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+#include <igl/predicates/predicates.h>
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+#include <predicates.h>
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+#include <type_traits>
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+
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+namespace igl {
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+namespace predicates {
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+
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+using REAL = IGL_PREDICATES_REAL;
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+
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+#ifdef LIBIGL_PREDICATES_USE_FLOAT
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+#define IGL_ASSERT_SCALAR(Vector) \
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+ static_assert( \
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+ std::is_same<typename Vector::Scalar, float>::value, \
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+ "Shewchuk's exact predicates only support float")
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+#else
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+#define IGL_ASSERT_SCALAR(Vector) \
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+ static_assert( \
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+ std::is_same<typename Vector::Scalar, double>::value || \
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+ std::is_same<typename Vector::Scalar, float>::value, \
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+ "Shewchuk's exact predicates only support float and double")
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+#endif
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+
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+template<typename Vector2D>
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+IGL_INLINE Orientation orient2d(
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+ const Eigen::MatrixBase<Vector2D>& pa,
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+ const Eigen::MatrixBase<Vector2D>& pb,
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+ const Eigen::MatrixBase<Vector2D>& pc)
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+{
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+ EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2);
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+ IGL_ASSERT_SCALAR(Vector2D);
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+
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+ using Point = Eigen::Matrix<REAL, 2, 1>;
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+ Point a{pa[0], pa[1]};
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+ Point b{pb[0], pb[1]};
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+ Point c{pc[0], pc[1]};
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+
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+ const auto r = ::orient2d(a.data(), b.data(), c.data());
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+
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+ if (r > 0) return Orientation::POSITIVE;
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+ else if (r < 0) return Orientation::NEGATIVE;
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+ else return Orientation::COLLINEAR;
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+}
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+
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+template<typename Vector3D>
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+IGL_INLINE Orientation orient3d(
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+ const Eigen::MatrixBase<Vector3D>& pa,
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+ const Eigen::MatrixBase<Vector3D>& pb,
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+ const Eigen::MatrixBase<Vector3D>& pc,
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+ const Eigen::MatrixBase<Vector3D>& pd)
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+{
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+ EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3);
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+ IGL_ASSERT_SCALAR(Vector3D);
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+
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+ using Point = Eigen::Matrix<REAL, 3, 1>;
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+ Point a{pa[0], pa[1], pa[2]};
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+ Point b{pb[0], pb[1], pb[2]};
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+ Point c{pc[0], pc[1], pc[2]};
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+ Point d{pd[0], pd[1], pd[2]};
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+
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+ const auto r = ::orient3d(a.data(), b.data(), c.data(), d.data());
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+
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+ if (r > 0) return Orientation::POSITIVE;
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+ else if (r < 0) return Orientation::NEGATIVE;
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+ else return Orientation::COPLANAR;
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+}
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+
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+template<typename Vector2D>
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+IGL_INLINE Orientation incircle(
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+ const Eigen::MatrixBase<Vector2D>& pa,
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+ const Eigen::MatrixBase<Vector2D>& pb,
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+ const Eigen::MatrixBase<Vector2D>& pc,
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+ const Eigen::MatrixBase<Vector2D>& pd)
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+{
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+ EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2);
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+ IGL_ASSERT_SCALAR(Vector2D);
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+
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+ using Point = Eigen::Matrix<REAL, 2, 1>;
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+ Point a{pa[0], pa[1]};
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+ Point b{pb[0], pb[1]};
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+ Point c{pc[0], pc[1]};
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+ Point d{pd[0], pd[1]};
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+
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+ const auto r = ::incircle(a.data(), b.data(), c.data(), d.data());
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+
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+ if (r > 0) return Orientation::INSIDE;
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+ else if (r < 0) return Orientation::OUTSIDE;
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+ else return Orientation::COCIRCULAR;
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+}
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+
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+template<typename Vector3D>
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+IGL_INLINE Orientation insphere(
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+ const Eigen::MatrixBase<Vector3D>& pa,
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+ const Eigen::MatrixBase<Vector3D>& pb,
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+ const Eigen::MatrixBase<Vector3D>& pc,
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+ const Eigen::MatrixBase<Vector3D>& pd,
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+ const Eigen::MatrixBase<Vector3D>& pe)
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+{
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+ EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3);
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+ IGL_ASSERT_SCALAR(Vector3D);
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+
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+ using Point = Eigen::Matrix<REAL, 3, 1>;
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+ Point a{pa[0], pa[1], pa[2]};
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+ Point b{pb[0], pb[1], pb[2]};
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+ Point c{pc[0], pc[1], pc[2]};
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+ Point d{pd[0], pd[1], pd[2]};
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+ Point e{pe[0], pe[1], pe[2]};
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+
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+ const auto r = ::insphere(a.data(), b.data(), c.data(), d.data(), e.data());
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+
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+ if (r > 0) return Orientation::INSIDE;
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+ else if (r < 0) return Orientation::OUTSIDE;
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+ else return Orientation::COSPHERICAL;
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+}
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+
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+}
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+}
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+
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+#undef IGL_ASSERT_SCALAR
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+
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+#ifdef IGL_STATIC_LIBRARY
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+
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+
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+#define IGL_ORIENT2D(Vector) template igl::predicates::Orientation igl::predicates::orient2d<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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+#define IGL_INCIRCLE(Vector) template igl::predicates::Orientation igl::predicates::incircle<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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+#define IGL_ORIENT3D(Vector) template igl::predicates::Orientation igl::predicates::orient3d<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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+#define IGL_INSPHERE(Vector) template igl::predicates::Orientation igl::predicates::insphere<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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+
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+#define IGL_MATRIX(T, R, C) Eigen::Matrix<T, R, C>
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+IGL_ORIENT2D(IGL_MATRIX(float, 1, 2));
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+IGL_INCIRCLE(IGL_MATRIX(float, 1, 2));
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+IGL_ORIENT2D(IGL_MATRIX(float, 2, 1));
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+IGL_INCIRCLE(IGL_MATRIX(float, 2, 1));
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+IGL_ORIENT3D(IGL_MATRIX(float, 1, 3));
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+IGL_INSPHERE(IGL_MATRIX(float, 1, 3));
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+IGL_ORIENT3D(IGL_MATRIX(float, 3, 1));
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+IGL_INSPHERE(IGL_MATRIX(float, 3, 1));
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+
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+#ifndef LIBIGL_PREDICATES_USE_FLOAT
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+IGL_ORIENT2D(IGL_MATRIX(double, 1, 2));
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+IGL_INCIRCLE(IGL_MATRIX(double, 1, 2));
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+IGL_ORIENT2D(IGL_MATRIX(double, 2, 1));
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+IGL_INCIRCLE(IGL_MATRIX(double, 2, 1));
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+IGL_ORIENT3D(IGL_MATRIX(double, 1, 3));
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+IGL_INSPHERE(IGL_MATRIX(double, 1, 3));
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+IGL_ORIENT3D(IGL_MATRIX(double, 3, 1));
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+IGL_INSPHERE(IGL_MATRIX(double, 3, 1));
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+#endif
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+#undef IGL_MATRIX
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+
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+#undef IGL_ORIENT2D
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+#undef IGL_ORIENT3D
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+#undef IGL_INCIRCLE
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+#undef IGL_INSPHERE
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+
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+#endif
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