source: src/Tesselation/BoundaryTriangleSet.cpp@ ce7bfd

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Last change on this file since ce7bfd was ce7bfd, checked in by Frederik Heber <heber@…>, 13 years ago

VERBOSE: Subsequent change in verbosity levels of many tesselation functions after Info removal.

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1/*
2 * Project: MoleCuilder
3 * Description: creates and alters molecular systems
4 * Copyright (C) 2010-2012 University of Bonn. All rights reserved.
5 * Please see the LICENSE file or "Copyright notice" in builder.cpp for details.
6 */
7
8/*
9 * BoundaryTriangleSet.cpp
10 *
11 * Created on: Jul 29, 2010
12 * Author: heber
13 */
14
15// include config.h
16#ifdef HAVE_CONFIG_H
17#include <config.h>
18#endif
19
20#include "CodePatterns/MemDebug.hpp"
21
22#include "BoundaryTriangleSet.hpp"
23
24#include <iostream>
25
26#include "BoundaryLineSet.hpp"
27#include "BoundaryPointSet.hpp"
28#include "Atom/TesselPoint.hpp"
29
30#include "Helpers/defs.hpp"
31
32#include "CodePatterns/Assert.hpp"
33#include "CodePatterns/Info.hpp"
34#include "CodePatterns/Log.hpp"
35#include "CodePatterns/Verbose.hpp"
36#include "LinearAlgebra/Exceptions.hpp"
37#include "LinearAlgebra/Line.hpp"
38#include "LinearAlgebra/Plane.hpp"
39#include "LinearAlgebra/Vector.hpp"
40
41using namespace std;
42
43/** Constructor for BoundaryTriangleSet.
44 */
45BoundaryTriangleSet::BoundaryTriangleSet() :
46 Nr(-1)
47{
48 //Info FunctionInfo(__func__);
49 for (int i = 0; i < 3; i++) {
50 endpoints[i] = NULL;
51 lines[i] = NULL;
52 }
53}
54;
55
56/** Constructor for BoundaryTriangleSet with three lines.
57 * \param *line[3] lines that make up the triangle
58 * \param number number of triangle
59 */
60BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet * const line[3], const int number) :
61 Nr(number)
62{
63 //Info FunctionInfo(__func__);
64 // set number
65 // set lines
66 for (int i = 0; i < 3; i++) {
67 lines[i] = line[i];
68 lines[i]->AddTriangle(this);
69 }
70 // get ascending order of endpoints
71 PointMap OrderMap;
72 for (int i = 0; i < 3; i++) {
73 // for all three lines
74 for (int j = 0; j < 2; j++) { // for both endpoints
75 OrderMap.insert(pair<int, class BoundaryPointSet *> (line[i]->endpoints[j]->Nr, line[i]->endpoints[j]));
76 // and we don't care whether insertion fails
77 }
78 }
79 // set endpoints
80 int Counter = 0;
81 LOG(4, "DEBUG: New triangle " << Nr << " with end points: ");
82 for (PointMap::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) {
83 endpoints[Counter] = runner->second;
84 LOG(4, "DEBUG: " << *endpoints[Counter]);
85 Counter++;
86 }
87 ASSERT(Counter >= 3,"We have a triangle with only two distinct endpoints!");
88};
89
90
91/** Destructor of BoundaryTriangleSet.
92 * Removes itself from each of its lines' LineMap and removes them if necessary.
93 * \note When removing triangles from a class Tesselation, use RemoveTesselationTriangle()
94 */
95BoundaryTriangleSet::~BoundaryTriangleSet()
96{
97 //Info FunctionInfo(__func__);
98 for (int i = 0; i < 3; i++) {
99 if (lines[i] != NULL) {
100 if (lines[i]->triangles.erase(Nr)) {
101 //LOG(5, "DEBUG: Triangle Nr." << Nr << " erased in line " << *lines[i] << ".");
102 }
103 if (lines[i]->triangles.empty()) {
104 //LOG(5, "DEBUG: " << *lines[i] << " is no more attached to any triangle, erasing.");
105 delete (lines[i]);
106 lines[i] = NULL;
107 }
108 }
109 }
110 //LOG(5, "DEBUG: Erasing triangle Nr." << Nr << " itself.");
111}
112;
113
114/** Calculates the area of this triangle.
115 *
116 * @return surface area in between the tree points of this triangle
117 */
118double BoundaryTriangleSet::getArea() const
119{
120 Vector x;
121 Vector y;
122 x = getEndpoint(0) - getEndpoint(1);
123 y = getEndpoint(0) - getEndpoint(2);
124 const double a = x.Norm();
125 const double b = y.Norm();
126 const double c = getEndpoint(2).distance(getEndpoint(1));
127 const double area = sqrt(((a + b + c) * (a + b + c) - 2 * (a * a + b * b + c * c)) / 16.); // area of tesselated triangle
128 return area;
129}
130
131/** Calculates the normal vector for this triangle.
132 * Is made unique by comparison with \a OtherVector to point in the other direction.
133 * \param &OtherVector direction vector to make normal vector unique.
134 */
135void BoundaryTriangleSet::GetNormalVector(const Vector &OtherVector)
136{
137 //Info FunctionInfo(__func__);
138 // get normal vector
139 NormalVector = Plane((endpoints[0]->node->getPosition()),
140 (endpoints[1]->node->getPosition()),
141 (endpoints[2]->node->getPosition())).getNormal();
142
143 // make it always point inward (any offset vector onto plane projected onto normal vector suffices)
144 if (NormalVector.ScalarProduct(OtherVector) > 0.)
145 NormalVector.Scale(-1.);
146 LOG(4, "DEBUG: Normal Vector of " << *this << " is " << NormalVector << ".");
147}
148;
149
150/** Finds the point on the triangle \a *BTS through which the line defined by \a *MolCenter and \a *x crosses.
151 * We call Vector::GetIntersectionWithPlane() to receive the intersection point with the plane
152 * Thus we test if it's really on the plane and whether it's inside the triangle on the plane or not.
153 * The latter is done as follows: We calculate the cross point of one of the triangle's baseline with the line
154 * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
155 * the first two basepoints) or not.
156 * \param *out output stream for debugging
157 * \param &MolCenter offset vector of line
158 * \param &x second endpoint of line, minus \a *MolCenter is directional vector of line
159 * \param &Intersection intersection on plane on return
160 * \return true - \a *Intersection contains intersection on plane defined by triangle, false - zero vector if outside of triangle.
161 */
162
163bool BoundaryTriangleSet::GetIntersectionInsideTriangle(const Vector & MolCenter, const Vector & x, Vector &Intersection) const
164{
165 //Info FunctionInfo(__func__);
166 Vector CrossPoint;
167 Vector helper;
168
169 try {
170 Line centerLine = makeLineThrough(MolCenter, x);
171 Intersection = Plane(NormalVector, (endpoints[0]->node->getPosition())).GetIntersection(centerLine);
172
173 LOG(4, "DEBUG: Triangle is " << *this << ".");
174 LOG(4, "DEBUG: Line is from " << MolCenter << " to " << x << ".");
175 LOG(4, "DEBUG: Intersection is " << Intersection << ".");
176
177 if (Intersection.DistanceSquared(endpoints[0]->node->getPosition()) < MYEPSILON) {
178 LOG(4, "DEBUG: Intersection coindices with first endpoint.");
179 return true;
180 } else if (Intersection.DistanceSquared(endpoints[1]->node->getPosition()) < MYEPSILON) {
181 LOG(4, "DEBUG: Intersection coindices with second endpoint.");
182 return true;
183 } else if (Intersection.DistanceSquared(endpoints[2]->node->getPosition()) < MYEPSILON) {
184 LOG(4, "DEBUG: Intersection coindices with third endpoint.");
185 return true;
186 }
187 // Calculate cross point between one baseline and the line from the third endpoint to intersection
188 int i = 0;
189 do {
190 Line line1 = makeLineThrough((endpoints[i%3]->node->getPosition()),(endpoints[(i+1)%3]->node->getPosition()));
191 Line line2 = makeLineThrough((endpoints[(i+2)%3]->node->getPosition()),Intersection);
192 CrossPoint = line1.getIntersection(line2);
193 helper = (endpoints[(i+1)%3]->node->getPosition()) - (endpoints[i%3]->node->getPosition());
194 CrossPoint -= (endpoints[i%3]->node->getPosition()); // cross point was returned as absolute vector
195 const double s = CrossPoint.ScalarProduct(helper)/helper.NormSquared();
196 LOG(4, "DEBUG: Factor s is " << s << ".");
197 if ((s < -MYEPSILON) || ((s-1.) > MYEPSILON)) {
198 LOG(4, "DEBUG: Crosspoint " << CrossPoint << "outside of triangle.");
199 return false;
200 }
201 i++;
202 } while (i < 3);
203 LOG(4, "DEBUG: Crosspoint " << CrossPoint << " inside of triangle.");
204 return true;
205 }
206 catch (LinearAlgebraException &excp) {
207 LOG(1, boost::diagnostic_information(excp));
208 ELOG(1, "Alas! Intersection with plane failed - at least numerically - the intersection is not on the plane!");
209 return false;
210 }
211 return true;
212}
213
214
215/** Finds the point on the triangle to the point \a *x.
216 * We call Vector::GetIntersectionWithPlane() with \a * and the center of the triangle to receive an intersection point.
217 * Then we check the in-plane part (the part projected down onto plane). We check whether it crosses one of the
218 * boundary lines. If it does, we return this intersection as closest point, otherwise the projected point down.
219 * Thus we test if it's really on the plane and whether it's inside the triangle on the plane or not.
220 * The latter is done as follows: We calculate the cross point of one of the triangle's baseline with the line
221 * given by the intersection and the third basepoint. Then, we check whether it's on the baseline (i.e. between
222 * the first two basepoints) or not.
223 * \param *x point
224 * \param *ClosestPoint desired closest point inside triangle to \a *x, is absolute vector
225 * \return Distance squared between \a *x and closest point inside triangle
226 */
227double BoundaryTriangleSet::GetClosestPointInsideTriangle(const Vector &x, Vector &ClosestPoint) const
228{
229 //Info FunctionInfo(__func__);
230 Vector Direction;
231
232 // 1. get intersection with plane
233 LOG(3, "DEBUG: Looking for closest point of triangle " << *this << " to " << x << ".");
234 LOG(3, "DEBUG: endpoints are " << endpoints[0]->node->getPosition() << ","
235 << endpoints[1]->node->getPosition() << ", and " << endpoints[2]->node->getPosition() << ".");
236 try {
237 ClosestPoint = Plane(NormalVector, (endpoints[0]->node->getPosition())).getClosestPoint(x);
238 }
239 catch (LinearAlgebraException &excp) {
240 (ClosestPoint) = (x);
241 }
242 Vector InPlane(ClosestPoint); // points from plane intersection to straight-down point
243 LOG(4, "DEBUG: Closest point on triangle plane is " << ClosestPoint << ".");
244
245 // 2. Calculate in plane part of line (x, intersection)
246
247 // Calculate cross point between one baseline and the desired point such that distance is shortest
248 Vector CrossDirection[3];
249 Vector CrossPoint[3];
250 for (int i = 0; i < 3; i++) {
251 const Vector Direction = (endpoints[i%3]->node->getPosition()) - (endpoints[(i+1)%3]->node->getPosition());
252 // calculate intersection, line can never be parallel to Direction (is the same vector as PlaneNormal);
253 Line l = makeLineThrough((endpoints[i%3]->node->getPosition()), (endpoints[(i+1)%3]->node->getPosition()));
254 CrossPoint[i] = l.getClosestPoint(InPlane);
255 // NOTE: direction of line is normalized, hence s must not necessarily be in [0,1] for the baseline
256 LOG(4, "DEBUG: Closest point on line from " << (endpoints[(i+1)%3]->node->getPosition())
257 << " to " << (endpoints[i%3]->node->getPosition()) << " is " << CrossPoint[i] << ".");
258 CrossPoint[i] -= (endpoints[(i+1)%3]->node->getPosition()); // cross point was returned as absolute vector
259 const double s = CrossPoint[i].ScalarProduct(Direction)/Direction.NormSquared();
260 LOG(5, "DEBUG: Factor s is " << s << ".");
261 if ((s >= -MYEPSILON) && ((s-1.) <= MYEPSILON)) {
262 CrossPoint[i] += (endpoints[(i+1)%3]->node->getPosition()); // make cross point absolute again
263 LOG(5, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting BoundaryLine between "
264 << endpoints[i % 3]->node->getPosition() << " and "
265 << endpoints[(i + 1) % 3]->node->getPosition() << ".");
266 } else {
267 // set to either endpoint of BoundaryLine
268 if (s < -MYEPSILON)
269 CrossPoint[i] = (endpoints[(i+1)%3]->node->getPosition());
270 else
271 CrossPoint[i] = (endpoints[i%3]->node->getPosition());
272 LOG(5, "DEBUG: Crosspoint is " << CrossPoint[i] << ", intersecting outside of BoundaryLine between "
273 << endpoints[i % 3]->node->getPosition() << " and "
274 << endpoints[(i + 1) % 3]->node->getPosition() << ".");
275 }
276 CrossDirection[i] = CrossPoint[i] - InPlane;
277 }
278
279 bool InsideFlag = true;
280 double ShortestDistance = -1.;
281 for (int i = 0; i < 3; i++) {
282 const double sign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 1) % 3]);
283 const double othersign = CrossDirection[i].ScalarProduct(CrossDirection[(i + 2) % 3]);
284
285 if ((sign > -MYEPSILON) && (othersign > -MYEPSILON)) // have different sign
286 InsideFlag = false;
287 // update current best candidate
288 const double distance = CrossPoint[i].DistanceSquared(x);
289 if ((ShortestDistance < 0.) || (ShortestDistance > distance)) {
290 ShortestDistance = distance;
291 (ClosestPoint) = CrossPoint[i];
292 }
293 }
294
295 if (InsideFlag) {
296 (ClosestPoint) = InPlane;
297 ShortestDistance = InPlane.DistanceSquared(x);
298 }
299 LOG(3, "DEBUG: Closest Point is " << ClosestPoint << " with shortest squared distance is " << ShortestDistance << ".");
300
301 return ShortestDistance;
302}
303
304
305/** Checks whether lines is any of the three boundary lines this triangle contains.
306 * \param *line line to test
307 * \return true - line is of the triangle, false - is not
308 */
309bool BoundaryTriangleSet::ContainsBoundaryLine(const BoundaryLineSet * const line) const
310{
311 //Info FunctionInfo(__func__);
312 for (int i = 0; i < 3; i++)
313 if (line == lines[i])
314 return true;
315 return false;
316}
317;
318
319/** Checks whether point is any of the three endpoints this triangle contains.
320 * \param *point point to test
321 * \return true - point is of the triangle, false - is not
322 */
323bool BoundaryTriangleSet::ContainsBoundaryPoint(const BoundaryPointSet * const point) const
324{
325 //Info FunctionInfo(__func__);
326 for (int i = 0; i < 3; i++)
327 if (point == endpoints[i])
328 return true;
329 return false;
330}
331;
332
333/** Checks whether point is any of the three endpoints this triangle contains.
334 * \param *point TesselPoint to test
335 * \return true - point is of the triangle, false - is not
336 */
337bool BoundaryTriangleSet::ContainsBoundaryPoint(const TesselPoint * const point) const
338{
339 //Info FunctionInfo(__func__);
340 for (int i = 0; i < 3; i++)
341 if (point == endpoints[i]->node)
342 return true;
343 return false;
344}
345;
346
347/** Checks whether three given \a *Points coincide with triangle's endpoints.
348 * \param *Points[3] pointer to BoundaryPointSet
349 * \return true - is the very triangle, false - is not
350 */
351bool BoundaryTriangleSet::IsPresentTupel(const BoundaryPointSet * const Points[3]) const
352{
353 //Info FunctionInfo(__func__);
354 LOG(1, "INFO: Checking " << Points[0] << "," << Points[1] << "," << Points[2] << " against " << endpoints[0] << "," << endpoints[1] << "," << endpoints[2] << ".");
355 return (((endpoints[0] == Points[0]) || (endpoints[0] == Points[1]) || (endpoints[0] == Points[2])) && ((endpoints[1] == Points[0]) || (endpoints[1] == Points[1]) || (endpoints[1] == Points[2])) && ((endpoints[2] == Points[0]) || (endpoints[2] == Points[1]) || (endpoints[2] == Points[2])
356
357 ));
358}
359;
360
361/** Checks whether three given \a *Points coincide with triangle's endpoints.
362 * \param *Points[3] pointer to BoundaryPointSet
363 * \return true - is the very triangle, false - is not
364 */
365bool BoundaryTriangleSet::IsPresentTupel(const BoundaryTriangleSet * const T) const
366{
367 //Info FunctionInfo(__func__);
368 return (((endpoints[0] == T->endpoints[0]) || (endpoints[0] == T->endpoints[1]) || (endpoints[0] == T->endpoints[2])) && ((endpoints[1] == T->endpoints[0]) || (endpoints[1] == T->endpoints[1]) || (endpoints[1] == T->endpoints[2])) && ((endpoints[2] == T->endpoints[0]) || (endpoints[2] == T->endpoints[1]) || (endpoints[2] == T->endpoints[2])
369
370 ));
371}
372;
373
374/** Checks whether a given point is inside the plane of the triangle and inside the
375 * bounds defined by its BoundaryLineSet's.
376 *
377 * @param point point to check
378 * @return true - point is inside place and inside all BoundaryLine's
379 */
380bool BoundaryTriangleSet::IsInsideTriangle(const Vector &point) const
381{
382 Info FunctionInfo(__func__);
383
384 // check if it's inside the plane
385 try {
386 Plane trianglePlane(
387 endpoints[0]->node->getPosition(),
388 endpoints[1]->node->getPosition(),
389 endpoints[2]->node->getPosition());
390 if (!trianglePlane.isContained(point)) {
391 LOG(1, "INFO: Point " << point << " is not inside plane " << trianglePlane << " by "
392 << trianglePlane.distance(point) << ".");
393 return false;
394 }
395 } catch(LinearDependenceException) {
396 // triangle is degenerated, it's just a line (i.e. one endpoint is right in between two others
397 for (size_t i = 0; i < NDIM; ++i) {
398 try {
399 Line l = makeLineThrough(
400 lines[i]->endpoints[0]->node->getPosition(),
401 lines[i]->endpoints[1]->node->getPosition());
402 if (l.isContained(GetThirdEndpoint(lines[i])->node->getPosition())) {
403 // we have the largest of the three lines
404 LOG(1, "INFO: Linear-dependent case where point " << point << " is on line " << l << ".");
405 return (l.isContained(point));
406 }
407 } catch(ZeroVectorException) {
408 // two points actually coincide
409 try {
410 Line l = makeLineThrough(
411 lines[i]->endpoints[0]->node->getPosition(),
412 GetThirdEndpoint(lines[i])->node->getPosition());
413 LOG(1, "INFO: Degenerated case where point " << point << " is on line " << l << ".");
414 return (l.isContained(point));
415 } catch(ZeroVectorException) {
416 // all three points coincide
417 if (point.DistanceSquared(lines[i]->endpoints[0]->node->getPosition()) < MYEPSILON) {
418 LOG(1, "INFO: Full-Degenerated case where point " << point << " is on three endpoints "
419 << lines[i]->endpoints[0]->node->getPosition() << ".");
420 return true;
421 }
422 else return false;
423 }
424 }
425 }
426 }
427
428 // check whether it lies on the correct side as given by third endpoint for
429 // each BoundaryLine.
430 // NOTE: we assume here that endpoints are linear independent, as the case
431 // has been caught before already extensively
432 for (size_t i = 0; i < NDIM; ++i) {
433 Line l = makeLineThrough(
434 lines[i]->endpoints[0]->node->getPosition(),
435 lines[i]->endpoints[1]->node->getPosition());
436 Vector onLine( l.getClosestPoint(point) );
437 LOG(1, "INFO: Closest point on boundary line is " << onLine << ".");
438 Vector inTriangleDirection( GetThirdEndpoint(lines[i])->node->getPosition() - onLine );
439 Vector inPointDirection(point - onLine);
440 if ((inTriangleDirection.NormSquared() > MYEPSILON) && (inPointDirection.NormSquared() > MYEPSILON))
441 if (inTriangleDirection.ScalarProduct(inPointDirection) < -MYEPSILON)
442 return false;
443 }
444
445 return true;
446}
447
448
449/** Returns the endpoint which is not contained in the given \a *line.
450 * \param *line baseline defining two endpoints
451 * \return pointer third endpoint or NULL if line does not belong to triangle.
452 */
453class BoundaryPointSet *BoundaryTriangleSet::GetThirdEndpoint(const BoundaryLineSet * const line) const
454{
455 //Info FunctionInfo(__func__);
456 // sanity check
457 if (!ContainsBoundaryLine(line))
458 return NULL;
459 for (int i = 0; i < 3; i++)
460 if (!line->ContainsBoundaryPoint(endpoints[i]))
461 return endpoints[i];
462 // actually, that' impossible :)
463 return NULL;
464}
465;
466
467/** Returns the baseline which does not contain the given boundary point \a *point.
468 * \param *point endpoint which is neither endpoint of the desired line
469 * \return pointer to desired third baseline
470 */
471class BoundaryLineSet *BoundaryTriangleSet::GetThirdLine(const BoundaryPointSet * const point) const
472{
473 //Info FunctionInfo(__func__);
474 // sanity check
475 if (!ContainsBoundaryPoint(point))
476 return NULL;
477 for (int i = 0; i < 3; i++)
478 if (!lines[i]->ContainsBoundaryPoint(point))
479 return lines[i];
480 // actually, that' impossible :)
481 return NULL;
482}
483;
484
485/** Calculates the center point of the triangle.
486 * Is third of the sum of all endpoints.
487 * \param *center central point on return.
488 */
489void BoundaryTriangleSet::GetCenter(Vector & center) const
490{
491 //Info FunctionInfo(__func__);
492 center.Zero();
493 for (int i = 0; i < 3; i++)
494 (center) += (endpoints[i]->node->getPosition());
495 center.Scale(1. / 3.);
496 LOG(4, "DEBUG: Center of BoundaryTriangleSet is at " << center << ".");
497}
498
499/**
500 * gets the Plane defined by the three triangle Basepoints
501 */
502Plane BoundaryTriangleSet::getPlane() const{
503 ASSERT(endpoints[0] && endpoints[1] && endpoints[2], "Triangle not fully defined");
504
505 return Plane(endpoints[0]->node->getPosition(),
506 endpoints[1]->node->getPosition(),
507 endpoints[2]->node->getPosition());
508}
509
510Vector BoundaryTriangleSet::getEndpoint(int i) const{
511 ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
512
513 return endpoints[i]->node->getPosition();
514}
515
516string BoundaryTriangleSet::getEndpointName(int i) const{
517 ASSERT(i>=0 && i<3,"Index of Endpoint out of Range");
518
519 return endpoints[i]->node->getName();
520}
521
522/** output operator for BoundaryTriangleSet.
523 * \param &ost output stream
524 * \param &a boundary triangle
525 */
526ostream &operator <<(ostream &ost, const BoundaryTriangleSet &a)
527{
528 ost << "[" << a.Nr << "|" << a.getEndpointName(0) << "," << a.getEndpointName(1) << "," << a.getEndpointName(2) << "]";
529 // ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << " at " << *a.endpoints[0]->node->node << ","
530 // << a.endpoints[1]->node->Name << " at " << *a.endpoints[1]->node->node << "," << a.endpoints[2]->node->Name << " at " << *a.endpoints[2]->node->node << "]";
531 return ost;
532}
533;
534
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