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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: 5.0.1 (2010/10/01)
#include "Wm5MathematicsPCH.h"
#include "Wm5IntpQdrNonuniform2.h"
#include "Wm5ContScribeCircle2.h"
#include "Wm5DistPoint3Segment3.h"
namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
IntpQdrNonuniform2<Real>::IntpQdrNonuniform2 (const Delaunay2<Real>& DT,
Real* F, Real* FX, Real* FY, bool owner)
:
mDT(&DT),
mF(F),
mFX(FX),
mFY(FY),
mFOwner(owner),
mFXFYOwner(owner)
{
ProcessTriangles();
}
//----------------------------------------------------------------------------
template <typename Real>
IntpQdrNonuniform2<Real>::IntpQdrNonuniform2 (const Delaunay2<Real>& DT,
Real* F, bool owner)
:
mDT(&DT),
mF(F),
mFOwner(owner),
mFXFYOwner(true)
{
EstimateDerivatives();
ProcessTriangles();
}
//----------------------------------------------------------------------------
template <typename Real>
IntpQdrNonuniform2<Real>::~IntpQdrNonuniform2 ()
{
if (mFOwner)
{
delete1(mF);
}
if (mFXFYOwner)
{
delete1(mFX);
delete1(mFY);
}
delete1(mTData);
}
//----------------------------------------------------------------------------
template <typename Real>
void IntpQdrNonuniform2<Real>::EstimateDerivatives ()
{
int numVertices = mDT->GetNumVertices();
const Vector2<Real>* vertices = mDT->GetVertices();
int numTriangles = mDT->GetNumSimplices();
const int* indices = mDT->GetIndices();
mFX = new1<Real>(numVertices);
mFY = new1<Real>(numVertices);
Real* FZ = new1<Real>(numVertices);
memset(mFX, 0, numVertices*sizeof(Real));
memset(mFY, 0, numVertices*sizeof(Real));
memset(FZ, 0, numVertices*sizeof(Real));
// Accumulate normals at spatial locations (averaging process).
int i;
for (i = 0; i < numTriangles; ++i)
{
// Get three vertices of triangle.
int v0 = *indices++;
int v1 = *indices++;
int v2 = *indices++;
// Compute normal vector of triangle (with positive z-component).
Real dx1 = vertices[v1].X() - vertices[v0].X();
Real dy1 = vertices[v1].Y() - vertices[v0].Y();
Real dz1 = mF[v1] - mF[v0];
Real dx2 = vertices[v2].X() - vertices[v0].X();
Real dy2 = vertices[v2].Y() - vertices[v0].Y();
Real dz2 = mF[v2] - mF[v0];
Real nx = dy1*dz2 - dy2*dz1;
Real ny = dz1*dx2 - dz2*dx1;
Real nz = dx1*dy2 - dx2*dy1;
if (nz < (Real)0)
{
nx = -nx;
ny = -ny;
nz = -nz;
}
mFX[v0] += nx; mFY[v0] += ny; FZ[v0] += nz;
mFX[v1] += nx; mFY[v1] += ny; FZ[v1] += nz;
mFX[v2] += nx; mFY[v2] += ny; FZ[v2] += nz;
}
// Scale the normals to form (x,y,-1).
for (i = 0; i < numVertices; ++i)
{
if (Math<Real>::FAbs(FZ[i]) > Math<Real>::ZERO_TOLERANCE)
{
Real inv = -((Real)1)/FZ[i];
mFX[i] *= inv;
mFY[i] *= inv;
}
else
{
mFX[i] = (Real)0;
mFY[i] = (Real)0;
}
}
delete1(FZ);
}
//----------------------------------------------------------------------------
template <typename Real>
void IntpQdrNonuniform2<Real>::ProcessTriangles ()
{
// Add degenerate triangles to boundary triangles so that interpolation
// at the boundary can be treated in the same way as interpolation in
// the interior.
// Compute centers of inscribed circles for triangles.
const Vector2<Real>* vertices = mDT->GetVertices();
int numTriangles = mDT->GetNumSimplices();
const int* indices = mDT->GetIndices();
mTData = new1<TriangleData>(numTriangles);
int i;
for (i = 0; i < numTriangles; ++i)
{
int v0 = *indices++;
int v1 = *indices++;
int v2 = *indices++;
Circle2<Real> circle;
Inscribe(vertices[v0], vertices[v1], vertices[v2], circle);
mTData[i].Center = circle.Center;
}
// Compute cross-edge intersections.
for (i = 0; i < numTriangles; ++i)
{
ComputeCrossEdgeIntersections(i);
}
// Compute Bezier coefficients.
for (i = 0; i < numTriangles; ++i)
{
ComputeCoefficients(i);
}
}
//----------------------------------------------------------------------------
template <typename Real>
void IntpQdrNonuniform2<Real>::ComputeCrossEdgeIntersections (int i)
{
// Get the vertices of triangle i.
Vector2<Real> V[3];
mDT->GetVertexSet(i, V);
// Fet centers of adjacent triangles.
int adjacent[3];
mDT->GetAdjacentSet(i, adjacent);
Vector2<Real> U[3];
for (int j = 0; j < 3; ++j)
{
int a = adjacent[j];
if (a >= 0)
{
// Get center of adjacent triangle's circumscribing circle.
U[j] = mTData[a].Center;
}
else
{
// No adjacent triangle, use center of edge.
U[j] = ((Real)0.5)*(V[(j+2)%3] + V[(j+1)%3]);
}
}
Real m00, m01, m10, m11, r0, r1, invDet;
// intersection on edge <V0,V1>
m00 = V[0].Y() - V[1].Y();
m01 = V[1].X() - V[0].X();
m10 = mTData[i].Center.Y() - U[0].Y();
m11 = U[0].X() - mTData[i].Center.X();
r0 = m00*V[0].X() + m01*V[0].Y();
r1 = m10*mTData[i].Center.X() + m11*mTData[i].Center.Y();
invDet = ((Real)1)/(m00*m11 - m01*m10);
mTData[i].Intersect[0].X() = (m11*r0-m01*r1)*invDet;
mTData[i].Intersect[0].Y() = (m00*r1-m10*r0)*invDet;
// intersection on edge <V1,V2>
m00 = V[1].Y() - V[2].Y();
m01 = V[2].X() - V[1].X();
m10 = mTData[i].Center.Y() - U[1].Y();
m11 = U[1].X() - mTData[i].Center.X();
r0 = m00*V[1].X() + m01*V[1].Y();
r1 = m10*mTData[i].Center.X() + m11*mTData[i].Center.Y();
invDet = ((Real)1)/(m00*m11 - m01*m10);
mTData[i].Intersect[1].X() = (m11*r0-m01*r1)*invDet;
mTData[i].Intersect[1].Y() = (m00*r1-m10*r0)*invDet;
// intersection on edge <V0,V2>
m00 = V[0].Y() - V[2].Y();
m01 = V[2].X() - V[0].X();
m10 = mTData[i].Center.Y() - U[2].Y();
m11 = U[2].X() - mTData[i].Center.X();
r0 = m00*V[0].X() + m01*V[0].Y();
r1 = m10*mTData[i].Center.X() + m11*mTData[i].Center.Y();
invDet = ((Real)1)/(m00*m11 - m01*m10);
mTData[i].Intersect[2].X() = (m11*r0-m01*r1)*invDet;
mTData[i].Intersect[2].Y() = (m00*r1-m10*r0)*invDet;
}
//----------------------------------------------------------------------------
template <typename Real>
void IntpQdrNonuniform2<Real>::ComputeCoefficients (int i)
{
// Get the vertices of triangle i.
Vector2<Real> V[3];
mDT->GetVertexSet(i, V);
// Get the vertex indices of triangle i.
int invDet[3];
mDT->GetIndexSet(i, invDet);
// Get the additional information for triangle i.
TriangleData& tData = mTData[i];
// get the sample data at main triangle vertices
Jet jet[3];
int j;
for (j = 0; j < 3; ++j)
{
int k = invDet[j];
jet[j].F = mF[k];
jet[j].FX = mFX[k];
jet[j].FY = mFY[k];
}
// Get centers of adjacent triangles.
int adjacent[3];
mDT->GetAdjacentSet(i, adjacent);
Vector2<Real> U[3];
for (j = 0; j < 3; ++j)
{
int a = adjacent[j];
if (a >= 0)
{
// Get center of adjacent triangle's circumscribing circle.
U[j] = mTData[a].Center;
}
else
{
// No adjacent triangle, use center of edge.
U[j] = ((Real)0.5)*(V[(j+2)%3] + V[(j+1)%3]);
}
}
// Compute intermediate terms.
Real cenT[3], cen0[3], cen1[3], cen2[3];
mDT->GetBarycentricSet(i, tData.Center, cenT);
mDT->GetBarycentricSet(i, U[0], cen0);
mDT->GetBarycentricSet(i, U[1], cen1);
mDT->GetBarycentricSet(i, U[2], cen2);
Real alpha = (cenT[1]*cen1[0] - cenT[0]*cen1[1])/(cen1[0] - cenT[0]);
Real beta = (cenT[2]*cen2[1] - cenT[1]*cen2[2])/(cen2[1] - cenT[1]);
Real gamma = (cenT[0]*cen0[2] - cenT[2]*cen0[0])/(cen0[2] - cenT[2]);
Real oneMinusAlpha = (Real)1 - alpha;
Real oneMinusBeta = (Real)1 - beta;
Real oneMinusGamma = (Real)1 - gamma;
Real tmp, A[9], B[9];
tmp = cenT[0]*V[0].X() + cenT[1]*V[1].X() + cenT[2]*V[2].X();
A[0] = ((Real)0.5)*(tmp - V[0].X());
A[1] = ((Real)0.5)*(tmp - V[1].X());
A[2] = ((Real)0.5)*(tmp - V[2].X());
A[3] = ((Real)0.5)*beta*(V[2].X() - V[0].X());
A[4] = ((Real)0.5)*oneMinusGamma*(V[1].X() - V[0].X());
A[5] = ((Real)0.5)*gamma*(V[0].X() - V[1].X());
A[6] = ((Real)0.5)*oneMinusAlpha*(V[2].X() - V[1].X());
A[7] = ((Real)0.5)*alpha*(V[1].X() - V[2].X());
A[8] = ((Real)0.5)*oneMinusBeta*(V[0].X() - V[2].X());
tmp = cenT[0]*V[0].Y() + cenT[1]*V[1].Y() + cenT[2]*V[2].Y();
B[0] = ((Real)0.5)*(tmp - V[0].Y());
B[1] = ((Real)0.5)*(tmp - V[1].Y());
B[2] = ((Real)0.5)*(tmp - V[2].Y());
B[3] = ((Real)0.5)*beta*(V[2].Y() - V[0].Y());
B[4] = ((Real)0.5)*oneMinusGamma*(V[1].Y() - V[0].Y());
B[5] = ((Real)0.5)*gamma*(V[0].Y() - V[1].Y());
B[6] = ((Real)0.5)*oneMinusAlpha*(V[2].Y() - V[1].Y());
B[7] = ((Real)0.5)*alpha*(V[1].Y() - V[2].Y());
B[8] = ((Real)0.5)*oneMinusBeta*(V[0].Y() - V[2].Y());
// Compute Bezier coefficients.
tData.Coeff[ 2] = jet[0].F;
tData.Coeff[ 4] = jet[1].F;
tData.Coeff[ 6] = jet[2].F;
tData.Coeff[14] = jet[0].F + A[0]*jet[0].FX + B[0]*jet[0].FY;
tData.Coeff[ 7] = jet[0].F + A[3]*jet[0].FX + B[3]*jet[0].FY;
tData.Coeff[ 8] = jet[0].F + A[4]*jet[0].FX + B[4]*jet[0].FY;
tData.Coeff[16] = jet[1].F + A[1]*jet[1].FX + B[1]*jet[1].FY;
tData.Coeff[ 9] = jet[1].F + A[5]*jet[1].FX + B[5]*jet[1].FY;
tData.Coeff[10] = jet[1].F + A[6]*jet[1].FX + B[6]*jet[1].FY;
tData.Coeff[18] = jet[2].F + A[2]*jet[2].FX + B[2]*jet[2].FY;
tData.Coeff[11] = jet[2].F + A[7]*jet[2].FX + B[7]*jet[2].FY;
tData.Coeff[12] = jet[2].F + A[8]*jet[2].FX + B[8]*jet[2].FY;
tData.Coeff[ 5] = alpha*tData.Coeff[10] + oneMinusAlpha*tData.Coeff[11];
tData.Coeff[17] = alpha*tData.Coeff[16] + oneMinusAlpha*tData.Coeff[18];
tData.Coeff[ 1] = beta*tData.Coeff[12] + oneMinusBeta*tData.Coeff[ 7];
tData.Coeff[13] = beta*tData.Coeff[18] + oneMinusBeta*tData.Coeff[14];
tData.Coeff[ 3] = gamma*tData.Coeff[ 8] + oneMinusGamma*tData.Coeff[ 9];
tData.Coeff[15] = gamma*tData.Coeff[14] + oneMinusGamma*tData.Coeff[16];
tData.Coeff[ 0] = cenT[0]*tData.Coeff[14] + cenT[1]*tData.Coeff[16] +
cenT[2]*tData.Coeff[18];
}
//----------------------------------------------------------------------------
template <typename Real>
bool IntpQdrNonuniform2<Real>::Evaluate (const Vector2<Real>& P, Real& F,
Real& FX, Real& FY)
{
int i = mDT->GetContainingTriangle(P);
if (i == -1)
{
return false;
}
// Get triangle information.
Vector2<Real> V[3];
mDT->GetVertexSet(i, V);
int invDet[3];
mDT->GetIndexSet(i, invDet);
TriangleData& tData = mTData[i];
// Determine which of the six subtriangles contains the target point.
Vector2<Real> sub0 = tData.Center;
Vector2<Real> sub1;
Vector2<Real> sub2 = tData.Intersect[2];
Real bary[3];
int index;
for (index = 1; index <= 6; ++index)
{
sub1 = sub2;
if (index % 2)
{
sub2 = V[index/2];
}
else
{
sub2 = tData.Intersect[index/2 - 1];
}
P.GetBarycentrics(sub0, sub1, sub2, bary);
if (bary[0] >= (Real)0 && bary[1] >= (Real)0 && bary[2] >= (Real)0)
{
// P is in triangle <Sub0,Sub1,Sub2>
break;
}
}
// This should not happen theoretically, but it can happen due to
// numerical round-off errors. Just in case, select an index and go
// with it. Probably better is to keep track of the dot products in
// InTriangle and find the one closest to zero and use a triangle that
// contains the edge as the one that contains the input point.
assertion(index <= 6, "Unexpected condition\n");
if (index > 6)
{
// Use this index because bary[] was computed last for it.
index = 5;
}
// Fetch Bezier control points.
Real bez[6] =
{
tData.Coeff[0],
tData.Coeff[12 + index],
tData.Coeff[13 + (index % 6)],
tData.Coeff[index],
tData.Coeff[6 + index],
tData.Coeff[1 + (index % 6)]
};
// Evaluate Bezier quadratic.
F = bary[0]*(bez[0]*bary[0] + bez[1]*bary[1] + bez[2]*bary[2]) +
bary[1]*(bez[1]*bary[0] + bez[3]*bary[1] + bez[4]*bary[2]) +
bary[2]*(bez[2]*bary[0] + bez[4]*bary[1] + bez[5]*bary[2]);
// Evaluate barycentric derivatives of F.
Real FU = ((Real)2.0)*(bez[0]*bary[0] + bez[1]*bary[1] +
bez[2]*bary[2]);
Real FV = ((Real)2.0)*(bez[1]*bary[0] + bez[3]*bary[1] +
bez[4]*bary[2]);
Real FW = ((Real)2.0)*(bez[2]*bary[0] + bez[4]*bary[1] +
bez[5]*bary[2]);
Real duw = FU - FW;
Real dvw = FV - FW;
// Convert back to (x,y) coordinates.
Real m00 = sub0.X() - sub2.X();
Real m10 = sub0.Y() - sub2.Y();
Real m01 = sub1.X() - sub2.X();
Real m11 = sub1.Y() - sub2.Y();
Real inv = ((Real)1)/(m00*m11 - m10*m01);
FX = inv*(m11*duw - m10*dvw);
FY = inv*(m00*dvw - m01*duw);
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class IntpQdrNonuniform2<float>;
template WM5_MATHEMATICS_ITEM
class IntpQdrNonuniform2<double>;
//----------------------------------------------------------------------------
}
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