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160 lines
5.0 KiB
160 lines
5.0 KiB
// David Eberly, Geometric Tools, Redmond WA 98052
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// Copyright (c) 1998-2021
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// Distributed under the Boost Software License, Version 1.0.
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// https://www.boost.org/LICENSE_1_0.txt
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// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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// Version: 4.0.2019.08.13
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#pragma once
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#include <Mathematics/FeatureKey.h>
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// An ordered tetrahedron has V[0] = min(v0, v1, v2, v3). Let {u1, u2, u3}
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// be the set of inputs excluding the one assigned to V[0] and define
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// V[1] = min(u1, u2, u3). Choose (V[1], V[2], V[3]) to be a permutation
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// of (u1, u2, u3) so that the final storage is one of
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// (v0, v1, v2, v3), (v0, v2, v3, v1), (v0, v3, v1, v2)
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// (v1, v3, v2, v0), (v1, v2, v0, v3), (v1, v0, v3, v2)
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// (v2, v3, v0, v1), (v2, v0, v1, v3), (v2, v1, v3, v0)
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// (v3, v1, v0, v2), (v3, v0, v2, v1), (v3, v2, v1, v0)
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// The idea is that if v0 corresponds to (1, 0, 0, 0), v1 corresponds to
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// (0, 1, 0, 0), v2 corresponds to (0, 0, 1, 0), and v3 corresponds to
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// (0, 0, 0, 1), the ordering (v0, v1, v2, v3) corresponds to the 4x4 identity
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// matrix I; the rows are the specified 4-tuples. The permutation
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// (V[0], V[1], V[2], V[3]) induces a permutation of the rows of the identity
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// matrix to form a permutation matrix P with det(P) = 1 = det(I).
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//
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// An unordered tetrahedron stores a permutation of (v0, v1, v2, v3) so
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// that V[0] < V[1] < V[2] < V[3].
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namespace gte
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{
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template <bool Ordered>
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class TetrahedronKey : public FeatureKey<4, Ordered>
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{
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public:
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TetrahedronKey()
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{
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this->V = { -1, -1, -1, -1 };
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}
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explicit TetrahedronKey(int v0, int v1, int v2, int v3)
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{
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Initialize(v0, v1, v2, v3);
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}
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// Indexing for the vertices of the triangle opposite a vertex. The
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// triangle opposite vertex j is
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// <oppositeFace[j][0], oppositeFace[j][1], oppositeFace[j][2]>
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// and is listed in counterclockwise order when viewed from outside
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// the tetrahedron.
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static inline std::array<std::array<int, 3>, 4> const& GetOppositeFace()
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{
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static std::array<std::array<int, 3>, 4> const sOppositeFace =
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{{
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{ 1, 2, 3 },
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{ 0, 3, 2 },
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{ 0, 1, 3 },
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{ 0, 2, 1 }
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}};
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return sOppositeFace;
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}
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private:
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template <bool Dummy = Ordered>
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typename std::enable_if<Dummy, void>::type
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Initialize(int v0, int v1, int v2, int v3)
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{
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int imin = 0;
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this->V[0] = v0;
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if (v1 < this->V[0])
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{
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this->V[0] = v1;
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imin = 1;
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}
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if (v2 < this->V[0])
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{
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this->V[0] = v2;
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imin = 2;
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}
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if (v3 < this->V[0])
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{
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this->V[0] = v3;
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imin = 3;
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}
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if (imin == 0)
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{
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Permute(v1, v2, v3);
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}
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else if (imin == 1)
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{
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Permute(v0, v3, v2);
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}
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else if (imin == 2)
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{
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Permute(v0, v1, v3);
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}
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else // imin == 3
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{
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Permute(v0, v2, v1);
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}
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}
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template <bool Dummy = Ordered>
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typename std::enable_if<!Dummy, void>::type
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Initialize(int v0, int v1, int v2, int v3)
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{
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this->V[0] = v0;
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this->V[1] = v1;
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this->V[2] = v2;
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this->V[3] = v3;
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std::sort(this->V.begin(), this->V.end());
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}
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template <bool Dummy = Ordered>
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typename std::enable_if<Dummy, void>::type
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Permute(int u0, int u1, int u2)
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{
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// Once V[0] is determined, create a permutation
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// (V[1], V[2], V[3]) so that (V[0], V[1], V[2], V[3]) is a
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// permutation of (v0, v1, v2, v3) that corresponds to the
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// identity matrix as mentioned in the comments at the beginning
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// of this file.
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if (u0 < u1)
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{
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if (u0 < u2)
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{
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// u0 is minimum
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this->V[1] = u0;
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this->V[2] = u1;
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this->V[3] = u2;
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}
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else
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{
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// u2 is minimum
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this->V[1] = u2;
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this->V[2] = u0;
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this->V[3] = u1;
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}
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}
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else
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{
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if (u1 < u2)
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{
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// u1 is minimum
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this->V[1] = u1;
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this->V[2] = u2;
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this->V[3] = u0;
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}
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else
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{
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// u2 is minimum
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this->V[1] = u2;
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this->V[2] = u0;
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this->V[3] = u1;
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}
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}
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}
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};
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}
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