Files
igl/external/MeshFix/JMeshLib-1.2/include/point.h
T

233 lines
10 KiB
C++
Executable File

/****************************************************************************
* JMeshLib *
* *
* Consiglio Nazionale delle Ricerche *
* Istituto di Matematica Applicata e Tecnologie Informatiche *
* Sezione di Genova *
* IMATI-GE / CNR *
* *
* Authors: Marco Attene *
* *
* Copyright(C) 2006: IMATI-GE / CNR *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef _POINT_H
#define _POINT_H
#include "j_mesh.h"
//! Geometric point definition
//! This class represents a point in the Euclidean 3D space. It can be used
//! to represent 3D vectors originating at (0,0,0) and terminating at the
//! corresponding point. Several methods of this class are intended to
//! manipulate vectors rather than points; for example, a call of the
//! method normalize is an actual normalization if the object is a vector,
//! but it has to be intended as a projection on the unit sphere if the
//! object is intended to be a point. An object of type Point is a triplet
//! (x,y,z) of coordinates endowed with a pointer 'info' to possible additional
//! information. Each coordinate is a number of type 'coord' which, by
//! default, is a standard double. Operations on points include addition,
//! subtraction, cross and dot product, and many others. This class implements
//! several useful operations using vector arithmethic. For example,
//! the simple piece of code "A = B*C;" assignes to A the value of the dot
//! product of B and C.
//! Nearly zero or nearly flat angles are automatically snapped to
//! exactly zero and exactly flat angles if the difference is smaller
//! than the global variable _acos_tolerance. This is the very basic application
//! of our version of the epsilon geometry for robust computation.
class Point
{
public :
coord x,y,z; //!< Coordinates
void *info; //!< Further information
//! Creates a new point with coordinates (0,0,0).
Point() {x = y = z = 0; info = NULL;}
//! Creates a new point with the same coordinates as 's'. The info field is not copied.
Point(const Point *s) {x = s->x; y = s->y; z = s->z; info = NULL;}
//! Creates a new point with the same coordinates as 's'. The info field is not copied.
Point(const Point& s) {x = s.x; y = s.y; z = s.z; info = NULL;}
//! Creates a new point with coordinates (a,b,c).
Point(const coord& a, const coord& b, const coord& c) {x = a; y = b; z = c; info = NULL;}
//! Set the coordinates to (a,b,c).
void setValue(const coord& a, const coord& b, const coord& c) {x = a; y = b; z = c;}
//! Set the coordinates as those of 'p'
void setValue(const Point& p) {x = p.x; y = p.y; z = p.z;}
//! Set the coordinates as those of '*p'
void setValue(const Point *p) {x = p->x; y = p->y; z = p->z;}
//! Returns the vector difference
Point operator-(const Point& p) const {return Point(x-p.x, y-p.y, z-p.z);}
//! Returns the vector sum
Point operator+(const Point& p) const {return Point(x+p.x, y+p.y, z+p.z);}
//! Sums another point
void operator+=(const Point& p) {x+=p.x; y+=p.y; z+=p.z;}
//! Subtracts another point
void operator-=(const Point& p) {x-=p.x; y-=p.y; z-=p.z;}
//! Returns the Cross Product
Point operator&(const Point& p) const {return Point(y*p.z-z*p.y, z*p.x-x*p.z, x*p.y-y*p.x);}
//! Returns the Dot Product
double operator*(const Point& p) const {return (x*p.x+y*p.y+z*p.z);}
//! Returns the product with a scalar
Point operator*(const double& d) const {return Point(x*d,y*d,z*d);}
//! Multiplies by a scalar
void operator*=(const double& m) {x*=m; y*=m; z*=m;}
//! Divides by a scalar
void operator/=(const double& m) {x/=m; y/=m; z/=m;}
//! Returns the vector divided by the scalar
Point operator/(const double& d) const {return Point(x/d,y/d,z/d);}
//! TRUE iff coordinates are equal
bool operator==(const Point& p) const {return (x==p.x && y==p.y && z==p.z);}
//! FALSE iff coordinates are equal
bool operator!=(const Point& p) const {return (x!=p.x || y!=p.y || z!=p.z);}
//! Returns the inverse vector
Point inverse() const {return Point(-x,-y,-z);}
//! Inverts the vector
void invert() {x=-x; y=-y; z=-z;}
//! TRUE if vector is (0,0,0)
bool isNull() const {return (x==0 && y==0 && z==0);}
//! Distance from origin
double length() const {return sqrt(x*x + y*y + z*z);}
//! Squared distance from origin
double squaredLength() const {return (x*x + y*y + z*z);}
//! Divides the vector by its length. If isNull() the application exits with an error.
void normalize();
//! Rotates the vector around 'axis' by 'ang' radians ccw.
void rotate(const Point& axis, const double& ang);
//! Projects the vector on the plane with normal 'n' passing through the origin.
void project(const Point *n);
//! TRUE iff 'a', this vector and 'b' are not collinear
bool notAligned(const Point *a, const Point *b) const;
//! Distance from 'b'
double distance(const Point& b) const {return (((*(this))-(b)).length());}
//! Distance from '*b'
double distance(const Point *b) const {return (((*(this))-(*b)).length());}
//! Squared distance from '*b'
double squaredDistance(const Point *b) const {return (((*(this))-(*b)).squaredLength());}
//! Distance from straight line through 'a' and 'b'
double distanceFromLine(const Point *a, const Point *b) const;
//! Distance from straight line through 'a' and 'b'. *cc is set to the closest line point.
double distanceFromLine(const Point *a, const Point *b, Point *cc) const;
double distanceFromEdge(const Point *a, const Point *b) const; //!< Distance from segment a-b
//! Distance from segment a-b. *cc is set to the closest edge point.
double distanceFromEdge(const Point *a, const Point *b, Point *cc) const;
//! Distance between the straight lines through (this) - l1_p2 and l2_p1 - l2_p2.
double distanceLineLine(const Point *l1_p2, const Point *l2_p1, const Point *l2_p2) const;
//!< Angle between this vector and 'v' in radians.
double getAngle(const Point& v) const;
//! Angle defined by <a, *this, b> in radians.
double getAngle(const Point& a, const Point& b) const {return (a-(*this)).getAngle(b-(*this));}
//! Angle defined by <*a, *this, *b> in radians.
double getAngle(const Point *a, const Point *b) const {return ((*a)-(*this)).getAngle((*b)-(*this));}
//! Returns the solution of the linear system Ax = d, where A is a 3x3 matrix whose rows are row1, row2 and row3, d = this
Point linearSystem(const Point& row1, const Point& row2, const Point& row3);
//! Side test.
//! When looking from the direction pointed to by this vector, this method returns 1 if the points 'p1',
//! 'p2' and 'p3' turn right, -1 if they turn left, 0 if they are aligned.
//! Notice that in this latter case the three point do not need to be linearly dependent.
int side3D(const Point *p1, const Point *p2, const Point *p3) const;
//! Sets the point as the intersection of a segment and a plane.
//! Initializes the coordinates with the intersection of the segment p1-p2
//! and the plane passing through 'source' with normal 'normal'. If the segment
//! lies entirely on the plane, this method returns 2 and the coordinates
//! are initialized with those of 'p1'. If there is no intersection, the
//! method returns 0 and the coordinates are not modified. Otherwise the
//! method returns 1.
int intersectionWithPlane(const Point *p1, const Point *p2, const Point *source, const Point *normal);
//! Sets the point as the intersection of a segment and a plane.
//! Initializes the coordinates with the intersection of the segment p1-p2
//! and the plane of equation ax+by+cz+d = 0. If the segment
//! lies entirely on the plane, this method returns 2 and the coordinates
//! are initialized with those of 'p1'. If there is no intersection, the
//! method returns 0 and the coordinates are not modified. Otherwise the
//! method returns 1.
int intersectionWithPlane(const Point *p1, const Point *p2, const double& a, const double& b, const double& c, const double& d);
//! Line-line closest point computation.
//! Computes the closest points of the line passing through this and this2,
//! and the line passing through p1 and p2. The computed points are used to
//! initialize the coordinates of cpOnThis and cpOnOther. The method
//! returns 0 if the lines are parallel, 1 otherwise.
int closestPoints(const Point *this2, const Point *p1, const Point *p2, Point *cpOnThis, Point *cpOnOther) const;
//! Returns the projection of the point on the straight line though 'a' and 'b'.
Point projection(const Point *a, const Point *b) const;
//! Prints the coordinates of the point to a file handler. stdout is the default.
void printPoint(FILE *fp =stdout) const {fprintf(fp,"%f %f %f,\n",x,y,z);} // Debug
};
//! Lexycographic comparison to be used with jqsort() or abstractHeap.
int xyzCompare(const void *p1, const void *p2);
//! Static point with DBL_MAX coordinates.
extern const Point INFINITE_POINT;
//! Checks whether a point is INFINITE_POINT.
#define IS_FINITE_POINT(p) ((p).x < DBL_MAX)
#endif // _POINT_H