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QueryTuple2d.cs
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using System;
namespace g3
{
// variant of Wm5::Query2, for special case of 3 points. This is used in
// IntrTriangle3Triangle3, to avoid allocating arrays
public class QueryTuple2d
{
Vector2dTuple3 mVertices;
public QueryTuple2d(Vector2d v0, Vector2d v1, Vector2d v2)
{
mVertices = new Vector2dTuple3(v0, v1, v2);
}
public QueryTuple2d(Vector2dTuple3 tuple) {
mVertices = tuple;
}
// Returns:
// +1, on right of line
// -1, on left of line
// 0, on the line
public int ToLine (int i, int v0, int v1)
{
return ToLine(mVertices[i], v0, v1);
}
public int ToLine (Vector2d test, int v0, int v1)
{
bool positive = Sort(ref v0, ref v1);
Vector2d vec0 = mVertices[v0];
Vector2d vec1 = mVertices[v1];
double x0 = test[0] - vec0[0];
double y0 = test[1] - vec0[1];
double x1 = vec1[0] - vec0[0];
double y1 = vec1[1] - vec0[1];
double det = Det2(x0, y0, x1, y1);
if (!positive)
{
det = -det;
}
return (det > (double)0 ? +1 : (det < (double)0 ? -1 : 0));
}
// Returns:
// +1, outside triangle
// -1, inside triangle
// 0, on triangle
public int ToTriangle (int i, int v0, int v1, int v2)
{
return ToTriangle(mVertices[i], v0, v1, v2);
}
public int ToTriangle (Vector2d test, int v0, int v1, int v2)
{
int sign0 = ToLine(test, v1, v2);
if (sign0 > 0)
{
return +1;
}
int sign1 = ToLine(test, v0, v2);
if (sign1 < 0)
{
return +1;
}
int sign2 = ToLine(test, v0, v1);
if (sign2 > 0)
{
return +1;
}
return ((sign0 != 0 && sign1 != 0 && sign2 != 0) ? -1 : 0);
}
// Returns:
// +1, outside circumcircle of triangle
// -1, inside circumcircle of triangle
// 0, on circumcircle of triangle
public int ToCircumcircle (int i, int v0, int v1, int v2)
{
return ToCircumcircle(mVertices[i], v0, v1, v2);
}
//----------------------------------------------------------------------------
public int ToCircumcircle (Vector2d test, int v0, int v1, int v2)
{
bool positive = Sort(ref v0, ref v1, ref v2);
Vector2d vec0 = mVertices[v0];
Vector2d vec1 = mVertices[v1];
Vector2d vec2 = mVertices[v2];
double s0x = vec0.x + test.x;
double d0x = vec0.x - test.x;
double s0y = vec0.y + test.y;
double d0y = vec0.y - test.y;
double s1x = vec1.x + test.x;
double d1x = vec1.x - test.x;
double s1y = vec1.y + test.y;
double d1y = vec1.y - test.y;
double s2x = vec2.x + test.x;
double d2x = vec2.x - test.x;
double s2y = vec2.y + test.y;
double d2y = vec2.y - test.y;
double z0 = s0x*d0x + s0y*d0y;
double z1 = s1x*d1x + s1y*d1y;
double z2 = s2x*d2x + s2y*d2y;
double det = Det3(d0x, d0y, z0, d1x, d1y, z1, d2x, d2y, z2);
if (!positive)
{
det = -det;
}
return (det < (double)0 ? 1 : (det > (double)0 ? -1 : 0));
}
// Helper functions.
public static double Dot (double x0, double y0, double x1, double y1)
{
return x0*x1 + y0*y1;
}
public static double Det2 (double x0, double y0, double x1, double y1)
{
return x0*y1 - x1*y0;
}
public static double Det3 (double x0, double y0, double z0, double x1, double y1,
double z1, double x2, double y2, double z2)
{
double c00 = y1*z2 - y2*z1;
double c01 = y2*z0 - y0*z2;
double c02 = y0*z1 - y1*z0;
return x0*c00 + x1*c01 + x2*c02;
}
// Support for ordering a set of unique indices into the vertex pool. On
// output it is guaranteed that: v0 < v1 < v2. This is used to guarantee
// consistent queries when the vertex ordering of a primitive is permuted,
// a necessity when using floating-point arithmetic that suffers from
// numerical round-off errors. The input indices are considered the
// positive ordering. The output indices are either positively ordered
// (an even number of transpositions occurs during sorting) or negatively
// ordered (an odd number of transpositions occurs during sorting). The
// functions return 'true' for a positive ordering and 'false' for a
// negative ordering.
public static bool Sort (ref int v0, ref int v1)
{
int j0, j1;
bool positive;
if (v0 < v1)
{
j0 = 0; j1 = 1; positive = true;
}
else
{
j0 = 1; j1 = 0; positive = false;
}
Index2i value = new Index2i(v0, v1);
v0 = value[j0];
v1 = value[j1];
return positive;
}
public static bool Sort (ref int v0, ref int v1, ref int v2)
{
int j0, j1, j2;
bool positive;
if (v0 < v1)
{
if (v2 < v0)
{
j0 = 2; j1 = 0; j2 = 1; positive = true;
}
else if (v2 < v1)
{
j0 = 0; j1 = 2; j2 = 1; positive = false;
}
else
{
j0 = 0; j1 = 1; j2 = 2; positive = true;
}
}
else
{
if (v2 < v1)
{
j0 = 2; j1 = 1; j2 = 0; positive = false;
}
else if (v2 < v0)
{
j0 = 1; j1 = 2; j2 = 0; positive = true;
}
else
{
j0 = 1; j1 = 0; j2 = 2; positive = false;
}
}
Index3i value = new Index3i(v0, v1, v2);
v0 = value[j0];
v1 = value[j1];
v2 = value[j2];
return positive;
}
public static bool Sort (ref int v0, ref int v1, ref int v2, ref int v3)
{
int j0, j1, j2, j3;
bool positive;
if (v0 < v1)
{
if (v2 < v3)
{
if (v1 < v2)
{
j0 = 0; j1 = 1; j2 = 2; j3 = 3; positive = true;
}
else if (v3 < v0)
{
j0 = 2; j1 = 3; j2 = 0; j3 = 1; positive = true;
}
else if (v2 < v0)
{
if (v3 < v1)
{
j0 = 2; j1 = 0; j2 = 3; j3 = 1; positive = false;
}
else
{
j0 = 2; j1 = 0; j2 = 1; j3 = 3; positive = true;
}
}
else
{
if (v3 < v1)
{
j0 = 0; j1 = 2; j2 = 3; j3 = 1; positive = true;
}
else
{
j0 = 0; j1 = 2; j2 = 1; j3 = 3; positive = false;
}
}
}
else
{
if (v1 < v3)
{
j0 = 0; j1 = 1; j2 = 3; j3 = 2; positive = false;
}
else if (v2 < v0)
{
j0 = 3; j1 = 2; j2 = 0; j3 = 1; positive = false;
}
else if (v3 < v0)
{
if (v2 < v1)
{
j0 = 3; j1 = 0; j2 = 2; j3 = 1; positive = true;
}
else
{
j0 = 3; j1 = 0; j2 = 1; j3 = 2; positive = false;
}
}
else
{
if (v2 < v1)
{
j0 = 0; j1 = 3; j2 = 2; j3 = 1; positive = false;
}
else
{
j0 = 0; j1 = 3; j2 = 1; j3 = 2; positive = true;
}
}
}
}
else
{
if (v2 < v3)
{
if (v0 < v2)
{
j0 = 1; j1 = 0; j2 = 2; j3 = 3; positive = false;
}
else if (v3 < v1)
{
j0 = 2; j1 = 3; j2 = 1; j3 = 0; positive = false;
}
else if (v2 < v1)
{
if (v3 < v0)
{
j0 = 2; j1 = 1; j2 = 3; j3 = 0; positive = true;
}
else
{
j0 = 2; j1 = 1; j2 = 0; j3 = 3; positive = false;
}
}
else
{
if (v3 < v0)
{
j0 = 1; j1 = 2; j2 = 3; j3 = 0; positive = false;
}
else
{
j0 = 1; j1 = 2; j2 = 0; j3 = 3; positive = true;
}
}
}
else
{
if (v0 < v3)
{
j0 = 1; j1 = 0; j2 = 3; j3 = 2; positive = true;
}
else if (v2 < v1)
{
j0 = 3; j1 = 2; j2 = 1; j3 = 0; positive = true;
}
else if (v3 < v1)
{
if (v2 < v0)
{
j0 = 3; j1 = 1; j2 = 2; j3 = 0; positive = false;
}
else
{
j0 = 3; j1 = 1; j2 = 0; j3 = 2; positive = true;
}
}
else
{
if (v2 < v0)
{
j0 = 1; j1 = 3; j2 = 2; j3 = 0; positive = true;
}
else
{
j0 = 1; j1 = 3; j2 = 0; j3 = 2; positive = false;
}
}
}
}
Index4i value = new Index4i(v0, v1, v2, v3);
v0 = value[j0];
v1 = value[j1];
v2 = value[j2];
v3 = value[j3];
return positive;
}
}
}