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robust Polyhedron::VecInSolid option
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@ -100,64 +100,45 @@ INSOLID_TYPE Polyhedra :: BoxInSolid (const BoxSphere<3> & box) const
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}
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// check how many faces a ray starting in p intersects
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INSOLID_TYPE Polyhedra :: PointInSolid (const Point<3> & p,
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double eps) const
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{
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//(*testout) << "PointInSolid p " << p << " eps " << eps << endl;
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//(*testout) << "bbox " << poly_bbox << endl;
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if (!poly_bbox.IsIn (p, eps))
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return IS_OUTSIDE;
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if((p(0) > poly_bbox.PMax()(0) + eps) || (p(0) < poly_bbox.PMin()(0) - eps) ||
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(p(1) > poly_bbox.PMax()(1) + eps) || (p(1) < poly_bbox.PMin()(1) - eps) ||
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(p(2) > poly_bbox.PMax()(2) + eps) || (p(2) < poly_bbox.PMin()(2) - eps))
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{
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//(*testout) << "returning IS_OUTSIDE" << endl;
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return IS_OUTSIDE;
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}
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Vec<3> n, v1, v2;
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// random (?) numbers:
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n(0) = -0.424621;
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n(1) = 0.15432;
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n(2) = 0.89212238;
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// random (?) direction:
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Vec<3> n(-0.424621, 0.1543, 0.89212238);
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int cnt = 0;
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for (int i = 0; i < faces.Size(); i++)
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for (auto & face : faces)
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{
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const Point<3> & p1 = points[faces[i].pnums[0]];
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Vec<3> v0 = p - p1;
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Vec<3> v0 = p - points[face.pnums[0]];
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double lam3 = faces[i].nn * v0;
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double lam3 = face.nn * v0;
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if(fabs(lam3) < eps)
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if (fabs(lam3) < eps) // point is in plance of face
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{
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double lam1 = (faces[i].w1 * v0);
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double lam2 = (faces[i].w2 * v0);
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double lam1 = face.w1 * v0;
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double lam2 = face.w2 * v0;
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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{
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//(*testout) << "returning DOES_INTERSECT" << endl;
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return DOES_INTERSECT;
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}
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return DOES_INTERSECT;
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}
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else
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{
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lam3 = -(faces[i].n * v0) / (faces[i].n * n);
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double lam3 = -(face.n * v0) / (face.n * n);
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if (lam3 < 0) continue;
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if (lam3 < 0) continue; // ray goes not in direction of face
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Vec<3> rs = v0 + lam3 * n;
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double lam1 = (faces[i].w1 * rs);
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double lam2 = (faces[i].w2 * rs);
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double lam1 = face.w1 * rs;
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double lam2 = face.w2 * rs;
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if (lam1 >= 0 && lam2 >= 0 && lam1+lam2 <= 1)
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cnt++;
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}
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}
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//(*testout) << " cnt = " << cnt%2 << endl;
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return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
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}
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@ -169,15 +150,16 @@ void Polyhedra :: GetTangentialSurfaceIndices (const Point<3> & p,
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{
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for (int i = 0; i < faces.Size(); i++)
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{
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const Point<3> & p1 = points[faces[i].pnums[0]];
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auto & face = faces[i];
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const Point<3> & p1 = points[face.pnums[0]];
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Vec<3> v0 = p - p1;
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double lam3 = -(faces[i].nn * v0); // n->nn
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double lam3 = -(face.nn * v0); // n->nn
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if (fabs (lam3) > eps) continue;
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double lam1 = (faces[i].w1 * v0);
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double lam2 = (faces[i].w2 * v0);
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double lam1 = (face.w1 * v0);
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double lam2 = (face.w2 * v0);
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam1+lam2 <= 1+eps_base1)
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if (!surfind.Contains (GetSurfaceId(i)))
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@ -186,8 +168,8 @@ void Polyhedra :: GetTangentialSurfaceIndices (const Point<3> & p,
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}
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#define OLDVECINSOLD
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#ifdef OLDVECINSOLD
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INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
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const Vec<3> & v,
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double eps) const
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@ -250,17 +232,104 @@ INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
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}
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}
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Point<3> p2 = p + (1e-2*mindist) * vn;
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Point<3> p2 = p + (1e-4*mindist) * vn;
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res = PointInSolid (p2, eps);
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// (*testout) << "mindist " << mindist << " res " << res << endl;
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return res;
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}
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#else
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// check how many faces a ray starting in p+alpha*v intersects
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INSOLID_TYPE Polyhedra :: VecInSolid (const Point<3> & p,
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const Vec<3> & v,
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double eps) const
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{
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if (!poly_bbox.IsIn (p, eps))
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return IS_OUTSIDE;
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// random (?) direction:
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Vec<3> n(-0.424621, 0.1543, 0.89212238);
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int cnt = 0;
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for (auto & face : faces)
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{
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Vec<3> v0 = p - points[face.pnums[0]];
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double lamn = face.nn * v0;
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if (fabs(lamn) < eps) // point is in plance of face
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{
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double lam1 = face.w1 * v0;
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double lam2 = face.w2 * v0;
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double lam3 = 1-lam1-lam2;
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if (lam1 >= -eps_base1 && lam2 >= -eps_base1 && lam3 >= -eps_base1)
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{ // point is close to trianlge, perturbe by alpha*v
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double dlamn = face.nn*v;
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double dlam1 = face.w1 * v;
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double dlam2 = face.w2 * v;
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double dlam3 = 1-dlam1-dlam2;
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if (fabs(dlamn) < 1e-8) // vec also in plane
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{
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bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
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bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
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bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
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if (in1 && in2 && in3)
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return DOES_INTERSECT;
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}
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else // vec out of plane
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{
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double dlamn = -(face.n * v) / (face.n * n);
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if (dlamn < 0) continue; // ray goes not in direction of face
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Vec<3> drs = v0 + lamn * n;
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double dlam1 = dlamn * face.w1 * v;
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double dlam2 = dlamn * face.w2 * v;
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double dlam3 = 1-dlam1-dlam2;
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bool in1 = lam1 > eps_base1 || dlam1 > -eps_base1;
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bool in2 = lam2 > eps_base1 || dlam2 > -eps_base1;
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bool in3 = lam3 > eps_base1 || dlam3 > -eps_base1;
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if (in1 && in2 && in3)
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cnt++;
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}
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}
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}
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else
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{
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double lamn = -(face.n * v0) / (face.n * n);
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if (lamn < 0) continue; // ray goes not in direction of face
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Vec<3> rs = v0 + lamn * n;
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double lam1 = face.w1 * rs;
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double lam2 = face.w2 * rs;
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double lam3 = 1-lam1-lam2;
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if (lam1 >= 0 && lam2 >= 0 && lam3 >= 0)
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cnt++;
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}
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}
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return (cnt % 2) ? IS_INSIDE : IS_OUTSIDE;
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}
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#endif
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/*
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INSOLID_TYPE Polyhedra :: VecInSolid2 (const Point<3> & p,
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const Vec<3> & v1,
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@ -384,8 +384,16 @@ namespace netgen
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bool IsIn (const Point<D> & p) const
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{
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for (int i = 0; i < D; i++)
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if (p(i) < pmin(i) || p(i) > pmax(i)) return 0;
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return 1;
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if (p(i) < pmin(i) || p(i) > pmax(i)) return false;
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return true;
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}
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// is point in eps-increased box
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bool IsIn (const Point<D> & p, double eps) const
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{
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for (int i = 0; i < D; i++)
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if (p(i) < pmin(i)-eps || p(i) > pmax(i)+eps) return false;
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return true;
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}
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