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/*
 * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * - Redistribution of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * - Redistribution in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in
 *   the documentation and/or other materials provided with the
 *   distribution.
 *
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any
 * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
 * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
 * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
 * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
 * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
 * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
 * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
 * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
 * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGES.
 *
 * You acknowledge that this software is not designed, licensed or
 * intended for use in the design, construction, operation or
 * maintenance of any nuclear facility.
 *
 */

// ----------------------------------------------------------------------
//
// The reference to Fast Industrial Strength Triangulation (FIST) code
// in this release by Sun Microsystems is related to Sun's rewrite of
// an early version of FIST. FIST was originally created by Martin
// Held and Joseph Mitchell at Stony Brook University and is
// incorporated by Sun under an agreement with The Research Foundation
// of SUNY (RFSUNY). The current version of FIST is available for
// commercial use under a license agreement with RFSUNY on behalf of
// the authors and Stony Brook University.  Please contact the Office
// of Technology Licensing at Stony Brook, phone 631-632-9009, for
// licensing information.
//
// ----------------------------------------------------------------------

package com.sun.j3d.utils.geometry;

import javax.vecmath.Point2f;
import javax.vecmath.Tuple2f;

class Numerics {

    static double max3(double a, double b, double c)
    {
	return (((a) > (b)) ? (((a) > (c)) ? (a) : (c))
		: (((b) > (c)) ? (b) : (c)));
    }

    static double min3(double a, double b, double c)
    {
	return (((a) < (b)) ? (((a) < (c)) ? (a) : (c))
		: (((b) < (c)) ? (b) : (c)));
    }

    static boolean lt(double a, double eps)
    {
	return ((a) < -eps);
    }

    static boolean le(double a, double eps)
    {
	return (a <= eps);
    }

    static boolean ge(double a, double eps)
    {
	return (!((a) <= -eps));
    }

    static boolean eq(double a, double eps)
    {
	return (((a) <= eps) && !((a) < -eps));
    }

    static boolean gt(double a, double eps)
    {
	return !((a) <= eps);
    }

    static double baseLength(Tuple2f u, Tuple2f v) {
	double x, y;
	x = (v).x - (u).x;
	y = (v).y - (u).y;
	return Math.abs(x) + Math.abs(y);
    }

    static double sideLength(Tuple2f u, Tuple2f v) {
	double x, y;
	x = (v).x - (u).x;
	y = (v).y - (u).y;
	return x * x + y * y;
    }

    /**
     * This checks whether  i3,  which is collinear with  i1, i2,  is
     * between  i1, i2. note that we rely on the lexicographic sorting of the
     * points!
     */
    static boolean inBetween(int i1, int i2, int i3) {
	return ((i1 <= i3)  &&  (i3 <= i2));
    }

    static boolean strictlyInBetween(int i1, int i2, int i3) {
	return ((i1 < i3)  &&  (i3 < i2));
    }

    /**
     * this method computes the determinant  det(points[i],points[j],points[k])
     * in a consistent way.
     */
    static double stableDet2D(Triangulator triRef, int i, int j, int k) {
	double det;
	Point2f numericsHP, numericsHQ,  numericsHR;

	//      if((triRef.inPointsList(i)==false)||(triRef.inPointsList(j)==false)||
	// (triRef.inPointsList(k)==false))
	//  System.out.println("Numerics.stableDet2D Not inPointsList " + i + " " + j
	//		     + " " + k);

	if ((i == j)  ||  (i == k)  ||   (j == k)) {
	    det = 0.0;
	}
	else {
	    numericsHP = triRef.points[i];
	    numericsHQ = triRef.points[j];
	    numericsHR = triRef.points[k];

	    if (i < j) {
		if (j < k)            /* i < j < k  */
		    det =  Basic.det2D(numericsHP, numericsHQ, numericsHR);
		else if (i < k)       /* i < k < j  */
		    det = -Basic.det2D(numericsHP, numericsHR, numericsHQ);
		else                  /* k < i < j  */
		    det =  Basic.det2D(numericsHR, numericsHP, numericsHQ);
	    }
	    else {
		if (i < k)            /* j < i < k  */
		    det = -Basic.det2D(numericsHQ, numericsHP, numericsHR);
		else if (j < k)      /* j < k < i  */
		    det =  Basic.det2D(numericsHQ, numericsHR, numericsHP);
		else                  /* k < j < i */
		    det = -Basic.det2D(numericsHR, numericsHQ, numericsHP);
	    }
	}

	return det;
    }

    /**
     * Returns the orientation of the triangle.
     * @return +1 if the points  i, j, k are given in CCW order;
     * -1 if the points  i, j, k are given in CW order;
     * 0 if the points  i, j, k are collinear.
     */
    static int orientation(Triangulator triRef, int i, int j, int k) {
	int ori;
	double numericsHDet;
	numericsHDet = stableDet2D(triRef, i, j, k);
	// System.out.println("orientation : numericsHDet " + numericsHDet);
	if (lt(numericsHDet, triRef.epsilon))        ori = -1;
	else if (gt(numericsHDet, triRef.epsilon))   ori =  1;
	else                                 ori =  0;
	return ori;
    }

    /**
     * This method checks whether  l  is in the cone defined by  i, j  and  j, k
     */
    static boolean isInCone(Triangulator triRef, int i, int j, int k,
			    int l, boolean convex) {
	boolean flag;
	int numericsHOri1, numericsHOri2;

	//      if((triRef.inPointsList(i)==false)||(triRef.inPointsList(j)==false)||
	//	 (triRef.inPointsList(k)==false)||(triRef.inPointsList(l)==false))
	//	   System.out.println("Numerics.isInCone Not inPointsList " + i + " " + j
	//	      + " " + k + " " + l);

	flag = true;
	if (convex) {
	    if (i != j) {
		numericsHOri1 = orientation(triRef, i, j, l);
		// System.out.println("isInCone : i != j, numericsHOri1 = " + numericsHOri1);
		if (numericsHOri1 < 0)                    flag = false;
		else if (numericsHOri1 == 0) {
		    if (i < j) {
			if (!inBetween(i, j, l))              flag = false;
		    }
		    else {
			if (!inBetween(j, i, l))              flag = false;
		    }
		}
	    }
	    if ((j != k)  &&  (flag == true)) {
		numericsHOri2 =  orientation(triRef, j, k, l);
		// System.out.println("isInCone : ((j != k)  &&  (flag == true)), numericsHOri2 = " +
		// numericsHOri2);
		if (numericsHOri2 < 0)                    flag = false;
		else if (numericsHOri2 == 0) {
		    if (j < k) {
			if (!inBetween(j, k, l))              flag = false;
		    }
		    else {
			if (!inBetween(k, j, l))              flag = false;
		    }
		}
	    }
	}
	else {
	    numericsHOri1= orientation(triRef, i, j, l);
	    if (numericsHOri1 <= 0) {
		numericsHOri2 = orientation(triRef, j, k, l);
		if (numericsHOri2 < 0)                   flag = false;
	    }
	}
	return flag;
    }


    /**
     * Returns convex angle flag.
     * @return 0 ... if angle is 180 degrees 
* 1 ... if angle between 0 and 180 degrees
* 2 ... if angle is 0 degrees
* -1 ... if angle between 180 and 360 degrees
* -2 ... if angle is 360 degrees
*/ static int isConvexAngle(Triangulator triRef, int i, int j, int k, int ind) { int angle; double numericsHDot; int numericsHOri1; Point2f numericsHP, numericsHQ; // if((triRef.inPointsList(i)==false)||(triRef.inPointsList(j)==false)|| // (triRef.inPointsList(k)==false)) // System.out.println("Numerics.isConvexAngle: Not inPointsList " + i + " " + j // + " " + k); if (i == j) { if (j == k) { // all three vertices are identical; we set the angle to 1 in // order to enable clipping of j. return 1; } else { // two of the three vertices are identical; we set the angle to 1 // in order to enable clipping of j. return 1; } } else if (j == k) { // two vertices are identical. we could either determine the angle // by means of yet another lengthy analysis, or simply set the // angle to -1. using -1 means to err on the safe side, as all the // incarnations of this vertex will be clipped right at the start // of the ear-clipping algorithm. thus, eventually there will be no // other duplicates at this vertex position, and the regular // classification of angles will yield the correct answer for j. return -1; } else { numericsHOri1 = orientation(triRef, i, j, k); // System.out.println("i " + i + " j " + j + " k " + k + " ind " + ind + // ". In IsConvexAngle numericsHOri1 is " + // numericsHOri1); if (numericsHOri1 > 0) { angle = 1; } else if (numericsHOri1 < 0) { angle = -1; } else { // 0, 180, or 360 degrees. numericsHP = new Point2f(); numericsHQ = new Point2f(); Basic.vectorSub2D(triRef.points[i], triRef.points[j], numericsHP); Basic.vectorSub2D(triRef.points[k], triRef.points[j], numericsHQ); numericsHDot = Basic.dotProduct2D(numericsHP, numericsHQ); if (numericsHDot < 0.0) { // 180 degrees. angle = 0; } else { // 0 or 360 degrees? this cannot be judged locally, and more // work is needed. angle = spikeAngle(triRef, i, j, k, ind); // System.out.println("SpikeAngle return is "+ angle); } } } return angle; } /** * This method checks whether point i4 is inside of or on the boundary * of the triangle i1, i2, i3. */ static boolean pntInTriangle(Triangulator triRef, int i1, int i2, int i3, int i4) { boolean inside; int numericsHOri1; inside = false; numericsHOri1 = orientation(triRef, i2, i3, i4); if (numericsHOri1 >= 0) { numericsHOri1 = orientation(triRef, i1, i2, i4); if (numericsHOri1 >= 0) { numericsHOri1 = orientation(triRef, i3, i1, i4); if (numericsHOri1 >= 0) inside = true; } } return inside; } /** * This method checks whether point i4 is inside of or on the boundary * of the triangle i1, i2, i3. it also returns a classification if i4 is * on the boundary of the triangle (except for the edge i2, i3). */ static boolean vtxInTriangle(Triangulator triRef, int i1, int i2, int i3, int i4, int[] type) { boolean inside; int numericsHOri1; inside = false; numericsHOri1 = orientation(triRef, i2, i3, i4); if (numericsHOri1 >= 0) { numericsHOri1 = orientation(triRef, i1, i2, i4); if (numericsHOri1 > 0) { numericsHOri1 = orientation(triRef, i3, i1, i4); if (numericsHOri1 > 0) { inside = true; type[0] = 0; } else if (numericsHOri1 == 0) { inside = true; type[0] = 1; } } else if (numericsHOri1 == 0) { numericsHOri1 = orientation(triRef, i3, i1, i4); if (numericsHOri1 > 0) { inside = true; type[0] = 2; } else if (numericsHOri1 == 0) { inside = true; type[0] = 3; } } } return inside; } /** * Checks whether the line segments i1, i2 and i3, i4 intersect. no * intersection is reported if they intersect at a common vertex. * the function assumes that i1 <= i2 and i3 <= i4. if i3 or i4 lies * on i1, i2 then an intersection is reported, but no intersection is * reported if i1 or i2 lies on i3, i4. this function is not symmetric! */ static boolean segIntersect(Triangulator triRef, int i1, int i2, int i3, int i4, int i5) { int ori1, ori2, ori3, ori4; // if((triRef.inPointsList(i1)==false)||(triRef.inPointsList(i2)==false)|| // (triRef.inPointsList(i3)==false)||(triRef.inPointsList(i4)==false)) // System.out.println("Numerics.segIntersect Not inPointsList " + i1 + " " + i2 // + " " + i3 + " " + i4); // // if((i1 > i2) || (i3 > i4)) // System.out.println("Numerics.segIntersect i1>i2 or i3>i4 " + i1 + " " + i2 // + " " + i3 + " " + i4); if ((i1 == i2) || (i3 == i4)) return false; if ((i1 == i3) && (i2 == i4)) return true; if ((i3 == i5) || (i4 == i5)) ++(triRef.identCntr); ori3 = orientation(triRef, i1, i2, i3); ori4 = orientation(triRef, i1, i2, i4); if (((ori3 == 1) && (ori4 == 1)) || ((ori3 == -1) && (ori4 == -1))) return false; if (ori3 == 0) { if (strictlyInBetween(i1, i2, i3)) return true; if (ori4 == 0) { if (strictlyInBetween(i1, i2, i4)) return true; } else return false; } else if (ori4 == 0) { if (strictlyInBetween(i1, i2, i4)) return true; else return false; } ori1 = orientation(triRef, i3, i4, i1); ori2 = orientation(triRef, i3, i4, i2); if (((ori1 <= 0) && (ori2 <= 0)) || ((ori1 >= 0) && (ori2 >= 0))) return false; return true; } /** * this function computes a quality measure of a triangle i, j, k. * it returns the ratio `base / height', where base is the length of the * longest side of the triangle, and height is the normal distance * between the vertex opposite of the base side and the base side. (as * usual, we again use the l1-norm for distances.) */ static double getRatio(Triangulator triRef, int i, int j, int k) { double area, a, b, c, base, ratio; Point2f p, q, r; // if((triRef.inPointsList(i)==false)||(triRef.inPointsList(j)==false)|| // (triRef.inPointsList(k)==false)) // System.out.println("Numerics.getRatio: Not inPointsList " + i + " " + j // + " " + k); p = triRef.points[i]; q = triRef.points[j]; r = triRef.points[k]; a = baseLength(p, q); b = baseLength(p, r); c = baseLength(r, q); base = max3(a, b, c); if ((10.0 * a) < Math.min(b, c)) return 0.1; area = stableDet2D(triRef, i, j, k); if (lt(area, triRef.epsilon)) { area = -area; } else if (!gt(area, triRef.epsilon)) { if (base > a) return 0.1; else return Double.MAX_VALUE; } ratio = base * base / area; if (ratio < 10.0) return ratio; else { if (a < base) return 0.1; else return ratio; } } static int spikeAngle(Triangulator triRef, int i, int j, int k, int ind) { int ind1, ind2, ind3; int i1, i2, i3; // if((triRef.inPointsList(i)==false)||(triRef.inPointsList(j)==false)|| // (triRef.inPointsList(k)==false)) // System.out.println("Numerics.spikeAngle: Not inPointsList " + i + " " + j // + " " + k); ind2 = ind; i2 = triRef.fetchData(ind2); // if(i2 != j) // System.out.println("Numerics.spikeAngle: i2 != j " + i2 + " " + j ); ind1 = triRef.fetchPrevData(ind2); i1 = triRef.fetchData(ind1); // if(i1 != i) // System.out.println("Numerics.spikeAngle: i1 != i " + i1 + " " + i ); ind3 = triRef.fetchNextData(ind2); i3 = triRef.fetchData(ind3); // if(i3 != k) // System.out.println("Numerics.spikeAngle: i3 != k " + i3 + " " + k ); return recSpikeAngle(triRef, i, j, k, ind1, ind3); } static int recSpikeAngle(Triangulator triRef, int i1, int i2, int i3, int ind1, int ind3) { int ori, ori1, ori2, i0, ii1, ii2; Point2f pq, pr; double dot; if (ind1 == ind3) { // all points are collinear??? well, then it does not really matter // which angle is returned. perhaps, -2 is the best bet as my code // likely regards this contour as a hole. return -2; } if (i1 != i3) { if (i1 < i2) { ii1 = i1; ii2 = i2; } else { ii1 = i2; ii2 = i1; } if (inBetween(ii1, ii2, i3)) { i2 = i3; ind3 = triRef.fetchNextData(ind3); i3 = triRef.fetchData(ind3); if (ind1 == ind3) return 2; ori = orientation(triRef, i1, i2, i3); if (ori > 0) return 2; else if (ori < 0) return -2; else return recSpikeAngle(triRef, i1, i2, i3, ind1, ind3); } else { i2 = i1; ind1 = triRef.fetchPrevData(ind1); i1 = triRef.fetchData(ind1); if (ind1 == ind3) return 2; ori = orientation(triRef, i1, i2, i3); if (ori > 0) return 2; else if (ori < 0) return -2; else return recSpikeAngle(triRef, i1, i2, i3, ind1, ind3); } } else { i0 = i2; i2 = i1; ind1 = triRef.fetchPrevData(ind1); i1 = triRef.fetchData(ind1); if (ind1 == ind3) return 2; ind3 = triRef.fetchNextData(ind3); i3 = triRef.fetchData(ind3); if (ind1 == ind3) return 2; ori = orientation(triRef, i1, i2, i3); if (ori > 0) { ori1 = orientation(triRef, i1, i2, i0); if (ori1 > 0) { ori2 = orientation(triRef, i2, i3, i0); if (ori2 > 0) return -2; } return 2; } else if (ori < 0) { ori1 = orientation(triRef, i2, i1, i0); if (ori1 > 0) { ori2 = orientation(triRef, i3, i2, i0); if (ori2 > 0) return 2; } return -2; } else { pq = new Point2f(); Basic.vectorSub2D(triRef.points[i1], triRef.points[i2], pq); pr = new Point2f(); Basic.vectorSub2D(triRef.points[i3], triRef.points[i2], pr); dot = Basic.dotProduct2D(pq, pr); if (dot < 0.0) { ori = orientation(triRef, i2, i1, i0); if (ori > 0) return 2; else return -2; } else { return recSpikeAngle(triRef, i1, i2, i3, ind1, ind3); } } } } /** * computes the signed angle between p, p1 and p, p2. * * warning: this function does not handle a 180-degree angle correctly! * (this is no issue in our application, as we will always compute * the angle centered at the mid-point of a valid diagonal.) */ static double angle(Triangulator triRef, Point2f p, Point2f p1, Point2f p2) { int sign; double angle1, angle2, angle; Point2f v1, v2; sign = Basic.signEps(Basic.det2D(p2, p, p1), triRef.epsilon); if (sign == 0) return 0.0; v1 = new Point2f(); v2 = new Point2f(); Basic.vectorSub2D(p1, p, v1); Basic.vectorSub2D(p2, p, v2); angle1 = Math.atan2(v1.y, v1.x); angle2 = Math.atan2(v2.y, v2.x); if (angle1 < 0.0) angle1 += 2.0*Math.PI; if (angle2 < 0.0) angle2 += 2.0*Math.PI; angle = angle1 - angle2; if (angle > Math.PI) angle = 2.0*Math.PI - angle; else if (angle < -Math.PI) angle = 2.0*Math.PI + angle; if (sign == 1) { if (angle < 0.0) return -angle; else return angle; } else { if (angle > 0.0) return -angle; else return angle; } } }




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