1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169
|
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#include "Wm5MathematicsPCH.h"
#include "Wm5DistTriangle3Triangle3.h"
#include "Wm5DistSegment3Triangle3.h"
namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
DistTriangle3Triangle3<Real>::DistTriangle3Triangle3 (
const Triangle3<Real>& triangle0, const Triangle3<Real>& triangle1)
:
mTriangle0(&triangle0),
mTriangle1(&triangle1)
{
}
//----------------------------------------------------------------------------
template <typename Real>
const Triangle3<Real>& DistTriangle3Triangle3<Real>::GetTriangle0 () const
{
return *mTriangle0;
}
//----------------------------------------------------------------------------
template <typename Real>
const Triangle3<Real>& DistTriangle3Triangle3<Real>::GetTriangle1 () const
{
return *mTriangle1;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::Get ()
{
return Math<Real>::Sqrt(GetSquared());
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::GetSquared ()
{
// Compare edges of triangle0 to the interior of triangle1.
Real sqrDist = Math<Real>::MAX_REAL, sqrDistTmp;
Segment3<Real> edge;
Real ratio;
int i0, i1;
for (i0 = 2, i1 = 0; i1 < 3; i0 = i1++)
{
edge.Center = ((Real)0.5)*(mTriangle0->V[i0] +
mTriangle0->V[i1]);
edge.Direction = mTriangle0->V[i1] - mTriangle0->V[i0];
edge.Extent = ((Real)0.5)*edge.Direction.Normalize();
edge.ComputeEndPoints();
DistSegment3Triangle3<Real> queryST(edge, *mTriangle1);
sqrDistTmp = queryST.GetSquared();
if (sqrDistTmp < sqrDist)
{
mClosestPoint0 = queryST.GetClosestPoint0();
mClosestPoint1 = queryST.GetClosestPoint1();
sqrDist = sqrDistTmp;
ratio = queryST.GetSegmentParameter()/edge.Extent;
mTriangleBary0[i0] = ((Real)0.5)*((Real)1 - ratio);
mTriangleBary0[i1] = (Real)1 - mTriangleBary0[i0];
mTriangleBary0[3-i0-i1] = (Real)0;
mTriangleBary1[0] = queryST.GetTriangleBary(0);
mTriangleBary1[1] = queryST.GetTriangleBary(1);
mTriangleBary1[2] = queryST.GetTriangleBary(2);
if (sqrDist <= Math<Real>::ZERO_TOLERANCE)
{
return (Real)0;
}
}
}
// Compare edges of triangle1 to the interior of triangle0.
for (i0 = 2, i1 = 0; i1 < 3; i0 = i1++)
{
edge.Center = ((Real)0.5)*(mTriangle1->V[i0] +
mTriangle1->V[i1]);
edge.Direction = mTriangle1->V[i1] - mTriangle1->V[i0];
edge.Extent = ((Real)0.5)*edge.Direction.Normalize();
edge.ComputeEndPoints();
DistSegment3Triangle3<Real> queryST(edge, *mTriangle0);
sqrDistTmp = queryST.GetSquared();
if (sqrDistTmp < sqrDist)
{
mClosestPoint0 = queryST.GetClosestPoint0();
mClosestPoint1 = queryST.GetClosestPoint1();
sqrDist = sqrDistTmp;
ratio = queryST.GetSegmentParameter()/edge.Extent;
mTriangleBary1[i0] = ((Real)0.5)*((Real)1 - ratio);
mTriangleBary1[i1] = (Real)1 - mTriangleBary1[i0];
mTriangleBary1[3-i0-i1] = (Real)0;
mTriangleBary0[0] = queryST.GetTriangleBary(0);
mTriangleBary0[1] = queryST.GetTriangleBary(1);
mTriangleBary0[2] = queryST.GetTriangleBary(2);
if (sqrDist <= Math<Real>::ZERO_TOLERANCE)
{
return (Real)0;
}
}
}
return sqrDist;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::Get (Real t,
const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
Vector3<Real> movedV00 = mTriangle0->V[0] + t*velocity0;
Vector3<Real> movedV01 = mTriangle0->V[1] + t*velocity0;
Vector3<Real> movedV02 = mTriangle0->V[2] + t*velocity0;
Vector3<Real> movedV10 = mTriangle1->V[0] + t*velocity1;
Vector3<Real> movedV11 = mTriangle1->V[1] + t*velocity1;
Vector3<Real> movedV12 = mTriangle1->V[2] + t*velocity1;
Triangle3<Real> movedTri0(movedV00, movedV01, movedV02);
Triangle3<Real> movedTri1(movedV10, movedV11, movedV12);
return DistTriangle3Triangle3<Real>(movedTri0, movedTri1).Get();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::GetSquared (Real t,
const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
Vector3<Real> movedV00 = mTriangle0->V[0] + t*velocity0;
Vector3<Real> movedV01 = mTriangle0->V[1] + t*velocity0;
Vector3<Real> movedV02 = mTriangle0->V[2] + t*velocity0;
Vector3<Real> movedV10 = mTriangle1->V[0] + t*velocity1;
Vector3<Real> movedV11 = mTriangle1->V[1] + t*velocity1;
Vector3<Real> movedV12 = mTriangle1->V[2] + t*velocity1;
Triangle3<Real> movedTri0(movedV00, movedV01, movedV02);
Triangle3<Real> movedTri1(movedV10, movedV11, movedV12);
return DistTriangle3Triangle3<Real>(movedTri0, movedTri1).GetSquared();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::GetTriangleBary0 (int i) const
{
return mTriangleBary0[i];
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistTriangle3Triangle3<Real>::GetTriangleBary1 (int i) const
{
return mTriangleBary1[i];
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class DistTriangle3Triangle3<float>;
template WM5_MATHEMATICS_ITEM
class DistTriangle3Triangle3<double>;
//----------------------------------------------------------------------------
}
|