mirror of
https://github.com/NGSolve/netgen.git
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367 lines
6.6 KiB
C++
367 lines
6.6 KiB
C++
#ifndef FILE_OBJECTS
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#define FILE_OBJECTS
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/* *************************************************************************/
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/* File: geomobjects.hpp */
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/* Author: Joachim Schoeberl */
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/* Date: 20. Jul. 02 */
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/* *************************************************************************/
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template <typename T>
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class VecExpr
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{
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public:
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VecExpr () { ; }
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double operator() (int i) const { return static_cast<const T&> (*this) (i); }
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};
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template <int D> class Vec;
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template <int D> class Point;
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template <int D>
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class Point : public VecExpr<Point<D> >
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{
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protected:
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double x[D];
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public:
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Point () { ; }
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Point (double ax) { x[0] = ax; }
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Point (double ax, double ay) { x[0] = ax; x[1] = ay; }
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Point (double ax, double ay, double az)
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{ x[0] = ax; x[1] = ay; x[2] = az; }
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Point (double ax, double ay, double az, double au)
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{ x[0] = ax; x[1] = ay; x[2] = az; x[3] = au;}
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Point (const Point<D> & p2)
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{ for (int i = 0; i < D; i++) x[i] = p2.x[i]; }
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explicit Point (const Vec<D> & v)
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{ for (int i = 0; i < D; i++) x[i] = v(i); }
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template <typename T>
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explicit Point (const VecExpr<T> & expr)
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{
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for (int i = 0; i < D; i++) x[i] = expr(i);
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}
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Point & operator= (const Point<D> & p2)
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{
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for (int i = 0; i < D; i++) x[i] = p2.x[i];
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return *this;
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}
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template <typename T>
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Point & operator= (const VecExpr<T> & expr)
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{
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for (int i = 0; i < D; i++) x[i] = expr(i);
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return *this;
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}
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double & operator() (int i) { return x[i]; }
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const double & operator() (int i) const { return x[i]; }
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operator const double* () const { return x; }
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};
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template <int D>
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class Vec : public VecExpr<Vec<D> >
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{
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protected:
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double x[D];
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public:
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Vec () { ; }
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Vec (double ax) { for (int i = 0; i < D; i++) x[i] = ax; }
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Vec (double ax, double ay) { x[0] = ax; x[1] = ay; }
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Vec (double ax, double ay, double az)
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{ x[0] = ax; x[1] = ay; x[2] = az; }
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Vec (double ax, double ay, double az, double au)
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{ x[0] = ax; x[1] = ay; x[2] = az; x[3] = au; }
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Vec (const Vec<D> & p2)
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{ for (int i = 0; i < D; i++) x[i] = p2.x[i]; }
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explicit Vec (const Point<D> & p)
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{ for (int i = 0; i < D; i++) x[i] = p(i); }
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template <typename T>
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explicit Vec (const VecExpr<T> & expr)
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{
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for (int i = 0; i < D; i++) x[i] = expr(i);
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}
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Vec & operator= (const Vec<D> & p2)
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{
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for (int i = 0; i < D; i++) x[i] = p2.x[i];
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return *this;
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}
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template <typename T>
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Vec & operator= (const VecExpr<T> & expr)
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{
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for (int i = 0; i < D; i++) x[i] = expr(i);
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return *this;
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}
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Vec & operator= (double s)
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{
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for (int i = 0; i < D; i++) x[i] = s;
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return *this;
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}
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double & operator() (int i) { return x[i]; }
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const double & operator() (int i) const { return x[i]; }
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operator const double* () const { return x; }
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double Length () const
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{
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double l = 0;
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for (int i = 0; i < D; i++)
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l += x[i] * x[i];
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return sqrt (l);
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}
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double Length2 () const
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{
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double l = 0;
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for (int i = 0; i < D; i++)
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l += x[i] * x[i];
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return l;
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}
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const Vec<D> & Normalize ()
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{
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double l = Length();
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if (l != 0)
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for (int i = 0; i < D; i++)
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x[i] /= l;
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return *this;
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}
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Vec<D> GetNormal () const;
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};
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template <int H, int W=H>
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class Mat
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{
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protected:
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double x[H*W];
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public:
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Mat () { ; }
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Mat (const Mat & b)
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{ for (int i = 0; i < H*W; i++) x[i] = b.x[i]; }
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Mat & operator= (double s)
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{
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for (int i = 0; i < H*W; i++) x[i] = s;
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return *this;
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}
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Mat & operator= (const Mat & b)
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{
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for (int i = 0; i < H*W; i++) x[i] = b.x[i];
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return *this;
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}
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double & operator() (int i, int j) { return x[i*W+j]; }
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const double & operator() (int i, int j) const { return x[i*W+j]; }
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Vec<H> Col (int i) const
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{
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Vec<H> hv;
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for (int j = 0; j < H; j++)
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hv(j) = x[j*W+i];
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return hv;
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}
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Vec<W> Row (int i) const
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{
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Vec<W> hv;
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for (int j = 0; j < W; j++)
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hv(j) = x[i*W+j];
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return hv;
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}
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void Solve (const Vec<H> & rhs, Vec<W> & sol) const
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{
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Mat<W,H> inv;
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CalcInverse (*this, inv);
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sol = inv * rhs;
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}
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};
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template <int D>
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class Box
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{
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protected:
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Point<D> pmin, pmax;
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public:
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Box () { ; }
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Box ( const Point<D> & p1, const Point<D> & p2)
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{
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for (int i = 0; i < D; i++)
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{
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pmin(i) = min2(p1(i), p2(i));
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pmax(i) = max2(p1(i), p2(i));
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}
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}
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const Point<D> & PMin () const { return pmin; }
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const Point<D> & PMax () const { return pmax; }
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void Set (const Point<D> & p)
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{ pmin = pmax = p; }
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void Add (const Point<D> & p)
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{
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for (int i = 0; i < D; i++)
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{
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if (p(i) < pmin(i)) pmin(i) = p(i);
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else if (p(i) > pmax(i)) pmax(i) = p(i);
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}
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}
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Point<D> Center () const
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{
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Point<D> c;
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for (int i = 0; i < D; i++)
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c(i) = 0.5 * (pmin(i)+pmax(i));
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return c;
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}
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double Diam () const { return Abs (pmax-pmin); }
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Point<D> GetPointNr (int nr) const
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{
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Point<D> p;
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for (int i = 0; i < D; i++)
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{
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p(i) = (nr & 1) ? pmax(i) : pmin(i);
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nr >>= 1;
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}
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return p;
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}
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bool Intersect (const Box<D> & box2) const
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{
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for (int i = 0; i < D; i++)
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if (pmin(i) > box2.pmax(i) ||
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pmax(i) < box2.pmin(i)) return 0;
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return 1;
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}
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bool IsIn (const Point<D> & p) const
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{
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for (int i = 0; i < D; i++)
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if (p(i) < pmin(i) || p(i) > pmax(i)) return 0;
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return 1;
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}
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void Increase (double dist)
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{
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for (int i = 0; i < D; i++)
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{
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pmin(i) -= dist;
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pmax(i) += dist;
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}
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}
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};
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template <int D>
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class BoxSphere : public Box<D>
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{
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protected:
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///
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Point<D> c;
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///
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double diam;
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///
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double inner;
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public:
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///
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BoxSphere () { };
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///
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BoxSphere ( Point<D> pmin, Point<D> pmax )
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: Box<D> (pmin, pmax)
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{
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CalcDiamCenter();
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}
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///
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const Point<D> & Center () const { return c; }
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///
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double Diam () const { return diam; }
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///
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double Inner () const { return inner; }
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///
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void GetSubBox (int nr, BoxSphere & sbox) const
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{
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for (int i = 0; i < D; i++)
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{
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if (nr & 1)
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{
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sbox.pmin(i) = c(i);
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sbox.pmax(i) = this->pmax(i);
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}
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else
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{
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sbox.pmin(i) = this->pmin(i);
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sbox.pmax(i) = c(i);
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}
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sbox.c(i) = 0.5 * (sbox.pmin(i) + sbox.pmax(i));
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nr >>= 1;
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}
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sbox.diam = 0.5 * diam;
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sbox.inner = 0.5 * inner;
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}
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///
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void CalcDiamCenter ()
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{
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c = Box<D>::Center ();
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diam = Dist (this->pmin, this->pmax);
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inner = this->pmax(0) - this->pmin(0);
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for (int i = 1; i < D; i++)
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if (this->pmax(i) - this->pmin(i) < inner)
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inner = this->pmax(i) - this->pmin(i);
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}
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};
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#endif
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