sandbox/aberny/csgBool.c

    How to use Boolean operations for geometric construction

    This technique is called Constructive Solid Geometry.

    #include "grid/octree.h"
    #include "utils.h"
    #include "fractions.h"
    #include "view.h"
    #include "output_stl.h"

    Definition of the Boolean operations

    Between 2 volumes (or surfaces in 2D), we can define union, intersection and substraction operations.

    Given A and B, two volumes, such that A = f(x,y,z) and B = g(x,y,z) we then have: \displaystyle A \cap B = \text{max} (f(x,y,z), g(x,y,z)) \displaystyle A \cup B = \text{min} (f(x,y,z), g(x,y,z)) \displaystyle A - B = \text{max}(f(x,y,z), -g(x,y,z)) Note that f and g must be smooth/differentiable functions. For example, a sphere can be defined using: \displaystyle f(x,y,z) = (x - x_c)^2 + (y-y_c)^2 + (z-z_c)^2 - R^2 f is negative inside the sphere, zero on the surface of the sphere and positive outside. The function is smooth everywhere.

    Definition of the elementary shapes

    We define two basic surfaces, a sphere and a cube.

    The cube is centered on “center”, and has a length of “size”.

    double cubeF (double x, double y, double z, coord center, double size)
    {

    Our cube is defined as the intersection of 6 orthogonal planes. We define the first two planes, P1_{Plus} and P1_{Minus}.

    We then define P1 has: \displaystyle P1 = P1_{Plus}\cap -P1_{Minus}

      double P1_Plus = x - size/2. + center.x;
      double P1_Minus = x + size/2. + center.x;
      double P1 = max (P1_Plus, -P1_Minus);

    We apply the same process to otain P2 and P3.

      double P2_Plus = y - size/2. + center.y;
      double P2_Minus = y + size/2. + center.y;
      double P2 = max (P2_Plus, -P2_Minus);
    
      double P3_Plus = z - size/2. + center.z;
      double P3_Minus = z + size/2. + center.z;
      double P3 = max (P3_Plus, -P3_Minus);

    The cube is finally given by:

    \displaystyle P1 \cap P2 \cap P3

      double c = max (P1, max (P2, P3));
    
      return c;
    }

    The sphere function defines a sphere, centered on “center” and of radius “radius”.

    double sphere (double x, double y, double z, coord center, double radius) 
    {
      return (sq(x - center.x) + sq (y - center.y) + sq (z - center.z)
              - sq (radius));
    }
    CSG operations tree.

    CSG operations tree.

    We will generate the CSG geometry example illustrated on the figure above. This geometry is defined using a cube (C); a sphere (S) and three cylinders oriented allong x, y and z (respectively X, Y and Z).

    \displaystyle (C \cap S) - (X \cup Y \cup Z)

    double geometry (double x, double y, double z) 
    {
      coord center = {0,0,0};

    We define the sphere and the cube.

      double s = sphere (x, y, z, center, 0.25);
      double c = cubeF (x, y, z, center, 0.38);

    sIc is the intersection between the sphere and the cube.

      double sIc = max (s, c);

    We define the three cylinders aligned along the x, y and z axis.

      double cylinder1 = sq(x) + sq(y) - sq(0.12);
      double cylinder2 = sq(z) + sq(y) - sq(0.12);
      double cylinder3 = sq(x) + sq(z) - sq(0.12);

    We use an intermediate object for the union (to decompose the process).

      double cylinderInter = min (cylinder1, cylinder2);
      double cylinderUnion = min (cylinderInter, cylinder3);

    The final geometry is given by

      return max(sIc, -cylinderUnion);
    }

    This geometry definition can now be used to create the volumetric mesh and corresponding surface.

    int main() {

    We shift the origin so that the simulation domain is centered on (0,0,0).

      origin (-0.5, -0.5, -0.5);

    We initialise the grid with 7 levels.

      init_grid (1<<7);

    We alllocate the volume fraction field which will contain the geometry.

      scalar f[];

    We iteratively refine the mesh around the geometry.

      int iteration = 0;
      do
        fraction (f, geometry (x, y, z));
      while (adapt_wavelet({f}, (double []){0.2}, maxlevel = 9, 2).nf &&
             iteration++ <= 10);

    The surface can be displayed using bview.

    Reconstructed VOF surface.

    Reconstructed VOF surface.

      view (fov = 13.0359, quat = {-0.353553,0.353553,0.146447,0.853553}, 
            bg = {1,1,1}, width = 600, height = 600);
      draw_vof ("f", edges = true);
      save ("vof.png");
      stl_output_binary (f, "csg.stl");
    }