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// David Eberly, Geometric Tools, Redmond WA 98052
// Copyright (c) 1998-2021
// Distributed under the Boost Software License, Version 1.0.
// https://www.boost.org/LICENSE_1_0.txt
// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
// Version: 4.0.2019.08.13
#pragma once
#include <Mathematics/DCPQuery.h>
#include <Mathematics/Circle3.h>
// The 3D point-circle distance algorithm is described in
// https://www.geometrictools.com/Documentation/DistanceToCircle3.pdf
// The notation used in the code matches that of the document.
namespace gte
{
template <typename Real>
class DCPQuery<Real, Vector3<Real>, Circle3<Real>>
{
public:
// Either a single point on the circle is closest to 'point', in
// which case 'equidistant' is false, or the entire circle is
// closest to 'point', in which case 'equidistant' is true. In the
// latter case, the query returns the circle point C+r*U, where C is
// the circle center, r is the circle radius, and U is a vector
// perpendicular to the normal N for the plane of the circle.
struct Result
{
Real distance, sqrDistance;
Vector3<Real> circleClosest;
bool equidistant;
};
Result operator()(Vector3<Real> const& point, Circle3<Real> const& circle)
{
Result result;
// Projection of P-C onto plane is Q-C = P-C - Dot(N,P-C)*N.
Vector3<Real> PmC = point - circle.center;
Vector3<Real> QmC = PmC - Dot(circle.normal, PmC) * circle.normal;
Real lengthQmC = Length(QmC);
if (lengthQmC > (Real)0)
{
result.circleClosest = circle.center + (circle.radius / lengthQmC) * QmC;
result.equidistant = false;
}
else
{
// All circle points are equidistant from P. Return one of
// them.
Vector3<Real> basis[3];
basis[0] = circle.normal;
ComputeOrthogonalComplement(1, basis);
result.circleClosest = circle.center + circle.radius * basis[1];
result.equidistant = true;
}
Vector3<Real> diff = point - result.circleClosest;
result.sqrDistance = Dot(diff, diff);
result.distance = std::sqrt(result.sqrDistance);
return result;
}
};
}