| 1 | /* | 
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| 2 | * BoundaryTriangleSet.cpp | 
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| 3 | * | 
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| 4 | *  Created on: Jul 29, 2010 | 
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| 5 | *      Author: heber | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #include "BoundaryTriangleSet.hpp" | 
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| 9 |  | 
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| 10 | #include <iostream> | 
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| 11 |  | 
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| 12 | #include "BoundaryLineSet.hpp" | 
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| 13 | #include "BoundaryPointSet.hpp" | 
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| 14 | #include "TesselPoint.hpp" | 
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| 15 |  | 
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| 16 | #include "Helpers/Assert.hpp" | 
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| 17 | #include "Helpers/Info.hpp" | 
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| 18 | #include "LinearAlgebra/Line.hpp" | 
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| 19 | #include "Helpers/Log.hpp" | 
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| 20 | #include "LinearAlgebra/Plane.hpp" | 
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| 21 | #include "LinearAlgebra/Vector.hpp" | 
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| 22 | #include "Helpers/Verbose.hpp" | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 | /** Constructor for BoundaryTriangleSet. | 
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| 27 | */ | 
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| 28 | BoundaryTriangleSet::BoundaryTriangleSet() : | 
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| 29 | Nr(-1) | 
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| 30 | { | 
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| 31 | Info FunctionInfo(__func__); | 
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| 32 | for (int i = 0; i < 3; i++) { | 
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| 33 | endpoints[i] = NULL; | 
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| 34 | lines[i] = NULL; | 
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| 35 | } | 
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| 36 | } | 
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| 37 | ; | 
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| 38 |  | 
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| 39 | /** Constructor for BoundaryTriangleSet with three lines. | 
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| 40 | * \param *line[3] lines that make up the triangle | 
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| 41 | * \param number number of triangle | 
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| 42 | */ | 
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| 43 | BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) : | 
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| 44 | Nr(number) | 
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| 45 | { | 
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| 46 | Info FunctionInfo(__func__); | 
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| 47 | // set number | 
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| 48 | // set lines | 
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| 49 | for (int i = 0; i < 3; i++) { | 
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| 50 | lines[i] = line[i]; | 
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| 51 | lines[i]->AddTriangle(this); | 
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| 52 | } | 
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| 53 | // get ascending order of endpoints | 
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| 54 | PointMap OrderMap; | 
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| 55 | for (int i = 0; i < 3; i++) { | 
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| 56 | // for all three lines | 
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| 57 | for (int j = 0; j < 2; j++) { // for both endpoints | 
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| 58 | OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j])); | 
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| 59 | // and we don't care whether insertion fails | 
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| 60 | } | 
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| 61 | } | 
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| 62 | // set endpoints | 
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| 63 | int Counter = 0; | 
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| 64 | DoLog(0) && (Log() << Verbose(0) << "New triangle " << Nr << " with end points: " << endl); | 
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| 65 | for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) { | 
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| 66 | endpoints[Counter] = runner->second; | 
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| 67 | DoLog(0) && (Log() << Verbose(0) << " " << *endpoints[Counter] << endl); | 
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| 68 | Counter++; | 
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| 69 | } | 
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| 70 | ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!"); | 
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| 71 | }; | 
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| 72 |  | 
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| 73 |  | 
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| 74 | /** Destructor of BoundaryTriangleSet. | 
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| 75 | * Removes itself from each of its lines' LineMap and removes them if necessary. | 
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| 76 | * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle() | 
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| 77 | */ | 
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| 78 | BoundaryTriangleSet::~BoundaryTriangleSet() | 
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| 79 | { | 
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| 80 | Info FunctionInfo(__func__); | 
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| 81 | for (int i = 0; i < 3; i++) { | 
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| 82 | if (lines[i] != NULL) { | 
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| 83 | if (lines[i]->triangles.erase(Nr)) { | 
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| 84 | //Log() << Verbose(0) << "Triangle Nr." << Nr << " erased in line " << *lines[i] << "." << endl; | 
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| 85 | } | 
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| 86 | if (lines[i]->triangles.empty()) { | 
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| 87 | //Log() << Verbose(0) << *lines[i] << " is no more attached to any triangle, erasing." << endl; | 
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| 88 | delete (lines[i]); | 
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| 89 | lines[i] = NULL; | 
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| 90 | } | 
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| 91 | } | 
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| 92 | } | 
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| 93 | //Log() << Verbose(0) << "Erasing triangle Nr." << Nr << " itself." << endl; | 
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| 94 | } | 
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| 95 | ; | 
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| 96 |  | 
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| 97 | /** Calculates the normal vector for this triangle. | 
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| 98 | * Is made unique by comparison with \a OtherVector to point in the other direction. | 
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| 99 | * \param &OtherVector direction vector to make normal vector unique. | 
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| 100 | */ | 
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| 101 | void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector) | 
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| 102 | { | 
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| 103 | Info FunctionInfo(__func__); | 
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| 104 | // get normal vector | 
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| 105 | NormalVector = Plane((endpoints[0]->node->getPosition()), | 
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| 106 | (endpoints[1]->node->getPosition()), | 
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| 107 | (endpoints[2]->node->getPosition())).getNormal(); | 
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| 108 |  | 
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| 109 | // make it always point inward (any offset vector onto plane projected onto normal vector suffices) | 
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| 110 | if (NormalVector.ScalarProduct(OtherVector) > 0.) | 
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| 111 | NormalVector.Scale(-1.); | 
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| 112 | DoLog(1) && (Log() << Verbose(1) << "Normal Vector is " << NormalVector << "." << endl); | 
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| 113 | } | 
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| 114 | ; | 
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| 115 |  | 
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| 116 | /** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses. | 
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| 117 | * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane | 
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| 118 | * Thus we test if it's really on the plane and whether it's inside the triangle on the plane or not. | 
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| 119 | * The latter is done as follows: We calculate the cross point of one of the triangle's baseline with the line | 
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| 120 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between | 
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| 121 | * the first two basepoints) or not. | 
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| 122 | * \param *out output stream for debugging | 
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| 123 | * \param &MolCenter offset vector of line | 
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| 124 | * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line | 
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| 125 | * \param &Intersection intersection on plane on return | 
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| 126 | * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle. | 
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| 127 | */ | 
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| 128 |  | 
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| 129 | bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const | 
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| 130 | { | 
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| 131 | Info FunctionInfo(__func__); | 
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| 132 | Vector CrossPoint; | 
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| 133 | Vector helper; | 
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| 134 |  | 
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| 135 | try { | 
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| 136 | Line centerLine = makeLineThrough(MolCenter, x); | 
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| 137 | Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine); | 
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| 138 |  | 
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| 139 | DoLog(1) && (Log() << Verbose(1) << "INFO: Triangle is " << *this << "." << endl); | 
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| 140 | DoLog(1) && (Log() << Verbose(1) << "INFO: Line is from " << MolCenter << " to " << x << "." << endl); | 
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| 141 | DoLog(1) && (Log() << Verbose(1) << "INFO: Intersection is " << Intersection << "." << endl); | 
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| 142 |  | 
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| 143 | if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) { | 
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| 144 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with first endpoint." << endl); | 
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| 145 | return true; | 
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| 146 | }   else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) { | 
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| 147 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with second endpoint." << endl); | 
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| 148 | return true; | 
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| 149 | }   else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) { | 
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| 150 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with third endpoint." << endl); | 
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| 151 | return true; | 
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| 152 | } | 
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| 153 | // Calculate cross point between one baseline and the line from the third endpoint to intersection | 
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| 154 | int i = 0; | 
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| 155 | do { | 
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| 156 | Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition())); | 
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| 157 | Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection); | 
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| 158 | CrossPoint = line1.getIntersection(line2); | 
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| 159 | helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition()); | 
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| 160 | CrossPoint -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector | 
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| 161 | const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared(); | 
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| 162 | DoLog(1) && (Log() << Verbose(1) << "INFO: Factor s is " << s << "." << endl); | 
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| 163 | if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) { | 
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| 164 | DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << "outside of triangle." << endl); | 
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| 165 | return false; | 
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| 166 | } | 
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| 167 | i++; | 
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| 168 | } while (i < 3); | 
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| 169 | DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << " inside of triangle." << endl); | 
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| 170 | return true; | 
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| 171 | } | 
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| 172 | catch (MathException &excp) { | 
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| 173 | Log() << Verbose(1) << excp; | 
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| 174 | DoeLog(1) && (eLog() << Verbose(1) << "Alas! Intersection with plane failed - at least numerically - the intersection is not on the plane!" << endl); | 
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| 175 | return false; | 
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| 176 | } | 
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| 177 | } | 
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| 178 | ; | 
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| 179 |  | 
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| 180 | /** Finds the point on the triangle to the point \a *x. | 
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| 181 | * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point. | 
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| 182 | * Then we check the in-plane part (the part projected down onto plane). We check whether it crosses one of the | 
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| 183 | * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down. | 
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| 184 | * Thus we test if it's really on the plane and whether it's inside the triangle on the plane or not. | 
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| 185 | * The latter is done as follows: We calculate the cross point of one of the triangle's baseline with the line | 
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| 186 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between | 
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| 187 | * the first two basepoints) or not. | 
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| 188 | * \param *x point | 
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| 189 | * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector | 
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| 190 | * \return Distance squared between \a *x and closest point inside triangle | 
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| 191 | */ | 
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| 192 | double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const | 
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| 193 | { | 
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| 194 | Info FunctionInfo(__func__); | 
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| 195 | Vector Direction; | 
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| 196 |  | 
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| 197 | // 1. get intersection with plane | 
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| 198 | DoLog(1) && (Log() << Verbose(1) << "INFO: Looking for closest point of triangle " << *this << " to " << x << "." << endl); | 
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| 199 | GetCenter(Direction); | 
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| 200 | try { | 
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| 201 | Line l = makeLineThrough(x, Direction); | 
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| 202 | ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(l); | 
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| 203 | } | 
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| 204 | catch (MathException &excp) { | 
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| 205 | (ClosestPoint) = (x); | 
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| 206 | } | 
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| 207 |  | 
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| 208 | // 2. Calculate in plane part of line (x, intersection) | 
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| 209 | Vector InPlane = (x) - (ClosestPoint); // points from plane intersection to straight-down point | 
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| 210 | InPlane.ProjectOntoPlane(NormalVector); | 
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| 211 | InPlane += ClosestPoint; | 
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| 212 |  | 
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| 213 | DoLog(2) && (Log() << Verbose(2) << "INFO: Triangle is " << *this << "." << endl); | 
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| 214 | DoLog(2) && (Log() << Verbose(2) << "INFO: Line is from " << Direction << " to " << x << "." << endl); | 
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| 215 | DoLog(2) && (Log() << Verbose(2) << "INFO: In-plane part is " << InPlane << "." << endl); | 
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| 216 |  | 
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| 217 | // Calculate cross point between one baseline and the desired point such that distance is shortest | 
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| 218 | double ShortestDistance = -1.; | 
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| 219 | bool InsideFlag = false; | 
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| 220 | Vector CrossDirection[3]; | 
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| 221 | Vector CrossPoint[3]; | 
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| 222 | Vector helper; | 
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| 223 | for (int i = 0; i < 3; i++) { | 
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| 224 | // treat direction of line as normal of a (cut)plane and the desired point x as the plane offset, the intersect line with point | 
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| 225 | Direction = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition()); | 
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| 226 | // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal); | 
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| 227 | Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition())); | 
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| 228 | CrossPoint[i] = Plane(Direction, InPlane).GetIntersection(l); | 
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| 229 | CrossDirection[i] = CrossPoint[i] - InPlane; | 
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| 230 | CrossPoint[i] -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector | 
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| 231 | const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared(); | 
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| 232 | DoLog(2) && (Log() << Verbose(2) << "INFO: Factor s is " << s << "." << endl); | 
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| 233 | if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) { | 
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| 234 | CrossPoint[i] += (endpoints[i%3]->node->getPosition());  // make cross point absolute again | 
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| 235 | DoLog(2) && (Log() << Verbose(2) << "INFO: Crosspoint is " << CrossPoint[i] << ", intersecting BoundaryLine between " << endpoints[i % 3]->node->getPosition() << " and " << endpoints[(i + 1) % 3]->node->getPosition() << "." << endl); | 
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| 236 | const double distance = CrossPoint[i].DistanceSquared(x); | 
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| 237 | if ((ShortestDistance < 0.) || (ShortestDistance > distance)) { | 
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| 238 | ShortestDistance = distance; | 
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| 239 | (ClosestPoint) = CrossPoint[i]; | 
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| 240 | } | 
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| 241 | } else | 
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| 242 | CrossPoint[i].Zero(); | 
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| 243 | } | 
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| 244 | InsideFlag = true; | 
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| 245 | for (int i = 0; i < 3; i++) { | 
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| 246 | const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]); | 
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| 247 | const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]); | 
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| 248 |  | 
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| 249 | if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign | 
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| 250 | InsideFlag = false; | 
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| 251 | } | 
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| 252 | if (InsideFlag) { | 
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| 253 | (ClosestPoint) = InPlane; | 
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| 254 | ShortestDistance = InPlane.DistanceSquared(x); | 
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| 255 | } else { // also check endnodes | 
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| 256 | for (int i = 0; i < 3; i++) { | 
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| 257 | const double distance = x.DistanceSquared(endpoints[i]->node->getPosition()); | 
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| 258 | if ((ShortestDistance < 0.) || (ShortestDistance > distance)) { | 
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| 259 | ShortestDistance = distance; | 
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| 260 | (ClosestPoint) = (endpoints[i]->node->getPosition()); | 
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| 261 | } | 
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| 262 | } | 
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| 263 | } | 
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| 264 | DoLog(1) && (Log() << Verbose(1) << "INFO: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << "." << endl); | 
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| 265 | return ShortestDistance; | 
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| 266 | } | 
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| 267 | ; | 
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| 268 |  | 
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| 269 | /** Checks whether lines is any of the three boundary lines this triangle contains. | 
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| 270 | * \param *line line to test | 
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| 271 | * \return true - line is of the triangle, false - is not | 
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| 272 | */ | 
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| 273 | bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) const | 
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| 274 | { | 
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| 275 | Info FunctionInfo(__func__); | 
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| 276 | for (int i = 0; i < 3; i++) | 
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| 277 | if (line == lines[i]) | 
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| 278 | return true; | 
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| 279 | return false; | 
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| 280 | } | 
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| 281 | ; | 
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| 282 |  | 
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| 283 | /** Checks whether point is any of the three endpoints this triangle contains. | 
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| 284 | * \param *point point to test | 
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| 285 | * \return true - point is of the triangle, false - is not | 
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| 286 | */ | 
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| 287 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const BoundaryPointSet * const point) const | 
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| 288 | { | 
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| 289 | Info FunctionInfo(__func__); | 
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| 290 | for (int i = 0; i < 3; i++) | 
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| 291 | if (point == endpoints[i]) | 
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| 292 | return true; | 
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| 293 | return false; | 
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| 294 | } | 
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| 295 | ; | 
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| 296 |  | 
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| 297 | /** Checks whether point is any of the three endpoints this triangle contains. | 
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| 298 | * \param *point TesselPoint to test | 
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| 299 | * \return true - point is of the triangle, false - is not | 
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| 300 | */ | 
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| 301 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const | 
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| 302 | { | 
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| 303 | Info FunctionInfo(__func__); | 
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| 304 | for (int i = 0; i < 3; i++) | 
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| 305 | if (point == endpoints[i]->node) | 
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| 306 | return true; | 
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| 307 | return false; | 
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| 308 | } | 
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| 309 | ; | 
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| 310 |  | 
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| 311 | /** Checks whether three given \a *Points coincide with triangle's endpoints. | 
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| 312 | * \param *Points[3] pointer to BoundaryPointSet | 
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| 313 | * \return true - is the very triangle, false - is not | 
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| 314 | */ | 
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| 315 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryPointSet * const Points[3]) const | 
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| 316 | { | 
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| 317 | Info FunctionInfo(__func__); | 
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| 318 | DoLog(1) && (Log() << Verbose(1) << "INFO: Checking " << Points[0] << "," << Points[1] << "," << Points[2] << " against " << endpoints[0] << "," << endpoints[1] << "," << endpoints[2] << "." << endl); | 
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| 319 | return (((endpoints[0] == Points[0]) || (endpoints[0] == Points[1]) || (endpoints[0] == Points[2])) && ((endpoints[1] == Points[0]) || (endpoints[1] == Points[1]) || (endpoints[1] == Points[2])) && ((endpoints[2] == Points[0]) || (endpoints[2] == Points[1]) || (endpoints[2] == Points[2]) | 
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| 320 |  | 
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| 321 | )); | 
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| 322 | } | 
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| 323 | ; | 
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| 324 |  | 
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| 325 | /** Checks whether three given \a *Points coincide with triangle's endpoints. | 
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| 326 | * \param *Points[3] pointer to BoundaryPointSet | 
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| 327 | * \return true - is the very triangle, false - is not | 
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| 328 | */ | 
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| 329 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const | 
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| 330 | { | 
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| 331 | Info FunctionInfo(__func__); | 
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| 332 | return (((endpoints[0] == T->endpoints[0]) || (endpoints[0] == T->endpoints[1]) || (endpoints[0] == T->endpoints[2])) && ((endpoints[1] == T->endpoints[0]) || (endpoints[1] == T->endpoints[1]) || (endpoints[1] == T->endpoints[2])) && ((endpoints[2] == T->endpoints[0]) || (endpoints[2] == T->endpoints[1]) || (endpoints[2] == T->endpoints[2]) | 
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| 333 |  | 
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| 334 | )); | 
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| 335 | } | 
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| 336 | ; | 
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| 337 |  | 
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| 338 | /** Returns the endpoint which is not contained in the given \a *line. | 
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| 339 | * \param *line baseline defining two endpoints | 
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| 340 | * \return pointer third endpoint or NULL if line does not belong to triangle. | 
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| 341 | */ | 
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| 342 | class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const | 
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| 343 | { | 
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| 344 | Info FunctionInfo(__func__); | 
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| 345 | // sanity check | 
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| 346 | if (!ContainsBoundaryLine(line)) | 
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| 347 | return NULL; | 
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| 348 | for (int i = 0; i < 3; i++) | 
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| 349 | if (!line->ContainsBoundaryPoint(endpoints[i])) | 
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| 350 | return endpoints[i]; | 
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| 351 | // actually, that' impossible :) | 
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| 352 | return NULL; | 
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| 353 | } | 
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| 354 | ; | 
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| 355 |  | 
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| 356 | /** Returns the baseline which does not contain the given boundary point \a *point. | 
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| 357 | * \param *point endpoint which is neither endpoint of the desired line | 
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| 358 | * \return pointer to desired third baseline | 
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| 359 | */ | 
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| 360 | class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const | 
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| 361 | { | 
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| 362 | Info FunctionInfo(__func__); | 
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| 363 | // sanity check | 
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| 364 | if (!ContainsBoundaryPoint(point)) | 
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| 365 | return NULL; | 
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| 366 | for (int i = 0; i < 3; i++) | 
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| 367 | if (!lines[i]->ContainsBoundaryPoint(point)) | 
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| 368 | return lines[i]; | 
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| 369 | // actually, that' impossible :) | 
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| 370 | return NULL; | 
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| 371 | } | 
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| 372 | ; | 
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| 373 |  | 
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| 374 | /** Calculates the center point of the triangle. | 
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| 375 | * Is third of the sum of all endpoints. | 
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| 376 | * \param *center central point on return. | 
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| 377 | */ | 
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| 378 | void BoundaryTriangleSet::GetCenter(Vector & center) const | 
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| 379 | { | 
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| 380 | Info FunctionInfo(__func__); | 
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| 381 | center.Zero(); | 
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| 382 | for (int i = 0; i < 3; i++) | 
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| 383 | (center) += (endpoints[i]->node->getPosition()); | 
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| 384 | center.Scale(1. / 3.); | 
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| 385 | DoLog(1) && (Log() << Verbose(1) << "INFO: Center is at " << center << "." << endl); | 
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| 386 | } | 
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| 387 |  | 
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| 388 | /** | 
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| 389 | * gets the Plane defined by the three triangle Basepoints | 
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| 390 | */ | 
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| 391 | Plane BoundaryTriangleSet::getPlane() const{ | 
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| 392 | ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined"); | 
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| 393 |  | 
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| 394 | return Plane(endpoints[0]->node->getPosition(), | 
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| 395 | endpoints[1]->node->getPosition(), | 
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| 396 | endpoints[2]->node->getPosition()); | 
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| 397 | } | 
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| 398 |  | 
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| 399 | Vector BoundaryTriangleSet::getEndpoint(int i) const{ | 
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| 400 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range"); | 
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| 401 |  | 
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| 402 | return endpoints[i]->node->getPosition(); | 
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| 403 | } | 
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| 404 |  | 
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| 405 | string BoundaryTriangleSet::getEndpointName(int i) const{ | 
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| 406 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range"); | 
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| 407 |  | 
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| 408 | return endpoints[i]->node->getName(); | 
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| 409 | } | 
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| 410 |  | 
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| 411 | /** output operator for BoundaryTriangleSet. | 
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| 412 | * \param &ost output stream | 
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| 413 | * \param &a boundary triangle | 
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| 414 | */ | 
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| 415 | ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a) | 
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| 416 | { | 
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| 417 | ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]"; | 
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| 418 | //  ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << "," | 
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| 419 | //      << a.endpoints[1]->node->Name << " at " << *a.endpoints[1]->node->node << "," << a.endpoints[2]->node->Name << " at " << *a.endpoints[2]->node->node << "]"; | 
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| 420 | return ost; | 
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| 421 | } | 
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| 422 | ; | 
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| 423 |  | 
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