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create/src/Mod/Mesh/App/WildMagic4/Wm4DistVector3Triangle3.cpp
2011-10-10 13:44:52 +00:00

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C++

// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
#include "Wm4FoundationPCH.h"
#include "Wm4DistVector3Triangle3.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
DistVector3Triangle3<Real>::DistVector3Triangle3 (
const Vector3<Real>& rkVector, const Triangle3<Real>& rkTriangle)
:
m_rkVector(rkVector),
m_rkTriangle(rkTriangle)
{
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>& DistVector3Triangle3<Real>::GetVector () const
{
return m_rkVector;
}
//----------------------------------------------------------------------------
template <class Real>
const Triangle3<Real>& DistVector3Triangle3<Real>::GetTriangle () const
{
return m_rkTriangle;
}
//----------------------------------------------------------------------------
template <class Real>
Real DistVector3Triangle3<Real>::Get ()
{
Real fSqrDist = GetSquared();
return Math<Real>::Sqrt(fSqrDist);
}
//----------------------------------------------------------------------------
template <class Real>
Real DistVector3Triangle3<Real>::GetSquared ()
{
Vector3<Real> kDiff = m_rkTriangle.V[0] - m_rkVector;
Vector3<Real> kEdge0 = m_rkTriangle.V[1] - m_rkTriangle.V[0];
Vector3<Real> kEdge1 = m_rkTriangle.V[2] - m_rkTriangle.V[0];
Real fA00 = kEdge0.SquaredLength();
Real fA01 = kEdge0.Dot(kEdge1);
Real fA11 = kEdge1.SquaredLength();
Real fB0 = kDiff.Dot(kEdge0);
Real fB1 = kDiff.Dot(kEdge1);
Real fC = kDiff.SquaredLength();
Real fDet = Math<Real>::FAbs(fA00*fA11-fA01*fA01);
Real fS = fA01*fB1-fA11*fB0;
Real fT = fA01*fB0-fA00*fB1;
Real fSqrDistance;
if (fS + fT <= fDet)
{
if (fS < (Real)0.0)
{
if (fT < (Real)0.0) // region 4
{
if (fB0 < (Real)0.0)
{
fT = (Real)0.0;
if (-fB0 >= fA00)
{
fS = (Real)1.0;
fSqrDistance = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = -fB0/fA00;
fSqrDistance = fB0*fS+fC;
}
}
else
{
fS = (Real)0.0;
if (fB1 >= (Real)0.0)
{
fT = (Real)0.0;
fSqrDistance = fC;
}
else if (-fB1 >= fA11)
{
fT = (Real)1.0;
fSqrDistance = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = -fB1/fA11;
fSqrDistance = fB1*fT+fC;
}
}
}
else // region 3
{
fS = (Real)0.0;
if (fB1 >= (Real)0.0)
{
fT = (Real)0.0;
fSqrDistance = fC;
}
else if (-fB1 >= fA11)
{
fT = (Real)1.0;
fSqrDistance = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = -fB1/fA11;
fSqrDistance = fB1*fT+fC;
}
}
}
else if (fT < (Real)0.0) // region 5
{
fT = (Real)0.0;
if (fB0 >= (Real)0.0)
{
fS = (Real)0.0;
fSqrDistance = fC;
}
else if (-fB0 >= fA00)
{
fS = (Real)1.0;
fSqrDistance = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = -fB0/fA00;
fSqrDistance = fB0*fS+fC;
}
}
else // region 0
{
// minimum at interior point
Real fInvDet = ((Real)1.0)/fDet;
fS *= fInvDet;
fT *= fInvDet;
fSqrDistance = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
Real fTmp0, fTmp1, fNumer, fDenom;
if (fS < (Real)0.0) // region 2
{
fTmp0 = fA01 + fB0;
fTmp1 = fA11 + fB1;
if (fTmp1 > fTmp0)
{
fNumer = fTmp1 - fTmp0;
fDenom = fA00-2.0f*fA01+fA11;
if (fNumer >= fDenom)
{
fS = (Real)1.0;
fT = (Real)0.0;
fSqrDistance = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = fNumer/fDenom;
fT = (Real)1.0 - fS;
fSqrDistance = fS*(fA00*fS+fA01*fT+2.0f*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
fS = (Real)0.0;
if (fTmp1 <= (Real)0.0)
{
fT = (Real)1.0;
fSqrDistance = fA11+((Real)2.0)*fB1+fC;
}
else if (fB1 >= (Real)0.0)
{
fT = (Real)0.0;
fSqrDistance = fC;
}
else
{
fT = -fB1/fA11;
fSqrDistance = fB1*fT+fC;
}
}
}
else if (fT < (Real)0.0) // region 6
{
fTmp0 = fA01 + fB1;
fTmp1 = fA00 + fB0;
if (fTmp1 > fTmp0)
{
fNumer = fTmp1 - fTmp0;
fDenom = fA00-((Real)2.0)*fA01+fA11;
if (fNumer >= fDenom)
{
fT = (Real)1.0;
fS = (Real)0.0;
fSqrDistance = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = fNumer/fDenom;
fS = (Real)1.0 - fT;
fSqrDistance = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
fT = (Real)0.0;
if (fTmp1 <= (Real)0.0)
{
fS = (Real)1.0;
fSqrDistance = fA00+((Real)2.0)*fB0+fC;
}
else if (fB0 >= (Real)0.0)
{
fS = (Real)0.0;
fSqrDistance = fC;
}
else
{
fS = -fB0/fA00;
fSqrDistance = fB0*fS+fC;
}
}
}
else // region 1
{
fNumer = fA11 + fB1 - fA01 - fB0;
if (fNumer <= (Real)0.0)
{
fS = (Real)0.0;
fT = (Real)1.0;
fSqrDistance = fA11+((Real)2.0)*fB1+fC;
}
else
{
fDenom = fA00-2.0f*fA01+fA11;
if (fNumer >= fDenom)
{
fS = (Real)1.0;
fT = (Real)0.0;
fSqrDistance = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = fNumer/fDenom;
fT = (Real)1.0 - fS;
fSqrDistance = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
}
}
// account for numerical round-off error
if (fSqrDistance < (Real)0.0)
{
fSqrDistance = (Real)0.0;
}
m_kClosestPoint0 = m_rkVector;
m_kClosestPoint1 = m_rkTriangle.V[0] + fS*kEdge0 + fT*kEdge1;
m_afTriangleBary[1] = fS;
m_afTriangleBary[2] = fT;
m_afTriangleBary[0] = (Real)1.0 - fS - fT;
return fSqrDistance;
}
//----------------------------------------------------------------------------
template <class Real>
Real DistVector3Triangle3<Real>::Get (Real fT,
const Vector3<Real>& rkVelocity0, const Vector3<Real>& rkVelocity1)
{
Vector3<Real> kMVector = m_rkVector + fT*rkVelocity0;
Vector3<Real> kMV0 = m_rkTriangle.V[0] + fT*rkVelocity1;
Vector3<Real> kMV1 = m_rkTriangle.V[1] + fT*rkVelocity1;
Vector3<Real> kMV2 = m_rkTriangle.V[2] + fT*rkVelocity1;
Triangle3<Real> kMTriangle(kMV0,kMV1,kMV2);
return DistVector3Triangle3<Real>(kMVector,kMTriangle).Get();
}
//----------------------------------------------------------------------------
template <class Real>
Real DistVector3Triangle3<Real>::GetSquared (Real fT,
const Vector3<Real>& rkVelocity0, const Vector3<Real>& rkVelocity1)
{
Vector3<Real> kMVector = m_rkVector + fT*rkVelocity0;
Vector3<Real> kMV0 = m_rkTriangle.V[0] + fT*rkVelocity1;
Vector3<Real> kMV1 = m_rkTriangle.V[1] + fT*rkVelocity1;
Vector3<Real> kMV2 = m_rkTriangle.V[2] + fT*rkVelocity1;
Triangle3<Real> kMTriangle(kMV0,kMV1,kMV2);
return DistVector3Triangle3<Real>(kMVector,kMTriangle).GetSquared();
}
//----------------------------------------------------------------------------
template <class Real>
Real DistVector3Triangle3<Real>::GetTriangleBary (int i) const
{
assert(0 <= i && i < 3);
return m_afTriangleBary[i];
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
class DistVector3Triangle3<float>;
template WM4_FOUNDATION_ITEM
class DistVector3Triangle3<double>;
//----------------------------------------------------------------------------
}