git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
91 lines
2.5 KiB
C++
91 lines
2.5 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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#ifndef WM4QUERY2_H
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#define WM4QUERY2_H
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#include "Wm4FoundationLIB.h"
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#include "Wm4Query.h"
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#include "Wm4Vector2.h"
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namespace Wm4
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{
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template <class Real>
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class Query2 : public Query
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{
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public:
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// The base class handles floating-point queries.
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Query2 (int iVQuantity, const Vector2<Real>* akVertex);
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virtual ~Query2 ();
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// run-time type information
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virtual Query::Type GetType () const;
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// member access
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int GetQuantity () const;
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const Vector2<Real>* GetVertices () const;
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// Queries about the relation of a point to various geometric objects.
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// returns
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// +1, on right of line
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// -1, on left of line
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// 0, on the line
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virtual int ToLine (int i, int iV0, int iV1) const;
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virtual int ToLine (const Vector2<Real>& rkP, int iV0, int iV1) const;
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// returns
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// +1, outside triangle
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// -1, inside triangle
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// 0, on triangle
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virtual int ToTriangle (int i, int iV0, int iV1, int iV2) const;
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virtual int ToTriangle (const Vector2<Real>& rkP, int iV0, int iV1,
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int iV2) const;
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// returns
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// +1, outside circumcircle of triangle
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// -1, inside circumcircle of triangle
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// 0, on circumcircle of triangle
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virtual int ToCircumcircle (int i, int iV0, int iV1, int iV2) const;
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virtual int ToCircumcircle (const Vector2<Real>& rkP, int iV0, int iV1,
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int iV2) const;
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protected:
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// input points
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int m_iVQuantity;
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const Vector2<Real>* m_akVertex;
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static Real Dot (Real fX0, Real fY0, Real fX1, Real fY1);
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static Real Det2 (Real fX0, Real fY0, Real fX1, Real fY1);
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static Real Det3 (Real iX0, Real iY0, Real iZ0, Real iX1, Real iY1,
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Real iZ1, Real iX2, Real iY2, Real iZ2);
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};
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}
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#include "Wm4Query2.inl"
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namespace Wm4
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{
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typedef Query2<float> Query2f;
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typedef Query2<double> Query2d;
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}
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#endif
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