mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-11 16:49:16 +05:00
356 lines
7.7 KiB
C++
356 lines
7.7 KiB
C++
#include <mystdlib.h>
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#include <myadt.hpp>
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#include <linalg.hpp>
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#include <csg.hpp>
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namespace netgen
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{
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splinesegment3d :: splinesegment3d (const Point<3> & ap1, const Point<3> & ap2,
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const Point<3> & ap3)
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{
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p1 = ap1;
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p2 = ap2;
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p3 = ap3;
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}
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/*
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todo
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Tip von Joerg Stiller:
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setzt Du in
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void splinesegment3d :: Evaluate
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Zeilen 54 und 56
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b2 = 2 * t * (1-t);
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b2 /= sqrt(2);
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Das heisst, Du wichtest das zweite Bersteinpolynom mit
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w2 = 1 / sqrt(2);
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Das ist aber nur fuer 45-Grad-Segmente korrekt. Fuer den
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allgemeinen Fall funktioniert
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w2 = ( e(p3 - p1), e(p2 - p1) ); // also cos(winkel(p3-p1, p2-p1))
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bzw. schoen symmetrisch
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w2 = ( e(p3 - p1), e(p2 - p1) )/2 + ( e(p1 - p3), e(p2 - p3) )/2;
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Das ist natuerlich kein C++ Code sondern symbolisch, wobei
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e(p3 - p1) ist der von p1 zu p3 zeigende Einheitsvektor und
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(a, b) steht fuer das Skalarprodukt zweier Vektoren etc.
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Eine vergleichbare Information steht auch irgendwo im Hoscheck & Lasser.
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Ich habe das Buch aber eben nicht zur Hand.
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*/
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void splinesegment3d :: Evaluate (double t, Point<3> & p) const
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{
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double x, y, z, w;
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double b1, b2, b3;
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b1 = (1-t)*(1-t);
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b2 = 2 * t * (1-t);
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b3 = t * t;
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b2 /= sqrt(double(2));
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x = p1(0) * b1 + p2(0) * b2 + p3(0) * b3;
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y = p1(1) * b1 + p2(1) * b2 + p3(1) * b3;
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z = p1(2) * b1 + p2(2) * b2 + p3(2) * b3;
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w = b1 + b2 + b3;
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p(0) = x / w;
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p(1) = y / w;
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p(2) = z / w;
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}
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void splinesegment3d :: EvaluateTangent (double t, Vec<3> & tang) const
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{
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double x, y, z, w, xprime, yprime, zprime, wprime;
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double b1, b2, b3, b1prime, b2prime, b3prime;
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b1 = (1-t)*(1-t);
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b2 = 2 * t * (1-t);
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b3 = t * t;
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b2 /= sqrt(double(2));
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b1prime = 2 * t - 2;
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b2prime = - 4 * t + 2;
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b3prime = 2 * t;
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b2prime /= sqrt(double(2));
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x = p1(0) * b1 + p2(0) * b2 + p3(0) * b3;
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y = p1(1) * b1 + p2(1) * b2 + p3(1) * b3;
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z = p1(2) * b1 + p2(2) * b2 + p3(2) * b3;
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w = b1 + b2 + b3;
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xprime = p1(0) * b1prime + p2(0) * b2prime + p3(0) * b3prime;
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yprime = p1(1) * b1prime + p2(1) * b2prime + p3(1) * b3prime;
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zprime = p1(2) * b1prime + p2(2) * b2prime + p3(2) * b3prime;
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wprime = b1prime + b2prime + b3prime;
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tang(0) = (w * xprime - x * wprime) / (w * w);
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tang(1) = (w * yprime - y * wprime) / (w * w);
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tang(2) = (w * zprime - z * wprime) / (w * w);
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}
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void spline3d :: AddSegment (const Point<3> & ap1, const Point<3> & ap2,
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const Point<3> & ap3)
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{
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segments.Append (new splinesegment3d (ap1, ap2, ap3));
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}
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void spline3d :: Evaluate (double t, Point<3> & p) const
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{
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int nr;
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double loct;
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static int cnt = 0;
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cnt++;
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if (cnt % 10000 == 0) (*mycout) << "Evaluate calls: " << cnt << endl;
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while (t < 0) t += GetNumSegments();
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while (t >= GetNumSegments()) t -= GetNumSegments();
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nr = 1 + int (t);
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loct = t - nr + 1;
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segments.Get(nr)->Evaluate (loct, p);
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}
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void spline3d :: EvaluateTangent (double t, Vec<3> & tang) const
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{
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int nr;
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double loct;
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while (t < 0) t += GetNumSegments();
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while (t >= GetNumSegments()) t -= GetNumSegments();
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nr = 1 + int (t);
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loct = t - nr + 1;
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segments.Get(nr)->EvaluateTangent (loct, tang);
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}
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double spline3d :: ProjectToSpline (Point<3> & p) const
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{
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double t, tl, tu, dt, dist, mindist, optt(0);
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Point<3> hp;
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Vec<3> tanx, px;
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dt = 0.01;
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mindist = 0;
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for (t = 0; t <= GetNumSegments() + dt/2; t += dt)
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{
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Evaluate (t, hp);
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dist = Dist (hp, p);
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if (t == 0 || dist < mindist)
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{
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optt = t;
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mindist = dist;
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}
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}
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tu = optt + dt;
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tl = optt - dt;
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while (tu - tl > 1e-2)
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{
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optt = 0.5 * (tu + tl);
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Evaluate (optt, hp);
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EvaluateTangent (optt, tanx);
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if (tanx * (hp - p) > 0)
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tu = optt;
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else
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tl = optt;
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}
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optt = 0.5 * (tu + tl);
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optt = ProjectToSpline (p, optt);
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return optt;
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}
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double spline3d :: ProjectToSpline (Point<3> & p, double optt) const
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{
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double tl, tu, dt, val, dval, valu, vall;
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Point<3> hp;
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Vec<3> tanx, px;
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int its = 0;
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int cnt = 1000;
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do
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{
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dt = 1e-8;
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tl = optt - dt;
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tu = optt + dt;
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EvaluateTangent (optt, tanx);
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Evaluate (optt, hp);
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px = hp - p;
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val = px * tanx;
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EvaluateTangent (tl, tanx);
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Evaluate (tl, hp);
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px = hp - p;
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vall = px * tanx;
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EvaluateTangent (tu, tanx);
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Evaluate (tu, hp);
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px = hp - p;
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valu = px * tanx;
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dval = (valu - vall) / (2 * dt);
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if (its % 100 == 99)
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(*testout) << "optt = " << optt
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<< " val = " << val
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<< " dval = " << dval << endl;
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optt -= val / dval;
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its++;
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if (fabs(val) < 1e-8 && cnt > 5) cnt = 5;
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cnt--;
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}
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while (cnt > 0);
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Evaluate (optt, p);
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return optt;
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}
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splinetube :: splinetube (const spline3d & amiddlecurve, double ar)
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: Surface(), middlecurve (amiddlecurve), r(ar)
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{
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(*mycout) << "Splinetube Allocated, r = " << r << endl;
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}
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void splinetube :: DefineTangentialPlane (const Point<3> & ap1,
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const Point<3> & ap2)
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{
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double t;
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double phi, z;
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p1 = ap1;
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p2 = ap2;
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cp = p1;
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t = middlecurve.ProjectToSpline (cp);
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ex = p1 - cp;
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middlecurve.EvaluateTangent (t, ez);
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ex.Normalize();
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ez.Normalize();
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ey = Cross (ez, ex);
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phi = r * atan2 (ey * (p2-cp), ex * (p2-cp));
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z = ez * (p2 - cp);
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e2x(0) = phi;
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e2x(1) = z;
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e2x.Normalize();
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e2y(1) = e2x(0);
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e2y(0) = -e2x(1);
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// (*testout) << "Defineplane: " << endl
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// << "p1 = " << p1 << " p2 = " << p2 << endl
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// << "pc = " << cp << endl
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// << "ex = " << ex << " ey = " << ey << " ez = " << ez << endl
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// << "phi = " << phi << " z = " << z << endl
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// << "e2x = " << e2x << " e2y = " << e2y << endl;
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}
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void splinetube :: ToPlane (const Point<3> & p3d, Point<2> & pplain, double h,
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int & zone) const
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{
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Vec<2> v;
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v(0) = r * atan2 (ey * (p3d-cp), ex * (p3d-cp));
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v(1) = ez * (p3d - cp);
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zone = 0;
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if (v(0) > r * 2) zone = 1;
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if (v(0) < r * 2) zone = 2;
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pplain(0) = (v * e2x) / h;
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pplain(1) = (v * e2y) / h;
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}
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void splinetube :: FromPlane (const Point<2> & pplain, Point<3> & p3d, double h) const
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{
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Vec<2> v;
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v(0) = pplain(0) * h * e2x(0) + pplain(1) * h * e2y(0);
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v(1) = pplain(0) * h * e2x(1) + pplain(1) * h * e2y(1);
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p3d = p1 + v(0) * ey + v(1) * ez;
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Project (p3d);
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}
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void splinetube :: Project (Point<3> & p3d) const
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{
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Point<3> hp;
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hp = p3d;
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middlecurve.ProjectToSpline (hp);
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p3d = hp + (r / Dist(p3d, hp)) * (p3d - hp);
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}
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double splinetube :: CalcFunctionValue (const Point<3> & point) const
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{
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Point<3> hcp;
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double rad;
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hcp = point;
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middlecurve.ProjectToSpline (hcp);
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rad = Dist (hcp, point);
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return 0.5 * (rad * rad / r - r);
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}
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void splinetube :: CalcGradient (const Point<3> & point, Vec<3> & grad) const
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{
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Point<3> hcp;
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hcp = point;
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middlecurve.ProjectToSpline (hcp);
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grad = point - hcp;
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grad /= r;
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}
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Point<3> splinetube :: GetSurfacePoint () const
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{
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Point<3> p;
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Vec<3> t, n;
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middlecurve.Evaluate (0, p);
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middlecurve.EvaluateTangent (0, t);
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n = t.GetNormal ();
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n *= r;
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(*mycout) << "p = " << p << " t = " << t << " n = " << n << endl;
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return p + n;
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}
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void splinetube :: Print (ostream & str) const
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{
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int i;
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str << "SplineTube, "
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<< middlecurve.GetNumSegments () << " segments, r = " << r << endl;
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for (i = 1; i <= middlecurve.GetNumSegments(); i++)
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str << middlecurve.P1(i) << " - "
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<< middlecurve.P2(i) << " - "
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<< middlecurve.P3(i) << endl;
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}
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int splinetube :: BoxInSolid (const BoxSphere<3> & box) const
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// 0 .. no, 1 .. yes, 2 .. maybe
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{
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Point<3> pc = box.Center();
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middlecurve.ProjectToSpline (pc);
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double d = Dist (pc, box.Center());
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if (d < r - box.Diam()/2) return 1;
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if (d > r + box.Diam()/2) return 0;
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return 2;
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}
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}
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