netgen/libsrc/gprim/geom3d.hpp
Joachim Schoeberl 91d5c9888d ARRAY -> Array
2009-01-25 12:35:25 +00:00

734 lines
17 KiB
C++

#ifndef FILE_GEOM3D
#define FILE_GEOM3D
/* *************************************************************************/
/* File: geom3d.hh */
/* Author: Joachim Schoeberl */
/* Date: 5. Aug. 95 */
/* *************************************************************************/
extern void MyError (const char * ch);
class Point3d;
class Vec3d;
inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
inline Point3d operator- (const Point3d & p1, const Vec3d & v);
inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
Point3d & Add (double d, const Vec3d & v);
Point3d & Add2 (double d, const Vec3d & v,
double d2, const Vec3d & v2);
inline Point3d Center (const Point3d & p1, const Point3d & p2);
inline Point3d Center (const Point3d & p1, const Point3d & p2, const Point3d & p3);
inline Point3d Center (const Point3d & p1, const Point3d & p2,
const Point3d & p3, const Point3d & p4);
ostream & operator<<(ostream & s, const Point3d & p);
inline Vec3d operator- (const Vec3d & p1, const Vec3d & v);
inline Vec3d operator+ (const Vec3d & p1, const Vec3d & v);
inline Vec3d operator* (double scal, const Vec3d & v);
inline double operator* (const Vec3d & v1, const Vec3d & v2);
inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2);
inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod);
double Angle (const Vec3d & v);
double FastAngle (const Vec3d & v);
double Angle (const Vec3d & v1, const Vec3d & v2);
double FastAngle (const Vec3d & v1, const Vec3d & v2);
ostream & operator<<(ostream & s, const Vec3d & v);
void Transpose (Vec3d & v1, Vec3d & v2, Vec3d & v3);
int SolveLinearSystem (const Vec3d & col1,
const Vec3d & col2,
const Vec3d & col3,
const Vec3d & rhs,
Vec3d & sol);
int SolveLinearSystemLS (const Vec3d & col1,
const Vec3d & col2,
const Vec2d & rhs,
Vec3d & sol);
int SolveLinearSystemLS2 (const Vec3d & col1,
const Vec3d & col2,
const Vec2d & rhs,
Vec3d & sol,
double & x, double & y);
int PseudoInverse (const Vec3d & col1,
const Vec3d & col2,
Vec3d & inv1,
Vec3d & inv2);
double Determinant (const Vec3d & col1,
const Vec3d & col2,
const Vec3d & col3);
inline double Dist2 (const Point3d & p1, const Point3d & p2);
/// Point in R3
class Point3d
{
protected:
///
double x[3];
public:
///
Point3d () { x[0] = x[1] = x[2] = 0; }
///
Point3d(double ax, double ay, double az)
{ x[0] = ax; x[1] = ay; x[2] = az; }
///
Point3d(double ax[3])
{ x[0] = ax[0]; x[1] = ax[1]; x[2] = ax[2]; }
///
Point3d(const Point3d & p2)
{ x[0] = p2.x[0]; x[1] = p2.x[1]; x[2] = p2.x[2]; }
Point3d (const Point<3> & p2)
{
for (int i = 0; i < 3; i++)
x[i] = p2(i);
}
///
Point3d & operator= (const Point3d & p2)
{ x[0] = p2.x[0]; x[1] = p2.x[1]; x[2] = p2.x[2]; return *this; }
///
int operator== (const Point3d& p) const
{ return (x[0] == p.x[0] && x[1] == p.x[1] && x[2] == p.x[2]); }
///
double & X() { return x[0]; }
///
double & Y() { return x[1]; }
///
double & Z() { return x[2]; }
///
double X() const { return x[0]; }
///
double Y() const { return x[1]; }
///
double Z() const { return x[2]; }
///
double & X(int i) { return x[i-1]; }
///
double X(int i) const { return x[i-1]; }
///
const Point3d & SetToMin (const Point3d & p2)
{
if (p2.x[0] < x[0]) x[0] = p2.x[0];
if (p2.x[1] < x[1]) x[1] = p2.x[1];
if (p2.x[2] < x[2]) x[2] = p2.x[2];
return *this;
}
///
const Point3d & SetToMax (const Point3d & p2)
{
if (p2.x[0] > x[0]) x[0] = p2.x[0];
if (p2.x[1] > x[1]) x[1] = p2.x[1];
if (p2.x[2] > x[2]) x[2] = p2.x[2];
return *this;
}
///
friend inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
///
friend inline Point3d operator- (const Point3d & p1, const Vec3d & v);
///
friend inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
///
inline Point3d & operator+= (const Vec3d & v);
inline Point3d & operator-= (const Vec3d & v);
///
inline Point3d & Add (double d, const Vec3d & v);
///
inline Point3d & Add2 (double d, const Vec3d & v,
double d2, const Vec3d & v2);
///
friend inline double Dist (const Point3d & p1, const Point3d & p2)
{ return sqrt ( (p1.x[0]-p2.x[0]) * (p1.x[0]-p2.x[0]) +
(p1.x[1]-p2.x[1]) * (p1.x[1]-p2.x[1]) +
(p1.x[2]-p2.x[2]) * (p1.x[2]-p2.x[2])); }
///
inline friend double Dist2 (const Point3d & p1, const Point3d & p2)
{ return ( (p1.x[0]-p2.x[0]) * (p1.x[0]-p2.x[0]) +
(p1.x[1]-p2.x[1]) * (p1.x[1]-p2.x[1]) +
(p1.x[2]-p2.x[2]) * (p1.x[2]-p2.x[2])); }
///
friend inline Point3d Center (const Point3d & p1, const Point3d & p2);
///
friend inline Point3d Center (const Point3d & p1, const Point3d & p2, const Point3d & p3);
///
friend inline Point3d Center (const Point3d & p1, const Point3d & p2,
const Point3d & p3, const Point3d & p4);
///
friend ostream & operator<<(ostream & s, const Point3d & p);
///
friend class Vec3d;
///
friend class Box3d;
operator Point<3> () const
{
return Point<3> (x[0], x[1], x[2]);
}
};
///
class Vec3d
{
protected:
///
double x[3];
public:
///
inline Vec3d() { x[0] = x[1] = x[2] = 0; }
///
inline Vec3d(double ax, double ay, double az)
{ x[0] = ax; x[1] = ay; x[2] = az; }
///
Vec3d(double ax[3])
{ x[0] = ax[0]; x[1] = ax[1]; x[2] = ax[2]; }
///
inline Vec3d(const Vec3d & v2)
{ x[0] = v2.x[0]; x[1] = v2.x[1]; x[2] = v2.x[2]; }
///
inline Vec3d(const Point3d & p1, const Point3d & p2)
{
x[0] = p2.x[0] - p1.x[0];
x[1] = p2.x[1] - p1.x[1];
x[2] = p2.x[2] - p1.x[2];
}
///
inline Vec3d(const Point3d & p1)
{
x[0] = p1.x[0];
x[1] = p1.x[1];
x[2] = p1.x[2];
}
Vec3d (const Vec<3> & v2)
{
for (int i = 0; i < 3; i++)
x[i] = v2(i);
}
operator Vec<3> () const
{
return Vec<3> (x[0], x[1], x[2]);
}
Vec3d & operator= (const Vec3d & v2)
{ x[0] = v2.x[0]; x[1] = v2.x[1]; x[2] = v2.x[2]; return *this; }
///
Vec3d & operator= (double val)
{ x[0] = x[1] = x[2] = val; return *this; }
///
double & X() { return x[0]; }
///
double & Y() { return x[1]; }
///
double & Z() { return x[2]; }
///
double & X(int i) { return x[i-1]; }
///
double X() const { return x[0]; }
///
double Y() const { return x[1]; }
///
double Z() const { return x[2]; }
///
double X(int i) const { return x[i-1]; }
///
double Length() const
{ return sqrt (x[0] * x[0] + x[1] * x[1] + x[2] * x[2]); }
///
double Length2() const
{ return x[0] * x[0] + x[1] * x[1] + x[2] * x[2]; }
///
Vec3d & operator+= (const Vec3d & v2);
///
Vec3d & operator-= (const Vec3d & v2);
///
Vec3d & operator*= (double s);
///
Vec3d & operator/= (double s);
///
inline Vec3d & Add (double d, const Vec3d & v);
///
inline Vec3d & Add2 (double d, const Vec3d & v,
double d2, const Vec3d & v2);
///
friend inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
///
friend inline Point3d operator- (const Point3d & p1, const Vec3d & v);
///
friend inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
///
friend inline Vec3d operator- (const Vec3d & p1, const Vec3d & v);
///
friend inline Vec3d operator+ (const Vec3d & p1, const Vec3d & v);
///
friend inline Vec3d operator* (double scal, const Vec3d & v);
///
friend inline double operator* (const Vec3d & v1, const Vec3d & v2);
///
friend inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2);
///
friend inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod);
/// Returns one normal-vector to n
void GetNormal (Vec3d & n) const;
///
friend double Angle (const Vec3d & v);
///
friend double FastAngle (const Vec3d & v);
///
friend double Angle (const Vec3d & v1, const Vec3d & v2);
///
friend double FastAngle (const Vec3d & v1, const Vec3d & v2);
void Normalize()
{
double len = (x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (len == 0) return;
len = sqrt (len);
x[0] /= len; x[1] /= len; x[2] /= len;
}
///
friend ostream & operator<<(ostream & s, const Vec3d & v);
///
friend class Point3d;
friend void Transpose (Vec3d & v1, Vec3d & v2, Vec3d & v3);
friend int SolveLinearSystem (const Vec3d & col1,
const Vec3d & col2,
const Vec3d & col3,
const Vec3d & rhs,
Vec3d & sol);
friend int SolveLinearSystemLS (const Vec3d & col1,
const Vec3d & col2,
const Vec2d & rhs,
Vec3d & sol);
friend int SolveLinearSystemLS2 (const Vec3d & col1,
const Vec3d & col2,
const Vec2d & rhs,
Vec3d & sol,
double & x, double & y);
friend int PseudoInverse (const Vec3d & col1,
const Vec3d & col2,
Vec3d & inv1,
Vec3d & inv2);
friend double Determinant (const Vec3d & col1,
const Vec3d & col2,
const Vec3d & col3);
};
class QuadraticFunction3d
{
double c0, cx, cy, cz;
double cxx, cyy, czz, cxy, cxz, cyz;
public:
QuadraticFunction3d (const Point3d & p, const Vec3d & v);
double Eval (const Point3d & p)
{
return
c0
+ p.X() * (cx + cxx * p.X() + cxy * p.Y() + cxz * p.Z())
+ p.Y() * (cy + cyy * p.Y() + cyz * p.Z())
+ p.Z() * (cz + czz * p.Z());
}
};
inline Point3d Center (const Point3d & p1, const Point3d & p2)
{
return Point3d (0.5 * (p1.x[0] + p2.x[0]),
0.5 * (p1.x[1] + p2.x[1]),
0.5 * (p1.x[2] + p2.x[2]));
}
inline Point3d Center (const Point3d & p1, const Point3d & p2,
const Point3d & p3)
{
return Point3d (1.0/3.0 * (p1.x[0] + p2.x[0] + p3.x[0]),
1.0/3.0 * (p1.x[1] + p2.x[1] + p3.x[1]),
1.0/3.0 * (p1.x[2] + p2.x[2] + p3.x[2]));
}
inline Point3d Center (const Point3d & p1, const Point3d & p2,
const Point3d & p3, const Point3d & p4)
{
return Point3d (0.25 * (p1.x[0] + p2.x[0] + p3.x[0] + p4.x[0]),
0.25 * (p1.x[1] + p2.x[1] + p3.x[1] + p4.x[1]),
0.25 * (p1.x[2] + p2.x[2] + p3.x[2] + p4.x[2]));
}
inline Vec3d & Vec3d :: operator+= (const Vec3d & v2)
{
x[0] += v2.x[0];
x[1] += v2.x[1];
x[2] += v2.x[2];
return *this;
}
inline Vec3d & Vec3d :: operator-= (const Vec3d & v2)
{
x[0] -= v2.x[0];
x[1] -= v2.x[1];
x[2] -= v2.x[2];
return *this;
}
inline Vec3d & Vec3d :: operator*= (double s)
{
x[0] *= s;
x[1] *= s;
x[2] *= s;
return *this;
}
inline Vec3d & Vec3d :: operator/= (double s)
{
if (s != 0)
{
x[0] /= s;
x[1] /= s;
x[2] /= s;
}
#ifdef DEBUG
else
{
cerr << "Vec div by 0, v = " << (*this) << endl;
// MyError ("Vec3d::operator /=: Divisioin by zero");
}
#endif
return *this;
}
inline Vec3d & Vec3d::Add (double d, const Vec3d & v)
{
x[0] += d * v.x[0];
x[1] += d * v.x[1];
x[2] += d * v.x[2];
return *this;
}
inline Vec3d & Vec3d::Add2 (double d, const Vec3d & v,
double d2, const Vec3d & v2)
{
x[0] += d * v.x[0] + d2 * v2.x[0];
x[1] += d * v.x[1] + d2 * v2.x[1];
x[2] += d * v.x[2] + d2 * v2.x[2];
return *this;
}
inline Vec3d operator- (const Point3d & p1, const Point3d & p2)
{
return Vec3d (p1.x[0] - p2.x[0], p1.x[1] - p2.x[1],p1.x[2] - p2.x[2]);
}
inline Point3d operator- (const Point3d & p1, const Vec3d & v)
{
return Point3d (p1.x[0] - v.x[0], p1.x[1] - v.x[1],p1.x[2] - v.x[2]);
}
inline Point3d operator+ (const Point3d & p1, const Vec3d & v)
{
return Point3d (p1.x[0] + v.x[0], p1.x[1] + v.x[1],p1.x[2] + v.x[2]);
}
inline Point3d & Point3d::operator+= (const Vec3d & v)
{
x[0] += v.x[0];
x[1] += v.x[1];
x[2] += v.x[2];
return *this;
}
inline Point3d & Point3d::operator-= (const Vec3d & v)
{
x[0] -= v.x[0];
x[1] -= v.x[1];
x[2] -= v.x[2];
return *this;
}
inline Point3d & Point3d::Add (double d, const Vec3d & v)
{
x[0] += d * v.x[0];
x[1] += d * v.x[1];
x[2] += d * v.x[2];
return *this;
}
inline Point3d & Point3d::Add2 (double d, const Vec3d & v,
double d2, const Vec3d & v2)
{
x[0] += d * v.x[0] + d2 * v2.x[0];
x[1] += d * v.x[1] + d2 * v2.x[1];
x[2] += d * v.x[2] + d2 * v2.x[2];
return *this;
}
inline Vec3d operator- (const Vec3d & v1, const Vec3d & v2)
{
return Vec3d (v1.x[0] - v2.x[0], v1.x[1] - v2.x[1],v1.x[2] - v2.x[2]);
}
inline Vec3d operator+ (const Vec3d & v1, const Vec3d & v2)
{
return Vec3d (v1.x[0] + v2.x[0], v1.x[1] + v2.x[1],v1.x[2] + v2.x[2]);
}
inline Vec3d operator* (double scal, const Vec3d & v)
{
return Vec3d (scal * v.x[0], scal * v.x[1], scal * v.x[2]);
}
inline double operator* (const Vec3d & v1, const Vec3d & v2)
{
return v1.x[0] * v2.x[0] + v1.x[1] * v2.x[1] + v1.x[2] * v2.x[2];
}
inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2)
{
return Vec3d
( v1.x[1] * v2.x[2] - v1.x[2] * v2.x[1],
v1.x[2] * v2.x[0] - v1.x[0] * v2.x[2],
v1.x[0] * v2.x[1] - v1.x[1] * v2.x[0]);
}
inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod)
{
prod.x[0] = v1.x[1] * v2.x[2] - v1.x[2] * v2.x[1];
prod.x[1] = v1.x[2] * v2.x[0] - v1.x[0] * v2.x[2];
prod.x[2] = v1.x[0] * v2.x[1] - v1.x[1] * v2.x[0];
}
inline double Determinant (const Vec3d & col1,
const Vec3d & col2,
const Vec3d & col3)
{
return
col1.x[0] * ( col2.x[1] * col3.x[2] - col2.x[2] * col3.x[1]) +
col1.x[1] * ( col2.x[2] * col3.x[0] - col2.x[0] * col3.x[2]) +
col1.x[2] * ( col2.x[0] * col3.x[1] - col2.x[1] * col3.x[0]);
}
///
class Box3d
{
protected:
///
double minx[3], maxx[3];
public:
///
Box3d () { };
///
Box3d ( double aminx, double amaxx,
double aminy, double amaxy,
double aminz, double amaxz );
///
Box3d ( const Box3d & b2 );
///
Box3d (const Point3d& p1, const Point3d& p2);
///
Box3d (const Box<3> & b2);
///
double MinX () const { return minx[0]; }
///
double MaxX () const { return maxx[0]; }
///
double MinY () const { return minx[1]; }
///
double MaxY () const { return maxx[1]; }
///
double MinZ () const { return minx[2]; }
///
double MaxZ () const { return maxx[2]; }
///
double Mini (int i) const { return minx[i-1]; }
///
double Maxi (int i) const { return maxx[i-1]; }
///
Point3d PMin () const { return Point3d(minx[0], minx[1], minx[2]); }
///
Point3d PMax () const { return Point3d(maxx[0], maxx[1], maxx[2]); }
///
void GetPointNr (int i, Point3d & point) const;
/// increase Box at each side with dist
void Increase (double dist);
/// increase Box by factor rel
void IncreaseRel (double rel);
/// return 1 if closures are intersecting
int Intersect (const Box3d & box2) const
{
if (minx[0] > box2.maxx[0] || maxx[0] < box2.minx[0] ||
minx[1] > box2.maxx[1] || maxx[1] < box2.minx[1] ||
minx[2] > box2.maxx[2] || maxx[2] < box2.minx[2])
return 0;
return 1;
}
/// return 1 if point p in closure
int IsIn (const Point3d & p) const
{
if (minx[0] <= p.x[0] && maxx[0] >= p.x[0] &&
minx[1] <= p.x[1] && maxx[1] >= p.x[1] &&
minx[2] <= p.x[2] && maxx[2] >= p.x[2])
return 1;
return 0;
}
///
inline void SetPoint (const Point3d & p)
{
minx[0] = maxx[0] = p.X();
minx[1] = maxx[1] = p.Y();
minx[2] = maxx[2] = p.Z();
}
///
inline void AddPoint (const Point3d & p)
{
if (p.x[0] < minx[0]) minx[0] = p.x[0];
if (p.x[0] > maxx[0]) maxx[0] = p.x[0];
if (p.x[1] < minx[1]) minx[1] = p.x[1];
if (p.x[1] > maxx[1]) maxx[1] = p.x[1];
if (p.x[2] < minx[2]) minx[2] = p.x[2];
if (p.x[2] > maxx[2]) maxx[2] = p.x[2];
}
///
const Box3d& operator+=(const Box3d& b);
///
Point3d MaxCoords() const;
///
Point3d MinCoords() const;
/// Make a negative sized box;
// void CreateNegMinMaxBox();
///
Point3d CalcCenter () const { return Point3d(0.5*(minx[0] + maxx[0]),
0.5*(minx[1] + maxx[1]),
0.5*(minx[2] + maxx[2])); }
///
double CalcDiam () const { return sqrt(sqr(maxx[0]-minx[0])+
sqr(maxx[1]-minx[1])+
sqr(maxx[2]-minx[2])); }
///
void WriteData(ofstream& fout) const;
///
void ReadData(ifstream& fin);
};
class Box3dSphere : public Box3d
{
protected:
///
double diam, inner;
///
Point3d c;
public:
///
Box3dSphere () { };
///
Box3dSphere ( double aminx, double amaxx,
double aminy, double amaxy,
double aminz, double amaxz);
///
const Point3d & Center () const { return c; }
///
double Diam () const { return diam; }
///
double Inner () const { return inner; }
///
void GetSubBox (int i, Box3dSphere & sbox) const;
// private:
///
void CalcDiamCenter ();
};
///
class referencetransform
{
///
Vec3d ex, ey, ez;
///
Vec3d exh, eyh, ezh;
///
Vec3d ex_h, ey_h, ez_h;
///
Point3d rp;
///
double h;
public:
///
void Set (const Point3d & p1, const Point3d & p2,
const Point3d & p3, double ah);
///
void ToPlain (const Point3d & p, Point3d & pp) const;
///
void ToPlain (const Array<Point3d> & p, Array<Point3d> & pp) const;
///
void FromPlain (const Point3d & pp, Point3d & p) const;
};
#endif