mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-25 21:40:33 +05:00
1151 lines
22 KiB
C++
1151 lines
22 KiB
C++
#include <mystdlib.h>
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#include <myadt.hpp>
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#include <linalg.hpp>
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#include <gprim.hpp>
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namespace netgen
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{
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int
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IntersectTriangleLine (const Point<3> ** tri, const Point<3> ** line)
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{
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Vec3d vl(*line[0], *line[1]);
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Vec3d vt1(*tri[0], *tri[1]);
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Vec3d vt2(*tri[0], *tri[2]);
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Vec3d vrs(*tri[0], *line[0]);
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static DenseMatrix a(3), ainv(3);
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static Vector rs(3), lami(3);
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int i;
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/*
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(*testout) << "Tri-Line inters: " << endl
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<< "tri = " << *tri[0] << ", " << *tri[1] << ", " << *tri[2] << endl
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<< "line = " << *line[0] << ", " << *line[1] << endl;
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*/
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for (i = 0; i < 3; i++)
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{
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a(i, 0) = -vl.X(i+1);
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a(i, 1) = vt1.X(i+1);
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a(i, 2) = vt2.X(i+1);
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rs(i) = vrs.X(i+1);
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}
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double det = a.Det();
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double arel = vl.Length() * vt1.Length() * vt2.Length();
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/*
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double amax = 0;
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for (i = 1; i <= 9; i++)
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if (fabs (a.Get(i)) > amax)
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amax = fabs(a.Get(i));
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*/
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// new !!!!
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if (fabs (det) <= 1e-10 * arel)
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{
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#ifdef DEVELOP
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// line parallel to triangle !
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// cout << "ERROR: IntersectTriangleLine degenerated" << endl;
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// (*testout) << "WARNING: IntersectTriangleLine degenerated\n";
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/*
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(*testout) << "lin-tri intersection: " << endl
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<< "line = " << *line[0] << " - " << *line[1] << endl
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<< "tri = " << *tri[0] << " - " << *tri[1] << " - " << *tri[2] << endl
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<< "lami = " << lami << endl
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<< "pc = " << ( *line[0] + lami.Get(1) * vl ) << endl
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<< " = " << ( *tri[0] + lami.Get(2) * vt1 + lami.Get(3) * vt2) << endl
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<< " a = " << a << endl
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<< " ainv = " << ainv << endl
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<< " det(a) = " << det << endl
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<< " rs = " << rs << endl;
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*/
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#endif
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return 0;
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}
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CalcInverse (a, ainv);
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ainv.Mult (rs, lami);
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// (*testout) << "lami = " << lami << endl;
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double eps = 1e-6;
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if (
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(lami(0) >= -eps && lami(0) <= 1+eps &&
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lami(1) >= -eps && lami(2) >= -eps &&
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lami(1) + lami(2) <= 1+eps) && !
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(lami(0) >= eps && lami(0) <= 1-eps &&
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lami(1) >= eps && lami(2) >= eps &&
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lami(1) + lami(2) <= 1-eps) )
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{
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#ifdef DEVELOP
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// cout << "WARNING: IntersectTriangleLine degenerated" << endl;
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(*testout) << "WARNING: IntersectTriangleLine numerical inexact" << endl;
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(*testout) << "lin-tri intersection: " << endl
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<< "line = " << *line[0] << " - " << *line[1] << endl
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<< "tri = " << *tri[0] << " - " << *tri[1] << " - " << *tri[2] << endl
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<< "lami = " << lami << endl
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<< "pc = " << ( *line[0] + lami.Get(1) * vl ) << endl
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<< " = " << ( *tri[0] + lami.Get(2) * vt1 + lami.Get(3) * vt2) << endl
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<< " a = " << a << endl
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<< " ainv = " << ainv << endl
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<< " det(a) = " << det << endl
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<< " rs = " << rs << endl;
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#endif
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}
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if (lami(0) >= 0 && lami(0) <= 1 &&
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lami(1) >= 0 && lami(2) >= 0 && lami(1) + lami(2) <= 1)
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{
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return 1;
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}
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return 0;
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}
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int IntersectTetTriangle (const Point<3> ** tet, const Point<3> ** tri,
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const int * tetpi, const int * tripi)
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{
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int i, j;
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double diam = Dist (*tri[0], *tri[1]);
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double epsrel = 1e-8;
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double eps = diam * epsrel;
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double eps2 = eps * eps;
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int cnt = 0;
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int tetp1 = -1, tetp2 = -1;
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int trip1 = -1, trip2 = -1;
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int tetp3, tetp4, trip3;
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/*
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for (i = 0; i < 4; i++)
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loctetpi[i] = -1;
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*/
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if (!tetpi)
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{
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for (i = 0; i <= 2; i++)
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{
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// loctripi[i] = -1;
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for (j = 0; j <= 3; j++)
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{
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if (Dist2 (*tet[j], *tri[i]) < eps2)
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{
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// loctripi[i] = j;
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// loctetpi[j] = i;
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cnt++;
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tetp2 = tetp1;
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tetp1 = j;
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trip2 = trip1;
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trip1 = i;
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break;
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}
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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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for (i = 0; i <= 2; i++)
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{
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// loctripi[i] = -1;
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for (j = 0; j <= 3; j++)
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{
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if (tetpi[j] == tripi[i])
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{
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// loctripi[i] = j;
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// loctetpi[j] = i;
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cnt++;
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tetp2 = tetp1;
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tetp1 = j;
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trip2 = trip1;
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trip1 = i;
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break;
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}
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}
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}
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}
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// (*testout) << "cnt = " << cnt << endl;
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// (*testout) << "tet-trig inters, cnt = " << cnt << endl;
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// cnt .. number of common points
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switch (cnt)
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{
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case 0:
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{
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Vec3d no, n;
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int inpi[3];
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// check, if some trigpoint is in tet:
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for (j = 0; j < 3; j++)
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inpi[j] = 1;
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for (i = 1; i <= 4; i++)
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{
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int pi1 = i % 4;
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int pi2 = (i+1) % 4;
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int pi3 = (i+2) % 4;
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int pi4 = (i+3) % 4;
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Vec3d v1 (*tet[pi1], *tet[pi2]);
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Vec3d v2 (*tet[pi1], *tet[pi3]);
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Vec3d v3 (*tet[pi1], *tet[pi4]);
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Cross (v1, v2, n);
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// n /= n.Length();
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double nl = n.Length();
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if (v3 * n > 0)
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n *= -1;
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int outeri = 1;
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for (j = 0; j < 3; j++)
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{
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Vec3d v(*tet[pi1], *tri[j]);
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if ( v * n < eps * nl)
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outeri = 0;
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else
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inpi[j] = 0;
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}
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if (outeri)
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return 0;
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}
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if (inpi[0] || inpi[1] || inpi[2])
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{
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return 1;
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}
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// check, if some tet edge intersects triangle:
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const Point<3> * line[2], *tetf[3];
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for (i = 0; i <= 2; i++)
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for (j = i+1; j <= 3; j++)
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{
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line[0] = tet[i];
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line[1] = tet[j];
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if (IntersectTriangleLine (tri, &line[0]))
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return 1;
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}
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// check, if triangle line intersects tet face:
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for (i = 0; i <= 3; i++)
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{
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for (j = 0; j <= 2; j++)
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tetf[j] = tet[(i+j) % 4];
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for (j = 0; j <= 2; j++)
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{
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line[0] = tri[j];
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line[1] = tri[(j+1) % 3];
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if (IntersectTriangleLine (&tetf[0], &line[0]))
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return 1;
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}
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}
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return 0;
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//GH break;
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}
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case 1:
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{
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trip2 = 0;
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while (trip2 == trip1)
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trip2++;
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trip3 = 3 - trip1 - trip2;
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tetp2 = 0;
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while (tetp2 == tetp1)
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tetp2++;
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tetp3 = 0;
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while (tetp3 == tetp1 || tetp3 == tetp2)
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tetp3++;
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tetp4 = 6 - tetp1 - tetp2 - tetp3;
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Vec3d vtri1 = *tri[trip2] - *tri[trip1];
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Vec3d vtri2 = *tri[trip3] - *tri[trip1];
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Vec3d ntri;
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Cross (vtri1, vtri2, ntri);
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// tri durch tet ?
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// fehlt noch
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// test 3 tet-faces:
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for (i = 1; i <= 3; i++)
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{
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Vec3d vtet1, vtet2;
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switch (i)
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{
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case 1:
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{
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vtet1 = *tet[tetp2] - *tet[tetp1];
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vtet2 = *tet[tetp3] - *tet[tetp1];
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break;
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}
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case 2:
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{
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vtet1 = *tet[tetp3] - *tet[tetp1];
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vtet2 = *tet[tetp4] - *tet[tetp1];
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break;
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}
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case 3:
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{
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vtet1 = *tet[tetp4] - *tet[tetp1];
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vtet2 = *tet[tetp2] - *tet[tetp1];
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break;
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}
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}
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Vec3d ntet;
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Cross (vtet1, vtet2, ntet);
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Vec3d crline = Cross (ntri, ntet);
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double lcrline = crline.Length();
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if (lcrline < eps * eps * eps * eps) // new change !
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continue;
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if (vtri1 * crline + vtri2 * crline < 0)
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crline *= -1;
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crline /= lcrline;
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double lam1, lam2, lam3, lam4;
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LocalCoordinates (vtri1, vtri2, crline, lam1, lam2);
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LocalCoordinates (vtet1, vtet2, crline, lam3, lam4);
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if (lam1 > -epsrel && lam2 > -epsrel &&
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lam3 > -epsrel && lam4 > -epsrel)
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{
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/*
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(*testout) << "lcrline = " << lcrline
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<< " eps = " << eps << " diam = " << diam << endl;
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(*testout) << "hit, cnt == 1 "
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<< "lam1,2,3,4 = " << lam1 << ", "
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<< lam2 << ", " << lam3 << ", " << lam4
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<< "\n";
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*/
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return 1;
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}
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}
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return 0;
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//GH break;
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}
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case 2:
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{
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// common edge
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tetp3 = 0;
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while (tetp3 == tetp1 || tetp3 == tetp2)
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tetp3++;
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tetp4 = 6 - tetp1 - tetp2 - tetp3;
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trip3 = 3 - trip1 - trip2;
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// (*testout) << "trip1,2,3 = " << trip1 << ", " << trip2 << ", " << trip3 << endl;
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// (*testout) << "tetp1,2,3,4 = " << tetp1 << ", " << tetp2
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// << ", " << tetp3 << ", " << tetp4 << endl;
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Vec3d vtri = *tri[trip3] - *tri[trip1];
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Vec3d vtet1 = *tet[tetp3] - *tri[trip1];
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Vec3d vtet2 = *tet[tetp4] - *tri[trip1];
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Vec3d n = *tri[trip2] - *tri[trip1];
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n /= n.Length();
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vtet1 -= (n * vtet1) * n;
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vtet2 -= (n * vtet2) * n;
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double lam1, lam2;
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LocalCoordinates (vtet1, vtet2, vtri, lam1, lam2);
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if (lam1 < -epsrel || lam2 < -epsrel)
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return 0;
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else
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{
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/*
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(*testout) << "vtet1 = " << vtet1 << endl;
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(*testout) << "vtet2 = " << vtet2 << endl;
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(*testout) << "vtri = " << vtri << endl;
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(*testout) << "lam1 = " << lam1 << " lam2 = " << lam2 << endl;
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(*testout) << (lam1 * (vtet1 * vtet1) + lam2 * (vtet1 * vtet2))
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<< " = " << (vtet1 * vtri) << endl;
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(*testout) << (lam1 * (vtet1 * vtet2) + lam2 * (vtet2 * vtet2))
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<< " = " << (vtet2 * vtri) << endl;
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(*testout) << "tet = ";
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for (j = 0; j < 4; j++)
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(*testout) << (*tet[j]) << " ";
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(*testout) << endl;
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(*testout) << "tri = ";
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for (j = 0; j < 3; j++)
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(*testout) << (*tri[j]) << " ";
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(*testout) << endl;
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(*testout) << "hit, cnt == 2" << endl;
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*/
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return 1;
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}
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break;
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}
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case 3:
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{
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// common face
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return 0;
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}
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}
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(*testout) << "hit, cnt = " << cnt << endl;
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return 1;
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}
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int IntersectTetTriangleRef (const Point<3> ** tri, const int * tripi)
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{
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int i, j;
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double eps = 1e-8;
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// double eps2 = eps * eps;
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static Point<3> rtetp1(0, 0, 0);
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static Point<3> rtetp2(1, 0, 0);
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static Point<3> rtetp3(0, 1, 0);
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static Point<3> rtetp4(0, 0, 1);
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static const Point<3> * tet[] = { &rtetp1, &rtetp2, &rtetp3, &rtetp4 };
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static int tetpi[] = { 1, 2, 3, 4 };
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// return IntersectTetTriangle (tet, tri, tetpi, tripi);
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int cnt = 0;
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int tetp1 = -1, tetp2 = -1;
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int trip1 = -1, trip2 = -1;
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int tetp3, tetp4, trip3;
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/*
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if (!tetpi)
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{
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for (i = 0; i <= 2; i++)
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{
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for (j = 0; j <= 3; j++)
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{
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if (Dist2 (*tet[j], *tri[i]) < eps2)
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{
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cnt++;
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tetp2 = tetp1;
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tetp1 = j;
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trip2 = trip1;
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trip1 = i;
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break;
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}
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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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{
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for (i = 0; i <= 2; i++)
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{
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for (j = 0; j <= 3; j++)
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{
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if (tetpi[j] == tripi[i])
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{
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cnt++;
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tetp2 = tetp1;
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tetp1 = j;
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trip2 = trip1;
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trip1 = i;
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break;
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}
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}
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}
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}
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// (*testout) << "cnt = " << cnt << endl;
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switch (cnt)
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{
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case 0:
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{
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Vec3d no, n;
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// int inpi[3];
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int pside[3][4];
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for (j = 0; j < 3; j++)
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{
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pside[j][0] = (*tri[j])(0) > -eps;
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pside[j][1] = (*tri[j])(1) > -eps;
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pside[j][2] = (*tri[j])(2) > -eps;
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pside[j][3] = (*tri[j])(0) + (*tri[j])(1) + (*tri[j])(2) < 1+eps;
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}
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for (j = 0; j < 4; j++)
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{
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if (!pside[0][j] && !pside[1][j] && !pside[2][j])
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return 0;
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}
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for (j = 0; j < 3; j++)
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{
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if (pside[j][0] && pside[j][1] && pside[j][2] && pside[j][3])
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return 1;
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}
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const Point<3> * line[2], *tetf[3];
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for (i = 0; i <= 2; i++)
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for (j = i+1; j <= 3; j++)
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{
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line[0] = tet[i];
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line[1] = tet[j];
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if (IntersectTriangleLine (tri, &line[0]))
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return 1;
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}
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for (i = 0; i <= 3; i++)
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{
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for (j = 0; j <= 2; j++)
|
|
tetf[j] = tet[(i+j) % 4];
|
|
|
|
for (j = 0; j <= 2; j++)
|
|
{
|
|
line[0] = tri[j];
|
|
line[1] = tri[(j+1) % 3];
|
|
|
|
if (IntersectTriangleLine (&tetf[0], &line[0]))
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
|
|
return 0;
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
trip2 = 0;
|
|
if (trip2 == trip1)
|
|
trip2++;
|
|
trip3 = 3 - trip1 - trip2;
|
|
|
|
tetp2 = 0;
|
|
while (tetp2 == tetp1)
|
|
tetp2++;
|
|
tetp3 = 0;
|
|
while (tetp3 == tetp1 || tetp3 == tetp2)
|
|
tetp3++;
|
|
tetp4 = 6 - tetp1 - tetp2 - tetp3;
|
|
|
|
Vec3d vtri1 = *tri[trip2] - *tri[trip1];
|
|
Vec3d vtri2 = *tri[trip3] - *tri[trip1];
|
|
Vec3d ntri;
|
|
Cross (vtri1, vtri2, ntri);
|
|
|
|
// tri durch tet ?
|
|
|
|
/*
|
|
Vec3d vtet1(*tet[tetp1], *tet[tetp2]);
|
|
Vec3d vtet2(*tet[tetp1], *tet[tetp3]);
|
|
Vec3d vtet3(*tet[tetp1], *tet[tetp4]);
|
|
Vec3d sol;
|
|
|
|
SolveLinearSystem (vtet1, vtet2, vtet3, vtri1, sol);
|
|
if (sol.X() > 0 && sol.Y() > 0 && sol.Z() > 0)
|
|
return 1;
|
|
|
|
SolveLinearSystem (vtet1, vtet2, vtet3, vtri2, sol);
|
|
if (sol.X() > 0 && sol.Y() > 0 && sol.Z() > 0)
|
|
return 1;
|
|
*/
|
|
|
|
// test 3 tet-faces:
|
|
for (i = 1; i <= 3; i++)
|
|
{
|
|
Vec3d vtet1, vtet2;
|
|
switch (i)
|
|
{
|
|
case 1:
|
|
{
|
|
vtet1 = *tet[tetp2] - *tet[tetp1];
|
|
vtet2 = *tet[tetp3] - *tet[tetp1];
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
vtet1 = *tet[tetp3] - *tet[tetp1];
|
|
vtet2 = *tet[tetp4] - *tet[tetp1];
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
vtet1 = *tet[tetp4] - *tet[tetp1];
|
|
vtet2 = *tet[tetp2] - *tet[tetp1];
|
|
break;
|
|
}
|
|
}
|
|
|
|
Vec3d ntet;
|
|
Cross (vtet1, vtet2, ntet);
|
|
|
|
Vec3d crline = Cross (ntri, ntet);
|
|
|
|
double lcrline = crline.Length();
|
|
if (lcrline < eps * eps)
|
|
continue;
|
|
|
|
|
|
if (vtri1 * crline + vtri2 * crline < 0)
|
|
crline *= -1;
|
|
|
|
double lam1, lam2, lam3, lam4;
|
|
LocalCoordinates (vtri1, vtri2, crline, lam1, lam2);
|
|
LocalCoordinates (vtet1, vtet2, crline, lam3, lam4);
|
|
|
|
if (lam1 > -eps && lam2 > -eps &&
|
|
lam3 > -eps && lam4 > -eps)
|
|
{
|
|
// (*testout) << "hit, cnt == 1" << "\n";
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
// common edge
|
|
tetp3 = 0;
|
|
while (tetp3 == tetp1 || tetp3 == tetp2)
|
|
tetp3++;
|
|
tetp4 = 6 - tetp1 - tetp2 - tetp3;
|
|
trip3 = 3 - trip1 - trip2;
|
|
|
|
// (*testout) << "trip1,2,3 = " << trip1 << ", " << trip2 << ", " << trip3 << endl;
|
|
// (*testout) << "tetp1,2,3,4 = " << tetp1 << ", " << tetp2
|
|
// << ", " << tetp3 << ", " << tetp4 << endl;
|
|
|
|
Vec3d vtri = *tri[trip3] - *tri[trip1];
|
|
Vec3d vtet1 = *tet[tetp3] - *tri[trip1];
|
|
Vec3d vtet2 = *tet[tetp4] - *tri[trip1];
|
|
|
|
Vec3d n = *tri[trip2] - *tri[trip1];
|
|
n /= n.Length();
|
|
|
|
vtet1 -= (n * vtet1) * n;
|
|
vtet2 -= (n * vtet2) * n;
|
|
|
|
|
|
double lam1, lam2;
|
|
LocalCoordinates (vtet1, vtet2, vtri, lam1, lam2);
|
|
|
|
if (lam1 < -eps || lam2 < -eps)
|
|
return 0;
|
|
else
|
|
{
|
|
|
|
// (*testout) << "vtet1 = " << vtet1 << endl;
|
|
// (*testout) << "vtet2 = " << vtet2 << endl;
|
|
// (*testout) << "vtri = " << vtri << endl;
|
|
// (*testout) << "lam1 = " << lam1 << " lam2 = " << lam2 << endl;
|
|
|
|
// (*testout) << (lam1 * (vtet1 * vtet1) + lam2 * (vtet1 * vtet2))
|
|
// << " = " << (vtet1 * vtri) << endl;
|
|
// (*testout) << (lam1 * (vtet1 * vtet2) + lam2 * (vtet2 * vtet2))
|
|
// << " = " << (vtet2 * vtri) << endl;
|
|
|
|
// (*testout) << "tet = ";
|
|
// for (j = 0; j < 4; j++)
|
|
// (*testout) << (*tet[j]) << " ";
|
|
// (*testout) << endl;
|
|
// (*testout) << "tri = ";
|
|
// for (j = 0; j < 3; j++)
|
|
// (*testout) << (*tri[j]) << " ";
|
|
// (*testout) << endl;
|
|
|
|
// (*testout) << "hit, cnt == 2" << endl;
|
|
|
|
return 1;
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
// common face
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
(*testout) << "hit, cnt = " << cnt << endl;
|
|
return 1;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int IntersectTriangleTriangle (const Point<3> ** tri1, const Point<3> ** tri2)
|
|
{
|
|
int i, j;
|
|
double diam = Dist (*tri1[0], *tri1[1]);
|
|
double epsrel = 1e-8;
|
|
double eps = diam * epsrel;
|
|
double eps2 = eps * eps;
|
|
|
|
|
|
|
|
int cnt = 0;
|
|
/*
|
|
int tri1pi[3];
|
|
int tri2pi[3];
|
|
*/
|
|
|
|
// int tri1p1 = -1;
|
|
/// int tri1p2 = -1;
|
|
// int tri2p1 = -1;
|
|
// int tri2p2 = -1;
|
|
// int tri1p3, tri2p3;
|
|
|
|
/*
|
|
for (i = 0; i < 3; i++)
|
|
tri1pi[i] = -1;
|
|
*/
|
|
for (i = 0; i <= 2; i++)
|
|
{
|
|
// tri2pi[i] = -1;
|
|
for (j = 0; j <= 2; j++)
|
|
{
|
|
if (Dist2 (*tri1[j], *tri2[i]) < eps2)
|
|
{
|
|
// tri2pi[i] = j;
|
|
// tri1pi[j] = i;
|
|
cnt++;
|
|
// tri1p2 = tri1p1;
|
|
// tri1p1 = j;
|
|
// tri2p2 = tri2p1;
|
|
// tri2p1 = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (cnt)
|
|
{
|
|
case 0:
|
|
{
|
|
const Point<3> * line[2];
|
|
|
|
for (i = 0; i <= 2; i++)
|
|
{
|
|
line[0] = tri2[i];
|
|
line[1] = tri2[(i+1)%3];
|
|
|
|
if (IntersectTriangleLine (tri1, &line[0]))
|
|
{
|
|
(*testout) << "int1, line = " << *line[0] << " - " << *line[1] << endl;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i <= 2; i++)
|
|
{
|
|
line[0] = tri1[i];
|
|
line[1] = tri1[(i+1)%3];
|
|
|
|
if (IntersectTriangleLine (tri2, &line[0]))
|
|
{
|
|
(*testout) << "int2, line = " << *line[0] << " - " << *line[1] << endl;
|
|
return 1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
void
|
|
LocalCoordinates (const Vec3d & e1, const Vec3d & e2,
|
|
const Vec3d & v, double & lam1, double & lam2)
|
|
{
|
|
double m11 = e1 * e1;
|
|
double m12 = e1 * e2;
|
|
double m22 = e2 * e2;
|
|
double rs1 = v * e1;
|
|
double rs2 = v * e2;
|
|
|
|
double det = m11 * m22 - m12 * m12;
|
|
lam1 = (rs1 * m22 - rs2 * m12)/det;
|
|
lam2 = (m11 * rs2 - m12 * rs1)/det;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CalcSphereCenter (const Point<3> ** pts, Point<3> & c)
|
|
{
|
|
Vec3d row1 (*pts[0], *pts[1]);
|
|
Vec3d row2 (*pts[0], *pts[2]);
|
|
Vec3d row3 (*pts[0], *pts[3]);
|
|
|
|
Vec3d rhs(0.5 * (row1*row1),
|
|
0.5 * (row2*row2),
|
|
0.5 * (row3*row3));
|
|
Transpose (row1, row2, row3);
|
|
|
|
Vec3d sol;
|
|
if (SolveLinearSystem (row1, row2, row3, rhs, sol))
|
|
{
|
|
(*testout) << "CalcSphereCenter: degenerated" << endl;
|
|
return 1;
|
|
}
|
|
|
|
c = *pts[0] + sol;
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CalcTriangleCenter (const Point3d ** pts, Point3d & c)
|
|
{
|
|
static DenseMatrix a(2), inva(2);
|
|
static Vector rs(2), sol(2);
|
|
double h = Dist(*pts[0], *pts[1]);
|
|
|
|
Vec3d v1(*pts[0], *pts[1]);
|
|
Vec3d v2(*pts[0], *pts[2]);
|
|
|
|
rs(0) = v1 * v1;
|
|
rs(1) = v2 * v2;
|
|
|
|
a(0,0) = 2 * rs(0);
|
|
a(0,1) = a(1,0) = 2 * (v1 * v2);
|
|
a(1,1) = 2 * rs(1);
|
|
|
|
if (fabs (a.Det()) <= 1e-12 * h * h)
|
|
{
|
|
(*testout) << "CalcTriangleCenter: degenerated" << endl;
|
|
return 1;
|
|
}
|
|
|
|
CalcInverse (a, inva);
|
|
inva.Mult (rs, sol);
|
|
|
|
c = *pts[0];
|
|
v1 *= sol(0);
|
|
v2 *= sol(1);
|
|
|
|
c += v1;
|
|
c += v2;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
double ComputeCylinderRadius (const Point3d & p1,
|
|
const Point3d & p2,
|
|
const Point3d & p3,
|
|
const Point3d & p4)
|
|
{
|
|
Vec3d v12(p1, p2);
|
|
Vec3d v13(p1, p3);
|
|
Vec3d v14(p1, p4);
|
|
|
|
Vec3d n1 = Cross (v12, v13);
|
|
Vec3d n2 = Cross (v14, v12);
|
|
|
|
double n1l = n1.Length();
|
|
double n2l = n2.Length();
|
|
n1 /= n1l;
|
|
n2 /= n2l;
|
|
|
|
double v12len = v12.Length();
|
|
double h1 = n1l / v12len;
|
|
double h2 = n2l / v12len;
|
|
|
|
/*
|
|
(*testout) << "n1 = " << n1 << " n2 = " << n2
|
|
<< "h1 = " << h1 << " h2 = " << h2 << endl;
|
|
*/
|
|
return ComputeCylinderRadius (n1, n2, h1, h2);
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
Two triangles T1 and T2 have normals n1 and n2.
|
|
The height over the common edge is h1, and h2.
|
|
*/
|
|
double ComputeCylinderRadius (const Vec3d & n1, const Vec3d & n2,
|
|
double h1, double h2)
|
|
{
|
|
Vec3d t1, t2;
|
|
double n11 = n1 * n1;
|
|
double n12 = n1 * n2;
|
|
double n22 = n2 * n2;
|
|
double det = n11 * n22 - n12 * n12;
|
|
|
|
if (fabs (det) < 1e-14 * n11 * n22)
|
|
return 1e20;
|
|
|
|
// a biorthogonal bases (ti * nj) = delta_ij:
|
|
t1 = (n22/det) * n1 + (-n12/det) * n2;
|
|
t2 = (-n12/det) * n1 + (n11/det) * n2;
|
|
|
|
// normalize:
|
|
t1 /= t1.Length();
|
|
t2 /= t2.Length();
|
|
|
|
/*
|
|
vector to center point has form
|
|
v = lam1 n1 + lam2 n2
|
|
and fulfills
|
|
t2 v = h1/2
|
|
t1 v = h2/2
|
|
*/
|
|
|
|
double lam1 = 0.5 * h2 / (n1 * t1);
|
|
double lam2 = 0.5 * h1 / (n2 * t2);
|
|
|
|
double rad = (lam1 * n1 + lam2 * n2).Length();
|
|
/*
|
|
(*testout) << "n1 = " << n1
|
|
<< " n2 = " << n2
|
|
<< " t1 = " << t1
|
|
<< " t2 = " << t2
|
|
<< " rad = " << rad << endl;
|
|
*/
|
|
return rad;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double MinDistLP2 (const Point2d & lp1, const Point2d & lp2, const Point2d & p)
|
|
{
|
|
Vec2d v(lp1, lp2);
|
|
Vec2d vlp(lp1, p);
|
|
|
|
// dist(lam) = \| vlp \|^2 - 2 lam (v1p, v) + lam^2 \| v \|^2
|
|
|
|
// lam = (v * vlp) / (v * v);
|
|
// if (lam < 0) lam = 0;
|
|
// if (lam > 1) lam = 1;
|
|
|
|
double num = v*vlp;
|
|
double den = v*v;
|
|
|
|
if (num <= 0)
|
|
return Dist2 (lp1, p);
|
|
|
|
if (num >= den)
|
|
return Dist2 (lp2, p);
|
|
|
|
if (den > 0)
|
|
{
|
|
return vlp.Length2() - num * num /den;
|
|
}
|
|
else
|
|
return vlp.Length2();
|
|
}
|
|
|
|
|
|
|
|
|
|
double MinDistLP2 (const Point3d & lp1, const Point3d & lp2, const Point3d & p)
|
|
{
|
|
Vec3d v(lp1, lp2);
|
|
Vec3d vlp(lp1, p);
|
|
|
|
// dist(lam) = \| vlp \|^2 - 2 lam (v1p, v) + lam^2 \| v \|^2
|
|
|
|
// lam = (v * vlp) / (v * v);
|
|
// if (lam < 0) lam = 0;
|
|
// if (lam > 1) lam = 1;
|
|
|
|
double num = v*vlp;
|
|
double den = v*v;
|
|
|
|
if (num <= 0)
|
|
return Dist2 (lp1, p);
|
|
|
|
if (num >= den)
|
|
return Dist2 (lp2, p);
|
|
|
|
if (den > 0)
|
|
{
|
|
return vlp.Length2() - num * num /den;
|
|
}
|
|
else
|
|
return vlp.Length2();
|
|
}
|
|
|
|
|
|
|
|
double MinDistTP2 (const Point3d & tp1, const Point3d & tp2,
|
|
const Point3d & tp3, const Point3d & p)
|
|
{
|
|
double lam1, lam2;
|
|
double res;
|
|
|
|
LocalCoordinates (Vec3d (tp1, tp2), Vec3d (tp1, tp3),
|
|
Vec3d (tp1, p), lam1, lam2);
|
|
int in1 = lam1 >= 0;
|
|
int in2 = lam2 >= 0;
|
|
int in3 = lam1+lam2 <= 1;
|
|
|
|
if (in1 && in2 && in3)
|
|
{
|
|
Point3d pp = tp1 + lam1 * Vec3d(tp1, tp2) + lam2 * Vec3d (tp1, tp3);
|
|
res = Dist2 (p, pp);
|
|
}
|
|
else
|
|
{
|
|
res = Dist2 (tp1, p);
|
|
if (!in1)
|
|
{
|
|
double hv = MinDistLP2 (tp1, tp3, p);
|
|
if (hv < res) res = hv;
|
|
}
|
|
if (!in2)
|
|
{
|
|
double hv = MinDistLP2 (tp1, tp2, p);
|
|
if (hv < res) res = hv;
|
|
}
|
|
if (!in3)
|
|
{
|
|
double hv = MinDistLP2 (tp2, tp3, p);
|
|
if (hv < res) res = hv;
|
|
}
|
|
/*
|
|
double d1 = MinDistLP2 (tp1, tp2, p);
|
|
double d2 = MinDistLP2 (tp1, tp3, p);
|
|
double d3 = MinDistLP2 (tp2, tp3, p);
|
|
res = min3 (d1, d2, d3);
|
|
*/
|
|
}
|
|
|
|
return res;
|
|
|
|
Vec3d pp1(tp1, p);
|
|
Vec3d v1(tp1, tp2), v2(tp1, tp3);
|
|
|
|
double c = pp1.Length2();
|
|
double cx = -2 * (pp1 * v1);
|
|
double cy = -2 * (pp1 * v2);
|
|
double cxx = v1.Length2();
|
|
double cxy = 2 * (v1 * v2);
|
|
double cyy = v2.Length2();
|
|
|
|
QuadraticPolynomial2V pol (-c, -cx, -cy, -cxx, -cxy, -cyy);
|
|
double res2 = - pol.MaxUnitTriangle ();
|
|
|
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if (fabs (res - res2) > 1e-8)
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cout << "res and res2 differ: " << res << " != " << res2 << endl;
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return res2;
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}
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// 0 checks !!!
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double MinDistLL2 (const Point3d & l1p1, const Point3d & l1p2,
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const Point3d & l2p1, const Point3d & l2p2)
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{
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// dist(lam1,lam2) = \| l2p1+lam2v2 - (l1p1+lam1 v1) \|
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// min !
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|
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Vec3d l1l2 (l1p1, l2p1);
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Vec3d v1 (l1p1, l1p2);
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Vec3d v2 (l2p1, l2p2);
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|
|
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double a11, a12, a22, rs1, rs2;
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double lam1, lam2, det;
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|
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a11 = v1*v1;
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a12 = -(v1*v2);
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a22 = v2*v2;
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rs1 = l1l2 * v1;
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rs2 = - (l1l2 * v2);
|
|
|
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det = a11 * a22 - a12 * a12;
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if (det < 1e-14 * a11 * a22)
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det = 1e-14 * a11 * a22; // regularization should be stable
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|
|
|
if (det < 1e-20)
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det = 1e-20;
|
|
|
|
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lam1 = (a22 * rs1 - a12 * rs2) / det;
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lam2 = (-a12 * rs1 + a11 * rs2) / det;
|
|
|
|
if (lam1 >= 0 && lam2 >= 0 && lam1 <= 1 && lam2 <= 1)
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|
{
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|
Vec3d v = l1l2 + (-lam1) * v1 + lam2 * v2;
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|
return v.Length2();
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|
}
|
|
|
|
double minv, hv;
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|
minv = MinDistLP2 (l1p1, l1p2, l2p1);
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hv = MinDistLP2 (l1p1, l1p2, l2p2);
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if (hv < minv) minv = hv;
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|
|
|
hv = MinDistLP2 (l2p1, l2p2, l1p1);
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|
if (hv < minv) minv = hv;
|
|
hv = MinDistLP2 (l2p1, l2p2, l1p2);
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|
if (hv < minv) minv = hv;
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|
|
|
return minv;
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|
}
|
|
|
|
}
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|
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|