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150 lines
3.4 KiB
C++
150 lines
3.4 KiB
C++
#ifndef _REVOLUTION_HPP
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#define _REVOLUTION_HPP
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class Revolution;
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class RevolutionFace : public Surface
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{
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private:
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bool isfirst, islast;
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const SplineSeg<2> * spline;
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bool deletable;
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Point<3> p0;
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Vec<3> v_axis;
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int id;
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mutable Vector spline_coefficient;
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Array < Vec<2>* > checklines_vec;
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Array < Point<2>* > checklines_start;
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Array < Vec<2>* > checklines_normal;
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private:
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void Init (void);
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public:
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void CalcProj(const Point<3> & point3d, Point<2> & point2d) const;
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void CalcProj(const Point<3> & point3d, Point<2> & point2d,
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const Vec<3> & vector3d, Vec<2> & vector2d) const;
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void CalcProj0(const Vec<3> & point3d_minus_p0, Point<2> & point2d) const;
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public:
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RevolutionFace(const SplineSeg<2> & spline_in,
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const Point<3> & p,
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const Vec<3> & vec,
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bool first = false,
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bool last = false,
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const int id_in = 0);
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RevolutionFace(const Array<double> & raw_data);
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~RevolutionFace();
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virtual int IsIdentic (const Surface & s2, int & inv, double eps) const;
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virtual double CalcFunctionValue (const Point<3> & point) const;
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virtual void CalcGradient (const Point<3> & point, Vec<3> & grad) const;
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virtual void CalcHesse (const Point<3> & point, Mat<3> & hesse) const;
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virtual double HesseNorm () const;
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virtual double MaxCurvature () const;
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//virtual double MaxCurvatureLoc (const Point<3> & /* c */ ,
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// double /* rad */) const;
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virtual void Project (Point<3> & p) const;
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virtual Point<3> GetSurfacePoint () const;
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virtual void Print (ostream & str) const;
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virtual void GetTriangleApproximation (TriangleApproximation & tas,
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const Box<3> & boundingbox,
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double facets) const;
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bool BoxIntersectsFace (const Box<3> & box) const;
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/*
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bool BoxIntersectsFace (const BoxSphere<2> & box, bool & uncertain) const;
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bool BoxIntersectsFace (const BoxSphere<3> & box, bool & uncertain) const;
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*/
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const SplineSeg<2> & GetSpline(void) const {return *spline;}
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INSOLID_TYPE PointInFace (const Point<3> & p, const double eps) const;
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void GetRawData(Array<double> & data) const;
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};
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/*
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Primitive of revolution
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*/
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class Revolution : public Primitive
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{
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private:
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Point<3> p0,p1;
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Vec<3> v_axis;
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const SplineGeometry2d & splinecurve;
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const int nsplines;
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// 1 ... torus-like
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// 2 ... sphere-like
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int type;
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Array<RevolutionFace*> faces;
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mutable int intersecting_face;
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public:
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Revolution(const Point<3> & p0_in,
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const Point<3> & p1_in,
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const SplineGeometry2d & spline_in);
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~Revolution();
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/*
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Check, whether box intersects solid defined by surface.
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return values:
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0 .. box outside solid \\
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1 .. box in solid \\
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2 .. can't decide (allowed, iff box is close to solid)
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*/
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virtual INSOLID_TYPE BoxInSolid (const BoxSphere<3> & box) const;
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virtual INSOLID_TYPE PointInSolid (const Point<3> & p,
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double eps) const;
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virtual INSOLID_TYPE VecInSolid (const Point<3> & p,
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const Vec<3> & v,
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double eps) const;
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// checks if lim s->0 lim t->0 p + t(v1 + s v2) in solid
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virtual INSOLID_TYPE VecInSolid2 (const Point<3> & p,
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const Vec<3> & v1,
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const Vec<3> & v2,
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double eps) const;
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virtual int GetNSurfaces() const;
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virtual Surface & GetSurface (int i = 0);
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virtual const Surface & GetSurface (int i = 0) const;
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virtual void Reduce (const BoxSphere<3> & box);
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virtual void UnReduce ();
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};
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#endif
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