Files
create/src/Mod/Mesh/App/WildMagic4/Wm4Query2.h
2011-10-10 13:44:52 +00:00

91 lines
2.5 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)
#ifndef WM4QUERY2_H
#define WM4QUERY2_H
#include "Wm4FoundationLIB.h"
#include "Wm4Query.h"
#include "Wm4Vector2.h"
namespace Wm4
{
template <class Real>
class Query2 : public Query
{
public:
// The base class handles floating-point queries.
Query2 (int iVQuantity, const Vector2<Real>* akVertex);
virtual ~Query2 ();
// run-time type information
virtual Query::Type GetType () const;
// member access
int GetQuantity () const;
const Vector2<Real>* GetVertices () const;
// Queries about the relation of a point to various geometric objects.
// returns
// +1, on right of line
// -1, on left of line
// 0, on the line
virtual int ToLine (int i, int iV0, int iV1) const;
virtual int ToLine (const Vector2<Real>& rkP, int iV0, int iV1) const;
// returns
// +1, outside triangle
// -1, inside triangle
// 0, on triangle
virtual int ToTriangle (int i, int iV0, int iV1, int iV2) const;
virtual int ToTriangle (const Vector2<Real>& rkP, int iV0, int iV1,
int iV2) const;
// returns
// +1, outside circumcircle of triangle
// -1, inside circumcircle of triangle
// 0, on circumcircle of triangle
virtual int ToCircumcircle (int i, int iV0, int iV1, int iV2) const;
virtual int ToCircumcircle (const Vector2<Real>& rkP, int iV0, int iV1,
int iV2) const;
protected:
// input points
int m_iVQuantity;
const Vector2<Real>* m_akVertex;
static Real Dot (Real fX0, Real fY0, Real fX1, Real fY1);
static Real Det2 (Real fX0, Real fY0, Real fX1, Real fY1);
static Real Det3 (Real iX0, Real iY0, Real iZ0, Real iX1, Real iY1,
Real iZ1, Real iX2, Real iY2, Real iZ2);
};
}
#include "Wm4Query2.inl"
namespace Wm4
{
typedef Query2<float> Query2f;
typedef Query2<double> Query2d;
}
#endif