File size: 6,007 Bytes
5b89cb9 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | // This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2019 Qingnan Zhou <qnzhou@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include <igl/predicates/predicates.h>
#include <predicates.h>
#include <type_traits>
namespace igl {
namespace predicates {
using REAL = IGL_PREDICATES_REAL;
#ifdef LIBIGL_PREDICATES_USE_FLOAT
#define IGL_ASSERT_SCALAR(Vector) \
static_assert( \
std::is_same<typename Vector::Scalar, float>::value, \
"Shewchuk's exact predicates only support float")
#else
#define IGL_ASSERT_SCALAR(Vector) \
static_assert( \
std::is_same<typename Vector::Scalar, double>::value || \
std::is_same<typename Vector::Scalar, float>::value, \
"Shewchuk's exact predicates only support float and double")
#endif
IGL_INLINE void exactinit() {
// Thread-safe initialization using Meyers' singleton
class MySingleton {
public:
static MySingleton& instance() {
static MySingleton instance;
return instance;
}
private:
MySingleton() { ::exactinit(); }
};
MySingleton::instance();
}
template<typename Vector2D>
IGL_INLINE Orientation orient2d(
const Eigen::MatrixBase<Vector2D>& pa,
const Eigen::MatrixBase<Vector2D>& pb,
const Eigen::MatrixBase<Vector2D>& pc)
{
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2);
IGL_ASSERT_SCALAR(Vector2D);
using Point = Eigen::Matrix<REAL, 2, 1>;
Point a{pa[0], pa[1]};
Point b{pb[0], pb[1]};
Point c{pc[0], pc[1]};
const auto r = ::orient2d(a.data(), b.data(), c.data());
if (r > 0) return Orientation::POSITIVE;
else if (r < 0) return Orientation::NEGATIVE;
else return Orientation::COLLINEAR;
}
template<typename Vector3D>
IGL_INLINE Orientation orient3d(
const Eigen::MatrixBase<Vector3D>& pa,
const Eigen::MatrixBase<Vector3D>& pb,
const Eigen::MatrixBase<Vector3D>& pc,
const Eigen::MatrixBase<Vector3D>& pd)
{
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3);
IGL_ASSERT_SCALAR(Vector3D);
using Point = Eigen::Matrix<REAL, 3, 1>;
Point a{pa[0], pa[1], pa[2]};
Point b{pb[0], pb[1], pb[2]};
Point c{pc[0], pc[1], pc[2]};
Point d{pd[0], pd[1], pd[2]};
const auto r = ::orient3d(a.data(), b.data(), c.data(), d.data());
if (r > 0) return Orientation::POSITIVE;
else if (r < 0) return Orientation::NEGATIVE;
else return Orientation::COPLANAR;
}
template<typename Vector2D>
IGL_INLINE Orientation incircle(
const Eigen::MatrixBase<Vector2D>& pa,
const Eigen::MatrixBase<Vector2D>& pb,
const Eigen::MatrixBase<Vector2D>& pc,
const Eigen::MatrixBase<Vector2D>& pd)
{
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2);
IGL_ASSERT_SCALAR(Vector2D);
using Point = Eigen::Matrix<REAL, 2, 1>;
Point a{pa[0], pa[1]};
Point b{pb[0], pb[1]};
Point c{pc[0], pc[1]};
Point d{pd[0], pd[1]};
const auto r = ::incircle(a.data(), b.data(), c.data(), d.data());
if (r > 0) return Orientation::INSIDE;
else if (r < 0) return Orientation::OUTSIDE;
else return Orientation::COCIRCULAR;
}
template<typename Vector3D>
IGL_INLINE Orientation insphere(
const Eigen::MatrixBase<Vector3D>& pa,
const Eigen::MatrixBase<Vector3D>& pb,
const Eigen::MatrixBase<Vector3D>& pc,
const Eigen::MatrixBase<Vector3D>& pd,
const Eigen::MatrixBase<Vector3D>& pe)
{
EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3);
IGL_ASSERT_SCALAR(Vector3D);
using Point = Eigen::Matrix<REAL, 3, 1>;
Point a{pa[0], pa[1], pa[2]};
Point b{pb[0], pb[1], pb[2]};
Point c{pc[0], pc[1], pc[2]};
Point d{pd[0], pd[1], pd[2]};
Point e{pe[0], pe[1], pe[2]};
const auto r = ::insphere(a.data(), b.data(), c.data(), d.data(), e.data());
if (r > 0) return Orientation::INSIDE;
else if (r < 0) return Orientation::OUTSIDE;
else return Orientation::COSPHERICAL;
}
}
}
#undef IGL_ASSERT_SCALAR
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
#define IGL_ORIENT2D(Vector) template igl::predicates::Orientation igl::predicates::orient2d<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
#define IGL_INCIRCLE(Vector) template igl::predicates::Orientation igl::predicates::incircle<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
#define IGL_ORIENT3D(Vector) template igl::predicates::Orientation igl::predicates::orient3d<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
#define IGL_INSPHERE(Vector) template igl::predicates::Orientation igl::predicates::insphere<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
#define IGL_MATRIX(T, R, C) Eigen::Matrix<T, R, C>
IGL_ORIENT2D(IGL_MATRIX(float, 1, 2));
IGL_INCIRCLE(IGL_MATRIX(float, 1, 2));
IGL_ORIENT2D(IGL_MATRIX(float, 2, 1));
IGL_INCIRCLE(IGL_MATRIX(float, 2, 1));
IGL_ORIENT3D(IGL_MATRIX(float, 1, 3));
IGL_INSPHERE(IGL_MATRIX(float, 1, 3));
IGL_ORIENT3D(IGL_MATRIX(float, 3, 1));
IGL_INSPHERE(IGL_MATRIX(float, 3, 1));
#ifndef LIBIGL_PREDICATES_USE_FLOAT
IGL_ORIENT2D(IGL_MATRIX(double, 1, 2));
IGL_INCIRCLE(IGL_MATRIX(double, 1, 2));
IGL_ORIENT2D(IGL_MATRIX(double, 2, 1));
IGL_INCIRCLE(IGL_MATRIX(double, 2, 1));
IGL_ORIENT3D(IGL_MATRIX(double, 1, 3));
IGL_INSPHERE(IGL_MATRIX(double, 1, 3));
IGL_ORIENT3D(IGL_MATRIX(double, 3, 1));
IGL_INSPHERE(IGL_MATRIX(double, 3, 1));
#endif
#undef IGL_MATRIX
#undef IGL_ORIENT2D
#undef IGL_ORIENT3D
#undef IGL_INCIRCLE
#undef IGL_INSPHERE
#endif
|