| 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)  2010-2012 University of Bonn. All rights reserved. | 
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| 5 | * | 
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| 6 | * | 
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| 7 | *   This file is part of MoleCuilder. | 
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| 8 | * | 
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| 9 | *    MoleCuilder is free software: you can redistribute it and/or modify | 
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| 10 | *    it under the terms of the GNU General Public License as published by | 
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| 11 | *    the Free Software Foundation, either version 2 of the License, or | 
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| 12 | *    (at your option) any later version. | 
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| 13 | * | 
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| 14 | *    MoleCuilder is distributed in the hope that it will be useful, | 
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| 15 | *    but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 16 | *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 17 | *    GNU General Public License for more details. | 
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| 18 | * | 
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| 19 | *    You should have received a copy of the GNU General Public License | 
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| 20 | *    along with MoleCuilder.  If not, see <http://www.gnu.org/licenses/>. | 
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| 21 | */ | 
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| 22 |  | 
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| 23 | /* | 
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| 24 | * BoundaryTriangleSet.cpp | 
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| 25 | * | 
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| 26 | *  Created on: Jul 29, 2010 | 
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| 27 | *      Author: heber | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | // include config.h | 
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| 31 | #ifdef HAVE_CONFIG_H | 
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| 32 | #include <config.h> | 
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| 33 | #endif | 
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| 34 |  | 
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| 35 | #include "CodePatterns/MemDebug.hpp" | 
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| 36 |  | 
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| 37 | #include "BoundaryTriangleSet.hpp" | 
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| 38 |  | 
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| 39 | #include <iostream> | 
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| 40 |  | 
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| 41 | #include "BoundaryLineSet.hpp" | 
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| 42 | #include "BoundaryPointSet.hpp" | 
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| 43 | #include "Atom/TesselPoint.hpp" | 
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| 44 |  | 
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| 45 | #include "Helpers/defs.hpp" | 
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| 46 |  | 
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| 47 | #include "CodePatterns/Assert.hpp" | 
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| 48 | #include "CodePatterns/Info.hpp" | 
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| 49 | #include "CodePatterns/Log.hpp" | 
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| 50 | #include "CodePatterns/Verbose.hpp" | 
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| 51 | #include "LinearAlgebra/Exceptions.hpp" | 
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| 52 | #include "LinearAlgebra/Line.hpp" | 
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| 53 | #include "LinearAlgebra/Plane.hpp" | 
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| 54 | #include "LinearAlgebra/Vector.hpp" | 
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| 55 |  | 
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| 56 | using namespace std; | 
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| 57 |  | 
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| 58 | /** Constructor for BoundaryTriangleSet. | 
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| 59 | */ | 
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| 60 | BoundaryTriangleSet::BoundaryTriangleSet() : | 
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| 61 | Nr(-1) | 
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| 62 | { | 
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| 63 | //Info FunctionInfo(__func__); | 
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| 64 | for (int i = 0; i < 3; i++) { | 
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| 65 | endpoints[i] = NULL; | 
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| 66 | lines[i] = NULL; | 
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| 67 | } | 
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| 68 | } | 
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| 69 | ; | 
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| 70 |  | 
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| 71 | /** Constructor for BoundaryTriangleSet with three lines. | 
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| 72 | * \param *line[3] lines that make up the triangle | 
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| 73 | * \param number number of triangle | 
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| 74 | */ | 
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| 75 | BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) : | 
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| 76 | Nr(number) | 
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| 77 | { | 
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| 78 | //Info FunctionInfo(__func__); | 
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| 79 | // set number | 
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| 80 | // set lines | 
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| 81 | for (int i = 0; i < 3; i++) { | 
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| 82 | lines[i] = line[i]; | 
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| 83 | lines[i]->AddTriangle(this); | 
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| 84 | } | 
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| 85 | // get ascending order of endpoints | 
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| 86 | PointMap OrderMap; | 
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| 87 | for (int i = 0; i < 3; i++) { | 
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| 88 | // for all three lines | 
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| 89 | for (int j = 0; j < 2; j++) { // for both endpoints | 
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| 90 | OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j])); | 
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| 91 | // and we don't care whether insertion fails | 
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| 92 | } | 
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| 93 | } | 
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| 94 | // set endpoints | 
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| 95 | int Counter = 0; | 
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| 96 | LOG(4, "DEBUG: New triangle " << Nr << " with end points ... and lines:"); | 
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| 97 | for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) { | 
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| 98 | endpoints[Counter] = runner->second; | 
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| 99 | LOG(4, "DEBUG:    " << *endpoints[Counter] << "\t\t" << *lines[Counter]); | 
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| 100 | Counter++; | 
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| 101 | } | 
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| 102 | ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!"); | 
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| 103 | }; | 
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| 104 |  | 
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| 105 |  | 
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| 106 | /** Destructor of BoundaryTriangleSet. | 
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| 107 | * Removes itself from each of its lines' LineMap and removes them if necessary. | 
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| 108 | * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle() | 
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| 109 | */ | 
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| 110 | BoundaryTriangleSet::~BoundaryTriangleSet() | 
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| 111 | { | 
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| 112 | //Info FunctionInfo(__func__); | 
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| 113 | for (int i = 0; i < 3; i++) { | 
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| 114 | if (lines[i] != NULL) { | 
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| 115 | if (lines[i]->triangles.erase(Nr)) { | 
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| 116 | //LOG(5, "DEBUG: Triangle Nr." << Nr << " erased in line " << *lines[i] << "."); | 
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| 117 | } | 
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| 118 | if (lines[i]->triangles.empty()) { | 
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| 119 | //LOG(5, "DEBUG: " << *lines[i] << " is no more attached to any triangle, erasing."); | 
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| 120 | delete (lines[i]); | 
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| 121 | lines[i] = NULL; | 
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| 122 | } | 
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| 123 | } | 
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| 124 | } | 
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| 125 | //LOG(5, "DEBUG: Erasing triangle Nr." << Nr << " itself."); | 
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| 126 | } | 
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| 127 | ; | 
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| 128 |  | 
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| 129 | /** Calculates the area of this triangle. | 
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| 130 | * | 
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| 131 | * @return surface area in between the tree points of this triangle | 
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| 132 | */ | 
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| 133 | double BoundaryTriangleSet::getArea() const | 
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| 134 | { | 
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| 135 | Vector x; | 
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| 136 | Vector y; | 
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| 137 | x = getEndpoint(0) - getEndpoint(1); | 
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| 138 | y = getEndpoint(0) - getEndpoint(2); | 
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| 139 | const double a = x.Norm(); | 
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| 140 | const double b = y.Norm(); | 
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| 141 | const double c = getEndpoint(2).distance(getEndpoint(1)); | 
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| 142 | const double area = sqrt(((a + b + c) * (a + b + c) - 2 * (a * a + b * b + c * c)) / 16.); // area of tesselated triangle | 
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| 143 | return area; | 
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| 144 | } | 
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| 145 |  | 
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| 146 | /** Calculates the normal vector for this triangle. | 
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| 147 | * Is made unique by comparison with \a OtherVector to point in the other direction. | 
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| 148 | * \param &OtherVector direction vector to make normal vector unique. | 
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| 149 | */ | 
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| 150 | void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector) | 
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| 151 | { | 
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| 152 | //Info FunctionInfo(__func__); | 
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| 153 | // get normal vector | 
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| 154 | NormalVector = Plane((endpoints[0]->node->getPosition()), | 
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| 155 | (endpoints[1]->node->getPosition()), | 
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| 156 | (endpoints[2]->node->getPosition())).getNormal(); | 
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| 157 |  | 
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| 158 | // make it always point inward (any offset vector onto plane projected onto normal vector suffices) | 
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| 159 | if (NormalVector.ScalarProduct(OtherVector) > 0.) | 
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| 160 | NormalVector.Scale(-1.); | 
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| 161 | LOG(4, "DEBUG: Normal Vector of " << *this << " is " << NormalVector << "."); | 
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| 162 | } | 
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| 163 | ; | 
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| 164 |  | 
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| 165 | /** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses. | 
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| 166 | * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane | 
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| 167 | * 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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| 168 | * 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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| 169 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between | 
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| 170 | * the first two basepoints) or not. | 
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| 171 | * \param *out output stream for debugging | 
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| 172 | * \param &MolCenter offset vector of line | 
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| 173 | * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line | 
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| 174 | * \param &Intersection intersection on plane on return | 
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| 175 | * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle. | 
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| 176 | */ | 
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| 177 |  | 
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| 178 | bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const | 
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| 179 | { | 
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| 180 | //Info FunctionInfo(__func__); | 
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| 181 | Vector CrossPoint; | 
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| 182 | Vector helper; | 
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| 183 |  | 
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| 184 | try { | 
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| 185 | Line centerLine = makeLineThrough(MolCenter, x); | 
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| 186 | Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine); | 
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| 187 |  | 
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| 188 | LOG(4, "DEBUG: Triangle is " << *this << "."); | 
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| 189 | LOG(4, "DEBUG: Line is from " << MolCenter << " to " << x << "."); | 
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| 190 | LOG(4, "DEBUG: Intersection is " << Intersection << "."); | 
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| 191 |  | 
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| 192 | if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) { | 
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| 193 | LOG(4, "DEBUG: Intersection coindices with first endpoint."); | 
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| 194 | return true; | 
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| 195 | }   else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) { | 
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| 196 | LOG(4, "DEBUG: Intersection coindices with second endpoint."); | 
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| 197 | return true; | 
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| 198 | }   else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) { | 
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| 199 | LOG(4, "DEBUG: Intersection coindices with third endpoint."); | 
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| 200 | return true; | 
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| 201 | } | 
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| 202 | // Calculate cross point between one baseline and the line from the third endpoint to intersection | 
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| 203 | int i = 0; | 
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| 204 | do { | 
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| 205 | Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition())); | 
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| 206 | Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection); | 
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| 207 | CrossPoint = line1.getIntersection(line2); | 
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| 208 | helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition()); | 
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| 209 | CrossPoint -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector | 
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| 210 | const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared(); | 
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| 211 | LOG(4, "DEBUG: Factor s is " << s << "."); | 
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| 212 | if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) { | 
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| 213 | LOG(4, "DEBUG: Crosspoint " << CrossPoint << "outside of triangle."); | 
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| 214 | return false; | 
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| 215 | } | 
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| 216 | i++; | 
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| 217 | } while (i < 3); | 
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| 218 | LOG(4, "DEBUG: Crosspoint " << CrossPoint << " inside of triangle."); | 
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| 219 | return true; | 
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| 220 | } | 
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| 221 | catch (LinearAlgebraException &excp) { | 
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| 222 | LOG(1, boost::diagnostic_information(excp)); | 
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| 223 | ELOG(1, "Alas! Intersection with plane failed - at least numerically - the intersection is not on the plane!"); | 
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| 224 | return false; | 
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| 225 | } | 
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| 226 | return true; | 
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| 227 | } | 
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| 228 |  | 
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| 229 |  | 
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| 230 | /** Finds the point on the triangle to the point \a *x. | 
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| 231 | * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point. | 
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| 232 | * 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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| 233 | * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down. | 
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| 234 | * 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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| 235 | * 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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| 236 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between | 
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| 237 | * the first two basepoints) or not. | 
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| 238 | * \param *x point | 
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| 239 | * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector | 
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| 240 | * \return Distance squared between \a *x and closest point inside triangle | 
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| 241 | */ | 
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| 242 | double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const | 
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| 243 | { | 
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| 244 | //Info FunctionInfo(__func__); | 
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| 245 | Vector Direction; | 
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| 246 |  | 
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| 247 | // 1. get intersection with plane | 
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| 248 | LOG(4, "DEBUG: Looking for closest point of triangle " << *this << " to " << x << "."); | 
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| 249 | LOG(5, "DEBUG: endpoints are " << endpoints[0]->node->getPosition() << "," | 
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| 250 | << endpoints[1]->node->getPosition() << ", and " << endpoints[2]->node->getPosition() << "."); | 
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| 251 | try { | 
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| 252 | ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).getClosestPoint(x); | 
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| 253 | } | 
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| 254 | catch (LinearAlgebraException &excp) { | 
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| 255 | (ClosestPoint) = (x); | 
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| 256 | } | 
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| 257 | Vector InPlane(ClosestPoint); // points from plane intersection to straight-down point | 
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| 258 | LOG(5, "DEBUG: Closest point on triangle plane is " << ClosestPoint << "."); | 
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| 259 |  | 
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| 260 | // 2. Calculate in plane part of line (x, intersection) | 
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| 261 |  | 
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| 262 | // Calculate cross point between one baseline and the desired point such that distance is shortest | 
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| 263 | Vector CrossDirection[3]; | 
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| 264 | Vector CrossPoint[3]; | 
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| 265 | for (int i = 0; i < 3; i++) { | 
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| 266 | const Vector Direction = (endpoints[i%3]->node->getPosition()) - (endpoints[(i+1)%3]->node->getPosition()); | 
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| 267 | // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal); | 
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| 268 | Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition())); | 
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| 269 | CrossPoint[i] = l.getClosestPoint(InPlane); | 
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| 270 | // NOTE: direction of line is normalized, hence s must not necessarily be in [0,1] for the baseline | 
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| 271 | LOG(5, "DEBUG: Closest point on line from " << (endpoints[(i+1)%3]->node->getPosition()) | 
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| 272 | << " to " << (endpoints[i%3]->node->getPosition()) << " is " << CrossPoint[i] << "."); | 
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| 273 | CrossPoint[i] -= (endpoints[(i+1)%3]->node->getPosition());  // cross point was returned as absolute vector | 
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| 274 | const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared(); | 
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| 275 | LOG(6, "DEBUG: Factor s is " << s << "."); | 
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| 276 | if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) { | 
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| 277 | CrossPoint[i] += (endpoints[(i+1)%3]->node->getPosition());  // make cross point absolute again | 
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| 278 | LOG(6, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting BoundaryLine between " | 
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| 279 | << endpoints[i % 3]->node->getPosition() << " and " | 
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| 280 | << endpoints[(i + 1) % 3]->node->getPosition() << "."); | 
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| 281 | } else { | 
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| 282 | // set to either endpoint of BoundaryLine | 
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| 283 | if (s < -MYEPSILON) | 
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| 284 | CrossPoint[i] = (endpoints[(i+1)%3]->node->getPosition()); | 
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| 285 | else | 
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| 286 | CrossPoint[i] = (endpoints[i%3]->node->getPosition()); | 
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| 287 | LOG(6, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting outside of BoundaryLine between " | 
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| 288 | << endpoints[i % 3]->node->getPosition() << " and " | 
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| 289 | << endpoints[(i + 1) % 3]->node->getPosition() << "."); | 
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| 290 | } | 
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| 291 | CrossDirection[i] = CrossPoint[i] - InPlane; | 
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| 292 | } | 
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| 293 |  | 
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| 294 | bool InsideFlag = true; | 
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| 295 | double ShortestDistance = -1.; | 
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| 296 | for (int i = 0; i < 3; i++) { | 
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| 297 | const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]); | 
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| 298 | const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]); | 
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| 299 |  | 
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| 300 | if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign | 
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| 301 | InsideFlag = false; | 
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| 302 | // update current best candidate | 
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| 303 | const double distance = CrossPoint[i].DistanceSquared(x); | 
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| 304 | if ((ShortestDistance < 0.) || (ShortestDistance > distance)) { | 
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| 305 | ShortestDistance = distance; | 
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| 306 | (ClosestPoint) = CrossPoint[i]; | 
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| 307 | } | 
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| 308 | } | 
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| 309 |  | 
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| 310 | if (InsideFlag) { | 
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| 311 | (ClosestPoint) = InPlane; | 
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| 312 | ShortestDistance = InPlane.DistanceSquared(x); | 
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| 313 | } | 
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| 314 | LOG(4, "DEBUG: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << "."); | 
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| 315 |  | 
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| 316 | return ShortestDistance; | 
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| 317 | } | 
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| 318 |  | 
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| 319 |  | 
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| 320 | /** Checks whether lines is any of the three boundary lines this triangle contains. | 
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| 321 | * \param *line line to test | 
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| 322 | * \return true - line is of the triangle, false - is not | 
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| 323 | */ | 
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| 324 | bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) const | 
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| 325 | { | 
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| 326 | //Info FunctionInfo(__func__); | 
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| 327 | for (int i = 0; i < 3; i++) | 
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| 328 | if (line == lines[i]) | 
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| 329 | return true; | 
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| 330 | return false; | 
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| 331 | } | 
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| 332 | ; | 
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| 333 |  | 
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| 334 | /** Checks whether point is any of the three endpoints this triangle contains. | 
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| 335 | * \param *point point to test | 
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| 336 | * \return true - point is of the triangle, false - is not | 
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| 337 | */ | 
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| 338 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const BoundaryPointSet * const point) const | 
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| 339 | { | 
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| 340 | //Info FunctionInfo(__func__); | 
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| 341 | for (int i = 0; i < 3; i++) | 
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| 342 | if (point == endpoints[i]) | 
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| 343 | return true; | 
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| 344 | return false; | 
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| 345 | } | 
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| 346 | ; | 
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| 347 |  | 
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| 348 | /** Checks whether point is any of the three endpoints this triangle contains. | 
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| 349 | * \param *point TesselPoint to test | 
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| 350 | * \return true - point is of the triangle, false - is not | 
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| 351 | */ | 
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| 352 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const | 
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| 353 | { | 
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| 354 | //Info FunctionInfo(__func__); | 
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| 355 | for (int i = 0; i < 3; i++) | 
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| 356 | if (point == endpoints[i]->node) | 
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| 357 | return true; | 
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| 358 | return false; | 
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| 359 | } | 
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| 360 | ; | 
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| 361 |  | 
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| 362 | /** Checks whether three given \a *Points coincide with triangle's endpoints. | 
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| 363 | * \param *Points[3] pointer to BoundaryPointSet | 
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| 364 | * \return true - is the very triangle, false - is not | 
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| 365 | */ | 
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| 366 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryPointSet * const Points[3]) const | 
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| 367 | { | 
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| 368 | //Info FunctionInfo(__func__); | 
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| 369 | LOG(5, "DEBUG: Checking " << *Points[0] << "," << *Points[1] << "," << *Points[2] | 
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| 370 | << " against " << *this); //*endpoints[0] << "," << *endpoints[1] << "," << *endpoints[2] << "."); | 
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| 371 | return (((endpoints[0] == Points[0]) || (endpoints[0] == Points[1]) || (endpoints[0] == Points[2])) | 
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| 372 | && ((endpoints[1] == Points[0]) || (endpoints[1] == Points[1]) || (endpoints[1] == Points[2])) | 
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| 373 | && ((endpoints[2] == Points[0]) || (endpoints[2] == Points[1]) || (endpoints[2] == Points[2]) | 
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| 374 |  | 
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| 375 | )); | 
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| 376 | } | 
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| 377 | ; | 
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| 378 |  | 
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| 379 | /** Checks whether three given \a *Points coincide with triangle's endpoints. | 
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| 380 | * \param *Points[3] pointer to BoundaryPointSet | 
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| 381 | * \return true - is the very triangle, false - is not | 
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| 382 | */ | 
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| 383 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const | 
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| 384 | { | 
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| 385 | //Info FunctionInfo(__func__); | 
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| 386 | 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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| 387 |  | 
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| 388 | )); | 
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| 389 | } | 
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| 390 | ; | 
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| 391 |  | 
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| 392 | /** Checks whether a given point is inside the plane of the triangle and inside the | 
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| 393 | * bounds defined by its BoundaryLineSet's. | 
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| 394 | * | 
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| 395 | * @param point point to check | 
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| 396 | * @return true - point is inside place and inside all BoundaryLine's | 
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| 397 | */ | 
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| 398 | bool BoundaryTriangleSet::IsInsideTriangle(const Vector &point) const | 
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| 399 | { | 
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| 400 | Info FunctionInfo(__func__); | 
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| 401 |  | 
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| 402 | // check if it's inside the plane | 
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| 403 | try { | 
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| 404 | Plane trianglePlane( | 
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| 405 | endpoints[0]->node->getPosition(), | 
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| 406 | endpoints[1]->node->getPosition(), | 
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| 407 | endpoints[2]->node->getPosition()); | 
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| 408 | if (!trianglePlane.isContained(point)) { | 
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| 409 | LOG(1, "INFO: Point " << point << " is not inside plane " << trianglePlane << " by " | 
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| 410 | << trianglePlane.distance(point) << "."); | 
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| 411 | return false; | 
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| 412 | } | 
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| 413 | } catch(LinearDependenceException) { | 
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| 414 | // triangle is degenerated, it's just a line (i.e. one endpoint is right in between two others | 
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| 415 | for (size_t i = 0; i < NDIM; ++i) { | 
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| 416 | try { | 
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| 417 | Line l = makeLineThrough( | 
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| 418 | lines[i]->endpoints[0]->node->getPosition(), | 
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| 419 | lines[i]->endpoints[1]->node->getPosition()); | 
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| 420 | if (l.isContained(GetThirdEndpoint(lines[i])->node->getPosition())) { | 
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| 421 | // we have the largest of the three lines | 
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| 422 | LOG(1, "INFO: Linear-dependent case where point " << point << " is on line " << l << "."); | 
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| 423 | return (l.isContained(point)); | 
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| 424 | } | 
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| 425 | } catch(ZeroVectorException) { | 
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| 426 | // two points actually coincide | 
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| 427 | try { | 
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| 428 | Line l = makeLineThrough( | 
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| 429 | lines[i]->endpoints[0]->node->getPosition(), | 
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| 430 | GetThirdEndpoint(lines[i])->node->getPosition()); | 
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| 431 | LOG(1, "INFO: Degenerated case where point " << point << " is on line " << l << "."); | 
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| 432 | return (l.isContained(point)); | 
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| 433 | } catch(ZeroVectorException) { | 
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| 434 | // all three points coincide | 
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| 435 | if (point.DistanceSquared(lines[i]->endpoints[0]->node->getPosition()) < MYEPSILON) { | 
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| 436 | LOG(1, "INFO: Full-Degenerated case where point " << point << " is on three endpoints " | 
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| 437 | << lines[i]->endpoints[0]->node->getPosition() << "."); | 
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| 438 | return true; | 
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| 439 | } | 
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| 440 | else return false; | 
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| 441 | } | 
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| 442 | } | 
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| 443 | } | 
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| 444 | } | 
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| 445 |  | 
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| 446 | // check whether it lies on the correct side as given by third endpoint for | 
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| 447 | // each BoundaryLine. | 
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| 448 | // NOTE: we assume here that endpoints are linear independent, as the case | 
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| 449 | // has been caught before already extensively | 
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| 450 | for (size_t i = 0; i < NDIM; ++i) { | 
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| 451 | Line l = makeLineThrough( | 
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| 452 | lines[i]->endpoints[0]->node->getPosition(), | 
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| 453 | lines[i]->endpoints[1]->node->getPosition()); | 
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| 454 | Vector onLine( l.getClosestPoint(point) ); | 
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| 455 | LOG(1, "INFO: Closest point on boundary line is " << onLine << "."); | 
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| 456 | Vector inTriangleDirection( GetThirdEndpoint(lines[i])->node->getPosition() - onLine ); | 
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| 457 | Vector inPointDirection(point - onLine); | 
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| 458 | if ((inTriangleDirection.NormSquared() > MYEPSILON) && (inPointDirection.NormSquared() > MYEPSILON)) | 
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| 459 | if (inTriangleDirection.ScalarProduct(inPointDirection) < -MYEPSILON) | 
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| 460 | return false; | 
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| 461 | } | 
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| 462 |  | 
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| 463 | return true; | 
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| 464 | } | 
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| 465 |  | 
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| 466 |  | 
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| 467 | /** Returns the endpoint which is not contained in the given \a *line. | 
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| 468 | * \param *line baseline defining two endpoints | 
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| 469 | * \return pointer third endpoint or NULL if line does not belong to triangle. | 
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| 470 | */ | 
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| 471 | class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const | 
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| 472 | { | 
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| 473 | //Info FunctionInfo(__func__); | 
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| 474 | // sanity check | 
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| 475 | if (!ContainsBoundaryLine(line)) | 
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| 476 | return NULL; | 
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| 477 | for (int i = 0; i < 3; i++) | 
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| 478 | if (!line->ContainsBoundaryPoint(endpoints[i])) | 
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| 479 | return endpoints[i]; | 
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| 480 | // actually, that' impossible :) | 
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| 481 | return NULL; | 
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| 482 | } | 
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| 483 | ; | 
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| 484 |  | 
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| 485 | /** Returns the baseline which does not contain the given boundary point \a *point. | 
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| 486 | * \param *point endpoint which is neither endpoint of the desired line | 
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| 487 | * \return pointer to desired third baseline | 
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| 488 | */ | 
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| 489 | class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const | 
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| 490 | { | 
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| 491 | //Info FunctionInfo(__func__); | 
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| 492 | // sanity check | 
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| 493 | if (!ContainsBoundaryPoint(point)) | 
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| 494 | return NULL; | 
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| 495 | for (int i = 0; i < 3; i++) | 
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| 496 | if (!lines[i]->ContainsBoundaryPoint(point)) | 
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| 497 | return lines[i]; | 
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| 498 | // actually, that' impossible :) | 
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| 499 | return NULL; | 
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| 500 | } | 
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| 501 | ; | 
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| 502 |  | 
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| 503 | /** Calculates the center point of the triangle. | 
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| 504 | * Is third of the sum of all endpoints. | 
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| 505 | * \param *center central point on return. | 
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| 506 | */ | 
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| 507 | void BoundaryTriangleSet::GetCenter(Vector & center) const | 
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| 508 | { | 
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| 509 | //Info FunctionInfo(__func__); | 
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| 510 | center.Zero(); | 
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| 511 | for (int i = 0; i < 3; i++) | 
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| 512 | (center) += (endpoints[i]->node->getPosition()); | 
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| 513 | center.Scale(1. / 3.); | 
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| 514 | LOG(4, "DEBUG: Center of BoundaryTriangleSet is at " << center << "."); | 
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| 515 | } | 
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| 516 |  | 
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| 517 | /** | 
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| 518 | * gets the Plane defined by the three triangle Basepoints | 
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| 519 | */ | 
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| 520 | Plane BoundaryTriangleSet::getPlane() const{ | 
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| 521 | ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined"); | 
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| 522 |  | 
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| 523 | return Plane(endpoints[0]->node->getPosition(), | 
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| 524 | endpoints[1]->node->getPosition(), | 
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| 525 | endpoints[2]->node->getPosition()); | 
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| 526 | } | 
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| 527 |  | 
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| 528 | Vector BoundaryTriangleSet::getEndpoint(int i) const{ | 
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| 529 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range"); | 
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| 530 |  | 
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| 531 | return endpoints[i]->node->getPosition(); | 
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| 532 | } | 
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| 533 |  | 
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| 534 | string BoundaryTriangleSet::getEndpointName(int i) const{ | 
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| 535 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range"); | 
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| 536 |  | 
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| 537 | return endpoints[i]->node->getName(); | 
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| 538 | } | 
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| 539 |  | 
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| 540 | /** output operator for BoundaryTriangleSet. | 
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| 541 | * \param &ost output stream | 
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| 542 | * \param &a boundary triangle | 
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| 543 | */ | 
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| 544 | ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a) | 
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| 545 | { | 
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| 546 | ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]"; | 
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| 547 | //  ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << "," | 
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| 548 | //      << 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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| 549 | return ost; | 
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| 550 | } | 
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| 551 | ; | 
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| 552 |  | 
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