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// 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: 5.0.4 (2013/01/03)
#include "Wm5MathematicsPCH.h"
#include "Wm5DistPoint3Ellipsoid3.h"
namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
DistPoint3Ellipsoid3<Real>::DistPoint3Ellipsoid3 (const Vector3<Real>& point,
const Ellipsoid3<Real>& ellipsoid)
:
mPoint(&point),
mEllipsoid(&ellipsoid)
{
}
//----------------------------------------------------------------------------
template <typename Real>
const Vector3<Real>& DistPoint3Ellipsoid3<Real>::GetPoint () const
{
return *mPoint;
}
//----------------------------------------------------------------------------
template <typename Real>
const Ellipsoid3<Real>& DistPoint3Ellipsoid3<Real>::GetEllipsoid ()
const
{
return *mEllipsoid;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::Get ()
{
return Math<Real>::Sqrt(GetSquared());
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::GetSquared ()
{
// Compute coordinates of point in ellipsoid coordinate system.
Vector3<Real> diff = *mPoint - mEllipsoid->Center;
Vector3<Real> y(diff.Dot(mEllipsoid->Axis[0]),
diff.Dot(mEllipsoid->Axis[1]), diff.Dot(mEllipsoid->Axis[2]));
Vector3<Real> x;
Real sqrDistance = SqrDistance(mEllipsoid->Extent, y, x);
mClosestPoint0 = *mPoint;
mClosestPoint1 = mEllipsoid->Center +
x[0]*mEllipsoid->Axis[0] +
x[1]*mEllipsoid->Axis[1] +
x[2]*mEllipsoid->Axis[2];
return sqrDistance;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::Get (Real t,
const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
Vector3<Real> movedPoint = *mPoint + t*velocity0;
Vector3<Real> movedCenter = mEllipsoid->Center + t*velocity1;
Ellipsoid3<Real> movedEllipsoid(movedCenter, mEllipsoid->Axis,
mEllipsoid->Extent);
return DistPoint3Ellipsoid3<Real>(movedPoint,movedEllipsoid).Get();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::GetSquared (Real t,
const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
Vector3<Real> movedPoint = *mPoint + t*velocity0;
Vector3<Real> movedCenter = mEllipsoid->Center + t*velocity1;
Ellipsoid3<Real> movedEllipsoid(movedCenter, mEllipsoid->Axis,
mEllipsoid->Extent);
return DistPoint3Ellipsoid3<Real>(movedPoint,movedEllipsoid).GetSquared();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::SqrDistanceSpecial (const Real e[3],
const Real y[3], Real x[3])
{
Real sqrDistance;
Real ePos[3], yPos[3], xPos[3];
int numPos = 0;
int i;
for (i = 0; i < 3; ++i)
{
if (y[i] > (Real)0)
{
ePos[numPos] = e[i];
yPos[numPos] = y[i];
++numPos;
}
else
{
x[i] = (Real)0;
}
}
if (y[2] > (Real)0)
{
sqrDistance = Bisector(numPos, ePos, yPos, xPos);
}
else // y[2] = 0
{
Real e2Sqr = e[2]*e[2];
Real denom[2], ey[2];
for (i = 0; i < numPos; ++i)
{
denom[i] = ePos[i]*ePos[i] - e2Sqr;
ey[i] = ePos[i]*yPos[i];
}
bool inAABBSubEllipse = true;
for (i = 0; i < numPos; ++i)
{
if (ey[i] >= denom[i])
{
inAABBSubEllipse = false;
break;
}
}
// Initialize to avoid C4701 in MSVS 2008. The compiler cannot
// determine that sqrDistance is assigned a value in all cases.
sqrDistance = (Real)0;
bool inSubEllipse = false;
if (inAABBSubEllipse)
{
// yPos[] is inside the axis-aligned bounding box of the
// subellipse. This intermediate test is designed to guard
// against the division by zero when ePos[i] == e[N-1] for some i.
Real xde[2], discr = (Real)1;
for (i = 0; i < numPos; ++i)
{
xde[i] = ey[i]/denom[i];
discr -= xde[i]*xde[i];
}
if (discr > (Real)0)
{
// yPos[] is inside the subellipse. The closest ellipsoid
// point has x[2] > 0.
sqrDistance = (Real)0;
for (i = 0; i < numPos; ++i)
{
xPos[i] = ePos[i]*xde[i];
Real diff = xPos[i] - yPos[i];
sqrDistance += diff*diff;
}
x[2] = e[2]*sqrt(discr);
sqrDistance += x[2]*x[2];
inSubEllipse = true;
}
}
if (!inSubEllipse)
{
// yPos[] is outside the subellipse. The closest ellipsoid
// point has x[2] == 0 and is on the domain-boundary ellipse.
x[2] = (Real)0;
sqrDistance = Bisector(numPos, ePos, yPos, xPos);
}
}
// Fill in those x[] values that were not zeroed out initially.
for (i = 0, numPos = 0; i < 3; ++i)
{
if (y[i] > (Real)0)
{
x[i] = xPos[numPos];
++numPos;
}
}
return sqrDistance;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::SqrDistance (const Real e[3],
const Real y[3], Real x[3])
{
// Determine reflections for y to the first octant.
bool reflect[3];
int i, j;
for (i = 0; i < 3; ++i)
{
reflect[i] = (y[i] < (Real)0);
}
// Determine the axis order for decreasing extents.
int permute[3];
if (e[0] < e[1])
{
if (e[2] < e[0])
{
permute[0] = 1; permute[1] = 0; permute[2] = 2;
}
else if (e[2] < e[1])
{
permute[0] = 1; permute[1] = 2; permute[2] = 0;
}
else
{
permute[0] = 2; permute[1] = 1; permute[2] = 0;
}
}
else
{
if (e[2] < e[1])
{
permute[0] = 0; permute[1] = 1; permute[2] = 2;
}
else if (e[2] < e[0])
{
permute[0] = 0; permute[1] = 2; permute[2] = 1;
}
else
{
permute[0] = 2; permute[1] = 0; permute[2] = 1;
}
}
int invpermute[3];
for (i = 0; i < 3; ++i)
{
invpermute[permute[i]] = i;
}
Real locE[3], locY[3];
for (i = 0; i < 3; ++i)
{
j = permute[i];
locE[i] = e[j];
locY[i] = y[j];
if (reflect[j])
{
locY[i] = -locY[i];
}
}
Real locX[3];
Real sqrDistance = SqrDistanceSpecial(locE, locY, locX);
// Restore the axis order and reflections.
for (i = 0; i < 3; ++i)
{
j = invpermute[i];
if (reflect[i])
{
locX[j] = -locX[j];
}
x[i] = locX[j];
}
return sqrDistance;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistPoint3Ellipsoid3<Real>::Bisector (int numComponents, const Real* e,
const Real* y, Real* x)
{
Real esqr[3], ey[3], argument = (Real)0;
int i;
for (i = 0; i < numComponents; ++i)
{
esqr[i] = e[i]*e[i];
ey[i] = e[i]*y[i];
argument += ey[i]*ey[i];
}
Real t0 = -esqr[numComponents-1] + ey[numComponents-1];
Real t1 = -esqr[numComponents-1] + sqrt(argument);
Real t = t0;
const int jmax = 2*std::numeric_limits<Real>::max_exponent;
for (int j = 0; j < jmax; ++j)
{
t = ((Real)0.5)*(t0 + t1);
if (t == t0 || t == t1)
{
break;
}
Real f = (Real)-1;
for (i = 0; i < numComponents; ++i)
{
Real r = ey[i]/(t + esqr[i]);
f += r*r;
}
if (f > (Real)0)
{
t0 = t;
}
else if (f < (Real)0)
{
t1 = t;
}
else
{
break;
}
}
Real sqrDistance = (Real)0;
for (i = 0; i < numComponents; ++i)
{
x[i] = esqr[i]*y[i]/(t + esqr[i]);
Real diff = x[i] - y[i];
sqrDistance += diff*diff;
}
return sqrDistance;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class DistPoint3Ellipsoid3<float>;
template WM5_MATHEMATICS_ITEM
class DistPoint3Ellipsoid3<double>;
//----------------------------------------------------------------------------
}
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