📄 wmlcontbox2.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlContBox2.h"
#include "WmlApprGaussPointsFit2.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
void Wml::ContAlignedBox (int iQuantity, const Vector2<Real>* akPoint,
Vector2<Real>& rkMin, Vector2<Real>& rkMax)
{
rkMin = akPoint[0];
rkMax = rkMin;
for (int i = 1; i < iQuantity; i++)
{
if ( akPoint[i].X() < rkMin.X() )
rkMin.X() = akPoint[i].X();
else if ( akPoint[i].X() > rkMax.X() )
rkMax.X() = akPoint[i].X();
if ( akPoint[i].Y() < rkMin.Y() )
rkMin.Y() = akPoint[i].Y();
else if ( akPoint[i].Y() > rkMax.Y() )
rkMax.Y() = akPoint[i].Y();
}
}
//----------------------------------------------------------------------------
template <class Real>
Box2<Real> Wml::ContOrientedBox (int iQuantity, const Vector2<Real>* akPoint)
{
Box2<Real> kBox;
GaussPointsFit(iQuantity,akPoint,kBox.Center(),kBox.Axes(),
kBox.Extents());
// Let C be the box center and let U0 and U1 be the box axes. Each input
// point is of the form X = C + y0*U0 + y1*U1. The following code
// computes min(y0), max(y0), min(y1), and max(y1). The box center is
// then adjusted to be
// C' = C + 0.5*(min(y0)+max(y0))*U0 + 0.5*(min(y1)+max(y1))*U1
Vector2<Real> kDiff = akPoint[0] - kBox.Center();
Real fY0Min = kDiff.Dot(kBox.Axis(0)), fY0Max = fY0Min;
Real fY1Min = kDiff.Dot(kBox.Axis(1)), fY1Max = fY1Min;
for (int i = 1; i < iQuantity; i++)
{
kDiff = akPoint[i] - kBox.Center();
Real fY0 = kDiff.Dot(kBox.Axis(0));
if ( fY0 < fY0Min )
fY0Min = fY0;
else if ( fY0 > fY0Max )
fY0Max = fY0;
Real fY1 = kDiff.Dot(kBox.Axis(1));
if ( fY1 < fY1Min )
fY1Min = fY1;
else if ( fY1 > fY1Max )
fY1Max = fY1;
}
kBox.Center() += (((Real)0.5)*(fY0Min+fY0Max))*kBox.Axis(0) +
(((Real)0.5)*(fY1Min+fY1Max))*kBox.Axis(1);
kBox.Extent(0) = ((Real)0.5)*(fY0Max - fY0Min);
kBox.Extent(1) = ((Real)0.5)*(fY1Max - fY1Min);
return kBox;
}
//----------------------------------------------------------------------------
template <class Real>
bool Wml::ContOrientedBox (int iQuantity, const Vector2<Real>* akPoint,
const bool* abValid, Box2<Real>& rkBox)
{
if ( !GaussPointsFit(iQuantity,akPoint,abValid,rkBox.Center(),
rkBox.Axes(),rkBox.Extents()) )
{
return false;
}
// Let C be the box center and let U0 and U1 be the box axes. Each input
// point is of the form X = C + y0*U0 + y1*U1. The following code
// computes min(y0), max(y0), min(y1), and max(y1). The box center is
// then adjusted to be
// C' = C + 0.5*(min(y0)+max(y0))*U0 + 0.5*(min(y1)+max(y1))*U1
// get first valid vertex
Vector2<Real> kDiff;
Real fY0Min, fY0Max, fY1Min, fY1Max;
int i;
for (i = 0; i < iQuantity; i++)
{
if ( abValid[i] )
{
kDiff = akPoint[i] - rkBox.Center();
fY0Min = kDiff.Dot(rkBox.Axis(0));
fY0Max = fY0Min;
fY1Min = kDiff.Dot(rkBox.Axis(1));
fY1Max = fY1Min;
break;
}
}
for (i++; i < iQuantity; i++)
{
if ( abValid[i] )
{
kDiff = akPoint[i] - rkBox.Center();
Real fY0 = kDiff.Dot(rkBox.Axis(0));
if ( fY0 < fY0Min )
fY0Min = fY0;
else if ( fY0 > fY0Max )
fY0Max = fY0;
Real fY1 = kDiff.Dot(rkBox.Axis(1));
if ( fY1 < fY1Min )
fY1Min = fY1;
else if ( fY1 > fY1Max )
fY1Max = fY1;
}
}
rkBox.Center() += (((Real)0.5)*(fY0Min+fY0Max))*rkBox.Axis(0)
+ (((Real)0.5)*(fY1Min+fY1Max))*rkBox.Axis(1);
rkBox.Extent(0) = ((Real)0.5)*(fY0Max - fY0Min);
rkBox.Extent(1) = ((Real)0.5)*(fY1Max - fY1Min);
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM void ContAlignedBox<float> (int,
const Vector2<float>*, Vector2<float>&, Vector2<float>&);
template WML_ITEM Box2<float> ContOrientedBox<float> (int,
const Vector2<float>*);
template WML_ITEM bool ContOrientedBox<float> (int,
const Vector2<float>*, const bool* abValid, Box2<float>&);
template WML_ITEM void ContAlignedBox<double> (int,
const Vector2<double>*, Vector2<double>&, Vector2<double>&);
template WML_ITEM Box2<double> ContOrientedBox<double> (int,
const Vector2<double>*);
template WML_ITEM bool ContOrientedBox<double> (int,
const Vector2<double>*, const bool* abValid, Box2<double>&);
}
//----------------------------------------------------------------------------
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