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create/src/Mod/Mesh/App/WildMagic4/Wm4Mapper2.h
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)
#ifndef WM4MAPPER2_H
#define WM4MAPPER2_H
#include "Wm4FoundationLIB.h"
#include "Wm4Vector2.h"
namespace Wm4
{
template <class Real>
class Mapper2
{
public:
// Construction and destruction. The value of epsilon is used as a
// relative error when computing the dimension of the point set.
Mapper2 (int iVQuantity, const Vector2<Real>* akVertex, Real fEpsilon);
~Mapper2 ();
// Axis-aligned bounding box of the input points.
const Vector2<Real>& GetMin () const;
const Vector2<Real>& GetMax () const;
Real GetMaxRange () const;
// Dimension d of the set (0, 1, or 2).
int GetDimension () const;
// Coordinate system. The origin is valid for any dimension d. The
// unit-length direction vector is valid only for 0 <= i < d. The extreme
// index is relative to the array of input points, and is also valid only
// for 0 <= i < d. If d = 0, all points are effectively the same, but the
// use of an epsilon may lead to an extreme index that is not zero. If
// d = 1, all points effectively lie on a line segment. The extreme
// indices correspond to input points that are the end points of the
// segment. If d = 2, the first two extreme indices correspond to a
// line segment. The next extreme index corresponds to the input point
// that is farthest from this line segment in the direction perpendicular
// to the segment.
const Vector2<Real>& GetOrigin () const;
const Vector2<Real>& GetDirection (int i) const;
int GetExtremeIndex (int i) const;
// If d = 2, the direction vectors {U0,U1} form a right-handed set. The
// three extreme points form a triangle. This function indicates if that
// triangle is counterclockwise ordered.
bool GetExtremeCCW () const;
private:
// Axis-aligned bounding box of input points. The maximum range is the
// larger of max[0]-min[0] and max[1]-min[1].
Vector2<Real> m_kMin, m_kMax;
Real m_fMaxRange;
// The intrinsic dimension of the input set. The parameter fEpsilon to
// the constructor is used to provide a tolerance when determining the
// dimension.
int m_iDimension;
// The indices that define the maximum dimensional extents. The values
// m_aiExtreme[0] and m_aiExtreme[1] are the indices for the vertices
// which define the largest extent in one of the coordinate axis
// directions. If the intrinsic dimensionality is 2, then m_aiExtreme[2]
// is the index for the vertex which causes the largest extent in the
// direction perpendicular to the line through the vertices corresponding
// to m_aiExtreme[0] and m_aiExtreme[1]. The triangle
// <V[extreme0],V[extreme1],V[extreme2]> can be clockwise or
// counterclockwise, the condition stored in m_bExtremeCCW.
int m_aiExtreme[3];
bool m_bExtremeCCW;
// See the comments describing the member functions which return these
// values.
Vector2<Real> m_kOrigin;
Vector2<Real> m_akDirection[2];
};
} //namespace Wm4
#include "Wm4Mapper2.inl"
namespace Wm4
{
typedef Mapper2<float> Mapper2f;
typedef Mapper2<double> Mapper2d;
}
#endif