| 1 | /*
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| 2 |  * Project: MoleCuilder
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| 3 |  * Description: creates and alters molecular systems
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| 4 |  * Copyright (C)  2010 University of Bonn. All rights reserved.
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| 5 |  * Please see the LICENSE file or "Copyright notice" in builder.cpp for details.
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| 6 |  */
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| 7 | 
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| 8 | /*
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| 9 |  * BoundaryTriangleSet.cpp
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| 10 |  *
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| 11 |  *  Created on: Jul 29, 2010
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| 12 |  *      Author: heber
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| 13 |  */
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| 14 | 
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| 15 | // include config.h
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| 16 | #ifdef HAVE_CONFIG_H
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| 17 | #include <config.h>
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| 18 | #endif
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| 19 | 
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| 20 | #include "CodePatterns/MemDebug.hpp"
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| 21 | 
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| 22 | #include "BoundaryTriangleSet.hpp"
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| 23 | 
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| 24 | #include <iostream>
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| 25 | 
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| 26 | #include "BoundaryLineSet.hpp"
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| 27 | #include "BoundaryPointSet.hpp"
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| 28 | #include "TesselPoint.hpp"
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| 29 | 
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| 30 | #include "CodePatterns/Assert.hpp"
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| 31 | #include "CodePatterns/Info.hpp"
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| 32 | #include "LinearAlgebra/Line.hpp"
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| 33 | #include "CodePatterns/Log.hpp"
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| 34 | #include "LinearAlgebra/Plane.hpp"
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| 35 | #include "LinearAlgebra/Vector.hpp"
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| 36 | #include "CodePatterns/Verbose.hpp"
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| 37 | 
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| 38 | using namespace std;
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| 39 | 
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| 40 | /** Constructor for BoundaryTriangleSet.
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| 41 |  */
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| 42 | BoundaryTriangleSet::BoundaryTriangleSet() :
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| 43 |   Nr(-1)
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| 44 | {
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| 45 |   Info FunctionInfo(__func__);
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| 46 |   for (int i = 0; i < 3; i++) {
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| 47 |     endpoints[i] = NULL;
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| 48 |     lines[i] = NULL;
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| 49 |   }
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| 50 | }
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| 51 | ;
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| 52 | 
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| 53 | /** Constructor for BoundaryTriangleSet with three lines.
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| 54 |  * \param *line[3] lines that make up the triangle
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| 55 |  * \param number number of triangle
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| 56 |  */
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| 57 | BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) :
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| 58 |   Nr(number)
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| 59 | {
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| 60 |   Info FunctionInfo(__func__);
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| 61 |   // set number
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| 62 |   // set lines
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| 63 |   for (int i = 0; i < 3; i++) {
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| 64 |     lines[i] = line[i];
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| 65 |     lines[i]->AddTriangle(this);
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| 66 |   }
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| 67 |   // get ascending order of endpoints
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| 68 |   PointMap OrderMap;
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| 69 |   for (int i = 0; i < 3; i++) {
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| 70 |     // for all three lines
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| 71 |     for (int j = 0; j < 2; j++) { // for both endpoints
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| 72 |       OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j]));
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| 73 |       // and we don't care whether insertion fails
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| 74 |     }
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| 75 |   }
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| 76 |   // set endpoints
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| 77 |   int Counter = 0;
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| 78 |   DoLog(0) && (Log() << Verbose(0) << "New triangle " << Nr << " with end points: " << endl);
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| 79 |   for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) {
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| 80 |     endpoints[Counter] = runner->second;
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| 81 |     DoLog(0) && (Log() << Verbose(0) << " " << *endpoints[Counter] << endl);
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| 82 |     Counter++;
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| 83 |   }
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| 84 |   ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!");
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| 85 | };
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| 86 | 
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| 87 | 
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| 88 | /** Destructor of BoundaryTriangleSet.
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| 89 |  * Removes itself from each of its lines' LineMap and removes them if necessary.
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| 90 |  * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle()
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| 91 |  */
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| 92 | BoundaryTriangleSet::~BoundaryTriangleSet()
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| 93 | {
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| 94 |   Info FunctionInfo(__func__);
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| 95 |   for (int i = 0; i < 3; i++) {
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| 96 |     if (lines[i] != NULL) {
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| 97 |       if (lines[i]->triangles.erase(Nr)) {
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| 98 |         //Log() << Verbose(0) << "Triangle Nr." << Nr << " erased in line " << *lines[i] << "." << endl;
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| 99 |       }
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| 100 |       if (lines[i]->triangles.empty()) {
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| 101 |         //Log() << Verbose(0) << *lines[i] << " is no more attached to any triangle, erasing." << endl;
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| 102 |         delete (lines[i]);
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| 103 |         lines[i] = NULL;
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| 104 |       }
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| 105 |     }
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| 106 |   }
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| 107 |   //Log() << Verbose(0) << "Erasing triangle Nr." << Nr << " itself." << endl;
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| 108 | }
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| 109 | ;
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| 110 | 
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| 111 | /** Calculates the normal vector for this triangle.
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| 112 |  * Is made unique by comparison with \a OtherVector to point in the other direction.
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| 113 |  * \param &OtherVector direction vector to make normal vector unique.
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| 114 |  */
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| 115 | void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector)
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| 116 | {
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| 117 |   Info FunctionInfo(__func__);
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| 118 |   // get normal vector
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| 119 |   NormalVector = Plane((endpoints[0]->node->getPosition()),
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| 120 |                        (endpoints[1]->node->getPosition()),
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| 121 |                        (endpoints[2]->node->getPosition())).getNormal();
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| 122 | 
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| 123 |   // make it always point inward (any offset vector onto plane projected onto normal vector suffices)
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| 124 |   if (NormalVector.ScalarProduct(OtherVector) > 0.)
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| 125 |     NormalVector.Scale(-1.);
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| 126 |   DoLog(1) && (Log() << Verbose(1) << "Normal Vector is " << NormalVector << "." << endl);
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| 127 | }
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| 128 | ;
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| 129 | 
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| 130 | /** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses.
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| 131 |  * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane
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| 132 |  * 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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| 133 |  * 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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| 134 |  * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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| 135 |  * the first two basepoints) or not.
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| 136 |  * \param *out output stream for debugging
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| 137 |  * \param &MolCenter offset vector of line
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| 138 |  * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line
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| 139 |  * \param &Intersection intersection on plane on return
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| 140 |  * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle.
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| 141 |  */
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| 142 | 
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| 143 | bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const
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| 144 | {
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| 145 |   Info FunctionInfo(__func__);
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| 146 |   Vector CrossPoint;
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| 147 |   Vector helper;
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| 148 | 
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| 149 |   try {
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| 150 |     Line centerLine = makeLineThrough(MolCenter, x);
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| 151 |     Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine);
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| 152 | 
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| 153 |     DoLog(1) && (Log() << Verbose(1) << "INFO: Triangle is " << *this << "." << endl);
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| 154 |     DoLog(1) && (Log() << Verbose(1) << "INFO: Line is from " << MolCenter << " to " << x << "." << endl);
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| 155 |     DoLog(1) && (Log() << Verbose(1) << "INFO: Intersection is " << Intersection << "." << endl);
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| 156 | 
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| 157 |     if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) {
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| 158 |       DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with first endpoint." << endl);
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| 159 |       return true;
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| 160 |     }   else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) {
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| 161 |       DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with second endpoint." << endl);
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| 162 |       return true;
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| 163 |     }   else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) {
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| 164 |       DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with third endpoint." << endl);
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| 165 |       return true;
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| 166 |     }
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| 167 |     // Calculate cross point between one baseline and the line from the third endpoint to intersection
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| 168 |     int i = 0;
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| 169 |     do {
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| 170 |       Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition()));
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| 171 |       Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection);
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| 172 |       CrossPoint = line1.getIntersection(line2);
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| 173 |       helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
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| 174 |       CrossPoint -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector
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| 175 |       const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared();
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| 176 |       DoLog(1) && (Log() << Verbose(1) << "INFO: Factor s is " << s << "." << endl);
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| 177 |       if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) {
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| 178 |         DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << "outside of triangle." << endl);
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| 179 |         return false;
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| 180 |       }
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| 181 |       i++;
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| 182 |     } while (i < 3);
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| 183 |     DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << " inside of triangle." << endl);
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| 184 |     return true;
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| 185 |   }
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| 186 |   catch (MathException &excp) {
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| 187 |     Log() << Verbose(1) << excp;
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| 188 |     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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| 189 |     return false;
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| 190 |   }
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| 191 | }
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| 192 | ;
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| 193 | 
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| 194 | /** Finds the point on the triangle to the point \a *x.
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| 195 |  * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point.
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| 196 |  * 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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| 197 |  * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down.
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| 198 |  * 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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| 199 |  * 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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| 200 |  * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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| 201 |  * the first two basepoints) or not.
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| 202 |  * \param *x point
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| 203 |  * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector
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| 204 |  * \return Distance squared between \a *x and closest point inside triangle
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| 205 |  */
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| 206 | double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const
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| 207 | {
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| 208 |   Info FunctionInfo(__func__);
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| 209 |   Vector Direction;
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| 210 | 
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| 211 |   // 1. get intersection with plane
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| 212 |   DoLog(1) && (Log() << Verbose(1) << "INFO: Looking for closest point of triangle " << *this << " to " << x << "." << endl);
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| 213 |   GetCenter(Direction);
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| 214 |   try {
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| 215 |     Line l = makeLineThrough(x, Direction);
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| 216 |     ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(l);
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| 217 |   }
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| 218 |   catch (MathException &excp) {
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| 219 |     (ClosestPoint) = (x);
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| 220 |   }
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| 221 | 
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| 222 |   // 2. Calculate in plane part of line (x, intersection)
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| 223 |   Vector InPlane = (x) - (ClosestPoint); // points from plane intersection to straight-down point
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| 224 |   InPlane.ProjectOntoPlane(NormalVector);
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| 225 |   InPlane += ClosestPoint;
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| 226 | 
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| 227 |   DoLog(2) && (Log() << Verbose(2) << "INFO: Triangle is " << *this << "." << endl);
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| 228 |   DoLog(2) && (Log() << Verbose(2) << "INFO: Line is from " << Direction << " to " << x << "." << endl);
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| 229 |   DoLog(2) && (Log() << Verbose(2) << "INFO: In-plane part is " << InPlane << "." << endl);
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| 230 | 
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| 231 |   // Calculate cross point between one baseline and the desired point such that distance is shortest
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| 232 |   double ShortestDistance = -1.;
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| 233 |   bool InsideFlag = false;
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| 234 |   Vector CrossDirection[3];
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| 235 |   Vector CrossPoint[3];
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| 236 |   Vector helper;
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| 237 |   for (int i = 0; i < 3; i++) {
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| 238 |     // 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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| 239 |     Direction = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
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| 240 |     // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal);
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| 241 |     Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition()));
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| 242 |     CrossPoint[i] = Plane(Direction, InPlane).GetIntersection(l);
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| 243 |     CrossDirection[i] = CrossPoint[i] - InPlane;
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| 244 |     CrossPoint[i] -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector
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| 245 |     const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared();
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| 246 |     DoLog(2) && (Log() << Verbose(2) << "INFO: Factor s is " << s << "." << endl);
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| 247 |     if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) {
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| 248 |           CrossPoint[i] += (endpoints[i%3]->node->getPosition());  // make cross point absolute again
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| 249 |       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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| 250 |       const double distance = CrossPoint[i].DistanceSquared(x);
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| 251 |       if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
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| 252 |         ShortestDistance = distance;
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| 253 |         (ClosestPoint) = CrossPoint[i];
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| 254 |       }
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| 255 |     } else
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| 256 |       CrossPoint[i].Zero();
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| 257 |   }
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| 258 |   InsideFlag = true;
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| 259 |   for (int i = 0; i < 3; i++) {
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| 260 |     const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]);
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| 261 |     const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]);
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| 262 | 
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| 263 |     if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign
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| 264 |       InsideFlag = false;
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| 265 |   }
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| 266 |   if (InsideFlag) {
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| 267 |     (ClosestPoint) = InPlane;
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| 268 |     ShortestDistance = InPlane.DistanceSquared(x);
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| 269 |   } else { // also check endnodes
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| 270 |     for (int i = 0; i < 3; i++) {
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| 271 |       const double distance = x.DistanceSquared(endpoints[i]->node->getPosition());
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| 272 |       if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
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| 273 |         ShortestDistance = distance;
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| 274 |         (ClosestPoint) = (endpoints[i]->node->getPosition());
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| 275 |       }
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| 276 |     }
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| 277 |   }
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| 278 |   DoLog(1) && (Log() << Verbose(1) << "INFO: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << "." << endl);
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| 279 |   return ShortestDistance;
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| 280 | }
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| 281 | ;
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| 282 | 
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| 283 | /** Checks whether lines is any of the three boundary lines this triangle contains.
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| 284 |  * \param *line line to test
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| 285 |  * \return true - line is of the triangle, false - is not
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| 286 |  */
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| 287 | bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) 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 (line == lines[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 point 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 BoundaryPointSet * 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])
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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 point is any of the three endpoints this triangle contains.
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| 312 |  * \param *point TesselPoint to test
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| 313 |  * \return true - point is of the triangle, false - is not
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| 314 |  */
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| 315 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const
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| 316 | {
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| 317 |   Info FunctionInfo(__func__);
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| 318 |   for (int i = 0; i < 3; i++)
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| 319 |     if (point == endpoints[i]->node)
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| 320 |       return true;
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| 321 |   return false;
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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 BoundaryPointSet * const Points[3]) const
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| 330 | {
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| 331 |   Info FunctionInfo(__func__);
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| 332 |   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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| 333 |   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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| 334 | 
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| 335 |   ));
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| 336 | }
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| 337 | ;
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| 338 | 
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| 339 | /** Checks whether three given \a *Points coincide with triangle's endpoints.
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| 340 |  * \param *Points[3] pointer to BoundaryPointSet
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| 341 |  * \return true - is the very triangle, false - is not
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| 342 |  */
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| 343 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const
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| 344 | {
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| 345 |   Info FunctionInfo(__func__);
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| 346 |   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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| 347 | 
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| 348 |   ));
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| 349 | }
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| 350 | ;
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| 351 | 
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| 352 | /** Returns the endpoint which is not contained in the given \a *line.
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| 353 |  * \param *line baseline defining two endpoints
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| 354 |  * \return pointer third endpoint or NULL if line does not belong to triangle.
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| 355 |  */
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| 356 | class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const
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| 357 | {
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| 358 |   Info FunctionInfo(__func__);
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| 359 |   // sanity check
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| 360 |   if (!ContainsBoundaryLine(line))
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| 361 |     return NULL;
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| 362 |   for (int i = 0; i < 3; i++)
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| 363 |     if (!line->ContainsBoundaryPoint(endpoints[i]))
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| 364 |       return endpoints[i];
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| 365 |   // actually, that' impossible :)
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| 366 |   return NULL;
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| 367 | }
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| 368 | ;
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| 369 | 
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| 370 | /** Returns the baseline which does not contain the given boundary point \a *point.
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| 371 |  * \param *point endpoint which is neither endpoint of the desired line
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| 372 |  * \return pointer to desired third baseline
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| 373 |  */
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| 374 | class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const
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| 375 | {
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| 376 |   Info FunctionInfo(__func__);
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| 377 |   // sanity check
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| 378 |   if (!ContainsBoundaryPoint(point))
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| 379 |     return NULL;
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| 380 |   for (int i = 0; i < 3; i++)
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| 381 |     if (!lines[i]->ContainsBoundaryPoint(point))
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| 382 |       return lines[i];
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| 383 |   // actually, that' impossible :)
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| 384 |   return NULL;
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| 385 | }
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| 386 | ;
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| 387 | 
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| 388 | /** Calculates the center point of the triangle.
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| 389 |  * Is third of the sum of all endpoints.
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| 390 |  * \param *center central point on return.
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| 391 |  */
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| 392 | void BoundaryTriangleSet::GetCenter(Vector & center) const
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| 393 | {
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| 394 |   Info FunctionInfo(__func__);
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| 395 |   center.Zero();
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| 396 |   for (int i = 0; i < 3; i++)
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| 397 |     (center) += (endpoints[i]->node->getPosition());
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| 398 |   center.Scale(1. / 3.);
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| 399 |   DoLog(1) && (Log() << Verbose(1) << "INFO: Center is at " << center << "." << endl);
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| 400 | }
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| 401 | 
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| 402 | /**
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| 403 |  * gets the Plane defined by the three triangle Basepoints
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| 404 |  */
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| 405 | Plane BoundaryTriangleSet::getPlane() const{
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| 406 |   ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined");
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| 407 | 
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| 408 |   return Plane(endpoints[0]->node->getPosition(),
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| 409 |                endpoints[1]->node->getPosition(),
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| 410 |                endpoints[2]->node->getPosition());
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| 411 | }
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| 412 | 
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| 413 | Vector BoundaryTriangleSet::getEndpoint(int i) const{
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| 414 |   ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
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| 415 | 
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| 416 |   return endpoints[i]->node->getPosition();
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| 417 | }
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| 418 | 
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| 419 | string BoundaryTriangleSet::getEndpointName(int i) const{
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| 420 |   ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
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| 421 | 
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| 422 |   return endpoints[i]->node->getName();
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| 423 | }
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| 424 | 
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| 425 | /** output operator for BoundaryTriangleSet.
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| 426 |  * \param &ost output stream
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| 427 |  * \param &a boundary triangle
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| 428 |  */
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| 429 | ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a)
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| 430 | {
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| 431 |   ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]";
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| 432 |   //  ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << ","
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| 433 |   //      << 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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| 434 |   return ost;
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| 435 | }
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| 436 | ;
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| 437 | 
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