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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/FeatureKey.h>
// An ordered tetrahedron has V[0] = min(v0, v1, v2, v3). Let {u1, u2, u3}
// be the set of inputs excluding the one assigned to V[0] and define
// V[1] = min(u1, u2, u3). Choose (V[1], V[2], V[3]) to be a permutation
// of (u1, u2, u3) so that the final storage is one of
// (v0, v1, v2, v3), (v0, v2, v3, v1), (v0, v3, v1, v2)
// (v1, v3, v2, v0), (v1, v2, v0, v3), (v1, v0, v3, v2)
// (v2, v3, v0, v1), (v2, v0, v1, v3), (v2, v1, v3, v0)
// (v3, v1, v0, v2), (v3, v0, v2, v1), (v3, v2, v1, v0)
// The idea is that if v0 corresponds to (1, 0, 0, 0), v1 corresponds to
// (0, 1, 0, 0), v2 corresponds to (0, 0, 1, 0), and v3 corresponds to
// (0, 0, 0, 1), the ordering (v0, v1, v2, v3) corresponds to the 4x4 identity
// matrix I; the rows are the specified 4-tuples. The permutation
// (V[0], V[1], V[2], V[3]) induces a permutation of the rows of the identity
// matrix to form a permutation matrix P with det(P) = 1 = det(I).
//
// An unordered tetrahedron stores a permutation of (v0, v1, v2, v3) so
// that V[0] < V[1] < V[2] < V[3].
namespace gte
{
template <bool Ordered>
class TetrahedronKey : public FeatureKey<4, Ordered>
{
public:
TetrahedronKey()
{
this->V = { -1, -1, -1, -1 };
}
explicit TetrahedronKey(int v0, int v1, int v2, int v3)
{
Initialize(v0, v1, v2, v3);
}
// Indexing for the vertices of the triangle opposite a vertex. The
// triangle opposite vertex j is
// <oppositeFace[j][0], oppositeFace[j][1], oppositeFace[j][2]>
// and is listed in counterclockwise order when viewed from outside
// the tetrahedron.
static inline std::array<std::array<int, 3>, 4> const& GetOppositeFace()
{
static std::array<std::array<int, 3>, 4> const sOppositeFace =
{{
{ 1, 2, 3 },
{ 0, 3, 2 },
{ 0, 1, 3 },
{ 0, 2, 1 }
}};
return sOppositeFace;
}
private:
template <bool Dummy = Ordered>
typename std::enable_if<Dummy, void>::type
Initialize(int v0, int v1, int v2, int v3)
{
int imin = 0;
this->V[0] = v0;
if (v1 < this->V[0])
{
this->V[0] = v1;
imin = 1;
}
if (v2 < this->V[0])
{
this->V[0] = v2;
imin = 2;
}
if (v3 < this->V[0])
{
this->V[0] = v3;
imin = 3;
}
if (imin == 0)
{
Permute(v1, v2, v3);
}
else if (imin == 1)
{
Permute(v0, v3, v2);
}
else if (imin == 2)
{
Permute(v0, v1, v3);
}
else // imin == 3
{
Permute(v0, v2, v1);
}
}
template <bool Dummy = Ordered>
typename std::enable_if<!Dummy, void>::type
Initialize(int v0, int v1, int v2, int v3)
{
this->V[0] = v0;
this->V[1] = v1;
this->V[2] = v2;
this->V[3] = v3;
std::sort(this->V.begin(), this->V.end());
}
template <bool Dummy = Ordered>
typename std::enable_if<Dummy, void>::type
Permute(int u0, int u1, int u2)
{
// Once V[0] is determined, create a permutation
// (V[1], V[2], V[3]) so that (V[0], V[1], V[2], V[3]) is a
// permutation of (v0, v1, v2, v3) that corresponds to the
// identity matrix as mentioned in the comments at the beginning
// of this file.
if (u0 < u1)
{
if (u0 < u2)
{
// u0 is minimum
this->V[1] = u0;
this->V[2] = u1;
this->V[3] = u2;
}
else
{
// u2 is minimum
this->V[1] = u2;
this->V[2] = u0;
this->V[3] = u1;
}
}
else
{
if (u1 < u2)
{
// u1 is minimum
this->V[1] = u1;
this->V[2] = u2;
this->V[3] = u0;
}
else
{
// u2 is minimum
this->V[1] = u2;
this->V[2] = u0;
this->V[3] = u1;
}
}
}
};
}