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create/src/Mod/Mesh/App/WildMagic4/Wm4IntrTriangle2Triangle2.h
2011-10-10 13:44:52 +00:00

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// 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)
#ifndef WM4INTRTRIANGLE2TRIANGLE2_H
#define WM4INTRTRIANGLE2TRIANGLE2_H
#include "Wm4FoundationLIB.h"
#include "Wm4Intersector.h"
#include "Wm4Intersector1.h"
#include "Wm4Triangle2.h"
namespace Wm4
{
template <class Real>
class WM4_FOUNDATION_ITEM IntrTriangle2Triangle2
: public Intersector<Real,Vector2<Real> >
{
public:
IntrTriangle2Triangle2 (const Triangle2<Real>& rkTriangle0,
const Triangle2<Real>& rkTriangle1);
// object access
const Triangle2<Real>& GetTriangle0 () const;
const Triangle2<Real>& GetTriangle1 () const;
// static queries
virtual bool Test ();
virtual bool Find ();
// dynamic queries
virtual bool Test (Real fTMax, const Vector2<Real>& rkVelocity0,
const Vector2<Real>& rkVelocity1);
virtual bool Find (Real fTMax, const Vector2<Real>& rkVelocity0,
const Vector2<Real>& rkVelocity1);
// information about the intersection set
int GetQuantity () const;
const Vector2<Real>& GetPoint (int i) const;
private:
using Intersector<Real,Vector2<Real> >::m_fContactTime;
static int WhichSide (const Vector2<Real> akV[3],
const Vector2<Real>& rkP, const Vector2<Real>& rkD);
static void ClipConvexPolygonAgainstLine (const Vector2<Real>& rkN,
Real fC, int& riQuantity, Vector2<Real> akV[6]);
enum ProjectionMap
{
M21, // 2 vertices map to min, 1 vertex maps to max
M12, // 1 vertex maps to min, 2 vertices map to max
M11 // 1 vertex maps to min, 1 vertex maps to max
};
class Configuration
{
public:
ProjectionMap Map; // how vertices map to the projection interval
int Index[3]; // the sorted indices of the vertices
Real Min, Max; // the interval is [min,max]
};
void ComputeTwo (Configuration& rkCfg, const Vector2<Real> akV[3],
const Vector2<Real>& rkD, int iI0, int iI1, int iI2);
void ComputeThree (Configuration& rkCfg, const Vector2<Real> akV[3],
const Vector2<Real>& rkD, const Vector2<Real>& rkP);
static bool NoIntersect (const Configuration& rkCfg0,
const Configuration& rkCfg1, Real fTMax, Real fSpeed, int& riSide,
Configuration& rkTCfg0, Configuration& rkTCfg1, Real& rfTFirst,
Real& rfTLast);
static void GetIntersection (const Configuration& rkCfg0,
const Configuration& rkCfg1, int iSide, const Vector2<Real> akV0[3],
const Vector2<Real> akV1[3], int& riQuantity,
Vector2<Real> akVertex[6]);
// the objects to intersect
const Triangle2<Real>& m_rkTriangle0;
const Triangle2<Real>& m_rkTriangle1;
// information about the intersection set
int m_iQuantity;
Vector2<Real> m_akPoint[6];
};
typedef IntrTriangle2Triangle2<float> IntrTriangle2Triangle2f;
typedef IntrTriangle2Triangle2<double> IntrTriangle2Triangle2d;
}
#endif