📄 wmlcontscribecir3sph3.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 "WmlContScribeCir3Sph3.h"
#include "WmlLinearSystem.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Circumscribe (const Vector3<Real>& rkV0, const Vector3<Real>& rkV1,
const Vector3<Real>& rkV2, Circle3<Real>& rkCircle)
{
Vector3<Real> kE02 = rkV0 - rkV2;
Vector3<Real> kE12 = rkV1 - rkV2;
Real fE02E02 = kE02.Dot(kE02);
Real fE02E12 = kE02.Dot(kE12);
Real fE12E12 = kE12.Dot(kE12);
Real fDet = fE02E02*fE12E12 - fE02E12*fE02E12;
if ( Math<Real>::FAbs(fDet) < Math<Real>::EPSILON )
return false;
Real fHalfInvDet = ((Real)0.5)/fDet;
Real fU0 = fHalfInvDet*fE12E12*(fE02E02 - fE02E12);
Real fU1 = fHalfInvDet*fE02E02*(fE12E12 - fE02E12);
Vector3<Real> kTmp = fU0*kE02 + fU1*kE12;
rkCircle.Center() = rkV2 + kTmp;
rkCircle.Radius() = kTmp.Length();
rkCircle.N() = kE02.UnitCross(kE12);
Vector3<Real>& rkN = rkCircle.N();
Vector3<Real>& rkU = rkCircle.U();
if ( Math<Real>::FAbs(rkN.X()) >= Math<Real>::FAbs(rkN.Y())
&& Math<Real>::FAbs(rkN.X()) >= Math<Real>::FAbs(rkN.Z()) )
{
rkU.X() = -rkN.Y();
rkU.Y() = rkN.X();
rkU.Z() = (Real)0.0;
}
else
{
rkU.X() = (Real)0.0;
rkU.Y() = rkN.Z();
rkU.Z() = -rkN.Y();
}
rkU.Normalize();
rkCircle.V() = rkCircle.N().Cross(rkCircle.U());
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Circumscribe (const Vector3<Real>& rkV0, const Vector3<Real>& rkV1,
const Vector3<Real>& rkV2, const Vector3<Real>& rkV3,
Sphere3<Real>& rkSphere)
{
Vector3<Real> kE10 = rkV1 - rkV0;
Vector3<Real> kE20 = rkV2 - rkV0;
Vector3<Real> kE30 = rkV3 - rkV0;
Real aafA[3][3] =
{
{kE10.X(), kE10.Y(), kE10.Z()},
{kE20.X(), kE20.Y(), kE20.Z()},
{kE30.X(), kE30.Y(), kE30.Z()}
};
Real afB[3] =
{
0.5f*kE10.SquaredLength(),
0.5f*kE20.SquaredLength(),
0.5f*kE30.SquaredLength()
};
Vector3<Real> kSol;
if ( LinearSystem<Real>::Solve3(aafA,afB,(Real*)&kSol) )
{
rkSphere.Center() = rkV0 + kSol;
rkSphere.Radius() = kSol.Length();
return true;
}
return false;
}
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Inscribe (const Vector3<Real>& rkV0, const Vector3<Real>& rkV1,
const Vector3<Real>& rkV2, Circle3<Real>& rkCircle)
{
// edges
Vector3<Real> kE0 = rkV1 - rkV0;
Vector3<Real> kE1 = rkV2 - rkV1;
Vector3<Real> kE2 = rkV0 - rkV2;
// plane normal
rkCircle.N() = kE1.Cross(kE0);
// edge normals within the plane
Vector3<Real> kN0 = rkCircle.N().UnitCross(kE0);
Vector3<Real> kN1 = rkCircle.N().UnitCross(kE1);
Vector3<Real> kN2 = rkCircle.N().UnitCross(kE2);
Real fA0 = kN1.Dot(kE0);
if ( Math<Real>::FAbs(fA0) < Math<Real>::EPSILON )
return false;
Real fA1 = kN2.Dot(kE1);
if ( Math<Real>::FAbs(fA1) < Math<Real>::EPSILON )
return false;
Real fA2 = kN0.Dot(kE2);
if ( Math<Real>::FAbs(fA2) < Math<Real>::EPSILON )
return false;
Real fInvA0 = ((Real)1.0)/fA0;
Real fInvA1 = ((Real)1.0)/fA1;
Real fInvA2 = ((Real)1.0)/fA2;
rkCircle.Radius() = ((Real)1.0)/(fInvA0 + fInvA1 + fInvA2);
rkCircle.Center() = rkCircle.Radius()*(fInvA0*rkV0 + fInvA1*rkV1 +
fInvA2*rkV2);
rkCircle.U() = kN0;
rkCircle.V() = rkCircle.N().Cross(rkCircle.U());
return true;
}
//----------------------------------------------------------------------------
template <class Real>
bool Wml::Inscribe (const Vector3<Real>& rkV0, const Vector3<Real>& rkV1,
const Vector3<Real>& rkV2, const Vector3<Real>& rkV3,
Sphere3<Real>& rkSphere)
{
// edges
Vector3<Real> kE10 = rkV1 - rkV0;
Vector3<Real> kE20 = rkV2 - rkV0;
Vector3<Real> kE30 = rkV3 - rkV0;
Vector3<Real> kE21 = rkV2 - rkV1;
Vector3<Real> kE31 = rkV3 - rkV1;
// normals
Vector3<Real> kN0 = kE31.Cross(kE21);
Vector3<Real> kN1 = kE20.Cross(kE30);
Vector3<Real> kN2 = kE30.Cross(kE10);
Vector3<Real> kN3 = kE10.Cross(kE20);
// normalize the normals
if ( Math<Real>::FAbs(kN0.Normalize()) < Math<Real>::EPSILON )
return false;
if ( Math<Real>::FAbs(kN1.Normalize()) < Math<Real>::EPSILON )
return false;
if ( Math<Real>::FAbs(kN2.Normalize()) < Math<Real>::EPSILON )
return false;
if ( Math<Real>::FAbs(kN3.Normalize()) < Math<Real>::EPSILON )
return false;
Real aafA[3][3] =
{
{kN1.X()-kN0.X(), kN1.Y()-kN0.Y(), kN1.Z()-kN0.Z()},
{kN2.X()-kN0.X(), kN2.Y()-kN0.Y(), kN2.Z()-kN0.Z()},
{kN3.X()-kN0.X(), kN3.Y()-kN0.Y(), kN3.Z()-kN0.Z()}
};
Real afB[3] =
{
(Real)0.0,
(Real)0.0,
-kN3.Dot(kE30)
};
Vector3<Real> kSol;
if ( LinearSystem<Real>::Solve3(aafA,afB,(Real*)&kSol) )
{
rkSphere.Center() = rkV3 + kSol;
rkSphere.Radius() = Math<Real>::FAbs(kN0.Dot(kSol));
return true;
}
return false;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM bool Circumscribe<float> (const Vector3<float>&,
const Vector3<float>&, const Vector3<float>&, Circle3<float>&);
template WML_ITEM bool Circumscribe<float> (const Vector3<float>&,
const Vector3<float>&, const Vector3<float>&, const Vector3<float>&,
Sphere3<float>&);
template WML_ITEM bool Inscribe<float> (const Vector3<float>&,
const Vector3<float>&, const Vector3<float>&, Circle3<float>&);
template WML_ITEM bool Inscribe<float> (const Vector3<float>&,
const Vector3<float>&, const Vector3<float>&, const Vector3<float>&,
Sphere3<float>&);
template WML_ITEM bool Circumscribe<double> (const Vector3<double>&,
const Vector3<double>&, const Vector3<double>&, Circle3<double>&);
template WML_ITEM bool Circumscribe<double> (const Vector3<double>&,
const Vector3<double>&, const Vector3<double>&, const Vector3<double>&,
Sphere3<double>&);
template WML_ITEM bool Inscribe<double> (const Vector3<double>&,
const Vector3<double>&, const Vector3<double>&, Circle3<double>&);
template WML_ITEM bool Inscribe<double> (const Vector3<double>&,
const Vector3<double>&, const Vector3<double>&, const Vector3<double>&,
Sphere3<double>&);
}
//----------------------------------------------------------------------------
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