| 1 | /*
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| 2 |  * Project: MoleCuilder
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| 3 |  * Description: creates and alters molecular systems
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| 4 |  * Copyright (C)  2010-2012 University of Bonn. All rights reserved.
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| 5 |  * 
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| 6 |  *
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| 7 |  *   This file is part of MoleCuilder.
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| 8 |  *
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| 9 |  *    MoleCuilder is free software: you can redistribute it and/or modify
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| 10 |  *    it under the terms of the GNU General Public License as published by
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| 11 |  *    the Free Software Foundation, either version 2 of the License, or
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| 12 |  *    (at your option) any later version.
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| 13 |  *
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| 14 |  *    MoleCuilder is distributed in the hope that it will be useful,
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| 15 |  *    but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 16 |  *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| 17 |  *    GNU General Public License for more details.
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| 18 |  *
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| 19 |  *    You should have received a copy of the GNU General Public License
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| 20 |  *    along with MoleCuilder.  If not, see <http://www.gnu.org/licenses/>.
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| 21 |  */
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| 22 | 
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| 23 | /*
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| 24 |  * BoundaryTriangleSet.cpp
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| 25 |  *
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| 26 |  *  Created on: Jul 29, 2010
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| 27 |  *      Author: heber
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| 28 |  */
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| 29 | 
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| 30 | // include config.h
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| 31 | #ifdef HAVE_CONFIG_H
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| 32 | #include <config.h>
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| 33 | #endif
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| 34 | 
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| 35 | #include "CodePatterns/MemDebug.hpp"
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| 36 | 
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| 37 | #include "BoundaryTriangleSet.hpp"
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| 38 | 
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| 39 | #include <iostream>
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| 40 | 
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| 41 | #include "BoundaryLineSet.hpp"
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| 42 | #include "BoundaryPointSet.hpp"
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| 43 | #include "Atom/TesselPoint.hpp"
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| 44 | 
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| 45 | #include "Helpers/defs.hpp"
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| 46 | 
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| 47 | #include "CodePatterns/Assert.hpp"
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| 48 | #include "CodePatterns/Info.hpp"
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| 49 | #include "CodePatterns/Log.hpp"
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| 50 | #include "CodePatterns/Verbose.hpp"
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| 51 | #include "LinearAlgebra/Exceptions.hpp"
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| 52 | #include "LinearAlgebra/Line.hpp"
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| 53 | #include "LinearAlgebra/Plane.hpp"
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| 54 | #include "LinearAlgebra/Vector.hpp"
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| 55 | 
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| 56 | using namespace std;
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| 57 | 
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| 58 | /** Constructor for BoundaryTriangleSet.
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| 59 |  */
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| 60 | BoundaryTriangleSet::BoundaryTriangleSet() :
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| 61 |   Nr(-1)
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| 62 | {
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| 63 |   //Info FunctionInfo(__func__);
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| 64 |   for (int i = 0; i < 3; i++) {
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| 65 |     endpoints[i] = NULL;
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| 66 |     lines[i] = NULL;
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| 67 |   }
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| 68 | }
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| 69 | ;
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| 70 | 
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| 71 | /** Constructor for BoundaryTriangleSet with three lines.
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| 72 |  * \param *line[3] lines that make up the triangle
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| 73 |  * \param number number of triangle
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| 74 |  */
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| 75 | BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) :
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| 76 |   Nr(number)
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| 77 | {
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| 78 |   //Info FunctionInfo(__func__);
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| 79 |   // set number
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| 80 |   // set lines
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| 81 |   for (int i = 0; i < 3; i++) {
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| 82 |     lines[i] = line[i];
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| 83 |     lines[i]->AddTriangle(this);
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| 84 |   }
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| 85 |   // get ascending order of endpoints
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| 86 |   PointMap OrderMap;
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| 87 |   for (int i = 0; i < 3; i++) {
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| 88 |     // for all three lines
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| 89 |     for (int j = 0; j < 2; j++) { // for both endpoints
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| 90 |       OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j]));
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| 91 |       // and we don't care whether insertion fails
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| 92 |     }
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| 93 |   }
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| 94 |   // set endpoints
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| 95 |   int Counter = 0;
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| 96 |   LOG(4, "DEBUG: New triangle " << Nr << " with end points: ");
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| 97 |   for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) {
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| 98 |     endpoints[Counter] = runner->second;
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| 99 |     LOG(4, "DEBUG:    " << *endpoints[Counter]);
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| 100 |     Counter++;
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| 101 |   }
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| 102 |   ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!");
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| 103 | };
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| 104 | 
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| 105 | 
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| 106 | /** Destructor of BoundaryTriangleSet.
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| 107 |  * Removes itself from each of its lines' LineMap and removes them if necessary.
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| 108 |  * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle()
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| 109 |  */
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| 110 | BoundaryTriangleSet::~BoundaryTriangleSet()
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| 111 | {
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| 112 |   //Info FunctionInfo(__func__);
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| 113 |   for (int i = 0; i < 3; i++) {
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| 114 |     if (lines[i] != NULL) {
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| 115 |       if (lines[i]->triangles.erase(Nr)) {
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| 116 |         //LOG(5, "DEBUG: Triangle Nr." << Nr << " erased in line " << *lines[i] << ".");
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| 117 |       }
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| 118 |       if (lines[i]->triangles.empty()) {
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| 119 |         //LOG(5, "DEBUG: " << *lines[i] << " is no more attached to any triangle, erasing.");
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| 120 |         delete (lines[i]);
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| 121 |         lines[i] = NULL;
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| 122 |       }
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| 123 |     }
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| 124 |   }
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| 125 |   //LOG(5, "DEBUG: Erasing triangle Nr." << Nr << " itself.");
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| 126 | }
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| 127 | ;
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| 128 | 
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| 129 | /** Calculates the area of this triangle.
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| 130 |  *
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| 131 |  * @return surface area in between the tree points of this triangle
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| 132 |  */
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| 133 | double BoundaryTriangleSet::getArea() const
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| 134 | {
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| 135 |         Vector x;
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| 136 |         Vector y;
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| 137 |         x = getEndpoint(0) - getEndpoint(1);
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| 138 |   y = getEndpoint(0) - getEndpoint(2);
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| 139 |   const double a = x.Norm();
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| 140 |   const double b = y.Norm();
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| 141 |   const double c = getEndpoint(2).distance(getEndpoint(1));
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| 142 |   const double area = sqrt(((a + b + c) * (a + b + c) - 2 * (a * a + b * b + c * c)) / 16.); // area of tesselated triangle
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| 143 |   return area;
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| 144 | }
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| 145 | 
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| 146 | /** Calculates the normal vector for this triangle.
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| 147 |  * Is made unique by comparison with \a OtherVector to point in the other direction.
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| 148 |  * \param &OtherVector direction vector to make normal vector unique.
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| 149 |  */
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| 150 | void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector)
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| 151 | {
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| 152 |   //Info FunctionInfo(__func__);
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| 153 |   // get normal vector
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| 154 |   NormalVector = Plane((endpoints[0]->node->getPosition()),
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| 155 |                        (endpoints[1]->node->getPosition()),
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| 156 |                        (endpoints[2]->node->getPosition())).getNormal();
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| 157 | 
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| 158 |   // make it always point inward (any offset vector onto plane projected onto normal vector suffices)
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| 159 |   if (NormalVector.ScalarProduct(OtherVector) > 0.)
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| 160 |     NormalVector.Scale(-1.);
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| 161 |   LOG(4, "DEBUG: Normal Vector of " << *this << " is " << NormalVector << ".");
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| 162 | }
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| 163 | ;
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| 164 | 
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| 165 | /** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses.
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| 166 |  * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane
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| 167 |  * 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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| 168 |  * 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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| 169 |  * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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| 170 |  * the first two basepoints) or not.
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| 171 |  * \param *out output stream for debugging
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| 172 |  * \param &MolCenter offset vector of line
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| 173 |  * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line
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| 174 |  * \param &Intersection intersection on plane on return
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| 175 |  * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle.
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| 176 |  */
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| 177 | 
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| 178 | bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const
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| 179 | {
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| 180 |   //Info FunctionInfo(__func__);
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| 181 |   Vector CrossPoint;
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| 182 |   Vector helper;
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| 183 | 
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| 184 |   try {
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| 185 |     Line centerLine = makeLineThrough(MolCenter, x);
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| 186 |     Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine);
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| 187 | 
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| 188 |     LOG(4, "DEBUG: Triangle is " << *this << ".");
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| 189 |     LOG(4, "DEBUG: Line is from " << MolCenter << " to " << x << ".");
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| 190 |     LOG(4, "DEBUG: Intersection is " << Intersection << ".");
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| 191 | 
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| 192 |     if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) {
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| 193 |       LOG(4, "DEBUG: Intersection coindices with first endpoint.");
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| 194 |       return true;
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| 195 |     }   else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) {
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| 196 |       LOG(4, "DEBUG: Intersection coindices with second endpoint.");
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| 197 |       return true;
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| 198 |     }   else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) {
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| 199 |       LOG(4, "DEBUG: Intersection coindices with third endpoint.");
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| 200 |       return true;
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| 201 |     }
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| 202 |     // Calculate cross point between one baseline and the line from the third endpoint to intersection
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| 203 |     int i = 0;
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| 204 |     do {
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| 205 |       Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition()));
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| 206 |       Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection);
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| 207 |       CrossPoint = line1.getIntersection(line2);
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| 208 |       helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
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| 209 |       CrossPoint -= (endpoints[i%3]->node->getPosition());  // cross point was returned as absolute vector
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| 210 |       const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared();
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| 211 |       LOG(4, "DEBUG: Factor s is " << s << ".");
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| 212 |       if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) {
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| 213 |         LOG(4, "DEBUG: Crosspoint " << CrossPoint << "outside of triangle.");
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| 214 |         return false;
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| 215 |       }
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| 216 |       i++;
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| 217 |     } while (i < 3);
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| 218 |     LOG(4, "DEBUG: Crosspoint " << CrossPoint << " inside of triangle.");
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| 219 |     return true;
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| 220 |   }
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| 221 |   catch (LinearAlgebraException &excp) {
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| 222 |     LOG(1, boost::diagnostic_information(excp));
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| 223 |     ELOG(1, "Alas! Intersection with plane failed - at least numerically - the intersection is not on the plane!");
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| 224 |     return false;
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| 225 |   }
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| 226 |   return true;
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| 227 | }
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| 228 | 
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| 229 | 
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| 230 | /** Finds the point on the triangle to the point \a *x.
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| 231 |  * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point.
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| 232 |  * 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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| 233 |  * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down.
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| 234 |  * 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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| 235 |  * 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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| 236 |  * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
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| 237 |  * the first two basepoints) or not.
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| 238 |  * \param *x point
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| 239 |  * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector
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| 240 |  * \return Distance squared between \a *x and closest point inside triangle
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| 241 |  */
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| 242 | double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const
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| 243 | {
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| 244 |   //Info FunctionInfo(__func__);
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| 245 |   Vector Direction;
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| 246 | 
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| 247 |   // 1. get intersection with plane
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| 248 |   LOG(3, "DEBUG: Looking for closest point of triangle " << *this << " to " << x << ".");
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| 249 |   LOG(3, "DEBUG: endpoints are " << endpoints[0]->node->getPosition() << ","
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| 250 |       << endpoints[1]->node->getPosition() << ", and " << endpoints[2]->node->getPosition() << ".");
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| 251 |   try {
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| 252 |     ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).getClosestPoint(x);
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| 253 |   }
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| 254 |   catch (LinearAlgebraException &excp) {
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| 255 |     (ClosestPoint) = (x);
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| 256 |   }
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| 257 |   Vector InPlane(ClosestPoint); // points from plane intersection to straight-down point
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| 258 |   LOG(4, "DEBUG: Closest point on triangle plane is " << ClosestPoint << ".");
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| 259 | 
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| 260 |   // 2. Calculate in plane part of line (x, intersection)
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| 261 | 
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| 262 |   // Calculate cross point between one baseline and the desired point such that distance is shortest
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| 263 |   Vector CrossDirection[3];
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| 264 |   Vector CrossPoint[3];
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| 265 |   for (int i = 0; i < 3; i++) {
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| 266 |     const Vector Direction = (endpoints[i%3]->node->getPosition()) - (endpoints[(i+1)%3]->node->getPosition());
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| 267 |     // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal);
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| 268 |     Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition()));
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| 269 |     CrossPoint[i] = l.getClosestPoint(InPlane);
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| 270 |     // NOTE: direction of line is normalized, hence s must not necessarily be in [0,1] for the baseline
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| 271 |     LOG(4, "DEBUG: Closest point on line from " << (endpoints[(i+1)%3]->node->getPosition())
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| 272 |         << " to " << (endpoints[i%3]->node->getPosition()) << " is " << CrossPoint[i] << ".");
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| 273 |     CrossPoint[i] -= (endpoints[(i+1)%3]->node->getPosition());  // cross point was returned as absolute vector
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| 274 |     const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared();
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| 275 |     LOG(5, "DEBUG: Factor s is " << s << ".");
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| 276 |     if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) {
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| 277 |       CrossPoint[i] += (endpoints[(i+1)%3]->node->getPosition());  // make cross point absolute again
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| 278 |       LOG(5, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting BoundaryLine between "
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| 279 |           << endpoints[i % 3]->node->getPosition() << " and "
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| 280 |           << endpoints[(i + 1) % 3]->node->getPosition() << ".");
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| 281 |     } else {
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| 282 |       // set to either endpoint of BoundaryLine
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| 283 |       if (s < -MYEPSILON)
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| 284 |         CrossPoint[i] = (endpoints[(i+1)%3]->node->getPosition());
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| 285 |       else
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| 286 |         CrossPoint[i] = (endpoints[i%3]->node->getPosition());
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| 287 |       LOG(5, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting outside of BoundaryLine between "
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| 288 |           << endpoints[i % 3]->node->getPosition() << " and "
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| 289 |           << endpoints[(i + 1) % 3]->node->getPosition() << ".");
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| 290 |     }
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| 291 |     CrossDirection[i] = CrossPoint[i] - InPlane;
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| 292 |   }
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| 293 | 
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| 294 |   bool InsideFlag = true;
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| 295 |   double ShortestDistance = -1.;
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| 296 |   for (int i = 0; i < 3; i++) {
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| 297 |     const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]);
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| 298 |     const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]);
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| 299 | 
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| 300 |     if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign
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| 301 |       InsideFlag = false;
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| 302 |     // update current best candidate
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| 303 |     const double distance = CrossPoint[i].DistanceSquared(x);
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| 304 |     if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
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| 305 |       ShortestDistance = distance;
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| 306 |       (ClosestPoint) = CrossPoint[i];
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| 307 |     }
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| 308 |   }
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| 309 | 
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| 310 |   if (InsideFlag) {
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| 311 |     (ClosestPoint) = InPlane;
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| 312 |     ShortestDistance = InPlane.DistanceSquared(x);
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| 313 |   }
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| 314 |   LOG(3, "DEBUG: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << ".");
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| 315 | 
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| 316 |   return ShortestDistance;
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| 317 | }
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| 318 | 
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| 319 | 
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| 320 | /** Checks whether lines is any of the three boundary lines this triangle contains.
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| 321 |  * \param *line line to test
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| 322 |  * \return true - line is of the triangle, false - is not
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| 323 |  */
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| 324 | bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) const
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| 325 | {
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| 326 |   //Info FunctionInfo(__func__);
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| 327 |   for (int i = 0; i < 3; i++)
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| 328 |     if (line == lines[i])
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| 329 |       return true;
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| 330 |   return false;
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| 331 | }
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| 332 | ;
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| 333 | 
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| 334 | /** Checks whether point is any of the three endpoints this triangle contains.
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| 335 |  * \param *point point to test
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| 336 |  * \return true - point is of the triangle, false - is not
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| 337 |  */
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| 338 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const BoundaryPointSet * const point) const
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| 339 | {
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| 340 |   //Info FunctionInfo(__func__);
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| 341 |   for (int i = 0; i < 3; i++)
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| 342 |     if (point == endpoints[i])
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| 343 |       return true;
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| 344 |   return false;
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| 345 | }
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| 346 | ;
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| 347 | 
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| 348 | /** Checks whether point is any of the three endpoints this triangle contains.
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| 349 |  * \param *point TesselPoint to test
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| 350 |  * \return true - point is of the triangle, false - is not
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| 351 |  */
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| 352 | bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const
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| 353 | {
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| 354 |   //Info FunctionInfo(__func__);
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| 355 |   for (int i = 0; i < 3; i++)
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| 356 |     if (point == endpoints[i]->node)
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| 357 |       return true;
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| 358 |   return false;
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| 359 | }
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| 360 | ;
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| 361 | 
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| 362 | /** Checks whether three given \a *Points coincide with triangle's endpoints.
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| 363 |  * \param *Points[3] pointer to BoundaryPointSet
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| 364 |  * \return true - is the very triangle, false - is not
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| 365 |  */
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| 366 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryPointSet * const Points[3]) const
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| 367 | {
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| 368 |   //Info FunctionInfo(__func__);
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| 369 |   LOG(1, "INFO: Checking " << Points[0] << "," << Points[1] << "," << Points[2] << " against " << endpoints[0] << "," << endpoints[1] << "," << endpoints[2] << ".");
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| 370 |   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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| 371 | 
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| 372 |   ));
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| 373 | }
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| 374 | ;
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| 375 | 
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| 376 | /** Checks whether three given \a *Points coincide with triangle's endpoints.
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| 377 |  * \param *Points[3] pointer to BoundaryPointSet
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| 378 |  * \return true - is the very triangle, false - is not
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| 379 |  */
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| 380 | bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const
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| 381 | {
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| 382 |   //Info FunctionInfo(__func__);
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| 383 |   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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| 384 | 
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| 385 |   ));
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| 386 | }
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| 387 | ;
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| 388 | 
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| 389 | /** Checks whether a given point is inside the plane of the triangle and inside the
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| 390 |  * bounds defined by its BoundaryLineSet's.
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| 391 |  *
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| 392 |  * @param point point to check
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| 393 |  * @return true - point is inside place and inside all BoundaryLine's
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| 394 |  */
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| 395 | bool BoundaryTriangleSet::IsInsideTriangle(const Vector &point) const
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| 396 | {
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| 397 |   Info FunctionInfo(__func__);
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| 398 | 
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| 399 |   // check if it's inside the plane
 | 
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| 400 |   try {
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| 401 |     Plane trianglePlane(
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| 402 |         endpoints[0]->node->getPosition(),
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| 403 |         endpoints[1]->node->getPosition(),
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| 404 |         endpoints[2]->node->getPosition());
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| 405 |     if (!trianglePlane.isContained(point)) {
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| 406 |       LOG(1, "INFO: Point " << point << " is not inside plane " << trianglePlane << " by "
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| 407 |           << trianglePlane.distance(point) << ".");
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| 408 |       return false;
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| 409 |     }
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| 410 |   } catch(LinearDependenceException) {
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| 411 |     // triangle is degenerated, it's just a line (i.e. one endpoint is right in between two others
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| 412 |     for (size_t i = 0; i < NDIM; ++i) {
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| 413 |       try {
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| 414 |         Line l = makeLineThrough(
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| 415 |             lines[i]->endpoints[0]->node->getPosition(),
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| 416 |             lines[i]->endpoints[1]->node->getPosition());
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| 417 |         if (l.isContained(GetThirdEndpoint(lines[i])->node->getPosition())) {
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| 418 |           // we have the largest of the three lines
 | 
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| 419 |           LOG(1, "INFO: Linear-dependent case where point " << point << " is on line " << l << ".");
 | 
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| 420 |           return (l.isContained(point));
 | 
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| 421 |         }
 | 
|---|
| 422 |       } catch(ZeroVectorException) {
 | 
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| 423 |         // two points actually coincide
 | 
|---|
| 424 |         try {
 | 
|---|
| 425 |           Line l = makeLineThrough(
 | 
|---|
| 426 |               lines[i]->endpoints[0]->node->getPosition(),
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| 427 |               GetThirdEndpoint(lines[i])->node->getPosition());
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| 428 |           LOG(1, "INFO: Degenerated case where point " << point << " is on line " << l << ".");
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| 429 |           return (l.isContained(point));
 | 
|---|
| 430 |         } catch(ZeroVectorException) {
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|---|
| 431 |           // all three points coincide
 | 
|---|
| 432 |           if (point.DistanceSquared(lines[i]->endpoints[0]->node->getPosition()) < MYEPSILON) {
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| 433 |             LOG(1, "INFO: Full-Degenerated case where point " << point << " is on three endpoints "
 | 
|---|
| 434 |                 << lines[i]->endpoints[0]->node->getPosition() << ".");
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|---|
| 435 |             return true;
 | 
|---|
| 436 |           }
 | 
|---|
| 437 |           else return false;
 | 
|---|
| 438 |         }
 | 
|---|
| 439 |       }
 | 
|---|
| 440 |     }
 | 
|---|
| 441 |   }
 | 
|---|
| 442 | 
 | 
|---|
| 443 |   // check whether it lies on the correct side as given by third endpoint for
 | 
|---|
| 444 |   // each BoundaryLine.
 | 
|---|
| 445 |   // NOTE: we assume here that endpoints are linear independent, as the case
 | 
|---|
| 446 |   // has been caught before already extensively
 | 
|---|
| 447 |   for (size_t i = 0; i < NDIM; ++i) {
 | 
|---|
| 448 |     Line l = makeLineThrough(
 | 
|---|
| 449 |         lines[i]->endpoints[0]->node->getPosition(),
 | 
|---|
| 450 |         lines[i]->endpoints[1]->node->getPosition());
 | 
|---|
| 451 |     Vector onLine( l.getClosestPoint(point) );
 | 
|---|
| 452 |     LOG(1, "INFO: Closest point on boundary line is " << onLine << ".");
 | 
|---|
| 453 |     Vector inTriangleDirection( GetThirdEndpoint(lines[i])->node->getPosition() - onLine );
 | 
|---|
| 454 |     Vector inPointDirection(point - onLine);
 | 
|---|
| 455 |     if ((inTriangleDirection.NormSquared() > MYEPSILON) && (inPointDirection.NormSquared() > MYEPSILON))
 | 
|---|
| 456 |       if (inTriangleDirection.ScalarProduct(inPointDirection) < -MYEPSILON)
 | 
|---|
| 457 |         return false;
 | 
|---|
| 458 |   }
 | 
|---|
| 459 | 
 | 
|---|
| 460 |   return true;
 | 
|---|
| 461 | }
 | 
|---|
| 462 | 
 | 
|---|
| 463 | 
 | 
|---|
| 464 | /** Returns the endpoint which is not contained in the given \a *line.
 | 
|---|
| 465 |  * \param *line baseline defining two endpoints
 | 
|---|
| 466 |  * \return pointer third endpoint or NULL if line does not belong to triangle.
 | 
|---|
| 467 |  */
 | 
|---|
| 468 | class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const
 | 
|---|
| 469 | {
 | 
|---|
| 470 |   //Info FunctionInfo(__func__);
 | 
|---|
| 471 |   // sanity check
 | 
|---|
| 472 |   if (!ContainsBoundaryLine(line))
 | 
|---|
| 473 |     return NULL;
 | 
|---|
| 474 |   for (int i = 0; i < 3; i++)
 | 
|---|
| 475 |     if (!line->ContainsBoundaryPoint(endpoints[i]))
 | 
|---|
| 476 |       return endpoints[i];
 | 
|---|
| 477 |   // actually, that' impossible :)
 | 
|---|
| 478 |   return NULL;
 | 
|---|
| 479 | }
 | 
|---|
| 480 | ;
 | 
|---|
| 481 | 
 | 
|---|
| 482 | /** Returns the baseline which does not contain the given boundary point \a *point.
 | 
|---|
| 483 |  * \param *point endpoint which is neither endpoint of the desired line
 | 
|---|
| 484 |  * \return pointer to desired third baseline
 | 
|---|
| 485 |  */
 | 
|---|
| 486 | class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const
 | 
|---|
| 487 | {
 | 
|---|
| 488 |   //Info FunctionInfo(__func__);
 | 
|---|
| 489 |   // sanity check
 | 
|---|
| 490 |   if (!ContainsBoundaryPoint(point))
 | 
|---|
| 491 |     return NULL;
 | 
|---|
| 492 |   for (int i = 0; i < 3; i++)
 | 
|---|
| 493 |     if (!lines[i]->ContainsBoundaryPoint(point))
 | 
|---|
| 494 |       return lines[i];
 | 
|---|
| 495 |   // actually, that' impossible :)
 | 
|---|
| 496 |   return NULL;
 | 
|---|
| 497 | }
 | 
|---|
| 498 | ;
 | 
|---|
| 499 | 
 | 
|---|
| 500 | /** Calculates the center point of the triangle.
 | 
|---|
| 501 |  * Is third of the sum of all endpoints.
 | 
|---|
| 502 |  * \param *center central point on return.
 | 
|---|
| 503 |  */
 | 
|---|
| 504 | void BoundaryTriangleSet::GetCenter(Vector & center) const
 | 
|---|
| 505 | {
 | 
|---|
| 506 |   //Info FunctionInfo(__func__);
 | 
|---|
| 507 |   center.Zero();
 | 
|---|
| 508 |   for (int i = 0; i < 3; i++)
 | 
|---|
| 509 |     (center) += (endpoints[i]->node->getPosition());
 | 
|---|
| 510 |   center.Scale(1. / 3.);
 | 
|---|
| 511 |   LOG(4, "DEBUG: Center of BoundaryTriangleSet is at " << center << ".");
 | 
|---|
| 512 | }
 | 
|---|
| 513 | 
 | 
|---|
| 514 | /**
 | 
|---|
| 515 |  * gets the Plane defined by the three triangle Basepoints
 | 
|---|
| 516 |  */
 | 
|---|
| 517 | Plane BoundaryTriangleSet::getPlane() const{
 | 
|---|
| 518 |   ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined");
 | 
|---|
| 519 | 
 | 
|---|
| 520 |   return Plane(endpoints[0]->node->getPosition(),
 | 
|---|
| 521 |                endpoints[1]->node->getPosition(),
 | 
|---|
| 522 |                endpoints[2]->node->getPosition());
 | 
|---|
| 523 | }
 | 
|---|
| 524 | 
 | 
|---|
| 525 | Vector BoundaryTriangleSet::getEndpoint(int i) const{
 | 
|---|
| 526 |   ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
 | 
|---|
| 527 | 
 | 
|---|
| 528 |   return endpoints[i]->node->getPosition();
 | 
|---|
| 529 | }
 | 
|---|
| 530 | 
 | 
|---|
| 531 | string BoundaryTriangleSet::getEndpointName(int i) const{
 | 
|---|
| 532 |   ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
 | 
|---|
| 533 | 
 | 
|---|
| 534 |   return endpoints[i]->node->getName();
 | 
|---|
| 535 | }
 | 
|---|
| 536 | 
 | 
|---|
| 537 | /** output operator for BoundaryTriangleSet.
 | 
|---|
| 538 |  * \param &ost output stream
 | 
|---|
| 539 |  * \param &a boundary triangle
 | 
|---|
| 540 |  */
 | 
|---|
| 541 | ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a)
 | 
|---|
| 542 | {
 | 
|---|
| 543 |   ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]";
 | 
|---|
| 544 |   //  ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << ","
 | 
|---|
| 545 |   //      << a.endpoints[1]->node->Name << " at " << *a.endpoints[1]->node->node << "," << a.endpoints[2]->node->Name << " at " << *a.endpoints[2]->node->node << "]";
 | 
|---|
| 546 |   return ost;
 | 
|---|
| 547 | }
 | 
|---|
| 548 | ;
 | 
|---|
| 549 | 
 | 
|---|