1 | /*
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2 | * BoundaryTriangleSet.cpp
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3 | *
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4 | * Created on: Jul 29, 2010
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5 | * Author: heber
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6 | */
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7 |
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8 | // include config.h
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9 | #ifdef HAVE_CONFIG_H
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10 | #include <config.h>
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11 | #endif
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12 |
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13 | #include "Helpers/MemDebug.hpp"
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14 |
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15 | #include "BoundaryTriangleSet.hpp"
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16 |
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17 | #include <iostream>
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18 |
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19 | #include "BoundaryLineSet.hpp"
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20 | #include "BoundaryPointSet.hpp"
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21 | #include "TesselPoint.hpp"
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22 |
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23 | #include "Helpers/Assert.hpp"
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24 | #include "Helpers/Info.hpp"
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25 | #include "LinearAlgebra/Line.hpp"
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26 | #include "Helpers/Log.hpp"
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27 | #include "LinearAlgebra/Plane.hpp"
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28 | #include "LinearAlgebra/Vector.hpp"
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29 | #include "Helpers/Verbose.hpp"
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30 |
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31 | using namespace std;
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32 |
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33 | /** Constructor for BoundaryTriangleSet.
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34 | */
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35 | BoundaryTriangleSet::BoundaryTriangleSet() :
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36 | Nr(-1)
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37 | {
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38 | Info FunctionInfo(__func__);
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39 | for (int i = 0; i < 3; i++) {
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40 | endpoints[i] = NULL;
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41 | lines[i] = NULL;
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42 | }
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43 | }
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44 | ;
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45 |
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46 | /** Constructor for BoundaryTriangleSet with three lines.
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47 | * \param *line[3] lines that make up the triangle
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48 | * \param number number of triangle
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49 | */
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50 | BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) :
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51 | Nr(number)
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52 | {
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53 | Info FunctionInfo(__func__);
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54 | // set number
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55 | // set lines
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56 | for (int i = 0; i < 3; i++) {
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57 | lines[i] = line[i];
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58 | lines[i]->AddTriangle(this);
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59 | }
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60 | // get ascending order of endpoints
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61 | PointMap OrderMap;
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62 | for (int i = 0; i < 3; i++) {
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63 | // for all three lines
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64 | for (int j = 0; j < 2; j++) { // for both endpoints
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65 | OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j]));
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66 | // and we don't care whether insertion fails
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67 | }
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68 | }
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69 | // set endpoints
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70 | int Counter = 0;
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71 | DoLog(0) && (Log() << Verbose(0) << "New triangle " << Nr << " with end points: " << endl);
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72 | for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) {
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73 | endpoints[Counter] = runner->second;
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74 | DoLog(0) && (Log() << Verbose(0) << " " << *endpoints[Counter] << endl);
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75 | Counter++;
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76 | }
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77 | ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!");
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78 | };
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79 |
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80 |
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81 | /** Destructor of BoundaryTriangleSet.
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82 | * Removes itself from each of its lines' LineMap and removes them if necessary.
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83 | * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle()
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84 | */
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85 | BoundaryTriangleSet::~BoundaryTriangleSet()
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86 | {
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87 | Info FunctionInfo(__func__);
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88 | for (int i = 0; i < 3; i++) {
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89 | if (lines[i] != NULL) {
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90 | if (lines[i]->triangles.erase(Nr)) {
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91 | //Log() << Verbose(0) << "Triangle Nr." << Nr << " erased in line " << *lines[i] << "." << endl;
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92 | }
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93 | if (lines[i]->triangles.empty()) {
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94 | //Log() << Verbose(0) << *lines[i] << " is no more attached to any triangle, erasing." << endl;
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95 | delete (lines[i]);
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96 | lines[i] = NULL;
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97 | }
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98 | }
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99 | }
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100 | //Log() << Verbose(0) << "Erasing triangle Nr." << Nr << " itself." << endl;
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101 | }
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102 | ;
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103 |
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104 | /** Calculates the normal vector for this triangle.
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105 | * Is made unique by comparison with \a OtherVector to point in the other direction.
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106 | * \param &OtherVector direction vector to make normal vector unique.
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107 | */
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108 | void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector)
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109 | {
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110 | Info FunctionInfo(__func__);
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111 | // get normal vector
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112 | NormalVector = Plane((endpoints[0]->node->getPosition()),
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113 | (endpoints[1]->node->getPosition()),
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114 | (endpoints[2]->node->getPosition())).getNormal();
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115 |
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116 | // make it always point inward (any offset vector onto plane projected onto normal vector suffices)
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117 | if (NormalVector.ScalarProduct(OtherVector) > 0.)
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118 | NormalVector.Scale(-1.);
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119 | DoLog(1) && (Log() << Verbose(1) << "Normal Vector is " << NormalVector << "." << endl);
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120 | }
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121 | ;
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122 |
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123 | /** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses.
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124 | * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane
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125 | * 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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126 | * 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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127 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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128 | * the first two basepoints) or not.
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129 | * \param *out output stream for debugging
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130 | * \param &MolCenter offset vector of line
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131 | * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line
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132 | * \param &Intersection intersection on plane on return
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133 | * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle.
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134 | */
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135 |
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136 | bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const
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137 | {
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138 | Info FunctionInfo(__func__);
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139 | Vector CrossPoint;
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140 | Vector helper;
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141 |
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142 | try {
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143 | Line centerLine = makeLineThrough(MolCenter, x);
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144 | Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine);
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145 |
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146 | DoLog(1) && (Log() << Verbose(1) << "INFO: Triangle is " << *this << "." << endl);
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147 | DoLog(1) && (Log() << Verbose(1) << "INFO: Line is from " << MolCenter << " to " << x << "." << endl);
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148 | DoLog(1) && (Log() << Verbose(1) << "INFO: Intersection is " << Intersection << "." << endl);
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149 |
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150 | if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) {
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151 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with first endpoint." << endl);
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152 | return true;
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153 | } else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) {
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154 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with second endpoint." << endl);
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155 | return true;
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156 | } else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) {
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157 | DoLog(1) && (Log() << Verbose(1) << "Intersection coindices with third endpoint." << endl);
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158 | return true;
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159 | }
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160 | // Calculate cross point between one baseline and the line from the third endpoint to intersection
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161 | int i = 0;
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162 | do {
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163 | Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition()));
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164 | Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection);
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165 | CrossPoint = line1.getIntersection(line2);
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166 | helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
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167 | CrossPoint -= (endpoints[i%3]->node->getPosition()); // cross point was returned as absolute vector
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168 | const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared();
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169 | DoLog(1) && (Log() << Verbose(1) << "INFO: Factor s is " << s << "." << endl);
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170 | if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) {
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171 | DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << "outside of triangle." << endl);
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172 | return false;
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173 | }
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174 | i++;
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175 | } while (i < 3);
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176 | DoLog(1) && (Log() << Verbose(1) << "INFO: Crosspoint " << CrossPoint << " inside of triangle." << endl);
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177 | return true;
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178 | }
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179 | catch (MathException &excp) {
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180 | Log() << Verbose(1) << excp;
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181 | DoeLog(1) && (eLog() << Verbose(1) << "Alas! Intersection with plane failed - at least numerically - the intersection is not on the plane!" << endl);
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182 | return false;
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183 | }
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184 | }
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185 | ;
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186 |
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187 | /** Finds the point on the triangle to the point \a *x.
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188 | * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point.
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189 | * 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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190 | * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down.
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191 | * 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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192 | * 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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193 | * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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194 | * the first two basepoints) or not.
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195 | * \param *x point
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196 | * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector
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197 | * \return Distance squared between \a *x and closest point inside triangle
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198 | */
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199 | double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const
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200 | {
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201 | Info FunctionInfo(__func__);
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202 | Vector Direction;
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203 |
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204 | // 1. get intersection with plane
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205 | DoLog(1) && (Log() << Verbose(1) << "INFO: Looking for closest point of triangle " << *this << " to " << x << "." << endl);
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206 | GetCenter(Direction);
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207 | try {
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208 | Line l = makeLineThrough(x, Direction);
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209 | ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(l);
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210 | }
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211 | catch (MathException &excp) {
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212 | (ClosestPoint) = (x);
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213 | }
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214 |
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215 | // 2. Calculate in plane part of line (x, intersection)
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216 | Vector InPlane = (x) - (ClosestPoint); // points from plane intersection to straight-down point
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217 | InPlane.ProjectOntoPlane(NormalVector);
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218 | InPlane += ClosestPoint;
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219 |
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220 | DoLog(2) && (Log() << Verbose(2) << "INFO: Triangle is " << *this << "." << endl);
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221 | DoLog(2) && (Log() << Verbose(2) << "INFO: Line is from " << Direction << " to " << x << "." << endl);
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222 | DoLog(2) && (Log() << Verbose(2) << "INFO: In-plane part is " << InPlane << "." << endl);
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223 |
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224 | // Calculate cross point between one baseline and the desired point such that distance is shortest
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225 | double ShortestDistance = -1.;
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226 | bool InsideFlag = false;
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227 | Vector CrossDirection[3];
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228 | Vector CrossPoint[3];
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229 | Vector helper;
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230 | for (int i = 0; i < 3; i++) {
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231 | // treat direction of line as normal of a (cut)plane and the desired point x as the plane offset, the intersect line with point
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232 | Direction = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
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233 | // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal);
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234 | Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition()));
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235 | CrossPoint[i] = Plane(Direction, InPlane).GetIntersection(l);
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236 | CrossDirection[i] = CrossPoint[i] - InPlane;
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237 | CrossPoint[i] -= (endpoints[i%3]->node->getPosition()); // cross point was returned as absolute vector
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238 | const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared();
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239 | DoLog(2) && (Log() << Verbose(2) << "INFO: Factor s is " << s << "." << endl);
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240 | if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) {
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241 | CrossPoint[i] += (endpoints[i%3]->node->getPosition()); // make cross point absolute again
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242 | DoLog(2) && (Log() << Verbose(2) << "INFO: Crosspoint is " << CrossPoint[i] << ", intersecting BoundaryLine between " << endpoints[i % 3]->node->getPosition() << " and " << endpoints[(i + 1) % 3]->node->getPosition() << "." << endl);
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243 | const double distance = CrossPoint[i].DistanceSquared(x);
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244 | if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
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245 | ShortestDistance = distance;
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246 | (ClosestPoint) = CrossPoint[i];
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247 | }
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248 | } else
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249 | CrossPoint[i].Zero();
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250 | }
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251 | InsideFlag = true;
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252 | for (int i = 0; i < 3; i++) {
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253 | const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]);
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254 | const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]);
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255 |
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256 | if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign
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257 | InsideFlag = false;
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258 | }
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259 | if (InsideFlag) {
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260 | (ClosestPoint) = InPlane;
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261 | ShortestDistance = InPlane.DistanceSquared(x);
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262 | } else { // also check endnodes
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263 | for (int i = 0; i < 3; i++) {
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264 | const double distance = x.DistanceSquared(endpoints[i]->node->getPosition());
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265 | if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
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266 | ShortestDistance = distance;
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267 | (ClosestPoint) = (endpoints[i]->node->getPosition());
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268 | }
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269 | }
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270 | }
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271 | DoLog(1) && (Log() << Verbose(1) << "INFO: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << "." << endl);
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272 | return ShortestDistance;
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273 | }
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274 | ;
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275 |
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276 | /** Checks whether lines is any of the three boundary lines this triangle contains.
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277 | * \param *line line to test
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278 | * \return true - line is of the triangle, false - is not
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279 | */
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280 | bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) const
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281 | {
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282 | Info FunctionInfo(__func__);
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283 | for (int i = 0; i < 3; i++)
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284 | if (line == lines[i])
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285 | return true;
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286 | return false;
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287 | }
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288 | ;
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289 |
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290 | /** Checks whether point is any of the three endpoints this triangle contains.
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291 | * \param *point point to test
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292 | * \return true - point is of the triangle, false - is not
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293 | */
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294 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const BoundaryPointSet * const point) const
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295 | {
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296 | Info FunctionInfo(__func__);
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297 | for (int i = 0; i < 3; i++)
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298 | if (point == endpoints[i])
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299 | return true;
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300 | return false;
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301 | }
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302 | ;
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303 |
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304 | /** Checks whether point is any of the three endpoints this triangle contains.
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305 | * \param *point TesselPoint to test
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306 | * \return true - point is of the triangle, false - is not
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307 | */
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308 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const
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309 | {
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310 | Info FunctionInfo(__func__);
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311 | for (int i = 0; i < 3; i++)
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312 | if (point == endpoints[i]->node)
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313 | return true;
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314 | return false;
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315 | }
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316 | ;
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317 |
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318 | /** Checks whether three given \a *Points coincide with triangle's endpoints.
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319 | * \param *Points[3] pointer to BoundaryPointSet
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320 | * \return true - is the very triangle, false - is not
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321 | */
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322 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryPointSet * const Points[3]) const
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323 | {
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324 | Info FunctionInfo(__func__);
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325 | DoLog(1) && (Log() << Verbose(1) << "INFO: Checking " << Points[0] << "," << Points[1] << "," << Points[2] << " against " << endpoints[0] << "," << endpoints[1] << "," << endpoints[2] << "." << endl);
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326 | return (((endpoints[0] == Points[0]) || (endpoints[0] == Points[1]) || (endpoints[0] == Points[2])) && ((endpoints[1] == Points[0]) || (endpoints[1] == Points[1]) || (endpoints[1] == Points[2])) && ((endpoints[2] == Points[0]) || (endpoints[2] == Points[1]) || (endpoints[2] == Points[2])
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327 |
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328 | ));
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329 | }
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330 | ;
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331 |
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332 | /** Checks whether three given \a *Points coincide with triangle's endpoints.
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333 | * \param *Points[3] pointer to BoundaryPointSet
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334 | * \return true - is the very triangle, false - is not
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335 | */
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336 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const
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337 | {
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338 | Info FunctionInfo(__func__);
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339 | 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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340 |
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341 | ));
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342 | }
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343 | ;
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344 |
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345 | /** Returns the endpoint which is not contained in the given \a *line.
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346 | * \param *line baseline defining two endpoints
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347 | * \return pointer third endpoint or NULL if line does not belong to triangle.
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348 | */
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349 | class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const
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350 | {
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351 | Info FunctionInfo(__func__);
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352 | // sanity check
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353 | if (!ContainsBoundaryLine(line))
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354 | return NULL;
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355 | for (int i = 0; i < 3; i++)
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356 | if (!line->ContainsBoundaryPoint(endpoints[i]))
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357 | return endpoints[i];
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358 | // actually, that' impossible :)
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359 | return NULL;
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360 | }
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361 | ;
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362 |
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363 | /** Returns the baseline which does not contain the given boundary point \a *point.
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364 | * \param *point endpoint which is neither endpoint of the desired line
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365 | * \return pointer to desired third baseline
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366 | */
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367 | class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const
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368 | {
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369 | Info FunctionInfo(__func__);
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370 | // sanity check
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371 | if (!ContainsBoundaryPoint(point))
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372 | return NULL;
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373 | for (int i = 0; i < 3; i++)
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374 | if (!lines[i]->ContainsBoundaryPoint(point))
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375 | return lines[i];
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376 | // actually, that' impossible :)
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377 | return NULL;
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378 | }
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379 | ;
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380 |
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381 | /** Calculates the center point of the triangle.
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382 | * Is third of the sum of all endpoints.
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383 | * \param *center central point on return.
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384 | */
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385 | void BoundaryTriangleSet::GetCenter(Vector & center) const
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386 | {
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387 | Info FunctionInfo(__func__);
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388 | center.Zero();
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389 | for (int i = 0; i < 3; i++)
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390 | (center) += (endpoints[i]->node->getPosition());
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391 | center.Scale(1. / 3.);
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392 | DoLog(1) && (Log() << Verbose(1) << "INFO: Center is at " << center << "." << endl);
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393 | }
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394 |
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395 | /**
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396 | * gets the Plane defined by the three triangle Basepoints
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397 | */
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398 | Plane BoundaryTriangleSet::getPlane() const{
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399 | ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined");
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400 |
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401 | return Plane(endpoints[0]->node->getPosition(),
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402 | endpoints[1]->node->getPosition(),
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403 | endpoints[2]->node->getPosition());
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404 | }
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405 |
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406 | Vector BoundaryTriangleSet::getEndpoint(int i) const{
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407 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
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408 |
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409 | return endpoints[i]->node->getPosition();
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410 | }
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411 |
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412 | string BoundaryTriangleSet::getEndpointName(int i) const{
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413 | ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
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414 |
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415 | return endpoints[i]->node->getName();
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416 | }
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417 |
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418 | /** output operator for BoundaryTriangleSet.
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419 | * \param &ost output stream
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420 | * \param &a boundary triangle
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421 | */
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422 | ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a)
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423 | {
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424 | ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]";
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425 | // ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << ","
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426 | // << 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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427 | return ost;
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428 | }
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429 | ;
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430 |
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