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//
-----------------------------------------------------------------------------
//
Utility functions, mostly various kinds of vector math (working on real
//
numbers, not working on quantities in the symbolic algebra system).
//
//
Copyright 2008-2013 Jonathan Westhues.
//
-----------------------------------------------------------------------------
#
include
<
cstdarg
>
#
include
<
cstdio
>
#
include
<
chrono
>
#
include
<
limits
>
#
include
"
solvespace.h
"
namespace
SolveSpace
{
void
AssertFailure
(
const
char
*file,
unsigned
line,
const
char
*function,
const
char
*condition,
const
char
*message) {
std::string formattedMsg;
formattedMsg +=
ssprintf
(
"
File %s, line %u, function %s:
\n
"
, file, line, function);
formattedMsg +=
ssprintf
(
"
Assertion failed: %s.
\n
"
, condition);
formattedMsg +=
ssprintf
(
"
Message: %s.
\n
"
, message);
Platform::FatalError
(formattedMsg);
}
std::string
ssprintf
(
const
char
*fmt, ...)
{
va_list va;
va_start
(va, fmt);
int
size =
vsnprintf
(
NULL
,
0
, fmt, va);
ssassert
(size >=
0
,
"
vsnprintf could not encode string
"
);
va_end
(va);
std::string result;
result.
resize
(size +
1
);
va_start
(va, fmt);
vsnprintf
(&result[
0
], size +
1
, fmt, va);
va_end
(va);
result.
resize
(size);
return
result;
}
char32_t
utf8_iterator::
operator
*()
{
const
uint8_t
*it = (
const
uint8_t
*)
this
->
p
;
char32_t
result = *it;
if
((result &
0x80
) !=
0
) {
unsigned
int
mask =
0x40
;
do
{
result <<=
6
;
unsigned
int
c = (*++it);
mask <<=
5
;
result += c -
0x80
;
}
while
((result & mask) !=
0
);
result &= mask -
1
;
}
this
->
n
= (
const
char
*) (it +
1
);
return
result;
}
int64_t
GetMilliseconds
()
{
auto
timestamp =
std::chrono::steady_clock::now
().
time_since_epoch
();
return
std::chrono::duration_cast<std::chrono::milliseconds>(timestamp).
count
();
}
void
MakeMatrix
(
double
*mat,
double
a11,
double
a12,
double
a13,
double
a14,
double
a21,
double
a22,
double
a23,
double
a24,
double
a31,
double
a32,
double
a33,
double
a34,
double
a41,
double
a42,
double
a43,
double
a44)
{
mat[
0
] = a11;
mat[
1
] = a21;
mat[
2
] = a31;
mat[
3
] = a41;
mat[
4
] = a12;
mat[
5
] = a22;
mat[
6
] = a32;
mat[
7
] = a42;
mat[
8
] = a13;
mat[
9
] = a23;
mat[
10
] = a33;
mat[
11
] = a43;
mat[
12
] = a14;
mat[
13
] = a24;
mat[
14
] = a34;
mat[
15
] = a44;
}
void
MultMatrix
(
double
*mata,
double
*matb,
double
*matr) {
for
(
int
i =
0
; i <
4
; i++) {
for
(
int
j =
0
; j <
4
; j++) {
double
s =
0.0
;
for
(
int
k =
0
; k <
4
; k++) {
s += mata[k *
4
+ j] * matb[i *
4
+ k];
}
matr[i *
4
+ j] = s;
}
}
}
//
-----------------------------------------------------------------------------
//
Format the string for our message box appropriately, and then display
//
that string.
//
-----------------------------------------------------------------------------
static
void
MessageBox
(
const
char
*fmt, va_list va,
bool
error,
std::function<
void
()> onDismiss = std::function<void()>())
{
#
ifndef
LIBRARY
va_list va_size;
va_copy
(va_size, va);
int
size =
vsnprintf
(
NULL
,
0
, fmt, va_size);
ssassert
(size >=
0
,
"
vsnprintf could not encode string
"
);
va_end
(va_size);
std::string text;
text.
resize
(size);
vsnprintf
(&text[
0
], size +
1
, fmt, va);
//
Split message text using a heuristic for better presentation.
size_t
separatorAt =
0
;
while
(separatorAt != std::string::npos) {
size_t
dotAt = text.
find
(
'
.
'
, separatorAt +
1
),
colonAt = text.
find
(
'
:
'
, separatorAt +
1
);
separatorAt =
min
(dotAt, colonAt);
if
(separatorAt == std::string::npos ||
(separatorAt +
1
< text.
size
() &&
isspace
(text[separatorAt +
1
]))) {
break
;
}
}
std::string message = text;
std::string description;
if
(separatorAt != std::string::npos) {
message = text.
substr
(
0
, separatorAt +
1
);
if
(separatorAt +
1
< text.
size
()) {
description = text.
substr
(separatorAt +
1
);
}
}
if
(description.
length
() >
0
) {
std::string::iterator it = description.
begin
();
while
(
isspace
(*it)) it++;
description = description.
substr
(it - description.
begin
());
}
Platform::MessageDialogRef dialog =
CreateMessageDialog
(
SS
.
GW
.
window
);
if
(!dialog) {
if
(error) {
fprintf
(stderr,
"
Error: %s
\n
"
, message.
c_str
());
}
else
{
fprintf
(stderr,
"
Message: %s
\n
"
, message.
c_str
());
}
if
(onDismiss) {
onDismiss
();
}
return
;
}
using
Platform::MessageDialog;
if
(error) {
dialog->
SetType
(MessageDialog::Type::
ERROR
);
}
else
{
dialog->
SetType
(MessageDialog::Type::
INFORMATION
);
}
dialog->
SetTitle
(error ?
C_
(
"
title
"
,
"
Error
"
) :
C_
(
"
title
"
,
"
Message
"
));
dialog->
SetMessage
(message);
if
(!description.
empty
()) {
dialog->
SetDescription
(description);
}
dialog->
AddButton
(
C_
(
"
button
"
,
"
&OK
"
), MessageDialog::Response::
OK
,
/*
isDefault=
*/
true
);
dialog->
onResponse
= [=](MessageDialog::Response _response) {
if
(onDismiss) {
onDismiss
();
}
};
dialog->
ShowModal
();
#
endif
}
void
Error
(
const
char
*fmt, ...)
{
va_list f;
va_start
(f, fmt);
MessageBox
(fmt, f,
/*
error=
*/
true
);
va_end
(f);
}
void
Message
(
const
char
*fmt, ...)
{
va_list f;
va_start
(f, fmt);
MessageBox
(fmt, f,
/*
error=
*/
false
);
va_end
(f);
}
void
MessageAndRun
(std::function<
void
()> onDismiss,
const
char *fmt, ...)
{
va_list f;
va_start
(f, fmt);
MessageBox
(fmt, f,
/*
error=
*/
false
, onDismiss);
va_end
(f);
}
//
-----------------------------------------------------------------------------
//
Solve a mostly banded matrix. In a given row, there are LEFT_OF_DIAG
//
elements to the left of the diagonal element, and RIGHT_OF_DIAG elements to
//
the right (so that the total band width is LEFT_OF_DIAG + RIGHT_OF_DIAG + 1).
//
There also may be elements in the last two columns of any row. We solve
//
without pivoting.
//
-----------------------------------------------------------------------------
void
BandedMatrix::Solve
() {
int
i, ip, j, jp;
double
temp;
//
Reduce the matrix to upper triangular form.
for
(i =
0
; i < n; i++) {
for
(ip = i+
1
; ip < n && ip <= (i +
LEFT_OF_DIAG
); ip++) {
temp = A[ip][i]/A[i][i];
for
(jp = i; jp < (n -
2
) && jp <= (i +
RIGHT_OF_DIAG
); jp++) {
A[ip][jp] -= temp*(A[i][jp]);
}
A[ip][n-
2
] -= temp*(A[i][n-
2
]);
A[ip][n-
1
] -= temp*(A[i][n-
1
]);
B[ip] -= temp*B[i];
}
}
//
And back-substitute.
for
(i = n -
1
; i >=
0
; i--) {
temp = B[i];
if
(i < n-
1
) temp -= X[n-
1
]*A[i][n-
1
];
if
(i < n-
2
) temp -= X[n-
2
]*A[i][n-
2
];
for
(j =
min
(n -
3
, i +
RIGHT_OF_DIAG
); j > i; j--) {
temp -= X[j]*A[i][j];
}
X[i] = temp / A[i][i];
}
}
const
Quaternion Quaternion::
IDENTITY
= {
1
,
0
,
0
,
0
};
Quaternion
Quaternion::From
(
double
w,
double
vx,
double
vy,
double
vz) {
Quaternion q;
q.
w
= w;
q.
vx
= vx;
q.
vy
= vy;
q.
vz
= vz;
return
q;
}
Quaternion
Quaternion::From
(hParam w, hParam vx, hParam vy, hParam vz) {
Quaternion q;
q.
w
=
SK
.
GetParam
(w )->
val
;
q.
vx
=
SK
.
GetParam
(vx)->
val
;
q.
vy
=
SK
.
GetParam
(vy)->
val
;
q.
vz
=
SK
.
GetParam
(vz)->
val
;
return
q;
}
Quaternion
Quaternion::From
(Vector axis,
double
dtheta) {
Quaternion q;
double
c =
cos
(dtheta /
2
), s =
sin
(dtheta /
2
);
axis = axis.
WithMagnitude
(s);
q.
w
= c;
q.
vx
= axis.
x
;
q.
vy
= axis.
y
;
q.
vz
= axis.
z
;
return
q;
}
Quaternion
Quaternion::From
(Vector u, Vector v)
{
Vector n = u.
Cross
(v);
Quaternion q;
double
s, tr =
1
+ u.
x
+ v.
y
+ n.
z
;
if
(tr >
1e-4
) {
s =
2
*
sqrt
(tr);
q.
w
= s/
4
;
q.
vx
= (v.
z
- n.
y
)/s;
q.
vy
= (n.
x
- u.
z
)/s;
q.
vz
= (u.
y
- v.
x
)/s;
}
else
{
if
(u.
x
> v.
y
&& u.
x
> n.
z
) {
s =
2
*
sqrt
(
1
+ u.
x
- v.
y
- n.
z
);
q.
w
= (v.
z
- n.
y
)/s;
q.
vx
= s/
4
;
q.
vy
= (u.
y
+ v.
x
)/s;
q.
vz
= (n.
x
+ u.
z
)/s;
}
else
if
(v.
y
> n.
z
) {
s =
2
*
sqrt
(
1
- u.
x
+ v.
y
- n.
z
);
q.
w
= (n.
x
- u.
z
)/s;
q.
vx
= (u.
y
+ v.
x
)/s;
q.
vy
= s/
4
;
q.
vz
= (v.
z
+ n.
y
)/s;
}
else
{
s =
2
*
sqrt
(
1
- u.
x
- v.
y
+ n.
z
);
q.
w
= (u.
y
- v.
x
)/s;
q.
vx
= (n.
x
+ u.
z
)/s;
q.
vy
= (v.
z
+ n.
y
)/s;
q.
vz
= s/
4
;
}
}
return
q.
WithMagnitude
(
1
);
}
Quaternion
Quaternion::Plus
(Quaternion b)
const
{
Quaternion q;
q.
w
= w + b.
w
;
q.
vx
= vx + b.
vx
;
q.
vy
= vy + b.
vy
;
q.
vz
= vz + b.
vz
;
return
q;
}
Quaternion
Quaternion::Minus
(Quaternion b)
const
{
Quaternion q;
q.
w
= w - b.
w
;
q.
vx
= vx - b.
vx
;
q.
vy
= vy - b.
vy
;
q.
vz
= vz - b.
vz
;
return
q;
}
Quaternion
Quaternion::ScaledBy
(
double
s)
const
{
Quaternion q;
q.
w
= w*s;
q.
vx
= vx*s;
q.
vy
= vy*s;
q.
vz
= vz*s;
return
q;
}
double
Quaternion::Magnitude
()
const
{
return
sqrt
(w*w + vx*vx + vy*vy + vz*vz);
}
Quaternion
Quaternion::WithMagnitude
(
double
s)
const
{
return
ScaledBy
(s/
Magnitude
());
}
Vector
Quaternion::RotationU
()
const
{
Vector v;
v.
x
= w*w + vx*vx - vy*vy - vz*vz;
v.
y
=
2
*w *vz +
2
*vx*vy;
v.
z
=
2
*vx*vz -
2
*w *vy;
return
v;
}
Vector
Quaternion::RotationV
()
const
{
Vector v;
v.
x
=
2
*vx*vy -
2
*w*vz;
v.
y
= w*w - vx*vx + vy*vy - vz*vz;
v.
z
=
2
*w*vx +
2
*vy*vz;
return
v;
}
Vector
Quaternion::RotationN
()
const
{
Vector v;
v.
x
=
2
*w*vy +
2
*vx*vz;
v.
y
=
2
*vy*vz -
2
*w*vx;
v.
z
= w*w - vx*vx - vy*vy + vz*vz;
return
v;
}
Vector
Quaternion::Rotate
(Vector p)
const
{
//
Express the point in the new basis
return
(
RotationU
().
ScaledBy
(p.
x
)).
Plus
(
RotationV
().
ScaledBy
(p.
y
)).
Plus
(
RotationN
().
ScaledBy
(p.
z
));
}
Quaternion
Quaternion::Inverse
()
const
{
Quaternion r;
r.
w
= w;
r.
vx
= -vx;
r.
vy
= -vy;
r.
vz
= -vz;
return
r.
WithMagnitude
(
1
);
//
not that the normalize should be reqd
}
Quaternion
Quaternion::ToThe
(
double
p)
const
{
//
Avoid division by zero, or arccos of something not in its domain
if
(w >= (
1
-
1e-6
)) {
return
From
(
1
,
0
,
0
,
0
);
}
else
if
(w <= (-
1
+
1e-6
)) {
return
From
(-
1
,
0
,
0
,
0
);
}
Quaternion r;
Vector axis = {vx, vy, vz};
double
theta =
acos
(w);
//
okay, since magnitude is 1, so -1 <= w <= 1
theta *= p;
r.
w
=
cos
(theta);
axis = axis.
WithMagnitude
(
sin
(theta));
r.
vx
= axis.
x
;
r.
vy
= axis.
y
;
r.
vz
= axis.
z
;
return
r;
}
Quaternion
Quaternion::Times
(Quaternion b)
const
{
double
sa = w, sb = b.
w
;
Vector va = { vx, vy, vz };
Vector vb = { b.
vx
, b.
vy
, b.
vz
};
Quaternion r;
r.
w
= sa*sb - va.
Dot
(vb);
Vector vr = vb.
ScaledBy
(sa).
Plus
(
va.
ScaledBy
(sb).
Plus
(
va.
Cross
(vb)));
r.
vx
= vr.
x
;
r.
vy
= vr.
y
;
r.
vz
= vr.
z
;
return
r;
}
Quaternion
Quaternion::Mirror
()
const
{
Vector u =
RotationU
(),
v =
RotationV
();
u = u.
ScaledBy
(-
1
);
v = v.
ScaledBy
(-
1
);
return
Quaternion::From
(u, v);
}
Vector
Vector::From
(hParam x, hParam y, hParam z) {
Vector v;
v.
x
=
SK
.
GetParam
(x)->
val
;
v.
y
=
SK
.
GetParam
(y)->
val
;
v.
z
=
SK
.
GetParam
(z)->
val
;
return
v;
}
bool
Vector::EqualsExactly
(Vector v)
const
{
return
EXACT
(x == v.
x
&&
y == v.
y
&&
z == v.
z
);
}
double
Vector::DirectionCosineWith
(Vector b)
const
{
Vector a =
this
->
WithMagnitude
(
1
);
b = b.
WithMagnitude
(
1
);
return
a.
Dot
(b);
}
Vector
Vector::Normal
(
int
which)
const
{
Vector n;
//
Arbitrarily choose one vector that's normal to us, pivoting
//
appropriately.
double
xa =
fabs
(x), ya =
fabs
(y), za =
fabs
(z);
if
(
this
->
Equals
({
0
,
0
,
1
})) {
//
Make DXFs exported in the XY plane work nicely...
n = {
1
,
0
,
0
};
}
else
if
(xa < ya && xa < za) {
n.
x
=
0
;
n.
y
= z;
n.
z
= -y;
}
else
if
(ya < za) {
n.
x
= -z;
n.
y
=
0
;
n.
z
= x;
}
else
{
n.
x
= y;
n.
y
= -x;
n.
z
=
0
;
}
if
(which ==
0
) {
//
That's the vector we return.
}
else
if
(which ==
1
) {
n =
this
->
Cross
(n);
}
else
ssassert
(
false
,
"
Unexpected vector normal index
"
);
n = n.
WithMagnitude
(
1
);
return
n;
}
Vector
Vector::RotatedAbout
(Vector orig, Vector axis,
double
theta)
const
{
Vector r =
this
->
Minus
(orig);
r = r.
RotatedAbout
(axis, theta);
return
r.
Plus
(orig);
}
Vector
Vector::RotatedAbout
(Vector axis,
double
theta)
const
{
double
c =
cos
(theta);
double
s =
sin
(theta);
axis = axis.
WithMagnitude
(
1
);
Vector r;
r.
x
= (x)*(c + (
1
- c)*(axis.
x
)*(axis.
x
)) +
(y)*((
1
- c)*(axis.
x
)*(axis.
y
) - s*(axis.
z
)) +
(z)*((
1
- c)*(axis.
x
)*(axis.
z
) + s*(axis.
y
));
r.
y
= (x)*((
1
- c)*(axis.
y
)*(axis.
x
) + s*(axis.
z
)) +
(y)*(c + (
1
- c)*(axis.
y
)*(axis.
y
)) +
(z)*((
1
- c)*(axis.
y
)*(axis.
z
) - s*(axis.
x
));
r.
z
= (x)*((
1
- c)*(axis.
z
)*(axis.
x
) - s*(axis.
y
)) +
(y)*((
1
- c)*(axis.
z
)*(axis.
y
) + s*(axis.
x
)) +
(z)*(c + (
1
- c)*(axis.
z
)*(axis.
z
));
return
r;
}
Vector
Vector::DotInToCsys
(Vector u, Vector v, Vector n)
const
{
Vector r = {
this
->
Dot
(u),
this
->
Dot
(v),
this
->
Dot
(n)
};
return
r;
}
Vector
Vector::ScaleOutOfCsys
(Vector u, Vector v, Vector n)
const
{
Vector r = u.
ScaledBy
(x).
Plus
(
v.
ScaledBy
(y).
Plus
(
n.
ScaledBy
(z)));
return
r;
}
Vector
Vector::InPerspective
(Vector u, Vector v, Vector n,
Vector origin,
double
cameraTan)
const
{
Vector r =
this
->
Minus
(origin);
r = r.
DotInToCsys
(u, v, n);
//
yes, minus; we are assuming a csys where u cross v equals n, backwards
//
from the display stuff
double
w = (
1
- r.
z
*cameraTan);
r = r.
ScaledBy
(
1
/w);
return
r;
}
double
Vector::DistanceToLine
(Vector p0, Vector dp)
const
{
double
m = dp.
Magnitude
();
return
((
this
->
Minus
(p0)).
Cross
(dp)).
Magnitude
() / m;
}
double
Vector::DistanceToPlane
(Vector normal, Vector origin)
const
{
return
this
->
Dot
(normal) - origin.
Dot
(normal);
}
bool
Vector::OnLineSegment
(Vector a, Vector b,
double
tol)
const
{
if
(
this
->
Equals
(a, tol) ||
this
->
Equals
(b, tol))
return
true
;
Vector d = b.
Minus
(a);
double
m = d.
MagSquared
();
double
distsq = ((
this
->
Minus
(a)).
Cross
(d)).
MagSquared
() / m;
if
(distsq >= tol*tol)
return
false
;
double
t = (
this
->
Minus
(a)).
DivProjected
(d);
//
On-endpoint already tested
if
(t <
0
|| t >
1
)
return
false
;
return
true
;
}
Vector
Vector::ClosestPointOnLine
(Vector p0, Vector dp)
const
{
dp = dp.
WithMagnitude
(
1
);
//
this, p0, and (p0+dp) define a plane; the min distance is in
//
that plane, so calculate its normal
Vector pn = (
this
->
Minus
(p0)).
Cross
(dp);
//
The minimum distance line is in that plane, perpendicular
//
to the line
Vector n = pn.
Cross
(dp);
//
Calculate the actual distance
double
d = (dp.
Cross
(p0.
Minus
(*
this
))).
Magnitude
();
return
this
->
Plus
(n.
WithMagnitude
(d));
}
Vector
Vector::WithMagnitude
(
double
v)
const
{
double
m =
Magnitude
();
if
(
EXACT
(m ==
0
)) {
//
We can do a zero vector with zero magnitude, but not any other cases.
if
(
fabs
(v) >
1e-100
) {
dbp
(
"
Vector::WithMagnitude(%g) of zero vector!
"
, v);
}
return
From
(
0
,
0
,
0
);
}
else
{
return
ScaledBy
(v/m);
}
}
Vector
Vector::ProjectVectorInto
(hEntity wrkpl)
const
{
EntityBase *w =
SK
.
GetEntity
(wrkpl);
Vector u = w->
Normal
()->
NormalU
();
Vector v = w->
Normal
()->
NormalV
();
double
up =
this
->
Dot
(u);
double
vp =
this
->
Dot
(v);
return
(u.
ScaledBy
(up)).
Plus
(v.
ScaledBy
(vp));
}
Vector
Vector::ProjectInto
(hEntity wrkpl)
const
{
EntityBase *w =
SK
.
GetEntity
(wrkpl);
Vector p0 = w->
WorkplaneGetOffset
();
Vector f =
this
->
Minus
(p0);
return
p0.
Plus
(f.
ProjectVectorInto
(wrkpl));
}
Point2d
Vector::Project2d
(Vector u, Vector v)
const
{
Point2d p;
p.
x
=
this
->
Dot
(u);
p.
y
=
this
->
Dot
(v);
return
p;
}
Point2d
Vector::ProjectXy
()
const
{
Point2d p;
p.
x
= x;
p.
y
= y;
return
p;
}
Vector4
Vector::Project4d
()
const
{
return
Vector4::From
(
1
, x, y, z);
}
double
Vector::DivProjected
(Vector delta)
const
{
return
(x*delta.
x
+ y*delta.
y
+ z*delta.
z
)
/ (delta.
x
*delta.
x
+ delta.
y
*delta.
y
+ delta.
z
*delta.
z
);
}
Vector
Vector::ClosestOrtho
()
const
{
double
mx =
fabs
(x), my =
fabs
(y), mz =
fabs
(z);
if
(mx > my && mx > mz) {
return
From
((x >
0
) ?
1
: -
1
,
0
,
0
);
}
else
if
(my > mz) {
return
From
(
0
, (y >
0
) ?
1
: -
1
,
0
);
}
else
{
return
From
(
0
,
0
, (z >
0
) ?
1
: -
1
);
}
}
Vector
Vector::ClampWithin
(
double
minv,
double
maxv)
const
{
Vector ret = *
this
;
if
(ret.
x
< minv) ret.
x
= minv;
if
(ret.
y
< minv) ret.
y
= minv;
if
(ret.
z
< minv) ret.
z
= minv;
if
(ret.
x
> maxv) ret.
x
= maxv;
if
(ret.
y
> maxv) ret.
y
= maxv;
if
(ret.
z
> maxv) ret.
z
= maxv;
return
ret;
}
bool
Vector::OutsideAndNotOn
(Vector maxv, Vector minv)
const
{
return
(x > maxv.
x
+
LENGTH_EPS
) || (x < minv.
x
-
LENGTH_EPS
) ||
(y > maxv.
y
+
LENGTH_EPS
) || (y < minv.
y
-
LENGTH_EPS
) ||
(z > maxv.
z
+
LENGTH_EPS
) || (z < minv.
z
-
LENGTH_EPS
);
}
bool
Vector::BoundingBoxesDisjoint
(Vector amax, Vector amin,
Vector bmax, Vector bmin)
{
int
i;
for
(i =
0
; i <
3
; i++) {
if
(amax.
Element
(i) < bmin.
Element
(i) -
LENGTH_EPS
)
return
true
;
if
(amin.
Element
(i) > bmax.
Element
(i) +
LENGTH_EPS
)
return
true
;
}
return
false
;
}
bool
Vector::BoundingBoxIntersectsLine
(Vector amax, Vector amin,
Vector p0, Vector p1,
bool
asSegment)
{
Vector dp = p1.
Minus
(p0);
double
lp = dp.
Magnitude
();
dp = dp.
ScaledBy
(
1.0
/lp);
int
i, a;
for
(i =
0
; i <
3
; i++) {
int
j =
WRAP
(i+
1
,
3
), k =
WRAP
(i+
2
,
3
);
if
(lp*
fabs
(dp.
Element
(i)) <
LENGTH_EPS
)
continue
;
//
parallel to plane
for
(a =
0
; a <
2
; a++) {
double
d = (a ==
0
) ? amax.
Element
(i) : amin.
Element
(i);
//
n dot (p0 + t*dp) = d
//
(n dot p0) + t * (n dot dp) = d
double
t = (d - p0.
Element
(i)) / dp.
Element
(i);
Vector p = p0.
Plus
(dp.
ScaledBy
(t));
if
(asSegment && (t < -
LENGTH_EPS
|| t > (lp+
LENGTH_EPS
)))
continue
;
if
(p.
Element
(j) > amax.
Element
(j) +
LENGTH_EPS
)
continue
;
if
(p.
Element
(k) > amax.
Element
(k) +
LENGTH_EPS
)
continue
;
if
(p.
Element
(j) < amin.
Element
(j) -
LENGTH_EPS
)
continue
;
if
(p.
Element
(k) < amin.
Element
(k) -
LENGTH_EPS
)
continue
;
return
true
;
}
}
return
false
;
}
Vector
Vector::AtIntersectionOfPlanes
(Vector n1,
double
d1,
Vector n2,
double
d2)
{
double
det = (n1.
Dot
(n1))*(n2.
Dot
(n2)) -
(n1.
Dot
(n2))*(n1.
Dot
(n2));
double
c1 = (d1*n2.
Dot
(n2) - d2*n1.
Dot
(n2))/det;
double
c2 = (d2*n1.
Dot
(n1) - d1*n1.
Dot
(n2))/det;
return
(n1.
ScaledBy
(c1)).
Plus
(n2.
ScaledBy
(c2));
}
void
Vector::ClosestPointBetweenLines
(Vector a0, Vector da,
Vector b0, Vector db,
double
*ta,
double
*tb)
{
//
Make a semi-orthogonal coordinate system from those directions;
//
note that dna and dnb need not be perpendicular.
Vector dn = da.
Cross
(db);
//
normal to both
Vector dna = dn.
Cross
(da);
//
normal to da
Vector dnb = dn.
Cross
(db);
//
normal to db
//
At the intersection of the lines
//
a0 + pa*da = b0 + pb*db (where pa, pb are scalar params)
//
So dot this equation against dna and dnb to get two equations
//
to solve for da and db
*tb = ((a0.
Minus
(b0)).
Dot
(dna))/(db.
Dot
(dna));
*ta = -((a0.
Minus
(b0)).
Dot
(dnb))/(da.
Dot
(dnb));
}
Vector
Vector::AtIntersectionOfLines
(Vector a0, Vector a1,
Vector b0, Vector b1,
bool
*skew,
double
*parama,
double
*paramb)
{
Vector da = a1.
Minus
(a0), db = b1.
Minus
(b0);
double
pa, pb;
Vector::ClosestPointBetweenLines
(a0, da, b0, db, &pa, &pb);
if
(parama) *parama = pa;
if
(paramb) *paramb = pb;
//
And from either of those, we get the intersection point.
Vector pi = a0.
Plus
(da.
ScaledBy
(pa));
if
(skew) {
//
Check if the intersection points on each line are actually
//
coincident...
if
(pi.
Equals
(b0.
Plus
(db.
ScaledBy
(pb)))) {
*skew =
false
;
}
else
{
*skew =
true
;
}
}
return
pi;
}
Vector
Vector::AtIntersectionOfPlaneAndLine
(Vector n,
double
d,
Vector p0, Vector p1,
bool
*parallel)
{
Vector dp = p1.
Minus
(p0);
if
(
fabs
(n.
Dot
(dp)) <
LENGTH_EPS
) {
if
(parallel) *parallel =
true
;
return
{};
}
if
(parallel) *parallel =
false
;
//
n dot (p0 + t*dp) = d
//
(n dot p0) + t * (n dot dp) = d
double
t = (d - n.
Dot
(p0)) / (n.
Dot
(dp));
return
p0.
Plus
(dp.
ScaledBy
(t));
}
static
double
det2
(
double
a1,
double
b1,
double
a2,
double
b2)
{
return
(a1*b2) - (b1*a2);
}
static
double
det3
(
double
a1,
double
b1,
double
c1,
double
a2,
double
b2,
double
c2,
double
a3,
double
b3,
double
c3)
{
return
a1*
det2
(b2, c2, b3, c3) -
b1*
det2
(a2, c2, a3, c3) +
c1*
det2
(a2, b2, a3, b3);
}
Vector
Vector::AtIntersectionOfPlanes
(Vector na,
double
da,
Vector nb,
double
db,
Vector nc,
double
dc,
bool
*parallel)
{
double
det =
det3
(na.
x
, na.
y
, na.
z
,
nb.
x
, nb.
y
, nb.
z
,
nc.
x
, nc.
y
, nc.
z
);
if
(
fabs
(det) <
1e-10
) {
//
arbitrary tolerance, not so good
*parallel =
true
;
return
{};
}
*parallel =
false
;
double
detx =
det3
(da, na.
y
, na.
z
,
db, nb.
y
, nb.
z
,
dc, nc.
y
, nc.
z
);
double
dety =
det3
(na.
x
, da, na.
z
,
nb.
x
, db, nb.
z
,
nc.
x
, dc, nc.
z
);
double
detz =
det3
(na.
x
, na.
y
, da,
nb.
x
, nb.
y
, db,
nc.
x
, nc.
y
, dc );
return
{detx/det, dety/det, detz/det};
}
size_t
VectorHash::operator
()(
const
Vector &v)
const
{
const
size_t
size = (
size_t
)
pow
(std::numeric_limits<
size_t
>::
max
(),
1.0
/
3.0
) -
1
;
const
double
eps =
4.0
*
LENGTH_EPS
;
double
x =
fabs
(v.
x
) / eps;
double
y =
fabs
(v.
y
) / eps;
double
z =
fabs
(v.
y
) / eps;
size_t
xs =
size_t
(
fmod
(x, (
double
)size));
size_t
ys =
size_t
(
fmod
(y, (
double
)size));
size_t
zs =
size_t
(
fmod
(z, (
double
)size));
return
(zs * size + ys) * size + xs;
}
bool
VectorPred::operator
()(Vector a, Vector b)
const
{
return
a.
Equals
(b,
LENGTH_EPS
);
}
Vector4
Vector4::From
(
double
w,
double
x,
double
y,
double
z) {
Vector4 ret;
ret.
w
= w;
ret.
x
= x;
ret.
y
= y;
ret.
z
= z;
return
ret;
}
Vector4
Vector4::From
(
double
w, Vector v) {
return
Vector4::From
(w, w*v.
x
, w*v.
y
, w*v.
z
);
}
Vector4
Vector4::Blend
(Vector4 a, Vector4 b,
double
t) {
return
(a.
ScaledBy
(
1
- t)).
Plus
(b.
ScaledBy
(t));
}
Vector4
Vector4::Plus
(Vector4 b)
const
{
return
Vector4::From
(w + b.
w
, x + b.
x
, y + b.
y
, z + b.
z
);
}
Vector4
Vector4::Minus
(Vector4 b)
const
{
return
Vector4::From
(w - b.
w
, x - b.
x
, y - b.
y
, z - b.
z
);
}
Vector4
Vector4::ScaledBy
(
double
s)
const
{
return
Vector4::From
(w*s, x*s, y*s, z*s);
}
Vector
Vector4::PerspectiveProject
()
const
{
return
{x / w, y / w, z / w};
}
Point2d
Point2d::From
(
double
x,
double
y) {
return
{ x, y };
}
Point2d
Point2d::FromPolar
(
double
r,
double
a) {
return
{ r *
cos
(a), r *
sin
(a) };
}
double
Point2d::Angle
()
const
{
double
a =
atan2
(y, x);
return
M_PI
+
remainder
(a -
M_PI
,
2
*
M_PI
);
}
double
Point2d::AngleTo
(
const
Point2d &p)
const
{
return
p.
Minus
(*
this
).
Angle
();
}
Point2d
Point2d::Plus
(
const
Point2d &b)
const
{
return
{ x + b.
x
, y + b.
y
};
}
Point2d
Point2d::Minus
(
const
Point2d &b)
const
{
return
{ x - b.
x
, y - b.
y
};
}
Point2d
Point2d::ScaledBy
(
double
s)
const
{
return
{ x * s, y * s };
}
double
Point2d::DivProjected
(Point2d delta)
const
{
return
(x*delta.
x
+ y*delta.
y
) / (delta.
x
*delta.
x
+ delta.
y
*delta.
y
);
}
double
Point2d::MagSquared
()
const
{
return
x*x + y*y;
}
double
Point2d::Magnitude
()
const
{
return
sqrt
(x*x + y*y);
}
Point2d
Point2d::WithMagnitude
(
double
v)
const
{
double
m =
Magnitude
();
if
(m <
1e-20
) {
dbp
(
"
!!! WithMagnitude() of zero vector
"
);
return
{ v,
0
};
}
return
{ x * v / m, y * v / m };
}
double
Point2d::DistanceTo
(
const
Point2d &p)
const
{
double
dx = x - p.
x
;
double
dy = y - p.
y
;
return
sqrt
(dx*dx + dy*dy);
}
double
Point2d::Dot
(Point2d p)
const
{
return
x*p.
x
+ y*p.
y
;
}
double
Point2d::DistanceToLine
(
const
Point2d &p0,
const
Point2d &dp,
bool
asSegment)
const
{
double
m = dp.
x
*dp.
x
+ dp.
y
*dp.
y
;
if
(m <
LENGTH_EPS
*
LENGTH_EPS
)
return
VERY_POSITIVE
;
//
Let our line be p = p0 + t*dp, for a scalar t from 0 to 1
double
t = (dp.
x
*(x - p0.
x
) + dp.
y
*(y - p0.
y
))/m;
if
(asSegment) {
if
(t <
0.0
)
return
DistanceTo
(p0);
if
(t >
1.0
)
return
DistanceTo
(p0.
Plus
(dp));
}
Point2d closest = p0.
Plus
(dp.
ScaledBy
(t));
return
DistanceTo
(closest);
}
double
Point2d::DistanceToLineSigned
(
const
Point2d &p0,
const
Point2d &dp,
bool
asSegment)
const
{
double
m = dp.
x
*dp.
x
+ dp.
y
*dp.
y
;
if
(m <
LENGTH_EPS
*
LENGTH_EPS
)
return
VERY_POSITIVE
;
Point2d n = dp.
Normal
().
WithMagnitude
(
1.0
);
double
dist = n.
Dot
(*
this
) - n.
Dot
(p0);
if
(asSegment) {
//
Let our line be p = p0 + t*dp, for a scalar t from 0 to 1
double
t = (dp.
x
*(x - p0.
x
) + dp.
y
*(y - p0.
y
))/m;
double
sign = (dist >
0.0
) ?
1.0
: -
1.0
;
if
(t <
0.0
)
return
DistanceTo
(p0) * sign;
if
(t >
1.0
)
return
DistanceTo
(p0.
Plus
(dp)) * sign;
}
return
dist;
}
Point2d
Point2d::Normal
()
const
{
return
{ y, -x };
}
bool
Point2d::Equals
(Point2d v,
double
tol)
const
{
double
dx = v.
x
- x;
if
(dx < -tol || dx > tol)
return
false
;
double
dy = v.
y
- y;
if
(dy < -tol || dy > tol)
return
false
;
return
(
this
->
Minus
(v)).
MagSquared
() < tol*tol;
}
BBox
BBox::From
(
const
Vector &p0,
const
Vector &p1) {
BBox bbox;
bbox.
minp
.
x
=
min
(p0.
x
, p1.
x
);
bbox.
minp
.
y
=
min
(p0.
y
, p1.
y
);
bbox.
minp
.
z
=
min
(p0.
z
, p1.
z
);
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