git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
107 lines
4.1 KiB
C++
107 lines
4.1 KiB
C++
// Wild Magic Source Code
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// David Eberly
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// http://www.geometrictools.com
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// Copyright (c) 1998-2007
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or (at
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// your option) any later version. The license is available for reading at
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// either of the locations:
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// http://www.gnu.org/copyleft/lgpl.html
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// http://www.geometrictools.com/License/WildMagicLicense.pdf
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// The license applies to versions 0 through 4 of Wild Magic.
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//
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// Version: 4.0.0 (2006/06/28)
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namespace Wm4
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{
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//----------------------------------------------------------------------------
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template <class Real>
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Query2Int64<Real>::Query2Int64 (int iVQuantity, const Vector2<Real>* akVertex)
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:
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Query2<Real>(iVQuantity,akVertex)
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{
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Query::Type Query2Int64<Real>::GetType () const
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{
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return Query::QT_INT64;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int Query2Int64<Real>::ToLine (const Vector2<Real>& rkP, int iV0, int iV1)
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const
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{
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const Vector2<Real>& rkV0 = m_akVertex[iV0];
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const Vector2<Real>& rkV1 = m_akVertex[iV1];
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Integer64 iX0 = (Integer64)rkP[0] - (Integer64)rkV0[0];
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Integer64 iY0 = (Integer64)rkP[1] - (Integer64)rkV0[1];
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Integer64 iX1 = (Integer64)rkV1[0] - (Integer64)rkV0[0];
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Integer64 iY1 = (Integer64)rkV1[1] - (Integer64)rkV0[1];
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Integer64 iDet2 = Det2(iX0,iY0,iX1,iY1);
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return (iDet2 > 0 ? +1 : (iDet2 < 0 ? -1 : 0));
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int Query2Int64<Real>::ToCircumcircle (const Vector2<Real>& rkP, int iV0,
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int iV1, int iV2) const
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{
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const Vector2<Real>& rkV0 = m_akVertex[iV0];
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const Vector2<Real>& rkV1 = m_akVertex[iV1];
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const Vector2<Real>& rkV2 = m_akVertex[iV2];
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Integer64 aiP[2] = { (Integer64)rkP[0], (Integer64)rkP[1] };
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Integer64 aiV0[2] = { (Integer64)rkV0[0], (Integer64)rkV0[1] };
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Integer64 aiV1[2] = { (Integer64)rkV1[0], (Integer64)rkV1[1] };
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Integer64 aiV2[2] = { (Integer64)rkV2[0], (Integer64)rkV2[1] };
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Integer64 iS0x = aiV0[0] + aiP[0];
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Integer64 iD0x = aiV0[0] - aiP[0];
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Integer64 iS0y = aiV0[1] + aiP[1];
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Integer64 iD0y = aiV0[1] - aiP[1];
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Integer64 iS1x = aiV1[0] + aiP[0];
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Integer64 iD1x = aiV1[0] - aiP[0];
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Integer64 iS1y = aiV1[1] + aiP[1];
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Integer64 iD1y = aiV1[1] - aiP[1];
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Integer64 iS2x = aiV2[0] + aiP[0];
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Integer64 iD2x = aiV2[0] - aiP[0];
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Integer64 iS2y = aiV2[1] + aiP[1];
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Integer64 iD2y = aiV2[1] - aiP[1];
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Integer64 iZ0 = iS0x*iD0x + iS0y*iD0y;
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Integer64 iZ1 = iS1x*iD1x + iS1y*iD1y;
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Integer64 iZ2 = iS2x*iD2x + iS2y*iD2y;
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Integer64 iDet3 = Det3(iD0x,iD0y,iZ0,iD1x,iD1y,iZ1,iD2x,iD2y,iZ2);
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return (iDet3 < 0 ? 1 : (iDet3 > 0 ? -1 : 0));
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Integer64 Query2Int64<Real>::Dot (Integer64 iX0, Integer64 iY0, Integer64 iX1,
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Integer64 iY1)
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{
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return iX0*iX1 + iY0*iY1;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Integer64 Query2Int64<Real>::Det2 (Integer64 iX0, Integer64 iY0,
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Integer64 iX1, Integer64 iY1)
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{
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return iX0*iY1 - iX1*iY0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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Integer64 Query2Int64<Real>::Det3 (Integer64 iX0, Integer64 iY0,
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Integer64 iZ0, Integer64 iX1, Integer64 iY1, Integer64 iZ1, Integer64 iX2,
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Integer64 iY2, Integer64 iZ2)
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{
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Integer64 iC00 = iY1*iZ2 - iY2*iZ1;
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Integer64 iC01 = iY2*iZ0 - iY0*iZ2;
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Integer64 iC02 = iY0*iZ1 - iY1*iZ0;
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return iX0*iC00 + iX1*iC01 + iX2*iC02;
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}
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//----------------------------------------------------------------------------
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} //namespace Wm4
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