo(p0);
|
double d1 = line1.Project(p2).Distance / p0.DistanceTo(p1);
|
||||||
if (Math.Min(Math.Min(d1, d2), d3) < 0.02)
|
double d2 = line2.Project(p0).Distance / p1.DistanceTo(p2);
|
||||||
|
double d3 = line3.Project(p1).Distance / p2.DistanceTo(p0);
|
||||||
|
if (Math.Min(Math.Min(d1, d2), d3) < 0.02)
|
||||||
|
return true;
|
||||||
|
else
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
return true;
|
return true;
|
||||||
else
|
}
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
Loading…
Reference in New Issue
Block a user