git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
205 lines
6.1 KiB
C++
205 lines
6.1 KiB
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)
|
|
|
|
namespace Wm4
|
|
{
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
Mapper3<Real>::Mapper3 (int iVQuantity, const Vector3<Real>* akVertex,
|
|
Real fEpsilon)
|
|
{
|
|
assert(iVQuantity > 0 && akVertex && fEpsilon >= (Real)0.0);
|
|
m_bExtremeCCW = false;
|
|
|
|
// Compute the axis-aligned bounding box for the input points.
|
|
m_kMin = akVertex[0];
|
|
m_kMax = m_kMin;
|
|
|
|
int aiIMin[3], aiIMax[3], i, j;
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
aiIMin[j] = 0;
|
|
aiIMax[j] = 0;
|
|
}
|
|
|
|
for (i = 1; i < iVQuantity; i++)
|
|
{
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
if (akVertex[i][j] < m_kMin[j])
|
|
{
|
|
m_kMin[j] = akVertex[i][j];
|
|
aiIMin[j] = i;
|
|
}
|
|
else if (akVertex[i][j] > m_kMax[j])
|
|
{
|
|
m_kMax[j] = akVertex[i][j];
|
|
aiIMax[j] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine the maximum range for the bounding box.
|
|
Vector3<Real> kRange = m_kMax - m_kMin;
|
|
m_fMaxRange = kRange[0];
|
|
m_aiExtreme[0] = aiIMin[0];
|
|
m_aiExtreme[1] = aiIMax[0];
|
|
if (kRange[1] > m_fMaxRange)
|
|
{
|
|
m_fMaxRange = kRange[1];
|
|
m_aiExtreme[0] = aiIMin[1];
|
|
m_aiExtreme[1] = aiIMax[1];
|
|
}
|
|
if (kRange[2] > m_fMaxRange)
|
|
{
|
|
m_fMaxRange = kRange[2];
|
|
m_aiExtreme[0] = aiIMin[2];
|
|
m_aiExtreme[1] = aiIMax[2];
|
|
}
|
|
m_kOrigin = akVertex[m_aiExtreme[0]];
|
|
|
|
// Test if the point set is (nearly) a point.
|
|
if (m_fMaxRange < fEpsilon)
|
|
{
|
|
m_iDimension = 0;
|
|
m_aiExtreme[1] = m_aiExtreme[0];
|
|
m_aiExtreme[2] = m_aiExtreme[0];
|
|
m_aiExtreme[3] = m_aiExtreme[0];
|
|
m_akDirection[0] = Vector3<Real>::ZERO;
|
|
m_akDirection[1] = Vector3<Real>::ZERO;
|
|
m_akDirection[2] = Vector3<Real>::ZERO;
|
|
return;
|
|
}
|
|
|
|
// Test if the point set is (nearly) a line segment.
|
|
m_akDirection[0] = akVertex[m_aiExtreme[1]] - m_kOrigin;
|
|
m_akDirection[0].Normalize();
|
|
Real fLMax = (Real)0.0, fL, fDot;
|
|
m_aiExtreme[2] = m_aiExtreme[0];
|
|
for (i = 0; i < iVQuantity; i++)
|
|
{
|
|
Vector3<Real> kDiff = akVertex[i] - m_kOrigin;
|
|
fDot = m_akDirection[0].Dot(kDiff);
|
|
Vector3<Real> kProj = kDiff - fDot*m_akDirection[0];
|
|
fL = kProj.Length();
|
|
if (fL > fLMax)
|
|
{
|
|
fLMax = fL;
|
|
m_aiExtreme[2] = i;
|
|
}
|
|
}
|
|
|
|
if (fLMax < fEpsilon*m_fMaxRange)
|
|
{
|
|
m_iDimension = 1;
|
|
m_aiExtreme[2] = m_aiExtreme[1];
|
|
m_aiExtreme[3] = m_aiExtreme[1];
|
|
m_akDirection[1] = Vector3<Real>::ZERO;
|
|
m_akDirection[2] = Vector3<Real>::ZERO;
|
|
return;
|
|
}
|
|
|
|
// Test if the point set is (nearly) a planar polygon.
|
|
m_akDirection[1] = akVertex[m_aiExtreme[2]] - m_kOrigin;
|
|
fDot = m_akDirection[0].Dot(m_akDirection[1]);
|
|
m_akDirection[1] -= fDot*m_akDirection[0];
|
|
m_akDirection[1].Normalize();
|
|
m_akDirection[2] = m_akDirection[0].Cross(m_akDirection[1]);
|
|
fLMax = (Real)0.0;
|
|
Real fMaxSign = (Real)0.0, fSign;
|
|
m_aiExtreme[3] = m_aiExtreme[0];
|
|
for (i = 0; i < iVQuantity; i++)
|
|
{
|
|
Vector3<Real> kDiff = akVertex[i] - m_kOrigin;
|
|
fL = m_akDirection[2].Dot(kDiff);
|
|
fSign = Math<Real>::Sign(fL);
|
|
fL = Math<Real>::FAbs(fL);
|
|
if (fL > fLMax)
|
|
{
|
|
fLMax = fL;
|
|
fMaxSign = fSign;
|
|
m_aiExtreme[3] = i;
|
|
}
|
|
}
|
|
|
|
if (fLMax < fEpsilon*m_fMaxRange)
|
|
{
|
|
m_iDimension = 2;
|
|
m_aiExtreme[3] = m_aiExtreme[2];
|
|
return;
|
|
}
|
|
|
|
m_iDimension = 3;
|
|
m_bExtremeCCW = (fMaxSign > (Real)0.0 ? true : false);
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
Mapper3<Real>::~Mapper3 ()
|
|
{
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
const Vector3<Real>& Mapper3<Real>::GetMin () const
|
|
{
|
|
return m_kMin;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
const Vector3<Real>& Mapper3<Real>::GetMax () const
|
|
{
|
|
return m_kMax;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
Real Mapper3<Real>::GetMaxRange () const
|
|
{
|
|
return m_fMaxRange;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
int Mapper3<Real>::GetDimension () const
|
|
{
|
|
return m_iDimension;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
const Vector3<Real>& Mapper3<Real>::GetOrigin () const
|
|
{
|
|
return m_kOrigin;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
const Vector3<Real>& Mapper3<Real>::GetDirection (int i) const
|
|
{
|
|
assert(0 <= i && i < 3);
|
|
return m_akDirection[i];
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
int Mapper3<Real>::GetExtremeIndex (int i) const
|
|
{
|
|
assert(0 <= i && i < 4);
|
|
return m_aiExtreme[i];
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
bool Mapper3<Real>::GetExtremeCCW () const
|
|
{
|
|
return m_bExtremeCCW;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
} //namespace Wm4
|