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boundary.cpp
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boundary.cpp
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//=========================================================================
// COPYRIGHT (c) 1995-2003 by Trinity College Dublin, Dublin 2, IRELAND
// All rights reserved
//=========================================================================
// Author: Eamonn M. Kenny
// Project Manager: Dr. Peter J. Cullen
// Last Modification: October 2001
// Previous Projects: none, new software
// Current Project: IP2000 STIWRO
// Software Tool Version: 1.0
//=========================================================================
#include "boundary.hh"
double CBoundary::distance( const CPoint3d& aPoint )
{
return aPoint.abs();
}
CPoint3d CBoundary::image( const CPoint3d& p )
{
// reflect in the boundary to get the image point
return ( p - equation_.outwardNormal_ * 2.0 * shortestDistance(p) );
}
boolean CBoundary::validImage( const CPoint3d& p, CPoint3d& pr )
{
double signedShortestDistance;
signedShortestDistance = (( p - vertex_[0] ) * equation_.outwardNormal_);
if ( signedShortestDistance >= 0.0 )
{
// reflect in the boundary to get the image point
pr = p - equation_.outwardNormal_ * 2.0 * signedShortestDistance;
return true;
}
else
{
return false;
}
}
double CBoundary::shortestDistance( const CPoint3d& p )
{
// use dot product to get shortest distance
// (Thomas Calculus, tenth edition, p. 814 )
return fabs(( p - vertex_[0] ) * equation_.outwardNormal_);
}
void CBoundary::makeOutwardNormal()
{
CPoint3d normal;
// create an outward normal to the surface plate by getting vector
// which is 90 degrees to two sides of the boundary
normal = ( vertex_[1] - vertex_[0] ) ^ ( vertex_[3]-vertex_[0] );
equation_.outwardNormal_ = normal / normal.abs();
if ( isnan(equation_.outwardNormal_.x) )
{
cerr << "-----------------------------------" << endl;
cerr << vertex_[0] << " " << vertex_[1] << " | ";
cerr << vertex_[2] << " " << vertex_[3] << endl;
cerr << "equation of outward normal Problem " << endl;
cerr << " Boundary: " << endl << *this << endl;
exit(1);
}
equation_.D_ = equation_.outwardNormal_ * vertex_[0];
}
boolean CBoundary::oppositeNormal( const CBoundary& boundary2 )
{
if ( equation_.outwardNormal_.x == -boundary2.equation_.outwardNormal_.x
&& equation_.outwardNormal_.y == boundary2.equation_.outwardNormal_.y
&& equation_.outwardNormal_.z == boundary2.equation_.outwardNormal_.z
&& fabs(equation_.outwardNormal_.x) > TOL )
{
return true;
}
else if ( equation_.outwardNormal_.x == boundary2.equation_.outwardNormal_.x
&& equation_.outwardNormal_.y == -boundary2.equation_.outwardNormal_.y
&& equation_.outwardNormal_.z == boundary2.equation_.outwardNormal_.z
&& fabs(equation_.outwardNormal_.y) > TOL )
{
return true;
}
else if ( equation_.outwardNormal_.x == boundary2.equation_.outwardNormal_.x
&& equation_.outwardNormal_.y == boundary2.equation_.outwardNormal_.y
&& equation_.outwardNormal_.z == -boundary2.equation_.outwardNormal_.z
&& fabs(equation_.outwardNormal_.z) > TOL )
{
return true;
}
return false;
}
boolean CBoundary::intersection( const CBoundary& boundary2 )
{
boolean inBoundary = false;
double distanceToPoint;
CPoint3d p;
int i;
for ( i = 0; i < 4; i++ )
{
p = boundary2.vertex_[i];
distanceToPoint = shortestDistance( p );
//if ( distanceToPoint < TOL )
//{
//inBoundary = intersection( boundary2.vertex_[i] );
//break;
//}
if ( distanceToPoint < 0.0 )
{
cerr << "Problem in distance formula" << endl;
exit(-1);
}
//cout << "intersection test: " << p << "==" << vertex_[0] << "=="
//<< vertex_[2] << "==" << distanceToPoint << endl;
if ( distanceToPoint < TOL
&& p.x >= vertex_[0].x && p.x <= vertex_[2].x
&& p.y >= vertex_[0].y && p.y <= vertex_[2].y
&& p.z >= vertex_[0].z && p.z <= vertex_[2].z )
{
return true;
}
//cout << "intersection test: " << p << "==" << vertex_[2] << "=="
//<< vertex_[0] << "==" << distanceToPoint << endl;
if ( distanceToPoint < TOL
&& p.x <= vertex_[0].x && p.x >= vertex_[2].x
&& p.y <= vertex_[0].y && p.y >= vertex_[2].y
&& p.z <= vertex_[0].z && p.z >= vertex_[2].z )
{
return true;
}
}
return inBoundary;
}
boolean CBoundary::intersection( const CPoint3d& p )
{
//double distX, distY, distZ;
// on XY-plane check if point p is included in XY bounded rectangle
// if distance to point from plane is zero then check if point is
// inside plane boundaries
if ( shortestDistance( p ) < TOL
&& p.x >= vertex_[0].x-TOL && p.x <= vertex_[2].x+TOL
&& p.y >= vertex_[0].y-TOL && p.y <= vertex_[2].y+TOL
&& p.z >= vertex_[0].z-TOL && p.z <= vertex_[2].z+TOL )
{
return true;
}
return false;
}
boolean CBoundary::intersection( const CSegment3d& seg, CSegment3d& seg2 )
{
int i, j, k;
CSegment3d newSegment;
CPoint3d p0[2];
if ( intersection( seg.start() ) && intersection( seg.end() ) )
{
seg2 = seg;
return true;
}
else
{
k = 0;
for ( i = 0; i < 4; i++ )
{
j = i + 1;
if ( j == 4 )
j = 0; // modulo arithmetic
newSegment = CSegment3d( vertex_[i], vertex_[j] );
// if we get a two points of intersection with boundary then we are on a
// coplanar surface. We return two points of contact.
// otherwise we have to get one point of intersection with the
// lines that make up the boundary of the surface. We get all
// intersection points, and if there are two we can return the segment.
if ( newSegment.intersection( seg, seg2 ) && seg2.start() != seg2.end() )
{
return true;
}
else if ( newSegment.intersection( seg, seg2 )
&& seg2.start() == seg2.end() )
{
p0[k] = seg2.start();
k++;
}
// we now have two points on the boundary so we know we have
// found the correct line segment
if ( k == 2 )
{
seg2 = CSegment3d( p0[0], p0[1] );
return true;
}
}
}
// special case where one point intersects the boundary but the other
// can be inside and on the boundary
if ( k == 1 )
{
if ( intersection( seg.start() ) )
{
seg2 = CSegment3d( seg.start(), p0[0] );
return true;
}
else if ( intersection( seg.end() ) )
{
seg2 = CSegment3d( p0[0], seg.end() );
return true;
}
}
return false;
}
boolean CBoundary::intersection( const CPoint3d& p1, const CPoint3d& p2,
CPoint3d& p )
{
boolean inPlane;
// intersect boundary with line segment [p1,p2]
// then check if the point is inside the boundary
inPlane = planeIntersection( p1, p2, p );
//if ( inPlane == true )
//cout << " hit plane at " << p << endl;
if ( inPlane == false )
return false;
if ( intersection( p ) )
return true;
else
return false;
}
boolean CBoundary::planeIntersection( const CPoint3d& p1, const CPoint3d& p2,
CPoint3d& p )
{
double a, b, t;
// equation of line formula from Thomas Calculus, P.808-P.813, 10th Edition
a = equation_.outwardNormal_ * p1;
b = equation_.outwardNormal_ * p2 - a;
if ( fabs(b) > TOL )
t = ( equation_.D_ - a ) / b;
else
t = 0;
p = p1 * (1.0-t) + p2 * t; // parameterized line equation
//cout << "t = " << t << endl;
if ( t <= 1.0+TOL && t >= -TOL )
return true;
else
return false;
}
double CBoundary::area()
{
return fabs( vertex_[2].abs( vertex_[1] ) * vertex_[1].abs( vertex_[0] ) );
}
ostream& operator<<( ostream& s, const CBoundary& b )
{
return s << b.vertex_[0] << endl << b.vertex_[1] << endl << b.vertex_[2]
<< endl << b.vertex_[3];
}
double CBoundary::angle( const CSegment3d& seg )
{
double x;
x = acos( cosAngle( seg ) );
if ( x > 0.0 )
return x;
else
return Pi - x;
}
double CBoundary::cosAngle( const CSegment3d& seg )
{
return seg.cosAngle( equation_.outwardNormal_ );
}
CBoundary& CBoundary::operator=( const CBoundary& otherBoundary )
{
int i;
if ( this != &otherBoundary )
{
clear();
for ( i = 0; i < 4; i++ )
vertex_[i] = otherBoundary.vertex_[i];
equation_ = otherBoundary.equation_;
numberOfAdjacentConvexs_ = otherBoundary.numberOfAdjacentConvexs_;
if ( numberOfAdjacentConvexs_ > 0 )
{
adjacentConvexIndex_ = new int [numberOfAdjacentConvexs_];
for ( i = 0; i < numberOfAdjacentConvexs_; i++ )
adjacentConvexIndex_[i] = otherBoundary.adjacentConvexIndex_[i];
}
}
return *this;
}
CPoint3d CBoundary::centre()
{
CPoint3d centre = CPoint3d();
for ( int i = 0; i < 4; i++ )
centre = centre + vertex_[i];
centre = centre / 4.0;
return centre;
}