// find inner point inline void Minimize (const NgArray & a, const NgArray & c, int * act, Vec<3> & x, double & f, int * sol) { int act1[4]; Mat<3> m, inv; Vec<3> rs, xmax, center; f = 1e99; for (int j = 0; j < 5; j++) { for (int hk = 0, k = 0; hk < 4; hk++) { if (hk == j) k++; act1[hk] = act[k]; k++; } for (int k = 0; k < 3; k++) { m(k, 0) = a[act1[0]].X() - a[act1[k+1]].X(); m(k, 1) = a[act1[0]].Y() - a[act1[k+1]].Y(); m(k, 2) = a[act1[0]].Z() - a[act1[k+1]].Z(); rs(k) = c[act1[k+1]] - c[act1[0]]; } /* (*testout) << "act1 = " << act1[0] << " " << act1[1] << " " << act1[2] << " " << act1[3] << endl; (*testout) << "Det = " << Det(m) << endl; */ if (fabs (Det (m)) > 1e-10) { CalcInverse (m, inv); xmax = inv * rs; double fmax = -1e10; for (int k = 0; k < 5; k++) { double hd = xmax(0) * a[act[k]].X() + xmax(1) * a[act[k]].Y() + xmax(2) * a[act[k]].Z() + c[act[k]]; if (hd > fmax) fmax = hd; } if (fmax < f) { f = fmax; x = xmax; for (int k = 0; k < 4; k++) sol[k] = act1[k]; } } } } template inline int FindInnerPoint (POINTArray & points, FACEArray & faces, Point3d & p) { static int timer = NgProfiler::CreateTimer ("FindInnerPoint"); NgProfiler::RegionTimer reg (timer); NgArray a; NgArray c; Mat<3> m, inv; Vec<3> rs, x = 0.0, center; double f; int nf = faces.Size(); // minimize_x max_i a_i x + c_i a.SetSize (nf+4); c.SetSize (nf+4); for (int i = 0; i < nf; i++) { Point3d p1 = points[faces[i][0]]; a[i] = Cross (points[faces[i][1]] - p1, points[faces[i][2]] - p1); a[i] /= a[i].Length(); c[i] = - (a[i].X() * p1.X() + a[i].Y() * p1.Y() + a[i].Z() * p1.Z()); } /* center = 0; for (int i = 0; i < points.Size(); i++) center += Vec<3> (points[i]); center /= points.Size(); */ center = 0; for (int i = 0; i < faces.Size(); i++) for (int j = 0; j < 3; j++) center += Vec<3> (points[faces[i][j]]); center /= (3*faces.Size()); // (*testout) << "center = " << center << endl; double hmax = 0; for (int i = 0; i < nf; i++) { // const Element2d & el = faces[i]; // (*testout) << "el[" << i << "] = " << el << endl; for (int j : Range(3)) { double hi = Dist (points[faces[i][j%3]], points[faces[i][(j+1)%3]]); if (hi > hmax) hmax = hi; } } // (*testout) << "hmax = " << hmax << endl; a[nf] = Vec<3> (1, 0, 0); c[nf] = -center(0) - hmax; a[nf+1] = Vec<3> (0, 1, 0); c[nf+1] = -center(1) - hmax; a[nf+2] = Vec<3> (0, 0, 1); c[nf+2] = -center(2) - hmax; a[nf+3] = Vec<3> (-1, -1, -1); c[nf+3] = center(0)+center(1)+center(2)-3*hmax; /* (*testout) << "findip, a now = " << endl << a << endl; (*testout) << "findip, c now = " << endl << c << endl; */ int act[5] = { 0, nf, nf+1, nf+2, nf+3 }; int sol[4]; while (1) { /* (*testout) << "try "; for (int j = 0; j < 5; j++) (*testout) << act[j] << " "; */ Minimize (a, c, act, x, f, sol); /* (*testout) << endl << "sol = "; for (int j = 0; j < 4; j++) (*testout) << sol[j] << " "; (*testout) << " fmin = " << f << endl; */ for (int j = 0; j < 4; j++) act[j] = sol[j]; bool found = 0; double maxval = f; for (int j = 0; j < nf; j++) { double val = x(0) * a[j].X() + x(1) * a[j].Y() + x(2) * a[j].Z() + c[j]; if (val > maxval + hmax * 1e-6) { found = 1; maxval = val; act[4] = j; } } // (*testout) << "maxval = " << maxval << endl; if (!found) break; } // cout << "converged, f = " << f << endl; p = Point3d (x(0), x(1), x(2)); // (*testout) << "findip, f = " << f << ", hmax = " << hmax << endl; return (f < -1e-5 * hmax); }