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6.01 kB
| // This file is part of libigl, a simple c++ geometry processing library. | |
| // | |
| // Copyright (C) 2019 Qingnan Zhou <qnzhou@gmail.com> | |
| // | |
| // This Source Code Form is subject to the terms of the Mozilla Public License | |
| // v. 2.0. If a copy of the MPL was not distributed with this file, You can | |
| // obtain one at http://mozilla.org/MPL/2.0/. | |
| namespace igl { | |
| namespace predicates { | |
| using REAL = IGL_PREDICATES_REAL; | |
| IGL_INLINE void exactinit() { | |
| // Thread-safe initialization using Meyers' singleton | |
| class MySingleton { | |
| public: | |
| static MySingleton& instance() { | |
| static MySingleton instance; | |
| return instance; | |
| } | |
| private: | |
| MySingleton() { ::exactinit(); } | |
| }; | |
| MySingleton::instance(); | |
| } | |
| template<typename Vector2D> | |
| IGL_INLINE Orientation orient2d( | |
| const Eigen::MatrixBase<Vector2D>& pa, | |
| const Eigen::MatrixBase<Vector2D>& pb, | |
| const Eigen::MatrixBase<Vector2D>& pc) | |
| { | |
| EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2); | |
| IGL_ASSERT_SCALAR(Vector2D); | |
| using Point = Eigen::Matrix<REAL, 2, 1>; | |
| Point a{pa[0], pa[1]}; | |
| Point b{pb[0], pb[1]}; | |
| Point c{pc[0], pc[1]}; | |
| const auto r = ::orient2d(a.data(), b.data(), c.data()); | |
| if (r > 0) return Orientation::POSITIVE; | |
| else if (r < 0) return Orientation::NEGATIVE; | |
| else return Orientation::COLLINEAR; | |
| } | |
| template<typename Vector3D> | |
| IGL_INLINE Orientation orient3d( | |
| const Eigen::MatrixBase<Vector3D>& pa, | |
| const Eigen::MatrixBase<Vector3D>& pb, | |
| const Eigen::MatrixBase<Vector3D>& pc, | |
| const Eigen::MatrixBase<Vector3D>& pd) | |
| { | |
| EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3); | |
| IGL_ASSERT_SCALAR(Vector3D); | |
| using Point = Eigen::Matrix<REAL, 3, 1>; | |
| Point a{pa[0], pa[1], pa[2]}; | |
| Point b{pb[0], pb[1], pb[2]}; | |
| Point c{pc[0], pc[1], pc[2]}; | |
| Point d{pd[0], pd[1], pd[2]}; | |
| const auto r = ::orient3d(a.data(), b.data(), c.data(), d.data()); | |
| if (r > 0) return Orientation::POSITIVE; | |
| else if (r < 0) return Orientation::NEGATIVE; | |
| else return Orientation::COPLANAR; | |
| } | |
| template<typename Vector2D> | |
| IGL_INLINE Orientation incircle( | |
| const Eigen::MatrixBase<Vector2D>& pa, | |
| const Eigen::MatrixBase<Vector2D>& pb, | |
| const Eigen::MatrixBase<Vector2D>& pc, | |
| const Eigen::MatrixBase<Vector2D>& pd) | |
| { | |
| EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector2D, 2); | |
| IGL_ASSERT_SCALAR(Vector2D); | |
| using Point = Eigen::Matrix<REAL, 2, 1>; | |
| Point a{pa[0], pa[1]}; | |
| Point b{pb[0], pb[1]}; | |
| Point c{pc[0], pc[1]}; | |
| Point d{pd[0], pd[1]}; | |
| const auto r = ::incircle(a.data(), b.data(), c.data(), d.data()); | |
| if (r > 0) return Orientation::INSIDE; | |
| else if (r < 0) return Orientation::OUTSIDE; | |
| else return Orientation::COCIRCULAR; | |
| } | |
| template<typename Vector3D> | |
| IGL_INLINE Orientation insphere( | |
| const Eigen::MatrixBase<Vector3D>& pa, | |
| const Eigen::MatrixBase<Vector3D>& pb, | |
| const Eigen::MatrixBase<Vector3D>& pc, | |
| const Eigen::MatrixBase<Vector3D>& pd, | |
| const Eigen::MatrixBase<Vector3D>& pe) | |
| { | |
| EIGEN_STATIC_ASSERT_VECTOR_SPECIFIC_SIZE(Vector3D, 3); | |
| IGL_ASSERT_SCALAR(Vector3D); | |
| using Point = Eigen::Matrix<REAL, 3, 1>; | |
| Point a{pa[0], pa[1], pa[2]}; | |
| Point b{pb[0], pb[1], pb[2]}; | |
| Point c{pc[0], pc[1], pc[2]}; | |
| Point d{pd[0], pd[1], pd[2]}; | |
| Point e{pe[0], pe[1], pe[2]}; | |
| const auto r = ::insphere(a.data(), b.data(), c.data(), d.data(), e.data()); | |
| if (r > 0) return Orientation::INSIDE; | |
| else if (r < 0) return Orientation::OUTSIDE; | |
| else return Orientation::COSPHERICAL; | |
| } | |
| } | |
| } | |
| // Explicit template instantiation | |
| IGL_ORIENT2D(IGL_MATRIX(float, 1, 2)); | |
| IGL_INCIRCLE(IGL_MATRIX(float, 1, 2)); | |
| IGL_ORIENT2D(IGL_MATRIX(float, 2, 1)); | |
| IGL_INCIRCLE(IGL_MATRIX(float, 2, 1)); | |
| IGL_ORIENT3D(IGL_MATRIX(float, 1, 3)); | |
| IGL_INSPHERE(IGL_MATRIX(float, 1, 3)); | |
| IGL_ORIENT3D(IGL_MATRIX(float, 3, 1)); | |
| IGL_INSPHERE(IGL_MATRIX(float, 3, 1)); | |
| IGL_ORIENT2D(IGL_MATRIX(double, 1, 2)); | |
| IGL_INCIRCLE(IGL_MATRIX(double, 1, 2)); | |
| IGL_ORIENT2D(IGL_MATRIX(double, 2, 1)); | |
| IGL_INCIRCLE(IGL_MATRIX(double, 2, 1)); | |
| IGL_ORIENT3D(IGL_MATRIX(double, 1, 3)); | |
| IGL_INSPHERE(IGL_MATRIX(double, 1, 3)); | |
| IGL_ORIENT3D(IGL_MATRIX(double, 3, 1)); | |
| IGL_INSPHERE(IGL_MATRIX(double, 3, 1)); | |