#ifndef _REVOLUTION_HPP #define _REVOLUTION_HPP class Revolution; class RevolutionFace : public Surface { private: bool isfirst, islast; const SplineSeg<2> * spline; bool deletable; Point<3> p0; Vec<3> v_axis; int id; mutable Vector spline_coefficient; ARRAY < Vec<2>* > checklines_vec; ARRAY < Point<2>* > checklines_start; ARRAY < Vec<2>* > checklines_normal; private: void Init (void); public: void CalcProj(const Point<3> & point3d, Point<2> & point2d) const; void CalcProj(const Point<3> & point3d, Point<2> & point2d, const Vec<3> & vector3d, Vec<2> & vector2d) const; void CalcProj0(const Vec<3> & point3d_minus_p0, Point<2> & point2d) const; public: RevolutionFace(const SplineSeg<2> & spline_in, const Point<3> & p, const Vec<3> & vec, bool first = false, bool last = false, const int id_in = 0); RevolutionFace(const ARRAY & raw_data); ~RevolutionFace(); virtual int IsIdentic (const Surface & s2, int & inv, double eps) const; virtual double CalcFunctionValue (const Point<3> & point) const; virtual void CalcGradient (const Point<3> & point, Vec<3> & grad) const; virtual void CalcHesse (const Point<3> & point, Mat<3> & hesse) const; virtual double HesseNorm () const; virtual double MaxCurvature () const; //virtual double MaxCurvatureLoc (const Point<3> & /* c */ , // double /* rad */) const; virtual void Project (Point<3> & p) const; virtual Point<3> GetSurfacePoint () const; virtual void Print (ostream & str) const; virtual void GetTriangleApproximation (TriangleApproximation & tas, const Box<3> & boundingbox, double facets) const; bool BoxIntersectsFace (const Box<3> & box) const; /* bool BoxIntersectsFace (const BoxSphere<2> & box, bool & uncertain) const; bool BoxIntersectsFace (const BoxSphere<3> & box, bool & uncertain) const; */ const SplineSeg<2> & GetSpline(void) const {return *spline;} INSOLID_TYPE PointInFace (const Point<3> & p, const double eps) const; void GetRawData(ARRAY & data) const; }; /* Primitive of revolution */ class Revolution : public Primitive { private: Point<3> p0,p1; Vec<3> v_axis; const SplineGeometry2d & splinecurve; const int nsplines; // 1 ... torus-like // 2 ... sphere-like int type; ARRAY faces; mutable int intersecting_face; public: Revolution(const Point<3> & p0_in, const Point<3> & p1_in, const SplineGeometry2d & spline_in); ~Revolution(); /* Check, whether box intersects solid defined by surface. return values: 0 .. box outside solid \\ 1 .. box in solid \\ 2 .. can't decide (allowed, iff box is close to solid) */ virtual INSOLID_TYPE BoxInSolid (const BoxSphere<3> & box) const; virtual INSOLID_TYPE PointInSolid (const Point<3> & p, double eps) const; virtual INSOLID_TYPE VecInSolid (const Point<3> & p, const Vec<3> & v, double eps) const; // checks if lim s->0 lim t->0 p + t(v1 + s v2) in solid virtual INSOLID_TYPE VecInSolid2 (const Point<3> & p, const Vec<3> & v1, const Vec<3> & v2, double eps) const; virtual int GetNSurfaces() const; virtual Surface & GetSurface (int i = 0); virtual const Surface & GetSurface (int i = 0) const; virtual void Reduce (const BoxSphere<3> & box); virtual void UnReduce (); }; #endif