04a9005246
- aggiornamento interfacce - correzione macro di Logger.
96 lines
3.7 KiB
C++
96 lines
3.7 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2014-2015
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//----------------------------------------------------------------------------
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// File : EGkTria3d.h Data : 07.02.15 Versione : 1.6b2
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// Contenuto : Dichiarazione classe triangolo Triangle3d.
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//
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//
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//
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// Modifiche : 30.03.14 DS Creazione modulo.
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// 07.02.15 DS Agg. GetArea e GetAspectRatio.
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//
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//----------------------------------------------------------------------------
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#pragma once
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#include "/EgtDev/Include/EGkPoint3d.h"
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#include <algorithm>
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//-----------------------------------------------------------------------------
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class Triangle3d
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{
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public :
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Triangle3d( void)
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{}
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void Set( const Point3d& ptP0, const Point3d& ptP1, const Point3d& ptP2)
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{ ptP[0] = ptP0 ; ptP[1] = ptP1 ; ptP[2] = ptP2 ; vtN.Set( 0, 0, 0) ; }
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void Set( const Point3d& ptP0, const Point3d& ptP1, const Point3d& ptP2, const Vector3d& vtV)
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{ ptP[0] = ptP0 ; ptP[1] = ptP1 ; ptP[2] = ptP2 ; vtN = vtV ; }
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bool SetP( int nId, const Point3d& ptV)
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{ if ( nId < 0 || nId >= 3)
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return false ;
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ptP[nId] = ptV ;
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return true ;
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}
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bool Validate( void)
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{ if ( AreSamePointApprox( ptP[0], ptP[1]) || AreSamePointApprox( ptP[0], ptP[2]))
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return false ;
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Vector3d vtV = ( ptP[1] - ptP[0]) ^ ( ptP[2] - ptP[0]) ;
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vtV.Normalize() ;
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if ( ! vtN.IsZero())
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return AreSameVectorApprox( vtV, vtN) ;
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vtN = vtV ;
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return true ;
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}
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bool ToGlob( const Frame3d& frRef)
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{ return ( ptP[0].ToGlob( frRef) && ptP[1].ToGlob( frRef) && ptP[2].ToGlob( frRef)) ; }
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bool ToLoc( const Frame3d& frRef)
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{ return ( ptP[0].ToLoc( frRef) && ptP[1].ToLoc( frRef) && ptP[2].ToLoc( frRef)) ; }
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bool LocToLoc( const Frame3d& frOri, const Frame3d& frDest)
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{ return ( ptP[0].LocToLoc( frOri, frDest) &&
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ptP[1].LocToLoc( frOri, frDest) &&
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ptP[2].LocToLoc( frOri, frDest)) ; }
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const Point3d& GetP( int nId) const
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{ if ( nId >= 0 && nId < 3)
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return ptP[nId] ;
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else if ( nId < 0)
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return ptP[0] ;
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else
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return ptP[2] ;
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}
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const Vector3d& GetN( void) const
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{ return vtN ; }
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double GetArea( void) const
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{ return (( ptP[1] - ptP[0]) ^ ( ptP[2] - ptP[0])).Len() / 2 ; }
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double GetAspectRatio( void) const
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{ double dSqDistA = SqDist( ptP[0], ptP[1]) ;
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double dSqDistB = SqDist( ptP[1], ptP[2]) ;
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double dSqDistC = SqDist( ptP[2], ptP[0]) ;
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double dTwoArea = (( ptP[1] - ptP[0]) ^ ( ptP[2] - ptP[0])).Len() ;
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if ( dTwoArea < EPS_SMALL * EPS_SMALL)
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return INFINITO ;
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else
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return ( std::max( dSqDistA, std::max( dSqDistB, dSqDistC)) / dTwoArea) ;
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}
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private :
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Point3d ptP[3] ;
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Vector3d vtN ;
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} ;
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//-----------------------------------------------------------------------------
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// Flags indicanti se i lati sono parte del contorno di un poligono di più triangoli
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class TriFlags3d
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{
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public :
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bool bFlag[3] ;
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} ;
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//-----------------------------------------------------------------------------
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// Normali sui vertici, ottenute mediando opportunamente coi triangoli vicini
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class TriNormals3d
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{
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public :
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Vector3d vtN[3] ;
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} ;
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