# include # include # include # include # include # include # include using namespace std; # include "geometry.hpp" //****************************************************************************80 void angle_box_2d ( double dist, double p1[2], double p2[2], double p3[2], double p4[2], double p5[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_BOX_2D "boxes" an angle defined by three points in 2D. // // Discussion: // // The routine is given points P1, P2 and P3, determining the two lines: // P1 to P2 // and // P2 to P3 // and a nonnegative distance // DIST. // // The routine returns a pair of "corner" points // P4 and P5 // both of which are a distance DIST from both lines, and in fact, // both of which are a distance DIST from P2. // // / P3 // / / / // - - - - - - - - -P4 - / -P6 - - - // / / / // P1---------------/--P2----------------- // / / / // - - - - - - -P7 - / -P5 - - - - - // / / / // // In the illustration, P1, P2 and P3 represent // the points defining the lines. // // P4 and P5 represent the desired "corner points", which // are on the positive or negative sides of both lines. // // The numbers P6 and P7 represent the undesired points, which // are on the positive side of one line and the negative of the other. // // Special cases: // // if P1 = P2, this is the same as extending the line from // P3 through P2 without a bend. // // if P3 = P2, this is the same as extending the line from // P1 through P2 without a bend. // // if P1 = P2 = P3 this is an error. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double DIST, the nonnegative distance from P1 // to the computed points P4 and P5. // // Input, double P1[2], P2[2], P3[2]. // P1 and P2 are distinct points that define a line. // P2 and P3 are distinct points that define a line. // // Output, double P4[2], P5[2], points which lie DIST units from // the line between P1 and P2, and from the line between P2 and P3. // { # define DIM_NUM 2 double stheta; double temp; double temp1; double temp2; double u[DIM_NUM]; double u1[DIM_NUM]; double u2[DIM_NUM]; // // If DIST = 0, assume the user knows best. // if ( dist == 0.0 ) { r8vec_copy ( DIM_NUM, p2, p4 ); r8vec_copy ( DIM_NUM, p2, p5 ); return; } // // Fail if all three points are equal. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) && r8vec_eq ( DIM_NUM, p2, p3 ) ) { cerr << "\n"; cerr << "ANGLE_BOX_2D - Fatal error!\n"; cerr << " Input points P3 = P2 = P3.\n"; r8vec_print ( DIM_NUM, p1, " P1:" ); exit ( 1 ); } // // If P1 = P2, extend the line through the doubled point. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { u2[0] = p3[1] - p2[1]; u2[1] = p2[0] - p3[0]; temp = r8vec_norm ( DIM_NUM, u2 ); u2[0] = u2[0] / temp; u2[1] = u2[1] / temp; p4[0] = p2[0] + dist * u2[0]; p4[1] = p2[1] + dist * u2[1]; p5[0] = p2[0] - dist * u2[0]; p5[1] = p2[1] - dist * u2[1]; return; } // // If P2 = P3, extend the line through the doubled point. // if ( r8vec_eq ( DIM_NUM, p2, p3 ) ) { u1[0] = p1[1] - p2[1]; u1[1] = p2[0] - p1[0]; temp = r8vec_norm ( DIM_NUM, u1 ); u1[0] = u1[0] / temp; u1[1] = u1[1] / temp; p4[0] = p2[0] + dist * u1[0]; p4[1] = p2[1] + dist * u1[1]; p5[0] = p2[0] - dist * u1[0]; p5[1] = p2[1] - dist * u1[1]; return; } // // Now compute the unit normal vectors to each line. // We choose the sign so that the unit normal to line 1 has // a positive dot product with line 2. // u1[0] = p1[1] - p2[1]; u1[1] = p2[0] - p1[0]; temp = r8vec_norm ( DIM_NUM, u1 ); u1[0] = u1[0] / temp; u1[1] = u1[1] / temp; temp1 = u1[0] * ( p3[0] - p2[0] ) + u1[1] * ( p3[1] - p2[1] ); if ( temp1 < 0.0 ) { u1[0] = -u1[0]; u1[1] = -u1[1]; } u2[0] = p3[1] - p2[1]; u2[1] = p2[0] - p3[0]; temp = r8vec_norm ( DIM_NUM, u2 ); u2[0] = u2[0] / temp; u2[1] = u2[1] / temp; temp2 = u2[0] * ( p1[0] - p2[0] ) + u2[1] * ( p1[1] - p2[1] ); if ( temp2 < 0.0 ) { u2[0] = -u2[0]; u2[1] = -u2[1]; } // // Try to catch the case where we can't determine the // sign of U1, because both U1 and -U1 are perpendicular // to (P3-P2), and similarly for U2 and (P1-P2). // if ( temp1 == 0.0 || temp2 == 0.0 ) { if ( u1[0] * u2[0] + u1[1] * u2[1] < 0.0 ) { u1[0] = -u1[0]; u2[0] = -u2[0]; } } // // Try to catch a line turning back on itself, evidenced by // Cos(theta) = (P3-P2) dot (P2-P1) / ( norm(P3-P2) * norm(P2-P1) ) // being -1, or very close to -1. // temp = ( p3[0] - p2[0] ) * ( p2[0] - p1[0] ) + ( p3[1] - p2[1] ) * ( p2[1] - p1[1] ); temp1 = sqrt ( pow ( p3[0] - p2[0], 2 ) + pow ( p3[1] - p2[1], 2 ) ); temp2 = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) ); temp = temp / ( temp1 * temp2 ); if ( temp < -0.99 ) { temp = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) ); p4[0] = p2[0] + dist * ( p2[0] - p1[0] ) / temp + dist * u1[0]; p4[1] = p2[1] + dist * ( p2[1] - p1[1] ) / temp + dist * u1[1]; p5[0] = p2[0] + dist * ( p2[0] - p1[0] ) / temp - dist * u1[0]; p5[1] = p2[1] + dist * ( p2[1] - p1[1] ) / temp - dist * u1[1]; return; } // // Compute the "average" unit normal vector. // // The average of the unit normals could be zero, but only when // the second line has the same direction and opposite sense // of the first, and we've already checked for that case. // // Well, check again! This problem "bit" me in the case where // P1 = P2, which I now treat specially just to guarantee I // avoid this problem! // if ( u1[0] * u2[0] + u1[1] * u2[1] < 0.0 ) { u2[0] = -u2[0]; u2[1] = -u2[1]; } u[0] = 0.5 * ( u1[0] + u2[0] ); u[1] = 0.5 * ( u1[1] + u2[1] ); temp = r8vec_norm ( DIM_NUM, u ); u[0] = u[0] / temp; u[1] = u[1] / temp; // // You must go DIST/STHETA units along this unit normal to // result in a distance DIST from line1 (and line2). // stheta = u[0] * u1[0] + u[1] * u1[1]; p4[0] = p2[0] + dist * u[0] / stheta; p4[1] = p2[1] + dist * u[1] / stheta; p5[0] = p2[0] - dist * u[0] / stheta; p5[1] = p2[1] - dist * u[1] / stheta; return; # undef DIM_NUM } //****************************************************************************80 bool angle_contains_ray_2d ( double p1[2], double p2[2], double p3[2], double p[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_CONTAINS_RAY_2D determines if an angle contains a ray, in 2D. // // Discussion: // // The angle is defined by the sequence of points P1, P2, P3. // // The ray is defined by the sequence of points P2, P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], the coordinates of points on // the angle. // // Input, double P[2], the end point of the ray to be checked. // The ray is assumed to have an origin at P2. // // Output, bool ANGLE_CONTAINS_RAY_2D, is true if the ray is inside // the angle or on its boundary, and false otherwise. // { double a1; double a2; bool value; a1 = angle_deg_2d ( p1, p2, p ); a2 = angle_deg_2d ( p1, p2, p3 ); if ( a1 <= a2 ) { value = true; } else { value = false; } return value; } //****************************************************************************80 double angle_deg_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_DEG_2D returns the angle in degrees swept out between two rays in 2D. // // Discussion: // // Except for the zero angle case, it should be true that // // ANGLE_DEG_2D(P1,P2,P3) + ANGLE_DEG_2D(P3,P2,P1) = 360.0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], define the rays // P1 - P2 and P3 - P2 which define the angle. // // Output, double ANGLE_DEG_2D, the angle swept out by the rays, measured // in degrees. 0 <= ANGLE_DEG_2D < 360. If either ray has zero length, // then ANGLE_DEG_2D is set to 0. // { # define DIM_NUM 2 double angle_rad; double p[DIM_NUM]; double pi = 3.141592653589793; double value; p[0] = ( p1[0] - p2[0] ) * ( p3[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p3[1] - p2[1] ); p[1] = ( p1[0] - p2[0] ) * ( p3[1] - p2[1] ) - ( p1[1] - p2[1] ) * ( p3[0] - p2[0] ); if ( p[0] == 0.0 && p[1] == 0.0 ) { value = 0.0; } else { angle_rad = atan2 ( p[1], p[0] ); if ( angle_rad < 0.0 ) { angle_rad = angle_rad + 2.0 * pi; } value = radians_to_degrees ( angle_rad ); } return value; # undef DIM_NUM } //****************************************************************************80 double *angle_half_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_HALF_2D finds half an angle in 2D. // // Discussion: // // The original angle is defined by the sequence of points P1, P2 and P3. // // The point P4 is calculated so that: // // (P1,P2,P4) = (P1,P2,P3) / 2 // // P1 // / // / P4 // / . // / . // P2--------->P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 May 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], points defining the angle. // // Input, double ANGLE_HALF_2D[2], a point P4 defining the half angle. // The vector P4 - P2 will have unit norm. // { int i; double norm; double *p4; p4 = new double[2]; norm = sqrt ( ( p1[0] - p2[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p1[1] - p2[1] ) ); for ( i = 0; i < 2; i++ ) { p4[i] = ( p1[i] - p2[i] ) / norm; } norm = sqrt ( ( p3[0] - p2[0] ) * ( p3[0] - p2[0] ) + ( p3[1] - p2[1] ) * ( p3[1] - p2[1] ) ); for ( i = 0; i < 2; i++ ) { p4[i] = p4[i] + ( p3[i] - p2[i] ) / norm; } for ( i = 0; i < 2; i++ ) { p4[i] = 0.5 * p4[i]; } norm = r8vec_norm ( 2, p4 ); for ( i = 0; i < 2; i++ ) { p4[i] = p2[i] + p4[i] / norm; } return p4; } //****************************************************************************80 double angle_rad_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_RAD_2D returns the angle in radians swept out between two rays in 2D. // // Discussion: // // ANGLE_RAD_2D ( P1, P2, P3 ) + ANGLE_RAD_2D ( P3, P2, P1 ) = 2 * PI // // P1 // / // / // / // / // P2--------->P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], define the rays // P1 - P2 and P3 - P2 which define the angle. // // Output, double ANGLE_RAD_2D, the angle between the two rays, // in radians. This value will always be between 0 and 2*PI. If either // ray has zero length, then the angle is returned as zero. // { double p[2]; const double r8_pi = 3.141592653589793; double value; p[0] = ( p3[0] - p2[0] ) * ( p1[0] - p2[0] ) + ( p3[1] - p2[1] ) * ( p1[1] - p2[1] ); p[1] = ( p3[0] - p2[0] ) * ( p1[1] - p2[1] ) - ( p3[1] - p2[1] ) * ( p1[0] - p2[0] ); if ( p[0] == 0.0 && p[1] == 0.0 ) { value = 0.0; return value; } value = atan2 ( p[1], p[0] ); if ( value < 0.0 ) { value = value + 2.0 * r8_pi; } return value; } //****************************************************************************80 double angle_rad_3d ( double p1[3], double p2[3], double p3[3] ) //****************************************************************************80 // // Purpose: // // ANGLE_RAD_3D returns the angle between two vectors in 3D. // // Discussion: // // The routine always computes the SMALLER of the two angles between // two vectors. Thus, if the vectors make an (exterior) angle of 200 // degrees, the (interior) angle of 160 is reported. // // X dot Y = Norm(X) * Norm(Y) * Cos ( Angle(X,Y) ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], points defining an angle. // The rays are P1 - P2 and P3 - P2. // // Output, double ANGLE_RAD_3D, the angle between the two vectors, in radians. // This value will always be between 0 and PI. If either vector has // zero length, then the angle is returned as zero. // { # define DIM_NUM 3 double dot; int i; double v1norm; double v2norm; double value; v1norm = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { v1norm = v1norm + pow ( p1[i] - p2[i], 2 ); } v1norm = sqrt ( v1norm ); if ( v1norm == 0.0 ) { value = 0.0; return value; } v2norm = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { v2norm = v2norm + pow ( p3[i] - p2[i], 2 ); } v2norm = sqrt ( v2norm ); if ( v2norm == 0.0 ) { value = 0.0; return value; } dot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dot = dot + ( p1[i] - p2[i] ) * ( p3[i] - p2[i] ); } value = r8_acos ( dot / ( v1norm * v2norm ) ); return value; # undef DIM_NUM } //****************************************************************************80 double angle_rad_nd ( int dim_num, double vec1[], double vec2[] ) //****************************************************************************80 // // Purpose: // // ANGLE_RAD_ND returns the angle between two vectors in ND. // // Discussion: // // ANGLE_RAD_ND always computes the SMALLER of the two angles between // two vectors. Thus, if the vectors make an (exterior) angle of // 1.5 PI radians, then the (interior) angle of 0.5 radians is returned. // // X dot Y = Norm(X) * Norm(Y) * Cos( Angle(X,Y) ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double VEC1[DIM_NUM], VEC2[DIM_NUM], the two vectors to be considered. // // Output, double ANGLE_RAD_ND, the angle between the vectors, in radians. // This value will always be between 0 and PI. // { double dot; double v1norm; double v2norm; double value; dot = r8vec_dot_product ( dim_num, vec1, vec2 ); v1norm = r8vec_norm ( dim_num, vec1 ); v2norm = r8vec_norm ( dim_num, vec2 ); if ( v1norm == 0.0 || v2norm == 0.0 ) { value = 0.0; } else { value = acos ( dot / ( v1norm * v2norm ) ); } return value; } //****************************************************************************80 double angle_turn_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLE_TURN_2D computes a turning angle in 2D. // // Discussion: // // This routine is most useful when considering the vertices of a // polygonal shape. We wish to distinguish between angles that "turn // in" to the shape, (between 0 and 180 degrees) and angles that // "turn out" (between 180 and 360 degrees), as we traverse the boundary. // // If we compute the interior angle and subtract 180 degrees, we get the // supplementary angle, which has the nice property that it is // negative for "in" angles and positive for "out" angles, and is zero if // the three points actually lie along a line. // // Assuming P1, P2 and P3 define an angle, the TURN can be // defined to be either: // // * the supplementary angle to the angle formed by P1=P2=P3, or // // * the angle between the vector ( P3-P2) and the vector -(P1-P2), // where -(P1-P2) can be understood as the vector that continues // through P2 from the direction P1. // // The turning will be zero if P1, P2 and P3 lie along a straight line. // // It will be a positive angle if the turn from the previous direction // is counter clockwise, and negative if it is clockwise. // // The turn is given in radians, and will lie between -PI and PI. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], the points that form // the angle. // // Output, double ANGLE_TURN_2D, the turn angle, between -PI and PI. // { # define DIM_NUM 2 double p[DIM_NUM]; double pi = 3.141592653589793; double turn; p[0] = ( p3[0] - p2[0] ) * ( p1[0] - p2[0] ) + ( p3[1] - p2[1] ) * ( p1[1] - p2[1] ); p[1] = ( p3[0] - p2[0] ) * ( p1[1] - p2[1] ) - ( p3[1] - p2[1] ) * ( p1[0] - p2[0] ); if ( p[0] == 0.0 && p[1] == 0.0 ) { turn = 0.0; } else { turn = pi - r8_atan ( p[1], p[0] ); } return turn; # undef DIM_NUM } //****************************************************************************80 double anglei_deg_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLEI_DEG_2D returns the interior angle in degrees between two rays in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], points defining an angle. // The rays are P1 - P2 and P3 - P2. // // Output, double ANGLEI_DEG_2D, the angle swept out by the rays, measured // in degrees. This value satisfies 0 <= ANGLEI_DEG_2D < 180.0. If either // ray is of zero length, then ANGLEI_deg_2D is returned as 0. // { # define DIM_NUM 2 double p[DIM_NUM]; double pi = 3.141592653589793; double value; p[0] = ( p1[0] - p2[0] ) * ( p3[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p3[1] - p2[1] ); p[1] = ( p1[0] - p2[0] ) * ( p3[1] - p2[1] ) - ( p1[1] - p2[1] ) * ( p3[0] - p2[0] ); if ( p[0] == 0.0 && p[1] == 0.0 ) { value = 0.0; } else { value = atan2 ( p[1], p[0] ); if ( value < 0.0 ) { value = value + 2.0 * pi; } value = radians_to_degrees ( value ); if ( 180.0 < value ) { value = 360.0 - value; } } return value; # undef DIM_NUM } //****************************************************************************80 double anglei_rad_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // ANGLEI_RAD_2D returns the interior angle in radians between two rays in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], points defining an angle. // The rays are P1 - P2 and P3 - P2. // // Output, double ANGLEI_RAD_2D, the angle swept out by the rays, measured // in degrees. This value satisfies 0 <= ANGLEI_RAD_2D < PI. If either // ray is of zero length, then ANGLEI_RAD_2D is returned as 0. // { # define DIM_NUM 2 double p[DIM_NUM]; double pi = 3.141592653589793; double value; p[0] = ( p1[0] - p2[0] ) * ( p3[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p3[1] - p2[1] ); p[1] = ( p1[0] - p2[0] ) * ( p3[1] - p2[1] ) - ( p1[1] - p2[1] ) * ( p3[0] - p2[0] ); if ( p[0] == 0.0 && p[1] == 0.0 ) { value = 0.0; } else { value = atan2 ( p[1], p[0] ); if ( value < 0.0 ) { value = value + 2.0 * pi; } if ( pi < value ) { value = 2.0 * pi - value; } } return value; # undef DIM_NUM } //****************************************************************************80 double annulus_area_2d ( double r1, double r2 ) //****************************************************************************80 // // Purpose: // // ANNULUS_AREA_2D computes the area of a circular annulus in 2D. // // Discussion: // // A circular annulus with center (XC,YC), inner radius R1 and // outer radius R2, is the set of points (X,Y) so that // // R1^2 <= (X-XC)^2 + (Y-YC)^2 <= R2^2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the inner and outer radii. // // Output, double ANNULUS_AREA_2D, the area. // { double area; double pi = 3.141592653589793; area = pi * ( r2 + r1 ) * ( r2 - r1 ); return area; } //****************************************************************************80 double annulus_sector_area_2d ( double r1, double r2, double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // ANNULUS_SECTOR_AREA_2D computes the area of an annular sector in 2D. // // Discussion: // // An annular sector with center PC, inner radius R1 and // outer radius R2, and angles THETA1, THETA2, is the set of points // P so that // // R1^2 <= (P(1)-PC(1))^2 + (P(2)-PC(2))^2 <= R2^2 // // and // // THETA1 <= THETA ( P - PC ) <= THETA2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the inner and outer radii. // // Input, double THETA1, THETA2, the angles. // // Output, double ANNULUS_SECTOR_AREA_2D, the area. // { double area; area = 0.5 * ( theta2 - theta1 ) * ( r2 + r1 ) * ( r2 - r1 ); return area; } //****************************************************************************80 double *annulus_sector_centroid_2d ( double pc[2], double r1, double r2, double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // ANNULUS_SECTOR_CENTROID_2D computes the centroid of an annular sector in 2D. // // Discussion: // // An annular sector with center PC, inner radius R1 and // outer radius R2, and angles THETA1, THETA2, is the set of points // P so that // // R1^2 <= (P(1)-PC(1))^2 + (P(2)-PC(2))^2 <= R2^2 // // and // // THETA1 <= THETA ( P - PC ) <= THETA2 // // Thanks to Ed Segall for pointing out a mistake in the computation // of the angle THETA assciated with the centroid. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 December 2005 // // Author: // // John Burkardt // // Reference: // // John Harris, Horst Stocker, // Handbook of Mathematics and Computational Science, // Springer, 1998, QA40.S76 // // Parameters: // // Input, double PC[2], the center. // // Input, double R1, R2, the inner and outer radii. // // Input, double THETA1, THETA2, the angles. // // Output, double ANNULUS_SECTOR_CENTROID_2D[2], the centroid. // { double *centroid; double r; double theta; theta = theta2 - theta1; r = 4.0 * sin ( theta / 2.0 ) / ( 3.0 * theta ) * ( r1 * r1 + r1 * r2 + r2 * r2 ) / ( r1 + r2 ); centroid = new double[2]; centroid[0] = pc[0] + r * cos ( theta1 + theta / 2.0 ); centroid[1] = pc[1] + r * sin ( theta1 + theta / 2.0 ); return centroid; } //****************************************************************************80 double r8_atan ( double y, double x ) //****************************************************************************80 // // Purpose: // // r8_atan computes the inverse tangent of the ratio Y / X. // // Discussion: // // r8_atan returns an angle whose tangent is ( Y / X ), a job which // the built in functions ATAN and ATAN2 already do. // // However: // // * r8_atan always returns a positive angle, between 0 and 2 PI, // while ATAN and ATAN2 return angles in the interval [-PI/2,+PI/2] // and [-PI,+PI] respectively; // // * r8_atan accounts for the signs of X and Y, (as does ATAN2). The ATAN // function by contrast always returns an angle in the first or fourth // quadrants. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double Y, X, two quantities which represent the tangent of // an angle. If Y is not zero, then the tangent is (Y/X). // // Output, double r8_atan, an angle between 0 and 2 * PI, whose tangent is // (Y/X), and which lies in the appropriate quadrant so that the signs // of its cosine and sine match those of X and Y. // { double pi = 3.141592653589793; // // Special cases: // if ( x == 0.0 ) { if ( 0.0 < y ) { return ( pi / 2.0 ); } else if ( y < 0.0 ) { return ( 3.0 * pi / 2.0 ); } else if ( y == 0.0 ) { return ( 0.0 ); } } else if ( y == 0.0 ) { if ( 0.0 < x ) { return 0.0; } else if ( x < 0.0 ) { return pi; } } // // We assume that ATAN2 is reliable when both arguments are positive. // if ( 0.0 < x && 0.0 < y ) { return atan2 ( y, x ); } else if ( x < 0.0 && 0.0 < y ) { return ( pi - atan2 ( y, -x ) ); } else if ( x < 0.0 && y < 0.0 ) { return ( pi + atan2 ( -y, -x ) ); } else if ( 0.0 < x && y < 0.0 ) { return ( 2.0 * pi - atan2 ( -y, x ) ); } return 0.0; } //****************************************************************************80 double *ball_unit_sample_2d ( int &seed ) //****************************************************************************80 // // Purpose: // // BALL_UNIT_SAMPLE_2D picks a random point in the unit ball in 2D. // // Discussion: // // The unit ball is the set of points such that // // X * X + Y * Y <= 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double BALL_UNIT_SAMPLE_2D[2], a random point in the unit ball. // { # define DIM_NUM 2 double pi = 3.141592653589793; double r; double theta; double *x; r = r8_uniform_01 ( seed ); r = sqrt ( r ); theta = r8_uniform_01 ( seed ); theta = 2.0 * pi * theta; x = new double[DIM_NUM]; x[0] = r * cos ( theta ); x[1] = r * sin ( theta ); return x; # undef DIM_NUM } //****************************************************************************80 double *ball_unit_sample_3d ( int &seed ) //****************************************************************************80 // // Purpose: // // BALL_UNIT_SAMPLE_3D picks a random point in the unit ball in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double BALL_UNIT_SAMPLE_3D[3], the sample point. // { # define DIM_NUM 3 double phi; double pi = 3.141592653589793; double r; double theta; double vdot; double *x; // // Pick a uniformly random VDOT, which must be between -1 and 1. // This represents the dot product of the random vector with the Z unit vector. // // This works because the surface area of the sphere between // Z and Z + dZ is independent of Z. So choosing Z uniformly chooses // a patch of area uniformly. // vdot = r8_uniform_01 ( seed ); vdot = 2.0 * vdot - 1.0; phi = r8_acos ( vdot ); // // Pick a uniformly random rotation between 0 and 2 Pi around the // axis of the Z vector. // theta = r8_uniform_01 ( seed ); theta = 2.0 * pi * theta; // // Pick a random radius R. // r = r8_uniform_01 ( seed ); r = pow ( ( double ) r, (double ) ( 1.0 / 3.0 ) ); x = new double[DIM_NUM]; x[0] = r * cos ( theta ) * sin ( phi ); x[1] = r * sin ( theta ) * sin ( phi ); x[2] = r * cos ( phi ); return x; # undef DIM_NUM } //****************************************************************************80 double *ball_unit_sample_nd ( int dim_num, int &seed ) //****************************************************************************80 // // Purpose: // // BALL_UNIT_SAMPLE_ND picks a random point in the unit ball in ND. // // Discussion: // // DIM_NUM-1 random Givens rotations are applied to the point ( 1, 0, 0, ..., 0 ). // // The I-th Givens rotation is in the plane of coordinate axes I and I+1, // and has the form: // // [ cos ( theta ) - sin ( theta ) ] * x(i) = x'(i) // [ sin ( theta ) cos ( theta ) ] x(i+1) x'(i+1) // // Finally, a scaling is applied to set the point at a distance R // from the center, in a way that results in a uniform distribution. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double BALL_UNIT_SAMPLE_ND[DIM_NUM], the random point. // { int i; double r; double random_cosine; double random_sign; double random_sine; double *x; double xi; x = new double[dim_num]; x[0] = 1.0; for ( i = 1; i < dim_num; i++ ) { x[i] = 0.0; } for ( i = 0; i < dim_num-1; i++ ) { random_cosine = r8_uniform_01 ( seed ); random_cosine = 2.0 * random_cosine - 1.0; random_sign = r8_uniform_01 ( seed ); random_sign = ( double ) ( 2 * ( int ) ( 2.0 * random_sign - 1.0 ) ); random_sine = random_sign * sqrt ( 1.0 - random_cosine * random_cosine ); xi = x[i]; x[i ] = random_cosine * xi; x[i+1] = random_sine * xi; } r = r8_uniform_01 ( seed ); r = pow ( ( double ) r, 1.0 / ( double ) dim_num ); for ( i = 0; i < dim_num; i++ ) { x[i] = r * x[i]; } return x; } //****************************************************************************80 double *basis_map_3d ( double u[3*3], double v[3*3] ) //****************************************************************************80 // // Purpose: // // BASIS_MAP_3D computes the matrix which maps one basis to another. // // Discussion: // // As long as the vectors U1, U2 and U3 are linearly independent, // a matrix A will be computed that maps U1 to V1, U2 to V2, and // U3 to V3. // // Depending on the values of the vectors, A may represent a // rotation, reflection, dilation, project, or a combination of these // basic linear transformations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double U[3*3], the matrix whose columns are three "domain" or "preimage" // vectors, which should be linearly independent. // // Input, double V[3*3], the matrix whose columns are the three "range" or // "image" vectors. // // Output, double BASIS_MAP_3D[3*3], a matrix with the property that A * U1 = V1, // A * U2 = V2 and A * U3 = V3. // { double *a; double *c; int i; int j; int k; // // Compute C = the inverse of U. // c = r8mat_inverse_3d ( u ); if ( c == NULL ) { return NULL; } // // A = V * inverse ( U ). // a = new double[3*3]; for ( j = 0; j < 3; j++ ) { for ( i = 0; i < 3; i++ ) { a[i+j*3] = 0.0; for ( k = 0; k < 3; k++ ) { a[i+j*3] = a[i+j*3] + v[i+k*3] * c[k+j*3]; } } } delete [] c; return a; } //****************************************************************************80 bool box_01_contains_point_2d ( double p[2] ) //****************************************************************************80 // // Purpose: // // BOX_01_CONTAINS_POINT_2D reports if a point is contained in the unit box in 2D. // // Discussion: // // A unit box in 2D is a rectangle with sides aligned on coordinate // axes. It can be described as the set of points P satisfying: // // 0 <= P(1:2) <= 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P[2], the coordinates of the point. // // Output, bool BOX_CONTAINS_POINT_2D, is TRUE if the box contains // the point. // { if ( 0.0 <= p[0] && p[0] <= 1.0 && 0.0 <= p[1] && p[1] <= 1.0 ) { return true; } else { return false; } } //****************************************************************************80 bool box_01_contains_point_nd ( int dim_num, double p[] ) //****************************************************************************80 // // Purpose: // // BOX_01_CONTAINS_POINT_ND reports if a point is contained in the unit box in ND. // // Discussion: // // A unit box is assumed to be a rectangle with sides aligned on coordinate // axes. It can be described as the set of points P satisfying: // // 0.0 <= P(1:DIM_NUM) <= 1.0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double P[DIM_NUM], the coordinates of the point. // // Output, bool BOX_CONTAINS_POINT_ND, is TRUE if the box contains // the point. // { int i; for ( i = 0; i < dim_num; i++ ) { if ( p[i] < 0.0 || 1.0 < p[i] ) { return false; } } return true; } //****************************************************************************80 bool box_contains_point_2d ( double p1[2], double p2[2], double p[2] ) //****************************************************************************80 // // Purpose: // // BOX_CONTAINS_POINT_2D reports if a point is contained in a box in 2D. // // Discussion: // // A box in 2D is a rectangle with sides aligned on coordinate // axes. It can be described by its low and high corners, P1 and P2 // as the set of points P satisfying: // // P1(1:2) <= P(1:2) <= P2(1:2). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the minimum and maximum X and Y // values, which define the box. // // Input, double P[2], the coordinates of the point. // // Output, bool BOX_CONTAINS_POINT_2D, is TRUE if the box contains // the point. // { if ( p1[0] <= p[0] && p[0] <= p2[0] && p1[1] <= p[1] && p[1] <= p2[1] ) { return true; } else { return false; } } //****************************************************************************80 bool box_contains_point_nd ( int dim_num, double p1[], double p2[], double p[] ) //****************************************************************************80 // // Purpose: // // BOX_CONTAINS_POINT_ND reports if a point is contained in a box in ND. // // Discussion: // // A box in ND is a rectangle with sides aligned on coordinate // axes. It can be described by its low and high corners, P1 and P2 // as the set of points P satisfying: // // P1(1:DIM_NUM) <= P(1:DIM_NUM) <= P2(1:DIM_NUM). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double P1[DIM_NUM], P2[DIM_NUM], the minimum and maximum X and Y // values, which define the box. // // Input, double P[DIM_NUM], the coordinates of the point. // // Output, bool BOX_CONTAINS_POINT_ND, is TRUE if the box contains // the point. // { int i; for ( i = 0; i < dim_num; i++ ) { if ( p[i] < p1[i] || p2[i] < p[i] ) { return false; } } return true; } //****************************************************************************80 void box_ray_int_2d ( double p1[2], double p2[2], double pa[2], double pb[2], double pint[2] ) //****************************************************************************80 // // Purpose: // // BOX_RAY_INT_2D: intersection ( box, ray ) in 2D. // // Discussion: // // A box in 2D is a rectangle with sides aligned on coordinate // axes. It can be described by its low and high corners, P1 and P2 // as the set of points P satisfying: // // P1(1:2) <= P(1:2) <= P2(1:2). // // The origin of the ray is assumed to be inside the box. This // guarantees that the ray will intersect the box in exactly one point. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], the lower left corner of the box. // // Input, double P2[2], the upper right corner of the box. // // Input, double PA[2], the origin of the ray, which should be // inside the box. // // Input, double PB[2], a second point on the ray. // // Output, double PINT[2], the point on the box intersected by the ray. // { # define DIM_NUM 2 bool inside; int ival; double pc[DIM_NUM]; double pd[DIM_NUM]; int side; for ( side = 1; side <= 4; side++ ) { if ( side == 1 ) { pc[0] = p1[0]; pc[1] = p1[1]; pd[0] = p2[0]; pd[1] = p1[1]; } else if ( side == 2 ) { pc[0] = p2[0]; pc[1] = p1[1]; pd[0] = p2[0]; pd[1] = p2[1]; } else if ( side == 3 ) { pc[0] = p2[0]; pc[1] = p2[1]; pd[0] = p1[0]; pd[1] = p2[1]; } else if ( side == 4 ) { pc[0] = p1[0]; pc[1] = p2[1]; pd[0] = p1[0]; pd[1] = p1[1]; } inside = angle_contains_ray_2d ( pc, pa, pd, pb ); if ( inside ) { break; } if ( side == 4 ) { cerr << "\n"; cerr << "BOX_RAY_INT_2D - Fatal error!\n"; cerr << " No intersection could be found.\n"; exit ( 1 ); } } lines_exp_int_2d ( pa, pb, pc, pd, &ival, pint ); return; # undef DIM_NUM } //****************************************************************************80 int box_segment_clip_2d ( double p1[2], double p2[2], double pa[2], double pb[2] ) //****************************************************************************80 // // Purpose: // // BOX_SEGMENT_CLIP_2D uses a box to clip a line segment in 2D. // // Discussion: // // A box in 2D is a rectangle with sides aligned on coordinate // axes. It can be described by its low and high corners, P1 and P2 // as the set of points P satisfying: // // P1(1:2) <= P(1:2) <= P2(1:2). // // A line segment is the finite portion of a line that lies between // two points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the minimum and maximum X and Y // values, which define the box. // // Input/output, double PA[2], PB[2]; on input, the endpoints // of a line segment. On output, the endpoints of the portion of the // line segment that lies inside the box. However, if no part of the // initial line segment lies inside the box, the output value is the // same as the input value. // // Output, int BOX_SEGMENT_CLIP_LINE_2D: // -1, no part of the line segment is within the box. // 0, no clipping was necessary. // 1, P1 was clipped. // 2, P2 was clipped. // 3, P1 and P2 were clipped. // { bool clip_a; bool clip_b; int ival; double x; double y; clip_a = false; clip_b = false; // // Require that XMIN <= X. // if ( pa[0] < p1[0] && pb[0] < p1[0] ) { ival = -1; return ival; } if ( pa[0] < p1[0] && p1[0] <= pb[0] ) { x = p1[0]; y = pa[1] + ( pb[1] - pa[1] ) * ( x - pa[0] ) / ( pb[0] - pa[0] ); pa[0] = x; pa[1] = y; clip_a = true; } else if ( p1[0] <= pa[0] && pb[0] < p1[0] ) { x = p1[0]; y = pa[1] + ( pb[1] - pa[1] ) * ( x - pa[0] ) / ( pb[0] - pa[0] ); pb[0] = x; pb[1] = y; clip_b = true; } // // Require that X <= XMAX. // if ( p2[0] < pa[0] && p2[0] < pb[0] ) { ival = -1; return ival; } if ( p2[0] < pa[0] && pb[0] <= p2[0] ) { x = p2[0]; y = pa[1] + ( pb[1] - pa[1] ) * ( x - pa[0] ) / ( pb[0] - pa[0] ); pa[0] = x; pa[1] = y; clip_a = true; } else if ( pa[0] <= p2[0] && p2[0] < pb[0] ) { x = p2[0]; y = pa[1] + ( pb[1] - pa[1] ) * ( x - pa[0] ) / ( pb[0] - pa[0] ); pb[0] = x; pb[1] = y; clip_b = true; } // // Require that YMIN <= Y. // if ( pa[1] < p1[1] && pb[1] < p1[1] ) { ival = -1; return ival; } if ( pa[1] < p1[1] && p1[1] <= pb[1] ) { y = p1[1]; x = pa[0] + ( pb[0] - pa[0] ) * ( y - pa[1] ) / ( pb[1] - pa[1] ); pa[0] = x; pa[1] = y; clip_a = true; } else if ( p1[1] <= pa[1] && pb[1] < p1[1] ) { y = p1[1]; x = pa[0] + ( pb[0] - pa[0] ) * ( y - pa[1] ) / ( pb[1] - pa[1] ); pb[0] = x; pb[1] = y; clip_b = true; } // // Require that Y <= YMAX. // if ( p2[1] < pa[1] && p2[1] < pb[1] ) { ival = -1; return ival; } if ( p2[1] < pa[1] && pb[1] <= p2[1] ) { y = p2[1]; x = pa[0] + ( pb[0] - pa[0] ) * ( y - pa[1] ) / ( pb[1] - pa[1] ); pa[0] = x; pa[1] = y; clip_a = true; } else if ( pa[1] <= p2[1] && p2[1] < pb[1] ) { y = p2[1]; x = pa[0] + ( pb[0] - pa[0] ) * ( y - pa[1] ) / ( pb[1] - pa[1] ); pb[0] = x; pb[1] = y; clip_b = true; } ival = 0; if ( clip_a ) { ival = ival + 1; } if ( clip_b ) { ival = ival + 2; } return ival; } //****************************************************************************80 void circle_arc_point_near_2d ( double r, double pc[2], double theta1, double theta2, double p[2], double pn[2], double *dist ) //****************************************************************************80 // // Purpose: // // CIRCLE_ARC_POINT_NEAR_2D : nearest point on a circular arc. // // Discussion: // // A circular arc is defined by the portion of a circle (R,PC) // between two angles (THETA1,THETA2). // // A point P on a circular arc satisfies // // ( X - PC(1) ) * ( X - PC(1) ) + ( Y - PC(2) ) * ( Y - PC(2) ) = R * R // // and // // Theta1 <= Theta <= Theta2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double THETA1, THETA2, the angles defining the arc, // in radians. Normally, THETA1 < THETA2. // // Input, double P[2], the point to be checked. // // Output, double PN[2], a point on the circular arc which is // nearest to the point. // // Output, double *DIST, the distance to the nearest point. // { # define DIM_NUM 2 int i; double pi = 3.141592653589793; double r2; double theta; // // Special case, the zero circle. // if ( r == 0.0 ) { r8vec_copy ( DIM_NUM, pc, pn ); *dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *dist = *dist + pow ( p[i] - pn[i], 2 ); } *dist = sqrt ( *dist ); return; } // // Determine the angle made by the point. // theta = r8_atan ( p[1] - pc[1], p[0] - pc[0] ); // // If the angle is between THETA1 and THETA2, then you can // simply project the point onto the arc. // if ( r8_modp ( theta - theta1, 2.0 * pi ) <= r8_modp ( theta2 - theta1, 2.0 * pi ) ) { r2 = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { r2 = r2 + pow ( p[i] - pc[i], 2 ); } r2 = sqrt ( r2 ); for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = pc[i] + ( p[i] - pc[i] ) * r / r2; } } // // Otherwise, if the angle is less than the negative of the // average of THETA1 and THETA2, it's on the side of the arc // where the endpoint associated with THETA2 is closest. // else if ( r8_modp ( theta - 0.5 * ( theta1 + theta2 ), 2.0 * pi ) <= pi ) { pn[0] = pc[0] + r * cos ( theta2 ); pn[1] = pc[1] + r * sin ( theta2 ); } // // Otherwise, the endpoint associated with THETA1 is closest. // else { pn[0] = pc[0] + r * cos ( theta1 ); pn[1] = pc[1] + r * sin ( theta1 ); } *dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *dist = *dist + pow ( p[i] - pn[i], 2 ); } *dist = sqrt ( *dist ); return; # undef DIM_NUM } //****************************************************************************80 double circle_area_2d ( double r ) //****************************************************************************80 // // Purpose: // // CIRCLE_AREA_2D computes the area of a circle in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 February 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Output, double CIRCLE_AREA_2D, the area of the circle. // { double area; double pi = 3.141592653589793; area = pi * r * r; return area; } //****************************************************************************80 void circle_dia2imp_2d ( double p1[2], double p2[2], double *r, double pc[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_DIA2IMP_2D converts a diameter to an implicit circle in 2D. // // Discussion: // // The diameter form of a circle is: // // P1 and P2 are endpoints of a diameter. // // The implicit form of a circle in 2D is: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], are the X and Y coordinates // of two points which form a diameter of the circle. // // Output, double *R, the computed radius of the circle. // // Output, double PC[2], the computed center of the circle. // { *r = 0.5 * sqrt ( pow ( p1[0] - p2[0], 2 ) + pow ( p1[1] - p2[1], 2 ) ); pc[0] = 0.5 * ( p1[0] + p2[0] ); pc[1] = 0.5 * ( p1[1] + p2[1] ); return; } //****************************************************************************80 int circle_exp_contains_point_2d ( double p1[2], double p2[2], double p3[2], double p[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_EXP_CONTAINS_POINT_2D determines if an explicit circle contains a point in 2D. // // Discussion: // // The explicit form of a circle in 2D is: // // The circle passing through points P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], the coordinates of three // points that lie on a circle. // // Input, double P[2], the coordinates of a point, whose position // relative to the circle is desired. // // Output, int CIRCLE_EXP_CONTAINS_POINT_2D: // -1, the three points are distinct and noncolinear, // and the point lies inside the circle. // 0, the three points are distinct and noncolinear, // and the point lies on the circle. // 1, the three points are distinct and noncolinear, // and the point lies outside the circle. // 2, the three points are distinct and colinear, // and the point lies on the line. // 3, the three points are distinct and colinear, // and the point does not lie on the line. // 4, two points are distinct, and the point lies on the line. // 5, two points are distinct, and the point does not lie on the line. // 6, all three points are equal, and the point is equal to them, // 7, all three points are equal, and the point is not equal to them. // { double a[4*4]; double det; int inside; // // P1 = P2? // if ( r8vec_eq ( 2, p1, p2 ) ) { if ( r8vec_eq ( 2, p1, p3 ) ) { if ( r8vec_eq ( 2, p1, p ) ) { inside = 6; } else { inside = 7; } } else { det = ( p1[0] - p3[0] ) * ( p[1] - p3[1] ) - ( p[0] - p3[0] ) * ( p1[1] - p3[1] ); if ( det == 0.0 ) { inside = 4; } else { inside = 5; } } return inside; } // // P1 does not equal P2. Does P1 = P3? // if ( r8vec_eq ( 2, p1, p3 ) ) { det = ( p1[0] - p2[0] ) * ( p[1] - p2[1] ) - ( p[0] - p2[0] ) * ( p1[1] - p2[1] ); if ( det == 0.0 ) { inside = 4; } else { inside = 5; } return inside; } // // The points are distinct. Are they colinear? // det = ( p1[0] - p2[0] ) * ( p3[1] - p2[1] ) - ( p3[0] - p2[0] ) * ( p1[1] - p2[1] ); if ( det == 0.0 ) { det = ( p1[0] - p2[0] ) * ( p[1] - p2[1] ) - ( p[0] - p2[0] ) * ( p1[1] - p2[1] ); if ( det == 0.0 ) { inside = 2; } else { inside = 3; } return inside; } // // The points are distinct and non-colinear. // // Compute the determinant // a[0+0*4] = p1[0]; a[1+0*4] = p2[0]; a[2+0*4] = p3[0]; a[3+0*4] = p[0]; a[0+1*4] = p1[1]; a[1+1*4] = p2[1]; a[2+1*4] = p3[1]; a[3+1*4] = p[1]; a[0+2*4] = p1[0] * p1[0] + p1[1] * p1[1]; a[1+2*4] = p2[0] * p2[0] + p2[1] * p2[1]; a[2+2*4] = p3[0] * p3[0] + p3[1] * p3[1]; a[3+2*4] = p[0] * p[0] + p[1] * p[1]; a[0+3*4] = 1.0; a[1+3*4] = 1.0; a[2+3*4] = 1.0; a[3+3*4] = 1.0; det = r8mat_det_4d ( a ); if ( det < 0.0 ) { inside = 1; } else if ( det == 0.0 ) { inside = 0; } else { inside = -1; } return inside; } //****************************************************************************80 void circle_exp2imp_2d ( double p1[2], double p2[2], double p3[2], double *r, double pc[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_EXP2IMP_2D converts a circle from explicit to implicit form in 2D. // // Discussion: // // The explicit form of a circle in 2D is: // // The circle passing through points P1, P2 and P3. // // Points P on an implicit circle in 2D satisfy the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Any three points define a circle, as long as they don't lie on a straight // line. (If the points do lie on a straight line, we could stretch the // definition of a circle to allow an infinite radius and a center at // some infinite point.) // // Instead of the formulas used here, you can use the linear system // approach in the routine TRIANGLE_OUTCIRCLE_2D. // // The diameter of the circle can be found by solving a 2 by 2 linear system. // This is because the vectors P2 - P1 and P3 - P1 are secants of the circle, // and each forms a right triangle with the diameter. Hence, the dot product // of P2 - P1 with the diameter is equal to the square of the length // of P2 - P1, and similarly for P3 - P1. These two equations determine the // diameter vector originating at P1. // // If all three points are equal, return a circle of radius 0 and // the obvious center. // // If two points are equal, return a circle of radius half the distance // between the two distinct points, and center their average. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 March 2006 // // Author: // // John Burkardt // // Reference: // // Joseph ORourke, // Computational Geometry, // Second Edition, // Cambridge, 1998, // ISBN: 0521649765, // LC: QA448.D38. // // Parameters: // // Input, double P1[2], P2[2], P3[2], are the coordinates // of three points that lie on the circle. These points should be // distinct, and not collinear. // // Output, double *R, the radius of the circle. Normally, R will be positive. // R will be (meaningfully) zero if all three points are // equal. If two points are equal, R is returned as the distance between // two nonequal points. R is returned as -1 in the unlikely event that // the points are numerically collinear; philosophically speaking, R // should actually be "infinity" in this case. // // Output, double PC[2], the center of the circle. // { # define DIM_NUM 2 double a; double b; double c; double d; double e; double f; double g; // // If all three points are equal, then the // circle of radius 0 and center P1 passes through the points. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) && r8vec_eq ( DIM_NUM, p1, p3 ) ) { *r = 0.0; r8vec_copy ( DIM_NUM, p1, pc ); return; } // // If exactly two points are equal, then the circle is defined as // having the obvious radius and center. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { *r = 0.5 * sqrt ( ( p1[0] - p3[0] ) * ( p1[0] - p3[0] ) + ( p1[1] - p3[1] ) * ( p1[1] - p3[1] ) ); pc[0] = 0.5 * ( p1[0] + p3[0] ); pc[1] = 0.5 * ( p1[1] + p3[1] ); return; } else if ( r8vec_eq ( DIM_NUM, p1, p3 ) ) { *r = 0.5 * sqrt ( ( p1[0] - p2[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p1[1] - p2[1] ) ); pc[0] = 0.5 * ( p1[0] + p2[0] ); pc[1] = 0.5 * ( p1[1] + p2[1] ); return; } else if ( r8vec_eq ( DIM_NUM, p2, p3 ) ) { *r = 0.5 * sqrt ( ( p1[0] - p2[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p2[1] ) * ( p1[1] - p2[1] ) ); pc[0] = 0.5 * ( p1[0] + p2[0] ); pc[1] = 0.5 * ( p1[1] + p2[1] ); return; } a = p2[0] - p1[0]; b = p2[1] - p1[1]; c = p3[0] - p1[0]; d = p3[1] - p1[1]; e = a * ( p1[0] + p2[0] ) + b * ( p1[1] + p2[1] ); f = c * ( p1[0] + p3[0] ) + d * ( p1[1] + p3[1] ); // // Our formula is: // // G = a * ( d - b ) - b * ( c - a ) // // but we get slightly better results using the original data. // g = a * ( p3[1] - p2[1] ) - b * ( p3[0] - p2[0] ); // // We check for collinearity. A more useful check would compare the // absolute value of G to a small quantity. // if ( g == 0.0 ) { pc[0] = 0.0; pc[1] = 0.0; *r = -1.0; return; } // // The center is halfway along the diameter vector from P1. // pc[0] = 0.5 * ( d * e - b * f ) / g; pc[1] = 0.5 * ( a * f - c * e ) / g; // // Knowing the center, the radius is now easy to compute. // *r = sqrt ( ( p1[0] - pc[0] ) * ( p1[0] - pc[0] ) + ( p1[1] - pc[1] ) * ( p1[1] - pc[1] ) ); return; # undef DIM_NUM } //****************************************************************************80 bool circle_imp_contains_point_2d ( double r, double pc[2], double p[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_CONTAINS_POINT_2D determines if an implicit circle contains a point in 2D. // // Discussion: // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double P[2], the point to be checked. // // Output, bool CIRCLE_IMP_CONTAINS_POINT_2D, is true if the point // is inside or on the circle, false otherwise. // { if ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) <= r * r ) { return true; } else { return false; } } //****************************************************************************80 void circle_imp_line_par_int_2d ( double r, double pc[2], double x0, double y0, double f, double g, int *int_num, double p[] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_LINE_PAR_INT_2D: ( implicit circle, parametric line ) intersection in 2D. // // Discussion: // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double F, G, X0, Y0, the parametric parameters of the line. // // Output, int *INT_NUM, the number of intersecting points found. // INT_NUM will be 0, 1 or 2. // // Output, double P[2*2], contains the X and Y coordinates of // the intersecting points. // { double root; double t; root = r * r * ( f * f + g * g ) - ( f * ( pc[1] - y0 ) - g * ( pc[0] - x0 ) ) * ( f * ( pc[1] - y0 ) - g * ( pc[0] - x0 ) ); if ( root < 0.0 ) { *int_num = 0; } else if ( root == 0.0 ) { *int_num = 1; t = ( f * ( pc[0] - x0 ) + g * ( pc[1] - y0 ) ) / ( f * f + g * g ); p[0+0*2] = x0 + f * t; p[1+0*2] = y0 + g * t; } else if ( 0.0 < root ) { *int_num = 2; t = ( ( f * ( pc[0] - x0 ) + g * ( pc[1] - y0 ) ) - sqrt ( root ) ) / ( f * f + g * g ); p[0+0*2] = x0 + f * t; p[1+0*2] = y0 + g * t; t = ( ( f * ( pc[0] - x0 ) + g * ( pc[1] - y0 ) ) + sqrt ( root ) ) / ( f * f + g * g ); p[0+1*2] = x0 + f * t; p[1+1*2] = y0 + g * t; } return; } //****************************************************************************80 double circle_imp_point_dist_2d ( double r, double pc[2], double p[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINT_DIST_2D: distance ( implicit circle, point ) in 2D. // // Discussion: // // The distance is zero if the point is on the circle. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double P[2], the point to be checked. // // Output, double CIRCLE_IMP_POINT_DIST_2D, the distance of the point // to the circle. // { double value; value = sqrt ( fabs ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) - r * r ) ); return value; } //****************************************************************************80 double circle_imp_point_dist_signed_2d ( double r, double pc[2], double p[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINT_DIST_SIGNED_2D: signed distance ( implicit circle, point ) in 2D. // // Discussion: // // The signed distance is zero if the point is on the circle. // The signed distance is negative if the point is inside the circle. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double P[2], the point to be checked. // // Output, double CIRCLE_IMP_POINT_DIST_SIGNED_2D, the signed distance // of the point to the circle. If the point is inside the circle, // the signed distance is negative. // { double t; double value; t = pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) - r * r; value = r8_sign ( t ) * sqrt ( fabs ( t ) ); return value; } //****************************************************************************80 double circle_imp_point_near_2d ( double r, double pc[2], double p[2], double pn[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINT_NEAR_2D: nearest ( implicit circle, point ) in 2D. // // Discussion: // // This routine finds the distance from a point to an implicitly // defined circle, and returns the point on the circle that is // nearest to the given point. // // If the given point is the center of the circle, than any point // on the circle is "the" nearest. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double P[2], the point to be checked. // // Output, double PN[2], the nearest point on the circle. // // Output, double CIRCLE_IMP_POINT_NEAR_2D, the distance of the point to the circle. // { # define DIM_NUM 2 double dist; int i; double r2; if ( r8vec_eq ( DIM_NUM, p, pc ) ) { dist = r; for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = pc[i] + r / sqrt ( ( double ) ( DIM_NUM ) ); } return dist; } r2 = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { r2 = r2 + pow ( p[i] - pc[i], 2 ); } r2 = sqrt ( r2 ); dist = fabs ( r2 - r ); for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = pc[i] + r * ( p[i] - pc[i] ) / r2; } return dist; # undef DIM_NUM } //****************************************************************************80 double *circle_imp_points_2d ( double r, double pc[2], int n ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINTS_2D returns N equally spaced points on an implicit circle in 2D. // // Discussion: // // The first point is always ( PC[0] + R, PC[1] ), and subsequent points // proceed counter clockwise around the circle. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, int N, the number of points desired. N must be at least 1. // // Output, double CIRCLE_IMP_POINTS_2D[2*N], points on the circle. // { double angle; int j; double *p; double pi = 3.141592653589793; p = new double[2*n]; for ( j = 0; j < n; j++ ) { angle = ( 2.0 * pi * ( double ) j ) / ( double ) n ; p[0+j*2] = pc[0] + r * cos ( angle ); p[1+j*2] = pc[1] + r * sin ( angle ); } return p; } //****************************************************************************80 double *circle_imp_points_3d ( double r, double pc[3], double nc[3], int n ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINTS_3D returns points on an implicit circle in 3D. // // Discussion: // // Points P on an implicit circle in 3D satisfy the equations: // // ( P(1) - PC(1) )^2 // + ( P(2) - PC(2) )^2 // + ( P(3) - PC(3) )^2 = R^2 // // and // // ( P(1) - PC(1) ) * NC(1) // + ( P(2) - PC(2) ) * NC(2) // + ( P(3) - PC(3) ) * NC(3) = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[3], the center of the circle. // // Input, double NC[3], a nonzero vector that is normal to // the plane of the circle. It is customary, but not necessary, // that this vector have unit norm. // // Input, int N, the number of points desired. // N must be at least 1. // // Output, double CIRCLE_IMP_POINTS_3D[3*N], the coordinates of points // on the circle. // { # define DIM_NUM 3 int i; int j; double *n1; double *n2; double *p; double pi = 3.141592653589793; double theta; // // Get two unit vectors N1 and N2 which are orthogonal to each other, // and to NC. // n1 = new double[DIM_NUM]; n2 = new double[DIM_NUM]; plane_normal_basis_3d ( pc, nc, n1, n2 ); // // Rotate R units away from PC in the plane of N1 and N2. // p = new double[DIM_NUM*n]; for ( j = 0; j < n; j++ ) { theta = ( 2.0 * pi * ( double ) ( j ) ) / ( double ) ( n ); for ( i = 0; i < DIM_NUM; i++ ) { p[i+j*DIM_NUM] = pc[i] + r * ( cos ( theta ) * n1[i] + sin ( theta ) * n2[i] ); } } delete [] n1; delete [] n2; return p; # undef DIM_NUM } //****************************************************************************80 void circle_imp_points_arc_2d ( double r, double pc[2], double theta1, double theta2, int n, double p[] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_POINTS_ARC_2D returns N points on an arc of an implicit circle in 2D. // // Discussion: // // The first point is ( PC[0] + R * COS ( THETA1 ), PC[1] + R * SIN ( THETA1 ) ); // The last point is ( PC[0] + R * COS ( THETA2 ), PC[1] + R * SIN ( THETA2 ) ); // and the intermediate points are evenly spaced in angle between these, // and in counter clockwise order. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double THETA1, THETA2, the angular coordinates of the first // and last points to be drawn, in radians. // // Input, int N, the number of points desired. N must be at least 1. // // Output, double P[2*N], the coordinates of points on the circle. // { int i; double pi = 3.141592653589793; double theta; double theta3; // // THETA3 is the smallest angle, no less than THETA1, which // coincides with THETA2. // theta3 = theta1 + r8_modp ( theta2 - theta1, 2.0 * pi ); for ( i = 0; i < n; i++ ) { if ( 1 < n ) { theta = ( ( double ) ( n - i - 1 ) * theta1 + ( double ) ( i ) * theta3 ) / ( double ) ( n - 1 ); } else { theta = 0.5 * ( theta1 + theta3 ); } p[0+i*2] = pc[0] + r * cos ( theta ); p[1+i*2] = pc[1] + r * sin ( theta ); } return; } //****************************************************************************80 void circle_imp_print_2d ( double r, double pc[2], string title ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_PRINT_2D prints an implicit circle in 2D. // // Discussion: // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, string TITLE, a title. // { # define DIM_NUM 2 cout << "\n"; cout << title << "\n"; cout << "\n"; cout << " Radius = " << r << "\n"; cout << " Center = (" << pc[0] << ", " << pc[1] << ")\n"; return; # undef DIM_NUM } //****************************************************************************80 void circle_imp_print_3d ( double r, double pc[3], double nc[3], string title ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP_PRINT_2D prints an implicit circle in 3D. // // Discussion: // // Points P on an implicit circle in 3D satisfy the equations: // // ( P(1) - PC(1) )^2 // + ( P(2) - PC(2) )^2 // + ( P(3) - PC(3) )^2 = R^2 // // and // // ( P(1) - PC(1) ) * NC(1) // + ( P(2) - PC(2) ) * NC(2) // + ( P(3) - PC(3) ) * NC(3) = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[3], the center of the circle. // // Input, double NC[3], the normal vector to the circle. // // Input, string TITLE, a title. // { # define DIM_NUM 3 cout << "\n"; cout << title << "\n"; cout << "\n"; cout << " Radius = " << r << "\n"; cout << " Center = (" << pc[0] << ", " << pc[1] << ", " << pc[2] << ")\n"; cout << " Normal = (" << nc[0] << ", " << nc[1] << ", " << nc[2] << ")\n"; return; # undef DIM_NUM } //****************************************************************************80 void circle_imp2exp_2d ( double r, double pc[2], double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_IMP2EXP_2D converts a circle from implicit to explicit form in 2D. // // Discussion: // // Points P on an implicit circle in 2D satisfy the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // The explicit form of a circle in 2D is: // // The circle passing through points P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 May 2007 // // Author: // // John Burkardt // // Reference: // // Joseph ORourke, // Computational Geometry, // Second Edition, // Cambridge, 1998, // ISBN: 0521649765, // LC: QA448.D38. // // Parameters: // // Input, double R, PC[2], the radius and center of the circle. // // Output, double P1[2], P2[2], P3[2], three points on the circle. // { double pi = 3.141592653589793; double theta; theta = 0.0; p1[0] = pc[0] + r * cos ( theta ); p1[1] = pc[1] + r * sin ( theta ); theta = 2.0 * pi / 3.0; p2[0] = pc[0] + r * cos ( theta ); p2[1] = pc[1] + r * sin ( theta ); theta = 4.0 * pi / 3.0; p3[0] = pc[0] + r * cos ( theta ); p3[1] = pc[1] + r * sin ( theta ); return; } //****************************************************************************80 double *circle_llr2imp_2d ( double p1[], double p2[], double q1[], double q2[], double r ) //****************************************************************************80 // // Purpose: // // CIRCLE_LLR2IMP_2D converts a circle from LLR to implicit form in 2D. // // Discussion: // // The LLR form of a circle in 2D is: // // The circle of radius R tangent to the lines L1 and L2. // // The implicit form of a circle in 2D is: // // ( P(1) - PC(1) )^2 + ( P(2) - PC(2) )^2 = R^2 // // Let S be the scaled distance of a point on L1 from P1 to P2, // and let N1 be a unit normal vector to L1. Then a point P that is // R units from L1 satisfies: // // P = P1 + s * ( P2 - P1 ) + R * N1. // // Let t be the scaled distance of a point on L2 from Q1 to Q2, // and let N2 be a unit normal vector to L2. Then a point Q that is // R units from L2 satisfies: // // Q = Q1 + t * ( Q2 - Q1 ) + R * N2. // // For the center of the circle, then, we have P = Q, that is // // ( P2 - P1 ) * s + ( Q2 - Q1 ) * t = - P1 - Q1 - R * ( N1 + N2 ) // // This is a linear system for ( s and t ) from which we can compute // the points of tangency, and the center. // // Note that we have four choices for the circle based on the use // of plus or minus N1 and plus or minus N2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on line 1. // // Input, double Q1[2], Q2[2], two points on line 2. // // Input, double R, the radius of the circle. // // Output, double CIRCLE_LLR2IMP_2D[2*4], the centers of the circles. // { double *a; double *b; double det; double *n1; double *n2; double *pc; double *x; a = new double[2*2]; b = new double[2]; pc = new double[2*4]; // // Compute the normals N1 and N2. // n1 = line_exp_normal_2d ( p1, p2 ); n2 = line_exp_normal_2d ( q1, q2 ); // // Set the linear system. // a[0+0*2] = p2[0] - p1[0]; a[1+0*2] = p2[1] - p1[1]; a[0+1*2] = - q2[0] + q1[0]; a[1+1*2] = - q2[1] + q1[1]; // // Solve the 4 linear systems, using every combination of // signs on the normal vectors. // b[0] = - p1[0] + q1[0] + r * n1[0] + r * n2[0]; b[1] = - p1[1] + q1[1] + r * n1[1] + r * n2[1]; x = r8mat_solve_2d ( a, b, &det ); pc[0+2*0] = p1[0] + ( p2[0] - p1[0] ) * x[0] - r * n1[0]; pc[1+2*0] = p1[1] + ( p2[1] - p1[1] ) * x[0] - r * n1[1]; delete [] x; b[0] = - p1[0] + q1[0] + r * n1[0] - r * n2[0]; b[1] = - p1[1] + q1[1] + r * n1[1] - r * n2[1]; x = r8mat_solve_2d ( a, b, &det ); pc[0+2*1] = p1[0] + ( p2[0] - p1[0] ) * x[0] - r * n1[0]; pc[1+2*1] = p1[1] + ( p2[1] - p1[1] ) * x[0] - r * n1[1]; delete [] x; b[0] = - p1[0] + q1[0] - r * n1[0] + r * n2[0]; b[1] = - p1[1] + q1[1] - r * n1[1] + r * n2[1]; x = r8mat_solve_2d ( a, b, &det ); pc[0+2*2] = p1[0] + ( p2[0] - p1[0] ) * x[0] + r * n1[0]; pc[1+2*2] = p1[1] + ( p2[1] - p1[1] ) * x[0] + r * n1[1]; delete [] x; b[0] = - p1[0] + q1[0] - r * n1[0] - r * n2[0]; b[1] = - p1[1] + q1[1] - r * n1[1] - r * n2[1]; x = r8mat_solve_2d ( a, b, &det ); pc[0+2*3] = p1[0] + ( p2[0] - p1[0] ) * x[0] + r * n1[0]; pc[1+2*3] = p1[1] + ( p2[1] - p1[1] ) * x[0] + r * n1[1]; delete [] a; delete [] b; delete [] n1; delete [] n2; delete [] x; return pc; } //****************************************************************************80 double circle_lune_area_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_LUNE_AREA_2D returns the area of a circular lune in 2D. // // Discussion: // // A lune is formed by drawing a circular arc, and joining its endpoints. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double THETA1, THETA2, the angles defining the arc, // in radians. Normally, THETA1 < THETA2. // // Output, double CIRCLE_LUNE_AREA_2D, the area of the lune. // { double area; double area_sector; double area_triangle; area_sector = circle_sector_area_2d ( r, pc, theta1, theta2 ); area_triangle = circle_triangle_area_2d ( r, pc, theta1, theta2 ); area = area_sector - area_triangle; return area; } //****************************************************************************80 double *circle_lune_centroid_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_LUNE_CENTROID_2D returns the centroid of a circular lune in 2D. // // Discussion: // // A lune is formed by drawing a circular arc, and joining its endpoints. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double THETA1, THETA2, the angles of the first and last points // on the circular arc. // // Output, double CIRCLE_LUNE_CENTROID_2D[2], the coordinates of the centroid // of the lune. // { # define DIM_NUM 2 double *centroid; double d; double theta; theta = theta2 - theta1; if ( theta == 0.0 ) { d = r; } else { d = 4.0 * r * pow ( ( sin ( 0.5 * theta ) ), 3 ) / ( 3.0 * ( theta - sin ( theta ) ) ); } centroid = new double[DIM_NUM]; centroid[0] = pc[0] + d * cos ( theta ); centroid[1] = pc[1] + d * sin ( theta ); return centroid; # undef DIM_NUM } //****************************************************************************80 void circle_pppr2imp_3d ( double p1[], double p2[], double p3[], double r, double pc[], double normal[] ) //****************************************************************************80 // // Purpose: // // CIRCLE_PPR2IMP_3D converts a circle from PPR to implicit form in 3D. // // Discussion: // // The PPPR form of a circle in 3D is: // // The circle of radius R passing through points P1 and P2, // and lying in the plane of P1, P2 and P3. // // The implicit form of a circle in 3D is: // // ( P(1) - PC(1) )^2 + ( P(2) - PC(2) )^2 + ( P(3) - PC(3) )^2 = R^2 // and the dot product of P - PC with NORMAL is 0. // // There may be zero, one, or two circles that satisfy the // requirements of the PPPR form. // // If there is no such circle, then PC(1:2,1) and PC(1:2,2) // are set to the midpoint of (P1,P2). // // If there is one circle, PC(1:2,1) and PC(1:2,2) will be equal. // // If there are two circles, then PC(1:2,1) is the first center, // and PC(1:2,2) is the second. // // This calculation is equivalent to finding the intersections of // spheres of radius R at points P1 and P2, which lie in the plane // defined by P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points on the circle. // // Input, double P3[3], a third point. // // Input, double R, the radius of the circle. // // Output, double PC[3*2], the centers of the two circles. // // Output, double NORMAL[3], the normal to the circles. // { # define DIM_NUM 3 double dist; double dot; double h; int i; int j; double length; double *v; // // Compute the distance from P1 to P2. // dist = r8vec_distance ( DIM_NUM, p1, p2 ); // // If R is smaller than DIST, we don't have a circle. // if ( 2.0 * r < dist ) { for ( j = 0; j < 2; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { pc[i+j*DIM_NUM] = 0.5 * ( p1[i] + p2[i] ); } } } // // H is the distance from the midpoint of (P1,P2) to the center. // h = sqrt ( ( r + 0.5 * dist ) * ( r - 0.5 * dist ) ); // // Define a unit direction V that is normal to P2-P1, and lying // in the plane (P1,P2,P3). // // To do this, subtract from P3-P1 the component in the direction P2-P1. // v = new double[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { v[i] = p3[i] - p1[i]; } dot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dot = dot + v[i] * ( p2[i] - p1[i] ); } dot = dot / dist; for ( i = 0; i < DIM_NUM; i++ ) { v[i] = v[i] - dot * ( p2[i] - p1[i] ) / dist; } length = r8vec_norm ( DIM_NUM, v ); for ( i = 0; i < DIM_NUM; i++ ) { v[i] = v[i] / length; } // // We can go with or against the given normal direction. // for ( i = 0; i < DIM_NUM; i++ ) { pc[i+0*DIM_NUM] = 0.5 * ( p2[i] + p1[i] ) + h * v[i]; pc[i+1*DIM_NUM] = 0.5 * ( p2[i] + p1[i] ) - h * v[i]; } delete [] v; plane_exp_normal_3d ( p1, p2, p3, normal ); return; # undef DIM_NUM } //****************************************************************************80 double *circle_ppr2imp_2d ( double p1[], double p2[], double r ) //****************************************************************************80 // // Purpose: // // CIRCLE_PPR2IMP_2D converts a circle from PPR to implicit form in 2D. // // Discussion: // // The PPR form of a circle in 2D is: // // The circle of radius R passing through points P1 and P2. // // The implicit form of a circle in 2D is: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = R * R // // There may be zero, one, or two circles that satisfy the // requirements of the PPR form. // // If there is no such circle, then the two "solutions" are set to // the midpoint of P1 and P2. // // If there is one circle, then the two solutions will be set equal // to the midpoint of P1 and P2. // // If there are two distinct circles, then (PC[0],PC[1]) is the first center, // and (PC[2],PC[3]) is the second. // // This calculation is equivalent to finding the intersections of // circles of radius R at points P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on the circle. // // Input, double R, the radius of the circle. // // Output, double PC[2*2], the centers of the two circles. // { # define DIM_NUM 2 double dist; double h; int i; int j; double *pc; pc = new double[DIM_NUM*2]; // // Compute the distance from P1 to P2. // dist = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) ); // // If R is smaller than DIST, we don't have a circle. // if ( 2.0 * r < dist ) { for ( j = 0; j < 2; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { pc[i+j*DIM_NUM] = 0.5 * ( p1[i] + p2[i] ); } } } // // H is the distance from the midpoint of (P1,P2) to the center. // h = sqrt ( ( r + 0.5 * dist ) * ( r - 0.5 * dist ) ); // // The center is found by going midway between P1 and P2, and then // H units in the unit perpendicular direction. // // We actually have two choices for the normal direction. // pc[0+0*DIM_NUM] = 0.5 * ( p2[0] + p1[0] ) + h * ( p2[1] - p1[1] ) / dist; pc[1+0*DIM_NUM] = 0.5 * ( p2[1] + p1[1] ) - h * ( p2[0] - p1[0] ) / dist; pc[0+1*DIM_NUM] = 0.5 * ( p2[0] + p1[0] ) - h * ( p2[1] - p1[1] ) / dist; pc[1+1*DIM_NUM] = 0.5 * ( p2[1] + p1[1] ) + h * ( p2[0] - p1[0] ) / dist; return pc; # undef DIM_NUM } //****************************************************************************80 double circle_sector_area_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_SECTOR_AREA_2D computes the area of a circular sector in 2D. // // Discussion: // // A circular sector is formed by a circular arc, and the two straight line // segments that join its ends to the center of the circle. // // A circular sector is defined by // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // and // // Theta1 <= Theta <= Theta2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double THETA1, THETA2, the angles of the first and last points // on the circular arc. // // Output, double CIRCLE_SECTOR_AREA_2D, the area of the circle. // { double area; area = 0.5 * r * r * ( theta2 - theta1 ); return area; } //****************************************************************************80 double *circle_sector_centroid_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_SECTOR_CENTROID_2D returns the centroid of a circular sector in 2D. // // Discussion: // // A circular sector is formed by a circular arc, and the two straight line // segments that join its ends to the center of the circle. // // A circular sector is defined by // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // and // // Theta1 <= Theta <= Theta2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the coordinates of the center of the circle. // // Input, double THETA1, THETA2, the angles of the first and last points // on the circular arc. // // Output, double CIRCLE_SECTOR_CENTROID_2D[2], the coordinates // of the centroid of the sector. // { # define DIM_NUM 2 double *centroid; double d; double theta; theta = theta2 - theta1; if ( theta == 0.0 ) { d = 2.0 * r / 3.0; } else { d = 4.0 * r * sin ( 0.5 * theta ) / ( 3.0 * theta ); } centroid = new double[DIM_NUM]; centroid[0] = pc[0] + d * cos ( theta ); centroid[1] = pc[1] + d * sin ( theta ); return centroid; # undef DIM_NUM } //****************************************************************************80 bool circle_sector_contains_point_2d ( double r, double pc[2], double theta1, double theta2, double p[2] ) //****************************************************************************80 // // Purpose: // // CIRCLE_SECTOR_CONTAINS_POINT_2D : is a point inside a circular sector? // // Discussion: // // A circular sector is formed by a circular arc, and the two straight line // segments that join its ends to the center of the circle. // // A circular sector is defined by // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // and // // Theta1 <= Theta <= Theta2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 October 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double THETA1, THETA2, the angles defining the arc, // in radians. Normally, THETA1 < THETA2. // // Input, double P[2], the point to be checked. // // Output, logical CIRCLE_SECTOR_CONTAINS_POINT_2D, is TRUE if the point is // inside or on the circular sector. // { # define DIM_NUM 2 bool inside; double pi = 3.141592653589793; double theta; inside = false; // // Is the point inside the (full) circle? // if ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) <= r * r ) { // // Is the point's angle within the arc's range? // Try to force the angles to lie between 0 and 2 * PI. // theta = r8_atan ( p[1] - pc[1], p[0] - pc[0] ); if ( r8_modp ( theta - theta1, 2.0 * pi ) <= r8_modp ( theta2 - theta1, 2.0 * pi ) ) { inside = true; } } return inside; # undef DIM_NUM } //****************************************************************************80 void circle_sector_print_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_SECTOR_PRINT_2D prints a circular sector in 2D. // // Discussion: // // A circular sector is formed by a circular arc, and the two straight line // segments that join its ends to the center of the circle. // // A circular sector is defined by // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // and // // Theta1 <= Theta <= Theta2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double THETA1, THETA2, the angles defining the arc, // in radians. Normally, THETA1 < THETA2. // { # define DIM_NUM 2 cout << "\n"; cout << " Circular sector definition:\n"; cout << "\n"; cout << " Radius = " << setw(12) << r << "\n"; cout << " Center = " << setw(12) << pc[0] << " " << setw(12) << pc[1] << "\n"; cout << " Theta = " << setw(12) << theta1 << " " << setw(12) << theta2 << "\n"; return; # undef DIM_NUM } //****************************************************************************80 double circle_triangle_area_2d ( double r, double pc[2], double theta1, double theta2 ) //****************************************************************************80 // // Purpose: // // CIRCLE_TRIANGLE_AREA_2D returns the area of a circle triangle in 2D. // // Discussion: // // A circle triangle is formed by drawing a circular arc, and considering // the triangle formed by the endpoints of the arc plus the center of // the circle. // // Note that for angles greater than PI, the triangle will actually // have NEGATIVE area. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the circle. // // Input, double PC[2], the center of the circle. // // Input, double THETA1, THETA2, the angles defining the arc, // in radians. Normally, THETA1 < THETA2. // // Output, double AREA, the (signed) area of the triangle. // { double area; area = 0.5 * r * r * sin ( theta2 - theta1 ); return area; } //****************************************************************************80 void circle_triple_angles_2d ( double r1, double r2, double r3, double *angle1, double *angle2, double *angle3 ) //****************************************************************************80 // // Purpose: // // CIRCLE_TRIPLE_ANGLE_2D returns an angle formed by three circles in 2D. // // Discussion: // // A circle triple is a set of three tangent circles. We assume // that no circle is contained in another. // // We consider the triangle formed by joining the centers of the circles. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Reference: // // Kenneth Stephenson, // Circle Packing, The Theory of Discrete Analytic Functions, // Cambridge, 2005. // // Parameters: // // Input, double R1, R2, R3, the radii of the circles. // // Input, double *ANGLE1, *ANGLE2, *ANGLE3, the angles // in the triangle. // { *angle1 = r8_acos ( pow ( r1 + r2, 2 ) + pow ( r1 + r3, 2 ) - pow ( r2 + r3, 2 ) ) / ( 2.0 * ( r1 + r2 ) * ( r1 + r3 ) ); *angle2 = r8_acos ( pow ( r2 + r3, 2 ) + pow ( r2 + r1, 2 ) - pow ( r3 + r1, 2 ) ) / ( 2.0 * ( r2 + r3 ) * ( r2 + r1 ) ); *angle3 = r8_acos ( pow ( r3 + r1, 2 ) + pow ( r3 + r2, 2 ) - pow ( r1 + r2, 2 ) ) / ( 2.0 * ( r3 + r1 ) * ( r3 + r2 ) ); return; } //****************************************************************************80 void circles_imp_int_2d ( double r1, double pc1[2], double r2, double pc2[2], int *int_num, double p[] ) //****************************************************************************80 // // Purpose: // // CIRCLES_IMP_INT_2D: finds the intersection of two implicit circles in 2D. // // Discussion: // // Two circles can intersect in 0, 1, 2 or infinitely many points. // // The 0 and 2 intersection cases are numerically robust; the 1 and // infinite intersection cases are numerically fragile. The routine // uses a tolerance to try to detect the 1 and infinite cases. // // An implicit circle in 2D satisfies the equation: // // pow ( P[0] - PC[0], 2 ) + pow ( P[1] - PC[1], 2 ) = pow ( R, 2 ) // // Thanks to Mario Pintaric for pointing out, on 13 March 2006, // a place where (R1-R2) had been mistakenly written as (R1-R1). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, the radius of the first circle. // // Input, double PC1[2], the coordinates of the center of the first circle. // // Input, double R2, the radius of the second circle. // // Input, double PC2[2], the coordinates of the center of the second circle. // // Output, int *INT_NUM, the number of intersecting points found. // INT_NUM will be 0, 1, 2 or 3. 3 indicates that there are an infinite // number of intersection points. // // Output, double P[2*2], if INT_NUM is 1 or 2, the // coordinates of the intersecting points. // { double distsq; double root; double sc1; double sc2; double t1; double t2; double tol; tol = r8_epsilon ( ); p[0+0*2] = 0.0; p[1+0*2] = 0.0; p[0+1*2] = 0.0; p[1+1*2] = 0.0; // // Take care of the case in which the circles have the same center. // t1 = ( fabs ( pc1[0] - pc2[0] ) + fabs ( pc1[1] - pc2[1] ) ) / 2.0; t2 = ( fabs ( pc1[0] ) + fabs ( pc2[0] ) + fabs ( pc1[1] ) + fabs ( pc2[1] ) + 1.0 ) / 5.0; if ( t1 <= tol * t2 ) { t1 = fabs ( r1 - r2 ); t2 = ( fabs ( r1 ) + fabs ( r2 ) + 1.0 ) / 3.0; if ( t1 <= tol * t2 ) { *int_num = 3; } else { *int_num = 0; } return; } distsq = ( pc1[0] - pc2[0] ) * ( pc1[0] - pc2[0] ) + ( pc1[1] - pc2[1] ) * ( pc1[1] - pc2[1] ); root = 2.0 * ( r1 * r1 + r2 * r2 ) * distsq - distsq * distsq - ( r1 - r2 ) * ( r1 - r2 ) * ( r1 + r2 ) * ( r1 + r2 ); if ( root < -tol ) { *int_num = 0; return; } sc1 = ( distsq - ( r2 * r2 - r1 * r1 ) ) / distsq; if ( root < tol ) { *int_num = 1; p[0+0*2] = pc1[0] + 0.5 * sc1 * ( pc2[0] - pc1[0] ); p[1+0*2] = pc1[1] + 0.5 * sc1 * ( pc2[1] - pc1[1] ); return; } sc2 = sqrt ( root ) / distsq; *int_num = 2; p[0+0*2] = pc1[0] + 0.5 * sc1 * ( pc2[0] - pc1[0] ) - 0.5 * sc2 * ( pc2[1] - pc1[1] ); p[1+0*2] = pc1[1] + 0.5 * sc1 * ( pc2[1] - pc1[1] ) + 0.5 * sc2 * ( pc2[0] - pc1[0] ); p[0+1*2] = pc1[0] + 0.5 * sc1 * ( pc2[0] - pc1[0] ) + 0.5 * sc2 * ( pc2[1] - pc1[1] ); p[1+1*2] = pc1[1] + 0.5 * sc1 * ( pc2[1] - pc1[1] ) - 0.5 * sc2 * ( pc2[0] - pc1[0] ); return; } //****************************************************************************80 double cone_area_3d ( double h, double r ) //****************************************************************************80 // // Purpose: // // CONE_AREA_3D computes the surface area of a right circular cone in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double H, R, the height of the cone, and the radius of the // circle that forms the base of the cone. // // Output, double CONE_AREA_3D, the surface area of the cone. // { double area; double pi = 3.141592653589793; area = pi * r * sqrt ( h * h + r * r ); return area; } //****************************************************************************80 double *cone_centroid_3d ( double r, double pc[3], double pt[3] ) //****************************************************************************80 // // Purpose: // // CONE_CENTROID_3D returns the centroid of a cone in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double R, the radius of the circle at the base of the cone. // // Input, double PC[3], the coordinates of the center of the circle. // // Input, double PT[3], the coordinates of the tip of the cone. // // Output, double CONE_CENTROID_3D[3], the coordinates of the centroid of the cone. // { double *centroid; int dim_num = 3; int i; centroid = new double[dim_num]; for ( i = 0; i < dim_num; i++ ) { centroid[i] = 0.75 * pc[i] + 0.25 * pt[i]; } return centroid; } //****************************************************************************80 double cone_volume_3d ( double h, double r ) //****************************************************************************80 // // Purpose: // // CONE_VOLUME_3D computes the volume of a right circular cone in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double H, R, the height of the cone, and the radius of the // circle that forms the base of the cone. // // Output, double CONE_VOLUME_3D, the volume of the cone. // { double pi = 3.141592653589793; double volume; volume = pi * r * r * h / 3.0; return volume; } //****************************************************************************80 void conv3d ( char axis, double theta, int n, double cor3[], double cor2[] ) //****************************************************************************80 // // Purpose: // // CONV3D converts 3D data to a 2D projection. // // Discussion: // // A "presentation angle" THETA is used to project the 3D point // (X3D, Y3D, Z3D) to the 2D projection (XVAL,YVAL). // // If COR = 'X': // // X2D = Y3D - sin ( THETA ) * X3D // Y2D = Z3D - sin ( THETA ) * X3D // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, char AXIS, the coordinate to be projected. // AXIS should be 'X', 'Y', or 'Z'. // // Input, double THETA, the presentation angle in degrees. // // Input, int N, the number of values to be projected. // // Input, double COR3[3*N], the point coordinates. // // Output, double COR2[2*N], the 2D projections. // { int j; double stheta; stheta = sin ( degrees_to_radians ( theta ) ); if ( axis == 'X' || axis == 'x' ) { for ( j = 0; j < n; j++ ) { cor2[0+j*2] = cor3[2+j*2] - stheta * cor3[0+j*2]; cor2[1+j*2] = cor3[3+j*2] - stheta * cor3[0+j*2]; } } else if ( axis == 'Y' || axis == 'y' ) { for ( j = 0; j < n; j++ ) { cor2[0+j*2] = cor3[0+j*2] - stheta * cor3[1+j*2]; cor2[1+j*2] = cor3[2+j*2] - stheta * cor3[1+j*2]; } } else if ( axis == 'Z' || axis == 'z' ) { for ( j = 0; j < n; j++ ) { cor2[0+j*2] = cor3[0+j*2] - stheta * cor3[2+j*2]; cor2[1+j*2] = cor3[1+j*2] - stheta * cor3[2+j*2]; } } else { cerr << "\n"; cerr << "CONV3D - Fatal error!\n"; cerr << " Illegal coordinate index = " << axis << "\n"; exit ( 1 ); } return; } //****************************************************************************80 double cot_rad ( double angle ) //****************************************************************************80 // // Purpose: // // COT_RAD returns the cotangent of an angle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double ANGLE, the angle, in radians. // // Output, double COT_RAD, the cotangent of the angle. // { double value; value = cos ( angle ) / sin ( angle ); return value; } //****************************************************************************80 void cube_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // CUBE_SHAPE_3D describes a cube in 3D. // // Discussion: // // The vertices lie on the unit sphere. // // The dual of the octahedron is the cube. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices // per face. // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 double a = sqrt ( 1.0 / 3.0 ); static int face_order_save[6] = { 4, 4, 4, 4, 4, 4 }; static int face_point_save[4*6] = { 1, 4, 3, 2, 1, 2, 6, 5, 2, 3, 7, 6, 3, 4, 8, 7, 1, 5, 8, 4, 5, 6, 7, 8 }; static double point_coord_save[DIM_NUM*8] = { -a, -a, -a, a, -a, -a, a, a, -a, -a, a, -a, -a, -a, a, a, -a, a, a, a, a, -a, a, a }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void cube_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // CUBE_SIZE_3D gives "sizes" for a cube in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 8; *edge_num = 12; *face_num = 6; *face_order_max = 4; return; } //****************************************************************************80 double cylinder_point_dist_3d ( double p1[3], double p2[3], double r, double p[3] ) //****************************************************************************80 // // Purpose: // // CYLINDER_POINT_DIST_3D determines the distance from a cylinder to a point in 3D. // // Discussion: // // We are computing the distance to the SURFACE of the cylinder. // // The surface of a (right) (finite) cylinder in 3D is defined by an axis, // which is the line segment from point P1 to P2, and a radius R. The points // on the surface of the cylinder are: // * points at a distance R from the line through P1 and P2, and whose nearest // point on the line through P1 and P2 is strictly between P1 and P2, // PLUS // * points at a distance less than or equal to R from the line through P1 // and P2, whose nearest point on the line through P1 and P2 is either // P1 or P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Input, double P[3], the point. // // Output, double CYLINDER_POINT_DIST_3D, the distance from the point // to the cylinder. // { # define DIM_NUM 3 double axis[DIM_NUM]; double axis_length = 0.0; double distance = 0.0; int i; double off_axis_component = 0.0; double p_dot_axis = 0.0; double p_length = 0.0; double v1[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = p2[i] - p1[i]; } axis_length = r8vec_norm ( DIM_NUM, axis ); if ( axis_length == 0.0 ) { distance = -r8_huge ( ); return distance; } for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = axis[i] / axis_length; } p_dot_axis = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { p_dot_axis = p_dot_axis + ( p[i] - p1[i] ) * axis[i]; } // // Case 1: Below bottom cap. // if ( p_dot_axis <= 0.0 ) { distance = disk_point_dist_3d ( p1, r, axis, p ); } // // Case 2: between cylinder planes. // else if ( p_dot_axis <= axis_length ) { for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = p[i] - p1[i]; } p_length = r8vec_norm ( DIM_NUM, v1 ); off_axis_component = sqrt ( pow ( p_length, 2 ) - pow ( p_dot_axis, 2 ) ); distance = fabs ( off_axis_component - r ); if ( off_axis_component < r ) { distance = r8_min ( distance, axis_length - p_dot_axis ); distance = r8_min ( distance, p_dot_axis ); } } // // Case 3: Above the top cap. // else if ( axis_length < p_dot_axis ) { distance = disk_point_dist_3d ( p2, r, axis, p ); } return distance; # undef DIM_NUM } //****************************************************************************80 double cylinder_point_dist_signed_3d ( double p1[3], double p2[3], double r, double p[3] ) //****************************************************************************80 // // Purpose: // // CYLINDER_POINT_DIST_SIGNED_3D: signed distance from cylinder to point in 3D. // // Discussion: // // We are computing the signed distance to the SURFACE of the cylinder. // // The surface of a (right) (finite) cylinder in 3D is defined by an axis, // which is the line segment from point P1 to P2, and a radius R. The points // on the surface of the cylinder are: // * points at a distance R from the line through P1 and P2, and whose nearest // point on the line through P1 and P2 is strictly between P1 and P2, // PLUS // * points at a distance less than or equal to R from the line through P1 // and P2, whose nearest point on the line through P1 and P2 is either // P1 or P2. // // Points inside the surface have a negative distance. // Points on the surface have a zero distance. // Points outside the surface have a positive distance. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Input, double P[3], the point. // // Output, double CYLINDER_POINT_DIST_SIGNED_3D, the signed distance from the point // to the cylinder. // { # define DIM_NUM 3 double axis[DIM_NUM]; double axis_length = 0.0; double distance = 0.0; int i; double off_axis_component = 0.0; double p_dot_axis = 0.0; double p_length = 0.0; double v1[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = p2[i] - p1[i]; } axis_length = r8vec_norm ( DIM_NUM, axis ); if ( axis_length == 0.0 ) { distance = -r8_huge ( ); return distance; } for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = axis[i] / axis_length; } p_dot_axis = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { p_dot_axis = p_dot_axis + ( p[i] - p1[i] ) * axis[i]; } // // Case 1: Below bottom cap. // if ( p_dot_axis <= 0.0 ) { distance = disk_point_dist_3d ( p1, r, axis, p ); } // // Case 2: between cylinder planes. // else if ( p_dot_axis <= axis_length ) { for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = p[i] - p1[i]; } p_length = r8vec_norm ( DIM_NUM, v1 ); off_axis_component = sqrt ( pow ( p_length, 2 ) - pow ( p_dot_axis, 2 ) ); distance = off_axis_component - r; if ( distance < 0.0 ) { distance = r8_max ( distance, p_dot_axis - axis_length); distance = r8_max ( distance, -p_dot_axis ); } } // // Case 3: Above the top cap. // else if ( axis_length < p_dot_axis ) { distance = disk_point_dist_3d ( p2, r, axis, p ); } return distance; # undef DIM_NUM } //****************************************************************************80 bool cylinder_point_inside_3d ( double p1[3], double p2[3], double r, double p[3] ) //****************************************************************************80 // // Purpose: // // CYLINDER_POINT_INSIDE_3D determines if a cylinder contains a point in 3D. // // Discussion: // // The surface and interior of a (right) (finite) cylinder in 3D is defined // by an axis, which is the line segment from point P1 to P2, and a // radius R. The points contained in the volume include: // * points at a distance less than or equal to R from the line through P1 // and P2, whose nearest point on the line through P1 and P2 is, in fact, // P1, P2, or any point between them. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Input, double P[3], the point. // // Output, bool CYLINDER_POINT_INSIDE_3D, is TRUE if the point is inside // the cylinder. // { # define DIM_NUM 3 double axis[DIM_NUM]; double axis_length; int i; bool inside; double off_axis_component; double p_dot_axis; double p_length; double v1[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = p2[i] - p1[i]; } axis_length = r8vec_norm ( DIM_NUM, axis ); if ( axis_length == 0.0 ) { inside = false; return inside; } for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = axis[i] / axis_length; } p_dot_axis = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { p_dot_axis = p_dot_axis + ( p[i] - p1[i] ) * axis[i]; } // // If the point lies below or above the "caps" of the cylinder, we're done. // if ( p_dot_axis < 0.0 || axis_length < p_dot_axis ) { inside = false; } // // Otherwise, determine the distance from P to the axis. // else { for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = p[i] - p1[i]; } p_length = r8vec_norm ( DIM_NUM, v1 ); off_axis_component = sqrt ( pow ( p_length, 2 ) - pow ( p_dot_axis, 2 ) ); if ( off_axis_component <= r ) { inside = true; } else { inside = false; } } return inside; # undef DIM_NUM } //****************************************************************************80 double *cylinder_point_near_3d ( double p1[3], double p2[3], double r, double p[3] ) //****************************************************************************80 // // Purpose: // // CYLINDER_POINT_NEAR_3D: nearest point on a cylinder to a point in 3D. // // Discussion: // // We are computing the nearest point on the SURFACE of the cylinder. // // The surface of a (right) (finite) cylinder in 3D is defined by an axis, // which is the line segment from point P1 to P2, and a radius R. The points // on the surface of the cylinder are: // * points at a distance R from the line through P1 and P2, and whose nearest // point on the line through P1 and P2 is strictly between P1 and P2, // PLUS // * points at a distance less than or equal to R from the line through P1 // and P2, whose nearest point on the line through P1 and P2 is either // P1 or P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Input, double P[3], the point. // // Output, double CYLINDER_POINT_NEAR_3D[3], the nearest point on the cylinder. // { # define DIM_NUM 3 double axial_component; double axis[DIM_NUM]; double axis_length; double distance; int i; double *normal; double off_axis[DIM_NUM]; double off_axis_component; double *pn; pn = new double[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = p2[i] - p1[i]; } axis_length = r8vec_norm ( DIM_NUM, axis ); for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = axis[i] / axis_length; } axial_component = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { axial_component = axial_component + ( p[i] - p1[i] ) * axis[i]; } for ( i = 0; i < DIM_NUM; i++ ) { off_axis[i] = p[i] - p1[i] - axial_component * axis[i]; } off_axis_component = r8vec_norm ( DIM_NUM, off_axis ); // // Case 1: Below bottom cap. // if ( axial_component <= 0.0 ) { if ( off_axis_component <= r ) { for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + off_axis[i]; } } else { for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + ( r / off_axis_component ) * off_axis[i]; } } } // // Case 2: between cylinder planes. // else if ( axial_component <= axis_length ) { if ( off_axis_component == 0.0 ) { normal = r8vec_any_normal ( DIM_NUM, axis ); for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p[i] + r * normal[i]; } delete [] normal; } else { distance = fabs ( off_axis_component - r ); for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + axial_component * axis[i] + ( r / off_axis_component ) * off_axis[i]; } if ( off_axis_component < r ) { if ( axis_length - axial_component < distance ) { distance = axis_length - axial_component; for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p2[i] + off_axis[i]; } } if ( axial_component < distance ) { distance = axial_component; for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + off_axis[i]; } } } } } // // Case 3: Above the top cap. // else if ( axis_length < axial_component ) { if ( off_axis_component <= r ) { for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p2[i] + off_axis[i]; } } else { for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p2[i] + ( r / off_axis_component ) * off_axis[i]; } } } return pn; # undef DIM_NUM } //****************************************************************************80 double *cylinder_sample_3d ( double p1[3], double p2[3], double r, int n, int &seed ) //****************************************************************************80 // // Purpose: // // CYLINDER_SAMPLE_3D samples a cylinder in 3D. // // Discussion: // // We are sampling the interior of a right finite cylinder in 3D. // // The interior of a (right) (finite) cylinder in 3D is defined by an axis, // which is the line segment from point P1 to P2, and a radius R. The points // on or inside the cylinder are: // * points whose distance from the line through P1 and P2 is less than // or equal to R, and whose nearest point on the line through P1 and P2 // lies (nonstrictly) between P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Input, int N, the number of sample points to compute. // // Input/output, int &SEED, the random number seed. // // Input, double CYLINDER_SAMPLE_3D[3*N], the sample points. // { # define DIM_NUM 3 double axis[DIM_NUM]; double axis_length; int i; int j; double *p; double pi = 3.141592653589793; double radius; double theta; double v2[DIM_NUM]; double v3[DIM_NUM]; double z; // // Compute the axis vector. // for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = p2[i] - p1[i]; } axis_length = r8vec_norm ( DIM_NUM, axis ); for ( i = 0; i < DIM_NUM; i++ ) { axis[i] = axis[i] / axis_length; } // // Compute vectors V2 and V3 that form an orthogonal triple with AXIS. // plane_normal_basis_3d ( p1, axis, v2, v3 ); // // Assemble the randomized information. // p = new double[DIM_NUM*n]; for ( j = 0; j < n; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { radius = r * sqrt ( r8_uniform_01 ( seed ) ); theta = 2.0 * pi * r8_uniform_01 ( seed ); z = axis_length * r8_uniform_01 ( seed ); p[i+j*DIM_NUM] = p1[i] + z * axis[i] + radius * cos ( theta ) * v2[i] + radius * sin ( theta ) * v3[i]; } } return p; # undef DIM_NUM } //****************************************************************************80 double cylinder_volume_3d ( double p1[3], double p2[3], double r ) //****************************************************************************80 // // Purpose: // // CYLINDER_VOLUME_3D determines the volume of a cylinder in 3D. // // Discussion: // // A (right) (finite) cylinder in 3D is the set of points // contained on or inside a circle of radius R, whose center // lies along the line segment from point P1 to P2, and whose // plane is perpendicular to that line segment. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the first and last points // on the axis line of the cylinder. // // Input, double R, the radius of the cylinder. // // Output, double CYLINDER_VOLUME_3D, the volume of the cylinder. // { # define DIM_NUM 3 double h; double pi = 3.141592653589793; double volume; h = r8vec_distance ( DIM_NUM, p1, p2 ); volume = pi * r * r * h; return volume; # undef DIM_NUM } //****************************************************************************80 double degrees_to_radians ( double angle ) //****************************************************************************80 // // Purpose: // // DEGREES_TO_RADIANS converts an angle from degrees to radians. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double ANGLE, an angle in degrees. // // Output, double DEGREES_TO_RADIANS, the equivalent angle // in radians. // { double pi = 3.141592653589793; double value; value = ( angle / 180.0 ) * pi; return value; } //****************************************************************************80 double dge_det ( int n, double a[], int pivot[] ) //****************************************************************************80 // // Purpose: // // DGE_DET computes the determinant of a matrix factored by SGE_FA. // // Discussion: // // The doubly dimensioned array A is treated as a one dimensional vector, // stored by COLUMNS: // // A(0,0), A(1,0), A(2,0), ..., A(N-1,0) // A(1,0), A(1,1), ... A(N-1,1) // // Entry A(I,J) is stored as A[I+J*N] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Reference: // // Jack Dongarra, James Bunch, Cleve Moler, Pete Stewart, // LINPACK User's Guide, // SIAM, 1979 // // Parameters: // // Input, int N, the order of the matrix. // N must be positive. // // Input, double A[N*N], the LU factors computed by DGE_FA. // // Input, int PIVOT[N], as computed by DGE_FA. // // Output, double DGE_DET, the determinant of the matrix. // { double det; int i; det = 1.0; for ( i = 0; i < n; i++ ) { det = det * a[i+i*n]; if ( pivot[i] != i+1 ) { det = -det; } } return det; } //****************************************************************************80 int dge_fa ( int n, double a[], int pivot[] ) //****************************************************************************80 // // Purpose: // // DGE_FA factors a general matrix. // // Discussion: // // DGE_FA is a simplified version of the LINPACK routine SGEFA. // // The doubly dimensioned array A is treated as a one dimensional vector, // stored by COLUMNS: // // A(0,0), A(1,0), A(2,0), ..., A(N-1,0) // A(1,0), A(1,1), ... A(N-1,1) // // Entry A(I,J) is stored as A[I+J*N] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 September 2003 // // Author: // // John Burkardt // // Reference: // // Jack Dongarra, James Bunch, Cleve Moler, Pete Stewart, // LINPACK User's Guide, // SIAM, 1979 // // Parameters: // // Input, int N, the order of the matrix. // N must be positive. // // Input/output, double A[N*N], the matrix to be factored. // On output, A contains an upper triangular matrix and the multipliers // which were used to obtain it. The factorization can be written // A = L * U, where L is a product of permutation and unit lower // triangular matrices and U is upper triangular. // // Output, int PIVOT[N], a vector of pivot indices. // // Output, int DGE_FA, singularity flag. // 0, no singularity detected. // nonzero, the factorization failed on the DGE_FA-th step. // { int i; int ii; int info; int j; int k; int l; double t; info = 0; for ( k = 1; k <= n-1; k++ ) { // // Find L, the index of the pivot row. // l = k; for ( i = k+1; i <= n; i++ ) { if ( fabs ( a[l-1+(k-1)*n] ) < fabs ( a[i-1+(k-1)*n] ) ) { l = i; } } pivot[k-1] = l; // // If the pivot index is zero, the algorithm has failed. // if ( a[l-1+(k-1)*n] == 0.0 ) { info = k; cout << "\n"; cout << "DGE_FA - Warning!\n"; cout << " Zero pivot on step " << info << "\n"; return info; } // // Interchange rows L and K if necessary. // if ( l != k ) { t = a[l-1+(k-1)*n]; a[l-1+(k-1)*n] = a[k-1+(k-1)*n]; a[k-1+(k-1)*n] = t; } // // Normalize the values that lie below the pivot entry A(K,K). // for ( j = k+1; j <= n; j++ ) { a[j-1+(k-1)*n] = -a[j-1+(k-1)*n] / a[k-1+(k-1)*n]; } // // Row elimination with column indexing. // for ( j = k+1; j <= n; j++ ) { if ( l != k ) { t = a[l-1+(j-1)*n]; a[l-1+(j-1)*n] = a[k-1+(j-1)*n]; a[k-1+(j-1)*n] = t; } for ( ii = k; ii < n; ii++ ) { a[ii+(j-1)*n] = a[ii+(j-1)*n] + a[ii+(k-1)*n] * a[k-1+(j-1)*n]; } } } pivot[n-1] = n; if ( a[n-1+(n-1)*n] == 0.0 ) { info = n; cout << "\n"; cout << "DGE_FA - Warning!\n"; cout << " Zero pivot on step " << info << "\n"; } return info; } //****************************************************************************80 void dge_sl ( int n, double a[], int pivot[], double b[], int job ) //****************************************************************************80 // // Purpose: // // DGE_SL solves a system factored by SGE_FA. // // Discussion: // // DGE_SL is a simplified version of the LINPACK routine SGESL. // // The doubly dimensioned array A is treated as a one dimensional vector, // stored by COLUMNS: // // A(0,0), A(1,0), A(2,0), ..., A(N-1,0) // A(1,0), A(1,1), ... A(N-1,1) // // Entry A(I,J) is stored as A[I+J*N] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the order of the matrix. // N must be positive. // // Input, double A[N*N], the LU factors from DGE_FA. // // Input, int PIVOT[N], the pivot vector from DGE_FA. // // Input/output, double B[N]. // On input, the right hand side vector. // On output, the solution vector. // // Input, int JOB, specifies the operation. // 0, solve A * x = b. // nonzero, solve A' * x = b. // { int i; int k; int l; double t; // // Solve A * x = b. // if ( job == 0 ) { // // Solve PL * Y = B. // for ( k = 1; k <= n-1; k++ ) { l = pivot[k-1]; if ( l != k ) { t = b[l-1]; b[l-1] = b[k-1]; b[k-1] = t; } for ( i = k+1; i <= n; i++ ) { b[i-1] = b[i-1] + a[i-1+(k-1)*n] * b[k-1]; } } // // Solve U * X = Y. // for ( k = n; 1 <= k; k-- ) { b[k-1] = b[k-1] / a[k-1+(k-1)*n]; for ( i = 1; i <= k-1; i++ ) { b[i-1] = b[i-1] - a[i-1+(k-1)*n] * b[k-1]; } } // // Solve A' * X = B. // } else { // // Solve U' * Y = B. // for ( k = 1; k <= n; k++ ) { t = 0.0; for ( i = 1; i <= k-1; i++ ) { t = t + b[i-1] * a[i-1+(k-1)*n]; } b[k-1] = ( b[k-1] - t ) / a[k-1+(k-1)*n]; } // // Solve ( PL )' * X = Y. // for ( k = n-1; 1 <= k; k-- ) { t = 0.0; for ( i = k+1; i <= n; i++ ) { t = t + b[i-1] * a[i-1+(k-1)*n]; } b[k-1] = b[k-1] + t; l = pivot[k-1]; if ( l != k ) { t = b[l-1]; b[l-1] = b[k-1]; b[k-1] = t; } } } return; } //****************************************************************************80 double *direction_pert_3d ( double sigma, double vbase[3], int &seed ) //****************************************************************************80 // // Purpose: // // DIRECTION_PERT_3D randomly perturbs a direction vector in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double SIGMA, determines the strength of the perturbation. // SIGMA <= 0 results in a completely random direction. // 1 <= SIGMA results in VBASE. // 0 < SIGMA < 1 results in a perturbation from VBASE, which is // large when SIGMA is near 0, and small when SIGMA is near 1. // // Input, double VBASE[3], the base direction vector, which should have // unit norm. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double DIRECTION_PERT_3D[3], the perturbed vector, which will // have unit norm. // { # define DIM_NUM 3 double dphi; double p[DIM_NUM]; double phi; double pi = 3.141592653589793; double psi; double theta; double vdot; double *vran; double x; // // 0 <= SIGMA, just use the base vector. // vran = new double[DIM_NUM]; if ( 1.0 <= sigma ) { r8vec_copy ( DIM_NUM, vbase, vran ); } else if ( sigma <= 0.0 ) { vdot = r8_uniform_01 ( seed ); vdot = 2.0 * vdot - 1.0; phi = acos ( vdot ); theta = r8_uniform_01 ( seed ); theta = 2.0 * pi * theta; vran[0] = cos ( theta ) * sin ( phi ); vran[1] = sin ( theta ) * sin ( phi ); vran[2] = cos ( phi ); } else { phi = acos ( vbase[2] ); theta = atan2 ( vbase[1], vbase[0] ); // // Pick VDOT, which must be between -1 and 1. This represents // the dot product of the perturbed vector with the base vector. // // r8_uniFORM_01 returns a uniformly random value between 0 and 1. // The operations we perform on this quantity tend to bias it // out towards 1, as SIGMA grows from 0 to 1. // // VDOT, in turn, is a value between -1 and 1, which, for large // SIGMA, we want biased towards 1. // x = r8_uniform_01 ( seed ); x = exp ( ( 1.0 - sigma ) * log ( x ) ); vdot = 2.0 * x - 1.0; dphi = acos ( vdot ); // // Now we know enough to write down a vector that is rotated DPHI // from the base vector. // p[0] = cos ( theta ) * sin ( phi + dphi ); p[1] = sin ( theta ) * sin ( phi + dphi ); p[2] = cos ( phi + dphi ); // // Pick a uniformly random rotation between 0 and 2 Pi around the // axis of the base vector. // psi = r8_uniform_01 ( seed ); psi = 2.0 * pi * psi; vector_rotate_3d ( p, vbase, psi, vran ); } return vran; # undef DIM_NUM } //****************************************************************************80 double *direction_uniform_2d ( int &seed ) //****************************************************************************80 // // Purpose: // // DIRECTION_UNIFORM_2D picks a random direction vector in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double DIRECTION_UNIFORM_2D[2], the random direction vector, // with unit norm. // { # define DIM_NUM 2 double pi = 3.141592653589793; double theta; double *vran; theta = r8_uniform_01 ( seed ); theta = 2.0 * pi * theta; vran = new double[DIM_NUM]; vran[0] = cos ( theta ); vran[1] = sin ( theta ); return vran; # undef DIM_NUM } //****************************************************************************80 double *direction_uniform_3d ( int &seed ) //****************************************************************************80 // // Purpose: // // DIRECTION_UNIFORM_3D picks a random direction vector in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double DIRECTION_UNIFORM_3D[3], the random direction vector, // with unit norm. // { # define DIM_NUM 3 double phi; double pi = 3.141592653589793; double theta; double vdot; double *vran; // // Pick a uniformly random VDOT, which must be between -1 and 1. // This represents the dot product of the random vector with the Z unit vector. // // This works because the surface area of the sphere between // Z and Z + dZ is independent of Z. So choosing Z uniformly chooses // a patch of area uniformly. // vdot = r8_uniform_01 ( seed ); vdot = 2.0 * vdot - 1.0; phi = acos ( vdot ); // // Pick a uniformly random rotation between 0 and 2 Pi around the // axis of the Z vector. // theta = r8_uniform_01 ( seed ); theta = 2.0 * pi * theta; vran = new double[DIM_NUM]; vran[0] = cos ( theta ) * sin ( phi ); vran[1] = sin ( theta ) * sin ( phi ); vran[2] = cos ( phi ); return vran; # undef DIM_NUM } //****************************************************************************80 double *direction_uniform_nd ( int dim_num, int &seed ) //****************************************************************************80 // // Purpose: // // DIRECTION_UNIFORM_ND generates a random direction vector in ND. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double DIRECTION_UNIFORM_ND[DIM_NUM], a random direction vector, with unit norm. // { double *a; // // Take DIM_NUM random samples from the normal distribution. // a = r8vec_normal_01_new ( dim_num, seed ); // // Normalize the vector. // vector_unit_nd ( dim_num, a ); return a; } //****************************************************************************80 double disk_point_dist_3d ( double pc[3], double r, double axis[3], double p[3] ) //****************************************************************************80 // // Purpose: // // DISK_POINT_DIST_3D determines the distance from a disk to a point in 3D. // // Discussion: // // A disk in 3D satisfies the equations: // // ( P(1) - PC(1) )^2 + ( P(2) - PC(2) )^2 + ( P(3) - PC(3) <= R^2 // // and // // P(1) * AXIS(1) + P(2) * AXIS(2) + P(3) * AXIS(3) = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PC(3), the center of the disk. // // Input, double R, the radius of the disk. // // Input, double AXIS(3), the axis vector. // // Input, double P(3), the point to be checked. // // Output, double DISK_POINT_DIST_3D, the distance of the // point to the disk. // { # define DIM_NUM 3 double axial_component; double axis_length; double dist; int i; double off_axis_component; double off_axis[DIM_NUM]; double v[DIM_NUM]; // // Special case: the point is the center. // if ( r8vec_eq ( DIM_NUM, p, pc ) ) { dist = 0.0; return dist; } axis_length = r8vec_norm ( DIM_NUM, axis ); if ( axis_length <= 0.0 ) { dist = -r8_huge ( ); return dist; } for ( i = 0; i < DIM_NUM; i++ ) { v[i] = p[i] - pc[i]; } axial_component = r8vec_dot_product ( DIM_NUM, v, axis ) / axis_length; // // Special case: the point satisfies the disk equation exactly. // if ( r8vec_norm ( DIM_NUM, v ) <= r && axial_component == 0.0 ) { dist = 0.0; return dist; } // // Decompose P-PC into axis component and off-axis component. // for ( i = 0; i < DIM_NUM; i++ ) { off_axis[i] = p[i] - pc[i] - axial_component * axis[i] / axis_length; } off_axis_component = r8vec_norm ( DIM_NUM, off_axis ); // // If the off-axis component has norm less than R, the nearest point is // the projection to the disk along the axial direction, and the distance // is just the dot product of P-PC with unit AXIS. // if ( off_axis_component <= r ) { dist = fabs ( axial_component ); return dist; } // // Otherwise, the nearest point is along the perimeter of the disk. // dist = sqrt ( pow ( axial_component, 2 ) + pow ( off_axis_component - r, 2 ) ); return dist; # undef DIM_NUM } //****************************************************************************80 double dms_to_radians ( int degrees, int minutes, int seconds ) //****************************************************************************80 // // Purpose: // // DMS_TO_RADIANS converts an angle from degrees/minutes/seconds to radians. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DEGREES, MINUTES, SECONDS, an angle in degrees, minutes, // and seconds. // // Output, double DMS_TO_RADIANS, the equivalent angle in radians. // { double angle; double pi = 3.141592653589793; double radians; angle = ( double ) degrees + ( ( ( double ) minutes ) + ( ( ( double ) seconds ) / 60.0 ) ) / 60.0; radians = ( angle / 180.0 ) * pi; return radians; } //****************************************************************************80 void dodec_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // DODEC_SHAPE_3D describes a dodecahedron in 3D. // // Discussion: // // The vertices lie on the unit sphere. // // The dual of a dodecahedron is the icosahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices // per face. // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 double phi = 0.5 * ( sqrt ( 5.0 ) + 1.0 ); double a = 1.0 / sqrt ( 3.0 ); double b = phi / sqrt ( 3.0 ); double c = ( phi - 1.0 ) / sqrt ( 3.0 ); double z = 0.0; static int face_order_save[12] = { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 }; static int face_point_save[5*12] = { 2, 9, 1, 13, 14, 5, 10, 6, 16, 15, 3, 11, 4, 14, 13, 8, 12, 7, 15, 16, 3, 13, 1, 17, 18, 2, 14, 4, 20, 19, 5, 15, 7, 18, 17, 8, 16, 6, 19, 20, 5, 17, 1, 9, 10, 3, 18, 7, 12, 11, 2, 19, 6, 10, 9, 8, 20, 4, 11, 12 }; static double point_coord_save[DIM_NUM*20] = { a, a, a, a, a, -a, a, -a, a, a, -a, -a, -a, a, a, -a, a, -a, -a, -a, a, -a, -a, -a, c, b, z, -c, b, z, c, -b, z, -c, -b, z, b, z, c, b, z, -c, -b, z, c, -b, z, -c, z, c, b, z, -c, b, z, c, -b, z, -c, -b }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void dodec_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // DODEC_SIZE_3D gives "sizes" for a dodecahedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 20; *edge_num = 30; *face_num = 12; *face_order_max = 5; return; } //****************************************************************************80 void dual_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[], int point_num2, int face_num2, int face_order_max2, double point_coord2[], int face_order2[], int face_point2[] ) //****************************************************************************80 // // Purpose: // // DUAL_SHAPE_3D constructs the dual of a shape in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices per face. // // Input, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Input, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Input, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // // Input, int POINT_NUM2, the number of points in the dual. // // Input, int FACE_NUM2, the number of faces in the dual. // // Input, int FACE_ORDER_MAX2, the maximum number of vertices per face // in the dual. // // Output, double POINT_COORD2[3*POINT_NUM2], the point coordinates // of the dual. // // Input, int FACE_ORDER2[FACE_NUM2], the number of vertices // per face. // // Output, int FACE_POINT2[FACE_ORDER_MAX2*FACE_NUM2], the vertices // of each face in the dual. // { int col; int face; int i; int inext; int iprev; int istop; int j; int k; double norm; int row; double x; double y; double z; // // This computation should really compute the center of gravity // of the face, in the general case. // // We'll also assume the vertices of the original and the dual // are to lie on the unit sphere, so we can normalize the // position vector of the vertex. // for ( face = 0; face < face_num; face++ ) { x = 0.0; y = 0.0; z = 0.0; for ( j = 0; j < face_order[face]; j++ ) { k = face_point[j+face*face_order_max]; x = x + point_coord[0+(k-1)*3]; y = y + point_coord[1+(k-1)*3]; z = z + point_coord[2+(k-1)*3]; } norm = sqrt ( x * x + y * y + z * z ); point_coord2[0+face*face_order_max2] = x / norm; point_coord2[1+face*face_order_max2] = y / norm; point_coord2[2+face*face_order_max2] = z / norm; } // // Now build the face in the dual associated with each node FACE. // for ( face = 1; face <= face_num2; face++ ) { // // Initialize the order. // face_order2[face-1] = 0; // // Find the first occurrence of FACE in an edge of polyhedron. // ROW and COL are 1-based indices. // i4col_find_item ( face_order_max, face_num, face_point, face, &row, &col ); if ( row <= 0 ) { cerr << "\n"; cerr << "DUAL_SHAPE_3D - Fatal error!\n"; cerr << " Could not find an edge using node " << face << "\n"; exit ( 1 ); } // // Save the following node as ISTOP. // When we encounter ISTOP again, this will mark the end of our search. // i = row + 1; if ( face_order[col-1] < i ) { i = 1; } istop = face_point[i-1+(col-1)*face_order_max]; // // Save the previous node as INEXT. // for ( ; ; ) { i = row - 1; if ( i < 1 ) { i = i + face_order[col-1]; } inext = face_point[i-1+(col-1)*face_order_max]; face_order2[face-1] = face_order2[face-1] + 1; face_point2[face_order2[face-1]-1+(face-1)*face_order_max2] = col; // // If INEXT != ISTOP, continue. // if ( inext == istop ) { break; } // // Set IPREV:= INEXT. // iprev = inext; // // Search for the occurrence of the edge FACE-IPREV. // ROW and COL are 1-based indices. // i4col_find_pair_wrap ( face_order_max, face_num, face_point, face, iprev, &row, &col ); if ( row <= 0 ) { cerr << "\n"; cerr << "DUAL_SHAPE_3D - Fatal error!\n"; cerr << " No edge from node " << iprev << "\n"; cerr << " to node " << face << "\n"; exit ( 1 ); } } } return; } //****************************************************************************80 void dual_size_3d ( int point_num, int edge_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[], int *point_num2, int *edge_num2, int *face_num2, int *face_order_max2 ) //****************************************************************************80 // // Purpose: // // DUAL_SIZE_3D determines sizes for a dual of a shape in 3D. // // Discussion: // // We don't actually need FACE_POINT as input here. But since the // three arrays occur together everywhere else, it seems unnecessarily // user-confusing to vary the usage here! // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int EDGE_NUM, the number of edges. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices per face. // // Input, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Input, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Input, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // // Output, int *POINT_NUM2, the number of points in the dual. // // Output, int *EDGE_NUM2, the number of edges in the dual. // // Output, int *FACE_NUM2, the number of faces in the dual. // // Output, int *FACE_ORDER_MAX2, the maximum number of vertices per face // in the dual. // { int i; int face; int *face_order2; int face2; // // These values are easy to compute: // *point_num2 = face_num; *edge_num2 = edge_num; *face_num2 = point_num; // // To determine FACE_ORDER_MAX2 is not so easy. // You have to construct the FACE_ORDER array for the dual shape. // The order of a dual face is the number of edges that the vertex occurs in. // But then all we have to do is count how many times each item shows up // in the FACE_POINT array. // face_order2 = new int[(*face_num2)]; for ( i = 0; i < *face_num2; i++ ) { face_order2[i] = 0; } for ( face = 0; face < face_num; face++ ) { for ( i = 0; i < face_order[face]; i++ ) { face2 = face_point[i+face*face_order_max]; if ( face2 == 0 ) cout << "WHOA!\n"; face_order2[face2-1] = face_order2[face2-1] + 1; } } *face_order_max2 = 0; for ( i = 0; i < *face_num2; i++ ) { *face_order_max2 = i4_max ( *face_order_max2, face_order2[i] ); } delete [] face_order2; return; } //****************************************************************************80 double ellipse_area_2d ( double r1, double r2 ) //****************************************************************************80 // // Purpose: // // ELLIPSE_AREA_2D returns the area of an ellipse in 2D. // // Discussion: // // An ellipse in standard position has a center at the origin, and // axes aligned with the coordinate axes. Any point P on the ellipse // satisfies // // pow ( P[0] / R1, 2 ) + pow ( P[1] / R2, 2 ) == 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the "radius" of the ellipse in the major // and minor axis directions. A circle has these values equal. // // Output, double ELLIPSE_AREA_2D, the area of the ellipse. // { double area; double pi = 3.141592653589793; area = pi * r1 * r2; return area; } //****************************************************************************80 double ellipse_point_dist_2d ( double r1, double r2, double p[2] ) //****************************************************************************80 // // Purpose: // // ELLIPSE_POINT_DIST_2D finds the distance from a point to an ellipse in 2D. // // Discussion: // // An ellipse in standard position has a center at the origin, and // axes aligned with the coordinate axes. Any point P on the ellipse // satisfies // // pow ( P[0] / R1, 2 ) + pow ( P[1] / R2, 2 ) == 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Reference: // // Dianne O'Leary, // Elastoplastic Torsion: Twist and Stress, // Computing in Science and Engineering, // July/August 2004, pages 74-76. // September/October 2004, pages 63-65. // // Parameters: // // Input, double R1, R2, the ellipse parameters. Normally, // these are both positive quantities. Generally, they are also // distinct. // // Input, double P[2], the point. // // Output, double ELLIPSE_POINT_DIST_2D, the distance to the ellipse. // { # define DIM_NUM 2 double dist; int i; double *pn; pn = ellipse_point_near_2d ( r1, r2, p ); dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dist = dist + pow ( p[i] - pn[i], 2 ); } dist = sqrt ( dist ); delete [] pn; return dist; # undef DIM_NUM } //****************************************************************************80 double *ellipse_point_near_2d ( double r1, double r2, double p[2] ) //****************************************************************************80 // // Purpose: // // ELLIPSE_POINT_NEAR_2D finds the nearest point on an ellipse in 2D. // // Discussion: // // An ellipse in standard position has a center at the origin, and // axes aligned with the coordinate axes. Any point P on the ellipse // satisfies // // ( P(1) / R1 )^2 + ( P(2) / R2 )^2 == 1 // // The nearest point PN on the ellipse has the property that the // line from PN to P is normal to the ellipse. Points on the ellipse // can be parameterized by T, to have the form // // ( R1 * cos ( T ), R2 * sin ( T ) ). // // The tangent vector to the ellipse has the form // // ( -R1 * sin ( T ), R2 * cos ( T ) ) // // At PN, the dot product of this vector with ( P - PN ) must be // zero: // // - R1 * sin ( T ) * ( X - R1 * cos ( T ) ) // + R2 * cos ( T ) * ( Y - R2 * sin ( T ) ) = 0 // // This nonlinear equation for T can be solved by Newton's method. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the ellipse parameters. Normally, // these are both positive quantities. Generally, they are also // distinct. // // Input, double P[2], the point. // // Output, double ELLIPSE_POINT_NEAR_2D[2], the point on the ellipse which // is closest to P. // { # define DIM_NUM 2 double ct; double f; double fp; int iteration; int iteration_max = 100; double pi = 3.141592653589793; double *pn; double st; double t; double x; double y; x = fabs ( p[0] ); y = fabs ( p[1] ); if ( y == 0.0 && r1 * r1 - r2 * r2 <= r1 * x ) { t = 0.0; } else if ( x == 0.0 && r2 * r2 - r1 * r1 <= r2 * y ) { t = pi / 2.0; } else { if ( y == 0.0 ) { y = sqrt ( r8_epsilon ( ) ) * fabs ( r2 ); } if ( x == 0.0 ) { x = sqrt ( r8_epsilon ( ) ) * fabs ( r1 ); } // // Initial parameter T: // t = atan2 ( y, x ); iteration = 0; for ( ; ; ) { ct = cos ( t ); st = sin ( t ); f = ( x - fabs ( r1 ) * ct ) * fabs ( r1 ) * st - ( y - fabs ( r2 ) * st ) * fabs ( r2 ) * ct; if ( fabs ( f ) <= 100.0 * r8_epsilon ( ) ) { break; } if ( iteration_max <= iteration ) { cout << "\n"; cout << "ELLIPSE_POINT_NEAR_2D - Warning!\n"; cout << " Reached iteration limit.\n"; cout << " T = " << t << "\n"; cout << " F = " << f << "\n"; break; } iteration = iteration + 1; fp = r1 * r1 * st * st + r2 * r2 * ct * ct + ( x - fabs ( r1 ) * ct ) * fabs ( r1 ) * ct + ( y - fabs ( r2 ) * st ) * fabs ( r2 ) * st; t = t - f / fp; } } // // From the T value, we get the nearest point. // pn = new double[DIM_NUM]; pn[0] = fabs ( r1 ) * cos ( t ); pn[1] = fabs ( r2 ) * sin ( t ); // // Take care of case where the point was in another quadrant. // pn[0] = r8_sign ( p[0] ) * pn[0]; pn[1] = r8_sign ( p[1] ) * pn[1]; return pn; # undef DIM_NUM } //****************************************************************************80 void ellipse_points_2d ( double pc[2], double r1, double r2, double psi, int n, double p[] ) //****************************************************************************80 // // Purpose: // // ELLIPSE_POINTS_2D returns N points on an tilted ellipse in 2D. // // Discussion: // // An ellipse in standard position has a center at the origin, and // axes aligned with the coordinate axes. Any point P on the ellipse // satisfies // // pow ( P[0] / R1, 2 ) + pow ( P[1] / R2, 2 ) == 1 // // The points are "equally spaced" in the angular sense. They are // not equally spaced along the perimeter of the ellipse. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PC[2], the coordinates of the center of the ellipse. // // Input, double R1, R2, the "radius" of the ellipse in the major // and minor axis directions. A circle has these values equal. // // Input, double PSI, the angle that the major axis of the ellipse // makes with the X axis. A value of 0.0 means that the major and // minor axes of the ellipse will be the X and Y coordinate axes. // // Input, int N, the number of points desired. N must be at least 1. // // Output, double P[2*N], the coordinates of points on the ellipse. // { int i; double pi = 3.141592653589793; double theta; for ( i = 0; i < n; i++ ) { theta = ( 2.0 * pi * ( ( double ) i ) ) / ( ( double ) n ); p[0+i*2] = pc[0] + r1 * cos ( psi ) * cos ( theta ) - r2 * sin ( psi ) * sin ( theta ); p[1+i*2] = pc[1] + r1 * sin ( psi ) * cos ( theta ) + r2 * cos ( psi ) * sin ( theta ); } return; } //****************************************************************************80 void ellipse_points_arc_2d ( double pc[2], double r1, double r2, double psi, double theta1, double theta2, int n, double p[] ) //****************************************************************************80 // // Purpose: // // ELLIPSE_POINTS_ARC_2D returns N points on a tilted elliptical arc in 2D. // // Discussion: // // An ellipse in standard position has a center at the origin, and // axes aligned with the coordinate axes. Any point P on the ellipse // satisfies // // pow ( P[0] / R1, 2 ) + pow ( P[1] / R2, 2 ) == 1 // // The points are "equally spaced" in the angular sense. They are // not equally spaced along the perimeter of the ellipse. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PC[2], the coordinates of the center of the ellipse. // // Input, double R1, R2, the "radius" of the ellipse in the major // and minor axis directions. A circle has these values equal. // // Input, double PSI, the angle that the major axis of the ellipse // makes with the X axis. A value of 0.0 means that the major and // minor axes of the ellipse will be the X and Y coordinate axes. // // Input, double THETA1, THETA2, the angular coordinates of the first // and last points to be drawn, in radians. This angle is measured // with respect to the (possibly tilted) major axis. // // Input, int N, the number of points desired. N must be at least 1. // // Output, double P[2*N], the coordinates of points on the ellipse. // { int i; double pi = 3.141592653589793; double theta; double theta3; // // THETA3 is the smallest angle, no less than THETA1, which // coincides with THETA2. // theta3 = theta1 + r8_modp ( theta2 - theta1, 2.0 * pi ); for ( i = 0; i < n; i++ ) { if ( 1 < n ) { theta = ( ( double ) ( n - i - 1 ) * theta1 + ( double ) ( i ) * theta3 ) / ( double ) ( n - 1 ); } else { theta = 0.5 * ( theta1 + theta3 ); } p[0+i*2] = pc[0] + r1 * cos ( psi ) * cos ( theta ) - r2 * sin ( psi ) * sin ( theta ); p[1+i*2] = pc[1] + r1 * sin ( psi ) * cos ( theta ) + r2 * cos ( psi ) * sin ( theta ); } return; } //****************************************************************************80 double enorm0_nd ( int dim_num, double x[], double y[] ) //****************************************************************************80 // // Purpose: // // ENORM0_ND computes the Euclidean norm of a (X-Y) in N space. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double X[DIM_NUM], Y[DIM_NUM], the coordinates of the vectors. // // Output, double ENORM0_ND, the Euclidean norm of the vector. // { int i; double value; value = 0.0; for ( i = 0; i < dim_num; i++ ) { value = value + ( x[i] - y[i] ) * ( x[i] - y[i] ); } value = sqrt ( value ); return value; } //****************************************************************************80 int get_seed ( ) //****************************************************************************80 // // Purpose: // // GET_SEED returns a random seed for the random number generator. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 May 1999 // // Author: // // John Burkardt // // Parameters: // // Output, int GET_SEED, a random seed value. // { # define I4_MAX 2147483647 time_t clock; int ihour; int imin; int isec; struct tm *lt; int seed; static int seed_internal = 0; time_t tloc; // // If the internal seed is 0, generate a value based on the time. // if ( seed_internal == 0 ) { clock = time ( &tloc ); lt = localtime ( &clock ); // // Hours is 1, 2, ..., 12. // ihour = lt->tm_hour; if ( 12 < ihour ) { ihour = ihour - 12; } // // Move Hours to 0, 1, ..., 11 // ihour = ihour - 1; imin = lt->tm_min; isec = lt->tm_sec; seed_internal = isec + 60 * ( imin + 60 * ihour ); // // We want values in [1,43200], not [0,43199]. // seed_internal = seed_internal + 1; // // Remap SEED from [1,43200] to [1,IMAX]. // seed_internal = ( int ) ( ( double ) seed_internal * ( double ) I4_MAX / ( 60.0 * 60.0 * 12.0 ) ); } // // Never use a seed of 0. // if ( seed_internal == 0 ) { seed_internal = 1; } if ( seed_internal == I4_MAX ) { seed_internal = I4_MAX - 1; } seed = seed_internal; return seed; # undef I4_MAX } //****************************************************************************80 void glob2loc_3d ( double cospitch, double cosroll, double cosyaw, double sinpitch, double sinroll, double sinyaw, double globas[3], double glopts[3], double locpts[3] ) //****************************************************************************80 // // Purpose: // // GLOB2LOC_3D converts from a global to a local coordinate system in 3D. // // Discussion: // // A global coordinate system is given. // // A local coordinate system has been translated to the point with // global coordinates GLOBAS, and rotated through a yaw, a pitch, and // a roll. // // A point has global coordinates GLOPTS, and it is desired to know // the point's local coordinates LOCPTS. // // The transformation may be written as // // LOC = M_ROLL * M_PITCH * M_YAW * ( GLOB - GLOBAS ) // // where // // ( 1 0 0 ) // M_ROLL = ( 0 cos(Roll) sin(Roll) ) // ( 0 - sin(Roll) cos(Roll) ) // // ( cos(Pitch) 0 - sin(Pitch) ) // M_PITCH = ( 0 1 0 ) // ( sin(Pitch) 0 cos(Pitch) ) // // ( cos(Yaw) sin(Yaw) 0 ) // M_YAW = ( - sin(Yaw) cos(Yaw) 0 ) // ( 0 0 1 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double COSPITCH, COSROLL, COSYAW, the cosines of the pitch, // roll and yaw angles. // // Input, double SINPITCH, SINROLL, SINYAW, the sines of the pitch, // roll and yaw angles. // // Input, double GLOBAS[3], the global coordinates of the base vector. // // Input, double GLOPTS[3], the global coordinates of the point. // // Output, double LOCPTS[3], the local coordinates of the point. // { locpts[0] = ( cosyaw * cospitch ) * ( glopts[0] - globas[0] ) + ( sinyaw * cospitch ) * ( glopts[1] - globas[1] ) - sinpitch * ( glopts[2] - globas[2] ); locpts[1] = ( cosyaw * sinpitch * sinroll - sinyaw * cosroll ) * ( glopts[0] - globas[0] ) + ( sinyaw * sinpitch * sinroll + cosyaw * cosroll ) * ( glopts[1] - globas[1] ) + cospitch * sinroll * ( glopts[2] - globas[2] ); locpts[2] = ( cosyaw * sinpitch * cosroll + sinyaw * sinroll ) * ( glopts[0] - globas[0] ) + ( sinyaw * sinpitch * cosroll - cosyaw * sinroll ) * ( glopts[1] - globas[1] ) + ( cospitch * cosroll ) * ( glopts[2] - globas[2] ); return; } //****************************************************************************80 bool halfplane_contains_point_2d ( double pa[2], double pb[2], double p[2] ) //****************************************************************************80 // // Purpose: // // HALFPLANE_CONTAINS_POINT_2D reports if a half-plane contains a point in 2d. // // Discussion: // // The halfplane is assumed to be all the points "to the left" of the // line segment from PA = (XA,YA) to PB = (XB,YB). Thus, one way to // understand where the point P is, is to compute the signed // area of the triangle ( PA, PB, P ). // // If this area is // positive, the point is strictly inside the halfplane, // zero, the point is on the boundary of the halfplane, // negative, the point is strictly outside the halfplane. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PA[2], PB[2], two points on the line defining the half plane. // // Input, double P[2], the point to be checked. // // Output, bool HALFPLANE_CONTAINS_POINT_2D, is TRUE if the halfplane // contains the point, and FALSE otherwise. // { double area_signed; area_signed = 0.5 * ( pa[0] * ( pb[1] - p[1] ) + pb[0] * ( p[1] - pa[1] ) + p[0] * ( pa[1] - pb[1] ) ); return ( 0.0 <= area_signed ); } //****************************************************************************80 int halfspace_imp_triangle_int_3d ( double a, double b, double c, double d, double t[3*3], double p[3*4] ) //****************************************************************************80 // // Purpose: // // HALFSPACE_IMP_TRIANGLE_INT_3D: intersection ( implicit halfspace, triangle ) in 3D. // // Discussion: // // The implicit form of a half-space in 3D may be described as the set // of points on or "above" an implicit plane: // // 0 <= A * X + B * Y + C * Z + D // // The triangle is specified by listing its three vertices. // // The intersection may be described by the number of vertices of the // triangle that are included in the halfspace, and by the location of // points between vertices that separate a side of the triangle into // an included part and an unincluded part. // // 0 vertices, 0 separators (no intersection) // 1 vertex, 0 separators (point intersection) // 2 vertices, 0 separators (line intersection) // 3 vertices, 0 separators (triangle intersection) // // 1 vertex, 2 separators, (intersection is a triangle) // 2 vertices, 2 separators, (intersection is a quadrilateral). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, the parameters that define the implicit plane, // which in turn define the implicit halfspace. // // Input, double T[3*3], the vertices of the triangle. // // Output, double P[3*4], the coordinates of the // intersection points. The points will lie in sequence on the triangle. // Some points will be vertices, and some may be separators. // // Output, int HALFSPACE_IMP_TRIANGLE_INT_3D, the number of intersection // points returned, which will always be between 0 and 4. // { double dist1; double dist2; double dist3; int int_num; // // Compute the signed distances between the vertices and the plane. // dist1 = a * t[0+0*3] + b * t[1+0*3] + c * t[2+0*3] + d; dist2 = a * t[0+1*3] + b * t[1+1*3] + c * t[2+1*3] + d; dist3 = a * t[0+2*3] + b * t[1+2*3] + c * t[2+2*3] + d; // // Now we can find the intersections. // int_num = halfspace_triangle_int_3d ( dist1, dist2, dist3, t, p ); return int_num; } //****************************************************************************80 int halfspace_norm_triangle_int_3d ( double pp[3], double pn[3], double t[3*3], double p[3*4] ) //****************************************************************************80 // // Purpose: // // HALFSPACE_NORM_TRIANGLE_INT_3D: intersection ( normal halfspace, triangle ) in 3D. // // Discussion: // // The normal form of a halfspace in 3D may be described as the set // of points P on or "above" a plane described in normal form: // // PP is a point on the plane, // PN is the unit normal vector, pointing "out" of the halfspace // // The triangle is specified by listing its three vertices. // // The intersection may be described by the number of vertices of the // triangle that are included in the halfspace, and by the location of // points between vertices that separate a side of the triangle into // an included part and an unincluded part. // // 0 vertices, 0 separators (no intersection) // 1 vertex, 0 separators (point intersection) // 2 vertices, 0 separators (line intersection) // 3 vertices, 0 separators (triangle intersection) // // 1 vertex, 2 separators, (intersection is a triangle) // 2 vertices, 2 separators, (intersection is a quadrilateral). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the bounding plane that defines // the halfspace. // // Input, double PN[3], the components of the normal vector to the // bounding plane that defines the halfspace. By convention, the // normal vector points "outwards" from the halfspace. // // Input, double T[3*3], the vertices of the triangle. // // Output, double P[3*4], the intersection points. The points will lie // in sequence on the triangle. Some points will be vertices, and some // may be separators. // // Output, int HALFSPACE_NORM_TRIANGLE_INT_3D, the number of intersection // points returned, which will always be between 0 and 4. // { double d; double dist1; double dist2; double dist3; int int_num; // // Compute the signed distances between the vertices and the plane. // d = - r8vec_dot_product ( 3, pn, pp ); dist1 = r8vec_dot_product ( 3, pn, t+0*3 ); dist2 = r8vec_dot_product ( 3, pn, t+1*3 ); dist3 = r8vec_dot_product ( 3, pn, t+2*3 ); // // Now we can find the intersections. // int_num = halfspace_triangle_int_3d ( dist1, dist2, dist3, t, p ); return int_num; } //****************************************************************************80 int halfspace_triangle_int_3d ( double dist1, double dist2, double dist3, double t[3*3], double p[3*4] ) //****************************************************************************80 // // Purpose: // // HALFSPACE_TRIANGLE_INT_3D: intersection ( halfspace, triangle ) in 3D. // // Discussion: // // The triangle is specified by listing its three vertices. // // The halfspace is not described in the input data. Rather, the // distances from the triangle vertices to the halfspace are given. // // The intersection may be described by the number of vertices of the // triangle that are included in the halfspace, and by the location of // points between vertices that separate a side of the triangle into // an included part and an unincluded part. // // 0 vertices, 0 separators (no intersection) // 1 vertex, 0 separators (point intersection) // 2 vertices, 0 separators (line intersection) // 3 vertices, 0 separators (triangle intersection) // // 1 vertex, 2 separators, (intersection is a triangle) // 2 vertices, 2 separators, (intersection is a quadrilateral). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double DIST1, DIST2, DIST3, the distances from each of the // three vertices of the triangle to the halfspace. The distance is // zero if a vertex lies within the halfspace, or on the plane that // defines the boundary of the halfspace. Otherwise, it is the // distance from that vertex to the bounding plane. // // Input, double T[3*3], the vertices of the triangle. // // Output, double P[3*4], the coordinates of the // intersection points. The points will lie in sequence on the triangle. // Some points will be vertices, and some may be separators. // // Output, int HALFSPACE_TRIANGLE_INT_3D, the number of intersection points // returned, which will always be between 0 and 4. // { int int_num; // // Walk around the triangle, looking for vertices that are included, // and points of separation. // int_num = 0; if ( dist1 <= 0.0 ) { p[0+int_num*3] = t[0+0*3]; p[1+int_num*3] = t[1+0*3]; p[2+int_num*3] = t[2+0*3]; int_num = int_num + 1; } if ( dist1 * dist2 < 0.0 ) { p[0+int_num*3] = ( dist1 * t[0+1*3] - dist2 * t[0+0*3] ) / ( dist1 - dist2 ); p[1+int_num*3] = ( dist1 * t[1+1*3] - dist2 * t[1+0*3] ) / ( dist1 - dist2 ); p[2+int_num*3] = ( dist1 * t[2+1*3] - dist2 * t[2+0*3] ) / ( dist1 - dist2 ); int_num = int_num + 1; } if ( dist2 <= 0.0 ) { p[0+int_num*3] = t[0+1*3]; p[1+int_num*3] = t[1+1*3]; p[2+int_num*3] = t[2+1*3]; int_num = int_num + 1; } if ( dist2 * dist3 < 0.0 ) { p[0+int_num*3] = ( dist2 * t[0+2*3] - dist3 * t[0+1*3] ) / ( dist2 - dist3 ); p[1+int_num*3] = ( dist2 * t[1+2*3] - dist3 * t[1+1*3] ) / ( dist2 - dist3 ); p[2+int_num*3] = ( dist2 * t[2+2*3] - dist3 * t[2+0*3] ) / ( dist2 - dist3 ); int_num = int_num + 1; } if ( dist3 <= 0.0 ) { p[0+int_num*3] = t[0+2*3]; p[1+int_num*3] = t[1+2*3]; p[2+int_num*3] = t[2+2*3]; int_num = int_num + 1; } if ( dist3 * dist1 < 0.0 ) { p[0+int_num*3] = ( dist3 * t[0+0*3] - dist1 * t[0+2*3] ) / ( dist3 - dist1 ); p[1+int_num*3] = ( dist3 * t[1+0*3] - dist1 * t[1+2*3] ) / ( dist3 - dist1 ); p[2+int_num*3] = ( dist3 * t[2+0*3] - dist1 * t[2+2*3] ) / ( dist3 - dist1 ); int_num = int_num + 1; } return int_num; } //****************************************************************************80 double haversine ( double a ) //****************************************************************************80 // // Purpose: // // HAVERSINE computes the haversine of an angle. // // Discussion: // // haversine(A) = ( 1 - cos ( A ) ) / 2 // // The haversine is useful in spherical trigonometry. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A, the angle. // // Output, double HAVERSINE, the haversine of the angle. // { return ( ( 1.0 - cos ( a ) ) / 2.0 ); } //****************************************************************************80 void helix_shape_3d ( double a, int n, double r, double theta1, double theta2, double p[] ) //****************************************************************************80 // // Purpose: // // HELIX_SHAPE_3D computes points on a helix in 3D. // // Discussion: // // The user specifies the parameters A and R, the first and last // THETA values, and the number of equally spaced THETA values // at which values are to be computed. // // ( R * COS ( THETA ), R * SIN ( THETA ), A * THETA ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A, the rate at which Z advances with THETA. // // Input, int N, the number of points to compute on the helix. // // Input, double R, the radius of the helix. // // Input, double THETA1, THETA2, the first and last THETA values at // which to compute points on the helix. THETA is measured in // radians. // // Output, double P[3*N], the coordinates of points on the helix. // { int i; double theta; for ( i = 0; i < n; i++ ) { if ( n == 1 ) { theta = 0.5 * ( theta1 + theta2 ); } else { theta = ( ( ( double ) ( n - i ) ) * theta1 + ( ( double ) ( i - 1 ) ) * theta2 ) / ( ( double ) ( n - 1 ) ); } p[0+i*3] = r * cos ( theta ); p[1+i*3] = r * sin ( theta ); p[2+i*3] = a * theta; } return; } //****************************************************************************80 double hexagon_area_2d ( double r ) //****************************************************************************80 // // Purpose: // // HEXAGON_AREA_2D returns the area of a regular hexagon in 2D. // // Discussion: // // The radius of a regular hexagon is the distance from the center // of the hexagon to any vertex. This happens also to equal the // length of any side. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the hexagon. // // Output, double HEXAGON_AREA_2D, the area of the hexagon. // { double value; value = r * r * hexagon_unit_area_2d ( ); return value; } //****************************************************************************80 bool hexagon_contains_point_2d ( double v[2*6], double p[2] ) //****************************************************************************80 // // Purpose: // // HEXAGON_CONTAINS_POINT_2D finds if a point is inside a hexagon in 2D. // // Discussion: // // This test is only valid if the hexagon is convex. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 June 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double V[2*6], the vertics, in counter clockwise order. // // Input, double P[2], the point to be tested. // // Output, bool HEXAGON_CONTAINS_POINT_2D, is TRUE if X is in the hexagon. // { # define N 6 int i; int j; // // A point is inside a convex hexagon if and only if it is "inside" // each of the 6 halfplanes defined by lines through consecutive // vertices. // for ( i = 0; i < N; i++ ) { j = ( i + 1 ) % N; if ( v[0+i*2] * ( v[1+j*2] - p[1 ] ) + v[0+j*2] * ( p[1 ] - v[1+i*2] ) + p[0 ] * ( v[1+i*2] - v[1+j*2] ) < 0.0 ) { return false; } } return true; # undef N } //****************************************************************************80 void hexagon_shape_2d ( double angle, double p[2] ) //****************************************************************************80 // // Purpose: // // HEXAGON_SHAPE_2D returns points on the unit regular hexagon in 2D. // // Discussion: // // The unit regular hexagon has radius 1. The radius is the distance from // the center to any vertex, and it is also the length of any side. // An example of a unit hexagon is the convex hull of the points // // ( 1, 0 ), // ( 0.5, sqrt (3)/2 ), // ( - 0.5, sqrt (3)/2 ), // ( - 1, 0 ), // ( - 0.5, - sqrt (3)/2 ), // ( 0.5, - sqrt (3)/2 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double ANGLE, the angle, in degrees, of the point. // // Output, double P[2], the coordinates of the point. // { // // Ensure that 0.0 <= ANGLE2 < 360. // angle = r8_modp ( angle, 360.0 ); // // y = - sqrt(3) * x + sqrt(3) // if ( 0.0 <= angle && angle <= 60.0 ) { p[0] = sqrt ( 3.0 ) / ( r8_tand ( angle ) + sqrt ( 3.0 ) ); p[1] = r8_tand ( angle ) * p[0]; } // // y = sqrt(3) / 2 // else if ( angle <= 120.0 ) { p[1] = sqrt ( 3.0 ) / 2.0; p[0] = r8_cotd ( angle ) * p[1]; } // // y = sqrt(3) * x + sqrt(3) // else if ( angle <= 180.0 ) { p[0] = sqrt ( 3.0 ) / ( r8_tand ( angle ) - sqrt ( 3.0 ) ); p[1] = r8_tand ( angle ) * p[0]; } // // y = - sqrt(3) * x - sqrt(3) // else if ( angle <= 240.0 ) { p[0] = - sqrt ( 3.0 ) / ( r8_tand ( angle ) + sqrt ( 3.0 ) ); p[1] = r8_tand ( angle ) * p[0]; } // // y = - sqrt(3) / 2 // else if ( angle <= 300.0 ) { p[1] = - sqrt ( 3.0 ) / 2.0; p[0] = r8_cotd ( angle ) * p[1]; } // // y = sqrt(3) * x - sqrt(3) // else if ( angle <= 360.0 ) { p[0] = - sqrt ( 3.0 ) / ( r8_tand ( angle ) - sqrt ( 3.0 ) ); p[1] = r8_tand ( angle ) * p[0]; } return; } //****************************************************************************80 double hexagon_unit_area_2d ( ) //****************************************************************************80 // // Purpose: // // HEXAGON_UNIT_AREA_2D returns the area of a unit regular hexagon in 2D. // // Discussion: // // A "unit" regular hexagon has both a "radius" of 1 (distance // from the center to any vertex), and a side length of 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Output, double HEXAGON_UNIT_AREA_2D, the area of the hexagon. // { double value; value = 3.0 * sqrt ( 3.0 ) / 2.0; return value; } //****************************************************************************80 void hexagon_vertices_2d ( double h[2*6] ) //****************************************************************************80 // // Purpose: // // HEXAGON_VERTICES_2D returns the vertices of the unit hexagon in 2D. // // Discussion: // // The unit hexagon has maximum radius 1, and is the hull of the points // // ( 1, 0 ), // ( 0.5, sqrt (3)/2 ), // ( - 0.5, sqrt (3)/2 ), // ( - 1, 0 ), // ( - 0.5, - sqrt (3)/2 ), // ( 0.5, - sqrt (3)/2 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Output, double H[2*6], the coordinates of the vertices. // { # define A 0.8660254037844386 # define DIM_NUM 2 h[0+0*2] = 1.0; h[0+1*2] = 0.5; h[0+2*2] = -0.5; h[0+3*2] = -1.0; h[0+4*2] = -0.5; h[0+5*2] = 0.5; h[1+0*2] = 0.0; h[1+1*2] = A; h[1+2*2] = A; h[1+3*2] = 0.0; h[1+4*2] = -A; h[1+5*2] = -A; return; # undef A # undef DIM_NUM } //****************************************************************************80 double i4_dedekind_factor ( int p, int q ) //****************************************************************************80 // // Purpose: // // I4_DEDEKIND_FACTOR computes a function needed for a Dedekind sum. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 July 2009 // // Author: // // John Burkardt // // Reference: // // Hans Rademacher, Emil Grosswald, // Dedekind Sums, // Mathematics Association of America, 1972, // LC: QA241.R2. // // Parameters: // // Input, int P, Q, two positive integers. // // Input, double I4_DEDEKIND_FACTOR, the Dedekind factor of P / Q. // { double s; if ( ( p % q ) == 0 ) { s = 0.0; } else { s = ( double ) ( p ) / ( double ) ( q ) - ( ( double ) ( p / q ) ) - 0.5; } return s; } //****************************************************************************80 double i4_dedekind_sum ( int p, int q ) //****************************************************************************80 // // Purpose: // // I4_DEDEKIND_SUM computes the Dedekind sum of two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 July 2009 // // Author: // // John Burkardt // // Reference: // // Hans Rademacher, Emil Grosswald, // Dedekind Sums, // Mathematics Association of America, 1972, // LC: QA241.R2. // // Parameters: // // Input, int P, Q, two positive integers. // // Output, double I4_DEDEKIND_SUM, the Dedekind sum of P and Q. // { int i; double s; s = 0.0; for ( i = 1; i <= q; i++ ) { s = s + i4_dedekind_factor ( i, q ) * i4_dedekind_factor ( p * i, q ); } return s; } //****************************************************************************80 int i4_factorial2 ( int n ) //****************************************************************************80 // // Purpose: // // I4_FACTORIAL2 computes the double factorial function N!! // // Discussion: // // FACTORIAL2( N ) = Product ( N * (N-2) * (N-4) * ... * 2 ) (N even) // = Product ( N * (N-2) * (N-4) * ... * 1 ) (N odd) // // Example: // // N N!! // // 0 1 // 1 1 // 2 2 // 3 3 // 4 8 // 5 15 // 6 48 // 7 105 // 8 384 // 9 945 // 10 3840 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 May 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the argument of the double factorial function. // If N is less than 1, I4_FACTORIAL2 is returned as 1. // // Output, int I4_FACTORIAL2, the value of N!!. // { int value; if ( n < 1 ) { return 1; } value = 1; while ( 1 < n ) { value = value * n; n = n - 2; } return value; } //****************************************************************************80 int i4_gcd ( int i, int j ) //****************************************************************************80 // // Purpose: // // I4_GCD finds the greatest common divisor of two I4's. // // Discussion: // // Note that only the absolute values of I and J are // considered, so that the result is always nonnegative. // // If I or J is 0, I4_GCD is returned as max ( 1, abs ( I ), abs ( J ) ). // // If I and J have no common factor, I4_GCD is returned as 1. // // Otherwise, using the Euclidean algorithm, I4_GCD is the // greatest common divisor of I and J. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 March 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int I, J, two numbers whose GCD is desired. // // Output, int I4_GCD, the greatest common divisor of I and J. // { int p; int q; int r; // // Return immediately if either I or J is zero. // if ( i == 0 ) { q = i4_max ( 1, abs ( j ) ); return q; } else if ( j == 0 ) { q = i4_max ( 1, abs ( i ) ); return q; } // // Set IP to the larger of I and J, IQ to the smaller. // This way, we can alter IP and IQ as we go. // p = i4_max ( abs ( i ), abs ( j ) ); q = i4_min ( abs ( i ), abs ( j ) ); // // Carry out the Euclidean algorithm. // for ( ; ; ) { r = p % q; if ( r == 0 ) { break; } p = q; q = r; } return q; } //****************************************************************************80 int i4_lcm ( int i, int j ) //****************************************************************************80 // // Purpose: // // I4_LCM computes the least common multiple of two I4's. // // Discussion: // // The least common multiple may be defined as // // LCM(I,J) = ABS( I * J ) / GCF(I,J) // // where GCF(I,J) is the greatest common factor of I and J. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 May 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int I, J, the integers whose LCM is desired. // // Output, int I4_LCM, the least common multiple of I and J. // I4_LCM is never negative. I4_LCM is 0 if either I or J is zero. // { int value; value = abs ( i * ( j / i4_gcd ( i, j ) ) ); return value; } //****************************************************************************80 int i4_max ( int i1, int i2 ) //****************************************************************************80 // // Purpose: // // I4_MAX returns the maximum of two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int I1, I2, are two integers to be compared. // // Output, int I4_MAX, the larger of I1 and I2. // { int value; if ( i2 < i1 ) { value = i1; } else { value = i2; } return value; } //****************************************************************************80 int i4_min ( int i1, int i2 ) //****************************************************************************80 // // Purpose: // // I4_MIN returns the smaller of two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int I1, I2, two integers to be compared. // // Output, int I4_MIN, the smaller of I1 and I2. // { int value; if ( i1 < i2 ) { value = i1; } else { value = i2; } return value; } //****************************************************************************80 int i4_modp ( int i, int j ) //****************************************************************************80 // // Purpose: // // I4_MODP returns the nonnegative remainder of I4 division. // // Discussion: // // If // NREM = I4_MODP ( I, J ) // NMULT = ( I - NREM ) / J // then // I = J * NMULT + NREM // where NREM is always nonnegative. // // The MOD function computes a result with the same sign as the // quantity being divided. Thus, suppose you had an angle A, // and you wanted to ensure that it was between 0 and 360. // Then mod(A,360) would do, if A was positive, but if A // was negative, your result would be between -360 and 0. // // On the other hand, I4_MODP(A,360) is between 0 and 360, always. // // Example: // // I J MOD I4_MODP I4_MODP Factorization // // 107 50 7 7 107 = 2 * 50 + 7 // 107 -50 7 7 107 = -2 * -50 + 7 // -107 50 -7 43 -107 = -3 * 50 + 43 // -107 -50 -7 43 -107 = 3 * -50 + 43 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 May 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int I, the number to be divided. // // Input, int J, the number that divides I. // // Output, int I4_MODP, the nonnegative remainder when I is // divided by J. // { int value; if ( j == 0 ) { cerr << "\n"; cerr << "I4_MODP - Fatal error!\n"; cerr << " I4_MODP ( I, J ) called with J = " << j << "\n"; exit ( 1 ); } value = i % j; if ( value < 0 ) { value = value + abs ( j ); } return value; } //****************************************************************************80 int i4_sign ( int i ) //****************************************************************************80 // // Purpose: // // I4_SIGN returns the sign of an I4. // // Discussion: // // The sign of 0 and all positive integers is taken to be +1. // The sign of all negative integers is -1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 May 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int I, the integer whose sign is desired. // // Output, int I4_SIGN, the sign of I. { int value; if ( i < 0 ) { value = -1; } else { value = 1; } return value; } //****************************************************************************80 void i4_swap ( int *i, int *j ) //****************************************************************************80 // // Purpose: // // I4_SWAP switches two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 January 2002 // // Author: // // John Burkardt // // Parameters: // // Input/output, int *I, *J. On output, the values of I and // J have been interchanged. // { int k; k = *i; *i = *j; *j = k; return; } //****************************************************************************80 int i4_uniform ( int a, int b, int &seed ) //****************************************************************************80 // // Purpose: // // I4_UNIFORM returns a scaled pseudorandom I4. // // Discussion: // // The pseudorandom number should be uniformly distributed // between A and B. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 November 2006 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation, // edited by Jerry Banks, // Wiley Interscience, page 95, 1998. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input, int A, B, the limits of the interval. // // Input/output, int &SEED, the "seed" value, which should NOT be 0. // On output, SEED has been updated. // // Output, int I4_UNIFORM, a number between A and B. // { int k; float r; int value; if ( seed == 0 ) { cerr << "\n"; cerr << "I4_UNIFORM - Fatal error!\n"; cerr << " Input value of SEED = 0.\n"; exit ( 1 ); } k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } r = ( ( float ) ( seed ) ) * 4.656612875E-10; // // Scale R to lie between A-0.5 and B+0.5. // r = ( 1.0 - r ) * ( ( ( float ) ( i4_min ( a, b ) ) ) - 0.5 ) + r * ( ( ( float ) ( i4_max ( a, b ) ) ) + 0.5 ); // // Use rounding to convert R to an integer between A and B. // value = r4_nint ( r ); value = i4_max ( value, i4_min ( a, b ) ); value = i4_min ( value, i4_max ( a, b ) ); return value; } //****************************************************************************80 int i4_wrap ( int ival, int ilo, int ihi ) //****************************************************************************80 // // Purpose: // // I4_WRAP forces an I4 to lie between given limits by wrapping. // // Example: // // ILO = 4, IHI = 8 // // I I4_WRAP // // -2 8 // -1 4 // 0 5 // 1 6 // 2 7 // 3 8 // 4 4 // 5 5 // 6 6 // 7 7 // 8 8 // 9 4 // 10 5 // 11 6 // 12 7 // 13 8 // 14 4 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int IVAL, an integer value. // // Input, int ILO, IHI, the desired bounds for the integer value. // // Output, int I4_WRAP, a "wrapped" version of IVAL. // { int jhi; int jlo; int value; int wide; jlo = i4_min ( ilo, ihi ); jhi = i4_max ( ilo, ihi ); wide = jhi + 1 - jlo; if ( wide == 1 ) { value = jlo; } else { value = jlo + i4_modp ( ival - jlo, wide ); } return value; } //****************************************************************************80 int i4col_compare ( int m, int n, int a[], int i, int j ) //****************************************************************************80 // // Purpose: // // I4COL_COMPARE compares columns I and J of an I4COL // // Example: // // Input: // // M = 3, N = 4, I = 2, J = 4 // // A = ( // 1 2 3 4 // 5 6 7 8 // 9 10 11 12 ) // // Output: // // I4COL_COMPARE = -1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 March 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, int A[M*N], an array of N columns of vectors of length M. // // Input, int I, J, the columns to be compared. // I and J must be between 1 and N. // // Output, int I4COL_COMPARE, the results of the comparison: // -1, column I < column J, // 0, column I = column J, // +1, column J < column I. // { int k; // // Check. // if ( i < 1 || n < i ) { cerr << "\n"; cerr << "I4COL_COMPARE - Fatal error!\n"; cerr << " Column index I is out of bounds.\n"; exit ( 1 ); } if ( j < 1 || n < j ) { cerr << "\n"; cerr << "I4COL_COMPARE - Fatal error!\n"; cerr << " Column index J is out of bounds.\n"; exit ( 1 ); } if ( i == j ) { return 0; } k = 1; while ( k <= m ) { if ( a[k-1+(i-1)*m] < a[k-1+(j-1)*m] ) { return (-1); } else if ( a[k-1+(j-1)*m] < a[k-1+(i-1)*m] ) { return 1; } k = k + 1; } return 0; } //****************************************************************************80 void i4col_find_item ( int m, int n, int table[], int item, int *row, int *col ) //****************************************************************************80 // // Purpose: // // I4COL_FIND_ITEM searches an I4COL for a given value. // // Discussion: // // The two dimensional information in TABLE is stored as a one dimensional // array, by columns. // // The values ROW and COL will be one-based indices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns // in the table. // // Input, int TABLE[M*N], the table to search. // // Input, int ITEM, the value to search for. // // Output, int *ROW, *COL, the row and column indices // of the first occurrence of the value ITEM. The search // is conducted by rows. If the item is not found, then // ROW = COL = -1. // { int i; int j; for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { if ( table[i+j*m] == item ) { *row = i+1; *col = j+1; return; } } } *row = -1; *col = -1; return; } //****************************************************************************80 void i4col_find_pair_wrap ( int m, int n, int a[], int item1, int item2, int *row, int *col ) //****************************************************************************80 // // Purpose: // // I4COL_FIND_PAIR_WRAP wrap searches an I4COL for a pair of items. // // Discussion: // // The items (ITEM1, ITEM2) must occur consecutively. // However, wrapping is allowed, that is, if ITEM1 occurs // in the last row, and ITEM2 "follows" it in the first row // of the same column, a match is declared. // // If the pair of items is not found, then ROW = COL = -1. // // The values ROW and COL will be one-based indices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns // in the table. // // Input, int A[M*N], the table to search. // // Input, int ITEM1, ITEM2, the values to search for. // // Output, int *ROW, *COL, the row and column indices // of the first occurrence of the value ITEM1 followed immediately // by ITEM2. // { int i; int i2; int j; for ( j = 1; j <= n; j++ ) { for ( i = 1; i <= m; i++ ) { if ( a[i-1+(j-1)*m] == item1 ) { i2 = i + 1; if ( m < i2 ) { i2 = 1; } if ( a[i2-1+(j-1)*m] == item2 ) { *row = i; *col = j; return; } } } } *row = -1; *col = -1; return; } //****************************************************************************80 void i4col_sort_a ( int m, int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4COL_SORT_A ascending sorts the columns of an integer array. // // Discussion: // // In lexicographic order, the statement "X < Y", applied to two // vectors X and Y of length M, means that there is some index I, with // 1 <= I <= M, with the property that // // X(J) = Y(J) for J < I, // and // X(I) < Y(I). // // In other words, X is less than Y if, at the first index where they // differ, the X value is less than the Y value. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 April 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of A. // // Input, int N, the number of columns of A. // // Input/output, int A[M*N]. // On input, the array of N columns of M vectors; // On output, the columns of A have been sorted in ascending // lexicographic order. // { int i; int indx; int isgn; int j; // // Initialize. // i = 0; indx = 0; isgn = 0; j = 0; // // Call the external heap sorter. // for ( ; ; ) { sort_heap_external ( m, &indx, &i, &j, isgn ); // // Interchange the I and J objects. // if ( 0 < indx ) { i4col_swap ( m, n, a, i, j ); } // // Compare the I and J objects. // else if ( indx < 0 ) { isgn = i4col_compare ( m, n, a, i, j ); } else if ( indx == 0 ) { break; } } return; } //****************************************************************************80 int i4col_sorted_unique_count ( int m, int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4COL_SORTED_UNIQUE_COUNT counts unique elements in an ICOL array. // // Discussion: // // The columns of the array may be ascending or descending sorted. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 February 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, int A[M*N], a sorted array, containing // N columns of data. // // Output, int I4COL_SORTED_UNIQUE_COUNT, the number of unique columns. // { int i; int j1; int j2; int unique_num; if ( n <= 0 ) { unique_num = 0; return unique_num; } unique_num = 1; j1 = 0; for ( j2 = 1; j2 < n; j2++ ) { for ( i = 0; i < m; i++ ) { if ( a[i+j1*m] != a[i+j2*m] ) { unique_num = unique_num + 1; j1 = j2; break; } } } return unique_num; } //****************************************************************************80 void i4col_swap ( int m, int n, int a[], int icol1, int icol2 ) //****************************************************************************80 // // Purpose: // // I4COL_SWAP swaps two columns of an integer array. // // Discussion: // // The two dimensional information is stored as a one dimensional // array, by columns. // // The row indices are 1 based, NOT 0 based! However, a preprocessor // variable, called OFFSET, can be reset from 1 to 0 if you wish to // use 0-based indices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 April 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input/output, int A[M*N], an array of data. // // Input, int ICOL1, ICOL2, the two columns to swap. // These indices should be between 1 and N. // { # define OFFSET 1 int i; int t; // // Check. // if ( icol1 - OFFSET < 0 || n-1 < icol1 - OFFSET ) { cerr << "\n"; cerr << "I4COL_SWAP - Fatal error!\n"; cerr << " ICOL1 is out of range.\n"; exit ( 1 ); } if ( icol2 - OFFSET < 0 || n-1 < icol2 - OFFSET ) { cerr << "\n"; cerr << "I4COL_SWAP - Fatal error!\n"; cerr << " ICOL2 is out of range.\n"; exit ( 1 ); } if ( icol1 == icol2 ) { return; } for ( i = 0; i < m; i++ ) { t = a[i+(icol1-OFFSET)*m]; a[i+(icol1-OFFSET)*m] = a[i+(icol2-OFFSET)*m]; a[i+(icol2-OFFSET)*m] = t; } return; # undef OFFSET } //****************************************************************************80 void i4mat_print ( int m, int n, int a[], string title ) //****************************************************************************80 // // Purpose: // // I4MAT_PRINT prints an I4MAT, with an optional title. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 April 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows in A. // // Input, int N, the number of columns in A. // // Input, int A[M*N], the M by N matrix. // // Input, string TITLE, a title. // { i4mat_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void i4mat_print_some ( int m, int n, int a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // I4MAT_PRINT_SOME prints some of an I4MAT. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 April 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of the matrix. // M must be positive. // // Input, int N, the number of columns of the matrix. // N must be positive. // // Input, int A[M*N], the matrix. // // Input, int ILO, JLO, IHI, JHI, designate the first row and // column, and the last row and column to be printed. // // Input, string TITLE, a title. { # define INCX 10 int i; int i2hi; int i2lo; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; // // Print the columns of the matrix, in strips of INCX. // for ( j2lo = jlo; j2lo <= jhi; j2lo = j2lo + INCX ) { j2hi = j2lo + INCX - 1; j2hi = i4_min ( j2hi, n ); j2hi = i4_min ( j2hi, jhi ); cout << "\n"; // // For each column J in the current range... // // Write the header. // cout << " Col: "; for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(7) << j << " "; } cout << "\n"; cout << " Row\n"; cout << "\n"; // // Determine the range of the rows in this strip. // i2lo = i4_max ( ilo, 1 ); i2hi = i4_min ( ihi, m ); for ( i = i2lo; i <= i2hi; i++ ) { // // Print out (up to INCX) entries in row I, that lie in the current strip. // cout << setw(5) << i << ": "; for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(6) << a[i-1+(j-1)*m] << " "; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 void i4mat_transpose_print ( int m, int n, int a[], string title ) //****************************************************************************80 // // Purpose: // // I4MAT_TRANSPOSE_PRINT prints an I4MAT, transposed. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 January 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows in A. // // Input, int N, the number of columns in A. // // Input, int A[M*N], the M by N matrix. // // Input, string TITLE, a title. // { i4mat_transpose_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void i4mat_transpose_print_some ( int m, int n, int a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // I4MAT_TRANSPOSE_PRINT_SOME prints some of an I4MAT, transposed. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 February 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of the matrix. // M must be positive. // // Input, int N, the number of columns of the matrix. // N must be positive. // // Input, int A[M*N], the matrix. // // Input, int ILO, JLO, IHI, JHI, designate the first row and // column, and the last row and column to be printed. // // Input, string TITLE, a title. { # define INCX 10 int i; int i2hi; int i2lo; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; // // Print the columns of the matrix, in strips of INCX. // for ( i2lo = ilo; i2lo <= ihi; i2lo = i2lo + INCX ) { i2hi = i2lo + INCX - 1; i2hi = i4_min ( i2hi, m ); i2hi = i4_min ( i2hi, ihi ); cout << "\n"; // // For each row I in the current range... // // Write the header. // cout << " Row: "; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(7) << i << " "; } cout << "\n"; cout << " Col\n"; cout << "\n"; // // Determine the range of the rows in this strip. // j2lo = i4_max ( jlo, 1 ); j2hi = i4_min ( jhi, n ); for ( j = j2lo; j <= j2hi; j++ ) { // // Print out (up to INCX) entries in column J, that lie in the current strip. // cout << setw(5) << j << ": "; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(6) << a[i-1+(j-1)*m] << " "; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 int i4row_compare ( int m, int n, int a[], int i, int j ) //****************************************************************************80 // // Purpose: // // I4ROW_COMPARE compares two rows of an I4ROW. // // Discussion: // // The two dimensional information is stored in a one dimensional array, // by ROWS. The entry A(I,J) is stored in A[I*N+J]. // // The input arguments I and J are row indices. They DO NOT use the // C convention of starting at 0, but rather start at 1. // // Example: // // Input: // // M = 3, N = 4, I = 2, J = 3 // // A = ( // 1 2 3 4 // 5 6 7 8 // 9 10 11 12 ) // // Output: // // I4ROW_COMPARE = -1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, int A[M*N], an array of M rows of vectors of length N. // // Input, int I, J, the rows to be compared. // I and J must be between 1 and M. // // Output, int I4ROW_COMPARE, the results of the comparison: // -1, row I < row J, // 0, row I = row J, // +1, row J < row I. // { int k; // // Check that I and J are legal. // if ( i < 1 ) { cerr << "\n"; cerr << "I4ROW_COMPARE - Fatal error!\n"; cerr << " Row index I is less than 1.\n"; cerr << " I = " << i << "\n"; exit ( 1 ); } else if ( m < i ) { cerr << "\n"; cerr << "I4ROW_COMPARE - Fatal error!\n"; cerr << " Row index I is out of bounds.\n"; cerr << " I = " << i << "\n"; cerr << " Maximum legal value is M = " << m << "\n"; exit ( 1 ); } if ( j < 1 ) { cerr << "\n"; cerr << "I4ROW_COMPARE - Fatal error!\n"; cerr << " Row index J is less than 1.\n"; cerr << " J = " << j << "\n"; exit ( 1 ); } else if ( m < j ) { cerr << "\n"; cerr << "I4ROW_COMPARE - Fatal error!\n"; cerr << " Row index J is out of bounds.\n"; cerr << " J = " << j << "\n"; cerr << " Maximum legal value is M = " << m << "\n"; exit ( 1 ); } if ( i == j ) { return 0; } for ( k = 0; k < n; k++ ) { if ( a[(i-1)*n+k] < a[(j-1)*n+k] ) { return -1; } else if ( a[(j-1)*n+k] < a[(i-1)*n+k] ) { return +1; } } return 0; } //****************************************************************************80 void i4row_sort_a ( int m, int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4ROW_SORT_A ascending sorts the rows of an I4ROW. // // Discussion: // // In lexicographic order, the statement "X < Y", applied to two // vectors X and Y of length M, means that there is some index I, with // 1 <= I <= M, with the property that // // X(J) = Y(J) for J < I, // and // X(I) < Y(I). // // In other words, X is less than Y if, at the first index where they // differ, the X value is less than the Y value. // // Example: // // Input: // // M = 5, N = 3 // // A = // 3 2 1 // 2 4 3 // 3 1 8 // 2 4 2 // 1 9 9 // // Output: // // A = // 1 9 9 // 2 4 2 // 2 4 3 // 3 1 8 // 3 2 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of A. // // Input, int N, the number of columns of A. // // Input/output, int A[M*N]. // On input, the array of M rows of N-vectors. // On output, the rows of A have been sorted in ascending // lexicographic order. // { int i; int indx; int isgn; int j; // // Initialize. // i = 0; indx = 0; isgn = 0; j = 0; // // Call the external heap sorter. // for ( ; ; ) { sort_heap_external ( m, &indx, &i, &j, isgn ); // // Interchange the I and J objects. // if ( 0 < indx ) { i4row_swap ( m, n, a, i, j ); } // // Compare the I and J objects. // else if ( indx < 0 ) { isgn = i4row_compare ( m, n, a, i, j ); } else if ( indx == 0 ) { break; } } return; } //****************************************************************************80 void i4row_swap ( int m, int n, int a[], int irow1, int irow2 ) //****************************************************************************80 // // Purpose: // // I4ROW_SWAP swaps two rows of an I4ROW. // // Discussion: // // The two dimensional information is stored as a one dimensional // array, by columns. // // The row indices are 1 based, NOT 0 based! However, a preprocessor // variable, called OFFSET, can be reset from 1 to 0 if you wish to // use 0-based indices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input/output, int A[M*N], an array of data. // // Input, int IROW1, IROW2, the two rows to swap. // These indices should be between 1 and M. // { # define OFFSET 1 int j; int t; // // Check. // if ( irow1 < 0+OFFSET || m-1+OFFSET < irow1 ) { cerr << "\n"; cerr << "I4ROW_SWAP - Fatal error!\n"; cerr << " IROW1 is out of range.\n"; exit ( 1 ); } if ( irow2 < 0+OFFSET || m-1+OFFSET < irow2 ) { cerr << "\n"; cerr << "I4ROW_SWAP - Fatal error!\n"; cerr << " IROW2 is out of range.\n"; exit ( 1 ); } if ( irow1 == irow2 ) { return; } for ( j = 0; j < n; j++ ) { t = a[irow1-OFFSET+j*m]; a[irow1-OFFSET+j*m] = a[irow2-OFFSET+j*m]; a[irow2-OFFSET+j*m] = t; } return; # undef OFFSET } //****************************************************************************80 void i4vec_copy ( int n, int a1[], int a2[] ) //****************************************************************************80 // // Purpose: // // I4VEC_COPY copies an I4VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, int A1[N], the vector to be copied. // // Input, int A2[N], the copy of A1. // { int i; for ( i = 0; i < n; i++ ) { a2[i] = a1[i]; } return; } //****************************************************************************80 void i4vec_heap_d ( int n, int a[] ) //****************************************************************************80 // // // Purpose: // // I4VEC_HEAP_D reorders an I4VEC into a descending heap. // // Discussion: // // A heap is an array A with the property that, for every index J, // A[J] >= A[2*J+1] and A[J] >= A[2*J+2], (as long as the indices // 2*J+1 and 2*J+2 are legal). // // Diagram: // // A(0) // / \ // A(1) A(2) // / \ / \ // A(3) A(4) A(5) A(6) // / \ / \ // A(7) A(8) A(9) A(10) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 April 1999 // // Author: // // John Burkardt // // Reference: // // Albert Nijenhuis, Herbert Wilf, // Combinatorial Algorithms, // Academic Press, 1978, second edition, // ISBN 0-12-519260-6. // // Parameters: // // Input, int N, the size of the input array. // // Input/output, int A[N]. // On input, an unsorted array. // On output, the array has been reordered into a heap. // { int i; int ifree; int key; int m; // // Only nodes (N/2)-1 down to 0 can be "parent" nodes. // for ( i = (n/2)-1; 0 <= i; i-- ) { // // Copy the value out of the parent node. // Position IFREE is now "open". // key = a[i]; ifree = i; for ( ;; ) { // // Positions 2*IFREE + 1 and 2*IFREE + 2 are the descendants of position // IFREE. (One or both may not exist because they equal or exceed N.) // m = 2 * ifree + 1; // // Does the first position exist? // if ( n <= m ) { break; } else { // // Does the second position exist? // if ( m + 1 < n ) { // // If both positions exist, take the larger of the two values, // and update M if necessary. // if ( a[m] < a[m+1] ) { m = m + 1; } } // // If the large descendant is larger than KEY, move it up, // and update IFREE, the location of the free position, and // consider the descendants of THIS position. // if ( key < a[m] ) { a[ifree] = a[m]; ifree = m; } else { break; } } } // // When you have stopped shifting items up, return the item you // pulled out back to the heap. // a[ifree] = key; } return; } //****************************************************************************80 int *i4vec_indicator_new ( int n ) //****************************************************************************80 // // Purpose: // // I4VEC_INDICATOR_NEW sets an I4VEC to the indicator vector. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 February 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of elements of A. // // Output, int I4VEC_INDICATOR(N), the initialized array. // { int *a; int i; a = new int[n]; for ( i = 0; i < n; i++ ) { a[i] = i + 1; } return a; } //****************************************************************************80 int i4vec_lcm ( int n, int v[] ) //****************************************************************************80 // // Purpose: // // I4VEC_LCM returns the least common multiple of an I4VEC. // // Discussion: // // An I4VEC is a vector of I4's. // // The value LCM returned has the property that it is the smallest integer // which is evenly divisible by every element of V. // // The entries in V may be negative. // // If any entry of V is 0, then LCM is 0. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the order of V. // // Input, int V[N], the vector. // // Output, int I4VEC_LCM, the least common multiple of V. // { int i; int lcm; lcm = 1; for ( i = 0; i < n; i++ ) { if ( v[i] == 0 ) { lcm = 0; break; } lcm = i4_lcm ( lcm, v[i] ); } return lcm; } //****************************************************************************80 void i4vec_print ( int n, int a[], string title ) //****************************************************************************80 // // Purpose: // // I4VEC_PRINT prints an I4VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 February 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components of the vector. // // Input, int A[N], the vector to be printed. // // Input, string TITLE, a title. // { int i; cout << "\n"; cout << title << "\n"; cout << "\n"; for ( i = 0; i <= n-1; i++ ) { cout << setw(6) << i << ": " << setw(8) << a[i] << "\n"; } return; } //****************************************************************************80 int i4vec_product ( int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4VEC_PRODUCT multiplies the entries of an I4VEC. // // Discussion: // // An I4VEC is a vector of I4's. // // Example: // // Input: // // A = ( 1, 2, 3, 4 ) // // Output: // // I4VEC_PRODUCT = 24 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 May 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vector. // // Input, int A[N], the vector // // Output, int I4VEC_PRODUCT, the product of the entries of A. // { int i; int product; product = 1; for ( i = 0; i < n; i++ ) { product = product * a[i]; } return product; } //****************************************************************************80 void i4vec_reverse ( int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4VEC_REVERSE reverses the elements of an I4VEC. // // Discussion: // // An I4VEC is a vector of I4's. // // Example: // // Input: // // N = 5, // A = ( 11, 12, 13, 14, 15 ). // // Output: // // A = ( 15, 14, 13, 12, 11 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 September 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input/output, int A(N), the array to be reversed. // { int i; int j; for ( i = 0; i < n / 2; i++ ) { j = a[i]; a[i] = a[n-1-i]; a[n-1-i] = j; } return; } //****************************************************************************80 void i4vec_sort_heap_a ( int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4VEC_SORT_HEAP_A ascending sorts an I4VEC using heap sort. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 April 1999 // // Author: // // John Burkardt // // Reference: // // Albert Nijenhuis, Herbert Wilf, // Combinatorial Algorithms, // Academic Press, 1978, second edition, // ISBN 0-12-519260-6. // // Parameters: // // Input, int N, the number of entries in the array. // // Input/output, int A[N]. // On input, the array to be sorted; // On output, the array has been sorted. // { int n1; int temp; if ( n <= 1 ) { return; } // // 1: Put A into descending heap form. // i4vec_heap_d ( n, a ); // // 2: Sort A. // // The largest object in the heap is in A[0]. // Move it to position A[N-1]. // temp = a[0]; a[0] = a[n-1]; a[n-1] = temp; // // Consider the diminished heap of size N1. // for ( n1 = n-1; 2 <= n1; n1-- ) { // // Restore the heap structure of the initial N1 entries of A. // i4vec_heap_d ( n1, a ); // // Take the largest object from A[0] and move it to A[N1-1]. // temp = a[0]; a[0] = a[n1-1]; a[n1-1] = temp; } return; } //****************************************************************************80 void i4vec_sorted_unique ( int n, int a[], int *nuniq ) //****************************************************************************80 // // Purpose: // // I4VEC_SORTED_UNIQUE finds unique elements in a sorted I4VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of elements in A. // // Input/output, int A[N]. On input, the sorted // integer array. On output, the unique elements in A. // // Output, int *NUNIQ, the number of unique elements in A. // { int i; *nuniq = 0; if ( n <= 0 ) { return; } *nuniq = 1; for ( i = 1; i < n; i++ ) { if ( a[i] != a[*nuniq] ) { *nuniq = *nuniq + 1; a[*nuniq] = a[i]; } } return; } //****************************************************************************80 int *i4vec_uniform_new ( int n, int a, int b, int &seed ) //****************************************************************************80 // // Purpose: // // I4VEC_UNIFORM_NEW returns a scaled pseudorandom I4VEC. // // Discussion: // // The pseudorandom numbers should be uniformly distributed // between A and B. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 November 2006 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation, // edited by Jerry Banks, // Wiley Interscience, page 95, 1998. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input, integer N, the dimension of the vector. // // Input, int A, B, the limits of the interval. // // Input/output, int &SEED, the "seed" value, which should NOT be 0. // On output, SEED has been updated. // // Output, int IVEC_UNIFORM[N], a vector of random values between A and B. // { int i; int k; float r; int value; int *x; if ( seed == 0 ) { cerr << "\n"; cerr << "I4VEC_UNIFORM - Fatal error!\n"; cerr << " Input value of SEED = 0.\n"; exit ( 1 ); } x = new int[n]; for ( i = 0; i < n; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } r = ( ( float ) ( seed ) ) * 4.656612875E-10; // // Scale R to lie between A-0.5 and B+0.5. // r = ( 1.0 - r ) * ( ( ( float ) ( i4_min ( a, b ) ) ) - 0.5 ) + r * ( ( ( float ) ( i4_max ( a, b ) ) ) + 0.5 ); // // Use rounding to convert R to an integer between A and B. // value = r4_nint ( r ); value = i4_max ( value, i4_min ( a, b ) ); value = i4_min ( value, i4_max ( a, b ) ); x[i] = value; } return x; } //****************************************************************************80 void i4vec_zero ( int n, int a[] ) //****************************************************************************80 // // Purpose: // // I4VEC_ZERO zeroes an I4VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vector. // // Output, int A[N], a vector of zeroes. // { int i; for ( i = 0; i < n; i++ ) { a[i] = 0; } return; } //****************************************************************************80 int i4vec2_compare ( int n, int a1[], int a2[], int i, int j ) //****************************************************************************80 // // Purpose: // // I4VEC2_COMPARE compares pairs of integers stored in two vectors. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of data items. // // Input, int A1[N], A2[N], contain the two components of each item. // // Input, int I, J, the items to be compared. These values will be // 1-based indices for the arrays A1 and A2. // // Output, int I4VEC2_COMPARE, the results of the comparison: // -1, item I < item J, // 0, item I = item J, // +1, item J < item I. // { int isgn; isgn = 0; if ( a1[i-1] < a1[j-1] ) { isgn = -1; } else if ( a1[i-1] == a1[j-1] ) { if ( a2[i-1] < a2[j-1] ) { isgn = -1; } else if ( a2[i-1] < a2[j-1] ) { isgn = 0; } else if ( a2[j-1] < a2[i-1] ) { isgn = +1; } } else if ( a1[j-1] < a1[i-1] ) { isgn = +1; } return isgn; } //****************************************************************************80 void i4vec2_sort_a ( int n, int a1[], int a2[] ) //****************************************************************************80 // // Purpose: // // I4VEC2_SORT_A ascending sorts a vector of pairs of integers. // // Discussion: // // Each item to be sorted is a pair of integers (I,J), with the I // and J values stored in separate vectors A1 and A2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of items of data. // // Input/output, int A1[N], A2[N], the data to be sorted. // { int i; int indx; int isgn; int j; int temp; // // Initialize. // i = 0; indx = 0; isgn = 0; j = 0; // // Call the external heap sorter. // for ( ; ; ) { sort_heap_external ( n, &indx, &i, &j, isgn ); // // Interchange the I and J objects. // if ( 0 < indx ) { temp = a1[i-1]; a1[i-1] = a1[j-1]; a1[j-1] = temp; temp = a2[i-1]; a2[i-1] = a2[j-1]; a2[j-1] = temp; } // // Compare the I and J objects. // else if ( indx < 0 ) { isgn = i4vec2_compare ( n, a1, a2, i, j ); } else if ( indx == 0 ) { break; } } return; } //****************************************************************************80 void i4vec2_sorted_unique ( int n, int a1[], int a2[], int *nuniq ) //****************************************************************************80 // // Purpose: // // I4VEC2_SORTED_UNIQUE finds unique elements in a sorted I4VEC2. // // Discussion: // // Item I is stored as the pair A1(I), A2(I). // // The items must have been sorted, or at least it must be the // case that equal items are stored in adjacent vector locations. // // If the items were not sorted, then this routine will only // replace a string of equal values by a single representative. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2000 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of items. // // Input/output, int A1[N], A2[N]. // On input, the array of N items. // On output, an array of NUNIQ unique items. // // Output, int *NUNIQ, the number of unique items. // { int itest; *nuniq = 0; if ( n <= 0 ) { return; } *nuniq = 1; for ( itest = 1; itest < n; itest++ ) { if ( a1[itest] != a1[*nuniq-1] || a2[itest] != a2[*nuniq-1] ) { a1[*nuniq] = a1[itest]; a2[*nuniq] = a2[itest]; *nuniq = *nuniq + 1; } } return; } //****************************************************************************80 void icos_shape ( int point_num, int edge_num, int face_num, int face_order_max, double point_coord[], int edge_point[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // ICOS_SHAPE describes a icosahedron. // // Discussion: // // The input data required for this routine can be retrieved from // ICOS_SIZE. // // The vertices lie on the unit sphere. // // The dual of an icosahedron is the dodecahedron. // // The data has been rearranged from a previous assignment. // The STRIPACK program refuses to triangulate data if the first // three nodes are "collinear" on the sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 September 2010. // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points (12). // // Input, int EDGE_NUM, the number of edges (30). // // Input, int FACE_NUM, the number of faces (20). // // Input, int FACE_ORDER_MAX, the maximum number of vertices // per face (3). // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int EDGE_POINT[2*EDGE_NUM], the points that make up each // edge, listed in ascending order of their indexes. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. The nodes of each face are // ordered so that the lowest index occurs first. The faces are // then sorted by nodes. // { # define DIM_NUM 3 # define EDGE_NUM 30 # define EDGE_ORDER 2 # define FACE_NUM 20 # define POINT_NUM 12 double phi = 0.5 * ( sqrt ( 5.0 ) + 1.0 ); double a = phi / sqrt ( 1.0 + phi * phi ); double b = 1.0 / sqrt ( 1.0 + phi * phi ); double z = 0.0; static int edge_point_save[EDGE_ORDER*EDGE_NUM] = { 1, 2, 1, 3, 1, 4, 1, 5, 1, 6, 2, 3, 2, 4, 2, 7, 2, 8, 3, 5, 3, 7, 3, 9, 4, 6, 4, 8, 4, 10, 5, 6, 5, 9, 5, 11, 6, 10, 6, 11, 7, 8, 7, 9, 7, 12, 8, 10, 8, 12, 9, 11, 9, 12, 10, 11, 10, 12, 11, 12 }; static int face_order_save[FACE_NUM] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; static int face_point_save[3*FACE_NUM] = { 1, 2, 4, 1, 3, 2, 1, 4, 6, 1, 5, 3, 1, 6, 5, 2, 3, 7, 2, 7, 8, 2, 8, 4, 3, 5, 9, 3, 9, 7, 4, 8, 10, 4, 10, 6, 5, 6, 11, 5, 11, 9, 6, 10, 11, 7, 9, 12, 7, 12, 8, 8, 12, 10, 9, 11, 12, 10, 12, 11 }; int i; int j; static double point_coord_save[DIM_NUM*POINT_NUM] = { a, b, z, a, -b, z, b, z, a, b, z, -a, z, a, b, z, a, -b, z, -a, b, z, -a, -b, -b, z, a, -b, z, -a, -a, b, z, -a, -b, z }; r8vec_copy ( DIM_NUM * point_num, point_coord_save, point_coord ); i4vec_copy ( EDGE_ORDER * edge_num, edge_point_save, edge_point ); i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max * face_num, face_point_save, face_point ); // // Really, the indices in EDGE_POINT and FACE_POINT should be // decremented by 1, so that they can be conveniently used as // C++ indices. However, I have to do this to ALL the shape // functions, and then warn DUAL_SIZE_3D that it has been done... // So for now, maybe DON'T do this. // if ( 0 ) { for ( j = 0; j < edge_num; j++ ) { for ( i = 0; i < 2; i++ ) { edge_point[i+j*2] = edge_point[i+j*2] - 1; } } for ( j = 0; j < face_num; j++ ) { for ( i = 0; i < face_order_max; i++ ) { face_point[i+j*face_order_max] = face_point[i+j*face_order_max] - 1; } } } return; # undef DIM_NUM # undef EDGE_NUM # undef EDGE_ORDER # undef FACE_NUM # undef POINT_NUM } //****************************************************************************80 void icos_size ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // ICOS_SIZE gives "sizes" for an icosahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 12; *edge_num = 30; *face_num = 20; *face_order_max = 3; return; } //****************************************************************************80 bool line_exp_is_degenerate_nd ( int dim_num, double p1[], double p2[] ) //****************************************************************************80 // // Purpose: // // LINE_EXP_IS_DEGENERATE_ND finds if an explicit line is degenerate in ND. // // Discussion: // // The explicit form of a line in ND is: // // the line through the points P1 and P2. // // An explicit line is degenerate if the two defining points are equal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double P1[DIM_NUM], P2[DIM_NUM], two points on the line. // // Output, bool LINE_EXP_IS_DEGENERATE_ND, is TRUE if the line // is degenerate. // { bool value; value = r8vec_eq ( dim_num, p1, p2 ); return value; } //****************************************************************************80 double *line_exp_normal_2d ( double p1[2], double p2[2] ) //****************************************************************************80 // // Purpose: // // LINE_EXP_NORMAL_2D computes the unit normal vector to a line in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through the points P1 and P2. // // The sign of the normal vector N is chosen so that the normal vector // points "to the left" of the direction of the line. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 October 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two distinct points on the line. // // Output, double LINE_EXP_NORMAL_2D[2], a unit normal vector to the line. // { # define DIM_NUM 2 double norm; double *normal; normal = new double[DIM_NUM]; norm = sqrt ( ( p2[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p2[1] - p1[1] ) * ( p2[1] - p1[1] )); if ( norm == 0.0 ) { normal[0] = sqrt ( 2.0 ); normal[1] = sqrt ( 2.0 ); } else { normal[0] = - ( p2[1] - p1[1] ) / norm; normal[1] = ( p2[0] - p1[0] ) / norm; } return normal; # undef DIM_NUM } //****************************************************************************80 double *line_exp_perp_2d ( double p1[2], double p2[2], double p3[2], bool *flag ) //****************************************************************************80 // // Purpose: // // LINE_EXP_PERP_2D computes a line perpendicular to a line and through a point. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on the given line. // // Input, double P3[2], a point not on the given line, through which the // perpendicular must pass. // // Output, bool *FLAG, is TRUE if the value could not be computed. // // Output, double LINE_EXP_PERP_2D[2], a point on the given line, such that // the line through P3 and P4 is perpendicular to the given line. // { # define DIM_NUM 2 double bot; double *p4; double t; p4 = new double[DIM_NUM]; *flag = false; bot = pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ); if ( bot == 0.0 ) { *flag = true; p4[0] = r8_huge ( ); p4[1] = r8_huge ( ); return p4; } // // (P3-P1) dot (P2-P1) = Norm(P3-P1) * Norm(P2-P1) * Cos(Theta). // // (P3-P1) dot (P2-P1) / Norm(P3-P1)^2 = normalized coordinate T // of the projection of (P3-P1) onto (P2-P1). // t = ( ( p1[0] - p3[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p3[1] ) * ( p1[1] - p2[1] ) ) / bot; p4[0] = p1[0] + t * ( p2[0] - p1[0] ); p4[1] = p1[1] + t * ( p2[1] - p1[1] ); return p4; # undef DIM_NUM } //****************************************************************************80 double line_exp_point_dist_2d ( double p1[2], double p2[2], double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_EXP_POINT_DIST_2D: distance ( explicit line, point ) in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on the line. // // Input, double P[2], the point whose distance from the line is // to be measured. // // Output, double LINE_EXP_DIST_2D, the distance from the point to the line. // { double bot; double dist; double dot; double t; double pn[2]; bot = ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) ); if ( bot == 0.0 ) { pn[0] = p1[0]; pn[1] = p1[1]; } // // (P-P1) dot (P2-P1) = Norm(P-P1) * Norm(P2-P1) * Cos(Theta). // // (P-P1) dot (P2-P1) / Norm(P-P1)^2 = normalized coordinate T // of the projection of (P-P1) onto (P2-P1). // else { dot = ( p[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p[1] - p1[1] ) * ( p2[1] - p1[1] ); t = dot / bot; pn[0] = p1[0] + t * ( p2[0] - p1[0] ); pn[1] = p1[1] + t * ( p2[1] - p1[1] ); } dist = sqrt ( pow ( p[0] - pn[0], 2 ) + pow ( p[1] - pn[1], 2 ) ); return dist; } //****************************************************************************80 double line_exp_point_dist_3d ( double p1[3], double p2[3], double p[3] ) //****************************************************************************80 // // Purpose: // // LINE_EXP_POINT_DIST_3D: distance ( explicit line, point ) in 3D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points on a line. // // Input, double P[3], the point whose distance from the line is // to be measured. // // Output, double LINE_EXP_POINT_DIST_3D, the distance from the point // to the line. // { # define DIM_NUM 3 double bot; double dist; double t; double pn[DIM_NUM]; bot = ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) + pow ( p2[2] - p1[2], 2 ) ); if ( bot == 0.0 ) { r8vec_copy ( DIM_NUM, p1, pn ); } // // (P-P1) dot (P2-P1) = Norm(P-P1) * Norm(P2-P1) * Cos(Theta). // // (P-P1) dot (P2-P1) / Norm(P-P1)^2 = normalized coordinate T // of the projection of (P-P1) onto (P2-P1). // else { t = ( ( p[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p[1] - p1[1] ) * ( p2[1] - p1[1] ) + ( p[2] - p1[2] ) * ( p2[2] - p1[2] ) ) / bot; pn[0] = p1[0] + t * ( p2[0] - p1[0] ); pn[1] = p1[1] + t * ( p2[1] - p1[1] ); pn[2] = p1[2] + t * ( p2[2] - p1[2] ); } // // Now compute the distance between the projection point and P. // dist = sqrt ( pow ( p[0] - pn[0], 2 ) + pow ( p[1] - pn[1], 2 ) + pow ( p[2] - pn[2], 2 ) ); return dist; # undef DIM_NUM } //****************************************************************************80 double line_exp_point_dist_signed_2d ( double p1[2], double p2[2], double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_EXP_POINT_DIST_SIGNED_2D: signed distance ( explicit line, point ) in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // The signed distance has two interesting properties: // // * The absolute value of the signed distance is the // usual (Euclidean) distance. // // * Points with signed distance 0 lie on the line, // points with a negative signed distance lie on one side // of the line, // points with a positive signed distance lie on the // other side of the line. // // Assuming that C is nonnegative, then if a point is a positive // distance away from the line, it is on the same side of the // line as the point (0,0), and if it is a negative distance // from the line, it is on the opposite side from (0,0). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points that determine the line. // // Input, double P[2], the point whose signed distance is desired. // // Output, double LINE_EXP_DIST_SIGNED_2D, the signed distance from the // point to the line. // { double a; double b; double c; double dist_signed; // // Convert the line to A*x+B*y+C form. // line_exp2imp_2d ( p1, p2, &a, &b, &c ); // // Compute the signed distance from the point to the line. // dist_signed = ( a * p[0] + b * p[1] + c ) / sqrt ( a * a + b * b ); return dist_signed; } //****************************************************************************80 void line_exp_point_near_2d ( double p1[2], double p2[2], double p[2], double pn[2], double *dist, double *t ) //****************************************************************************80 // // Purpose: // // LINE_EXP_POINT_NEAR_2D computes the point on an explicit line nearest a point in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // The nearest point PN will have the form: // // PN = (1-T) * P1 + T * P2. // // If T is less than 0, then PN is furthest away from P2. // If T is between 0 and 1, PN is between P1 and P2. // If T is greater than 1, PN is furthest away from P1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points that define a line. // // Input, double P[2], the point whose nearest neighbor on the line is // to be determined. // // Output, double PN[2], the nearest point on the line to P. // // Output, double DIST, the distance from the point to the line. // // Output, double *T, the relative position of the point PN to the points P1 and P2. // { double bot; bot = pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ); if ( bot == 0.0 ) { cerr << "\n"; cerr << "LINE_EXP_POINT_NEAR_2D - Fatal error!\n"; cerr << " The points P1 and P2 are identical.\n"; exit ( 1 ); } // // (P-P1) dot (P2-P1) = Norm(P-P1) * Norm(P2-P1) * Cos(Theta). // // (P-P1) dot (P2-P1) / Norm(P-P1)^2 = normalized coordinate T // of the projection of (P-P1) onto (P2-P1). // *t = ( ( p1[0] - p[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p[1] ) * ( p1[1] - p2[1] ) ) / bot; pn[0] = p1[0] + (*t) * ( p2[0] - p1[0] ); pn[1] = p1[1] + (*t) * ( p2[1] - p1[1] ); *dist = sqrt ( pow ( p[0] - pn[0], 2 ) + pow ( p[1] - pn[1], 2 ) ); return; } //****************************************************************************80 void line_exp_point_near_3d ( double p1[3], double p2[3], double p[3], double pn[3], double *dist, double *t ) //****************************************************************************80 // // Purpose: // // LINE_EXP_POINT_NEAR_3D: nearest point on explicit line to point in 3D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // The nearest point PN will have the form: // // PN = (1-T) * P1 + T * P2. // // If T is less than 0, then PN is furthest away from P2. // If T is between 0 and 1, PN is between P1 and P2. // If T is greater than 1, PN is furthest away from P1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points that define a line. // // Input, double P[3], the point whose nearest neighbor on the line is // to be determined. // // Output, double PN[3], the nearest point on the line to P. // // Output, double DIST, the distance from the point to the line. // // Output, double *T, the relative position of the point PN to the points P1 and P2. // { double bot; bot = pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) + pow ( p2[2] - p1[2], 2 ); if ( bot == 0.0 ) { cerr << "\n"; cerr << "LINE_EXP_POINT_NEAR_3D - Fatal error!\n"; cerr << " The points P1 and P2 are identical.\n"; exit ( 1 ); } // // (P-P1) dot (P2-P1) = Norm(P-P1) * Norm(P2-P1) * Cos(Theta). // // (P-P1) dot (P2-P1) / Norm(P-P1)^2 = normalized coordinate T // of the projection of (P-P1) onto (P2-P1). // *t = ( ( p1[0] - p[0] ) * ( p1[0] - p2[0] ) + ( p1[1] - p[1] ) * ( p1[1] - p2[1] ) + ( p1[2] - p[2] ) * ( p1[2] - p2[2] ) ) / bot; // // Now compute the location of the projection point. // pn[0] = p1[0] + (*t) * ( p2[0] - p1[0] ); pn[1] = p1[1] + (*t) * ( p2[1] - p1[1] ); pn[2] = p1[2] + (*t) * ( p2[2] - p1[2] ); // // Now compute the distance between the projection point and P. // *dist = sqrt ( pow ( p[0] - pn[0], 2 ) + pow ( p[1] - pn[1], 2 ) + pow ( p[2] - pn[2], 2 ) ); return; } //****************************************************************************80 void line_exp2imp_2d ( double p1[2], double p2[2], double *a, double *b, double *c ) //****************************************************************************80 // // Purpose: // // LINE_EXP2IMP_2D converts an explicit line to implicit form in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2 // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two distinct points on the line. // // Output, double *A, *B, *C, three coefficients which describe // the line that passes through P1 and P2. // { // // Take care of degenerate cases. // if ( r8vec_eq ( 2, p1, p2 ) ) { cerr << "\n"; cerr << "LINE_EXP2IMP_2D - Fatal error!\n"; cerr << " P1 = P2\n"; cerr << " P1 = " << p1[0] << " " << p1[1] << "\n"; cerr << " P2 = " << p2[0] << " " << p2[1] << "\n"; exit ( 1 ); } *a = p2[1] - p1[1]; *b = p1[0] - p2[0]; *c = p2[0] * p1[1] - p1[0] * p2[1]; return; } //****************************************************************************80 void line_exp2par_2d ( double p1[2], double p2[2], double *f, double *g, double *x0, double *y0 ) //****************************************************************************80 // // Purpose: // // LINE_EXP2PAR_2D converts a line from explicit to parametric form in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on the line. // // Output, double *F, *G, *X0, *Y0, the parametric parameters of the line. // { double norm; *x0 = p1[0]; *y0 = p1[1]; norm = sqrt ( ( p2[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p2[1] - p1[1] ) * ( p2[1] - p1[1] ) ); if ( norm == 0.0 ) { *f = 0.0; *g = 0.0; } else { *f = ( p2[0] - p1[0] ) / norm; *g = ( p2[1] - p1[1] ) / norm; } if ( *f < 0.0 ) { *f = - ( *f ); *g = - ( *g ); } return; } //****************************************************************************80 void line_exp2par_3d ( double p1[3], double p2[3], double *f, double *g, double *h, double *x0, double *y0, double *z0 ) //****************************************************************************80 // // Purpose: // // LINE_EXP2PAR_3D converts an explicit line into parametric form in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through P1 and P2. // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we choose F*F+G*G+H*H = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points on the line. // // Output, double *F, *G, *H, the components of the direction vector. // // Output, double *X0, *Y0, *Z0, the base vector. // { double norm; *f = ( p2[0] - p1[0] ); *g = ( p2[1] - p1[1] ); *h = ( p2[2] - p1[2] ); norm = sqrt ( pow ( *f, 2 ) + pow ( *g, 2 ) + pow ( *h, 2 ) ); if ( norm == 0.0 ) { *f = 0.0; *g = 0.0; *h = 0.0; } else { *f = ( *f ) / norm; *g = ( *g ) / norm; *h = ( *h ) / norm; } if ( *f < 0.0 ) { *f = - ( *f ); *g = - ( *g ); *h = - ( *h ); } *x0 = p1[0]; *y0 = p1[1]; *z0 = p1[2]; return; } //****************************************************************************80 bool line_imp_is_degenerate_2d ( double a, double b, double c ) //****************************************************************************80 // // Purpose: // // LINE_IMP_IS_DEGENERATE_2D finds if an implicit point is degenerate in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, the implicit line parameters. // // Output, bool LINE_IMP_IS_DEGENERATE_2D, is true if the // line is degenerate. // { bool value; value = ( a * a + b * b == 0.0 ); return value; } //****************************************************************************80 double line_imp_point_dist_2d ( double a, double b, double c, double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_IMP_POINT_DIST_2D: distance ( implicit line, point ) in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, the implicit line parameters. // // Input, double P[2], the point whose distance from the line is // to be measured. // // Output, double LINE_IMP_POINT_DIST_2D, the distance from the // point to the line. // { if ( a * a + b * b == 0.0 ) { cerr << "\n"; cerr << "LINE_IMP_POINT_DIST_2D - Fatal error!\n"; cerr << " A * A + B * B = 0.\n"; exit ( 1 ); } return ( fabs ( a * p[0] + b * p[1] + c ) / sqrt ( a * a + b * b ) ); } //****************************************************************************80 double line_imp_point_dist_signed_2d ( double a, double b, double c, double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_IMP_POINT_DIST_SIGNED_2D: signed distance ( implicit line, point ) in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C * Z + D = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, the equation of the line is A*X + B*Y + C = 0. // // Input, double P[2], the coordinates of the point. // // Output, double LINE_IMP_POINT_DIST_SIGNED_2D, the signed distance // from the point to the line. // { double dist; if ( a * a + b * b == 0.0 ) { cerr << "\n"; cerr << "LINE_IMP_POINT_DIST_SIGNED_2D - Fatal error!\n"; cerr << " A * A + B * B = 0.\n"; exit ( 1 ); } dist = - r8_sign ( c ) * ( a * p[0] + b * p[1] + c ) / sqrt ( a * a + b * b ); return dist; } //****************************************************************************80 void line_imp2exp_2d ( double a, double b, double c, double p1[2], double p2[2] ) //****************************************************************************80 // // Purpose: // // LINE_IMP2EXP_2D converts an implicit line to explicit form in 2D. // // Discussion: // // The implicit form of line in 2D is: // // A * X + B * Y + C = 0 // // The explicit form of a line in 2D is: // // the line through the points P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double A, B, C, the implicit line parameters. // // Output, double P1[2], P2[2], two points on the line. // { # define DIM_NUM 2 double normsq; if ( line_imp_is_degenerate_2d ( a, b, c ) ) { cerr << "\n"; cerr << "LINE_IMP2EXP_2D - Fatal error!\n"; cerr << " The line is degenerate.\n"; exit ( 1 ); } normsq = a * a + b * b; p1[0] = - a * c / normsq; p1[1] = - b * c / normsq; if ( fabs ( b ) < fabs ( a ) ) { p2[0] = - ( a - b / a ) * c / normsq; p2[1] = - ( b + 1.0 ) * c / normsq; } else { p2[0] = - ( a + 1.0 ) * c / normsq; p2[1] = - ( b - a / b ) * c / normsq; } return; # undef DIM_NUM } //****************************************************************************80 void line_imp2par_2d ( double a, double b, double c, double *f, double *g, double *x0, double *y0 ) //****************************************************************************80 // // Purpose: // // LINE_IMP2PAR_2D converts an implicit line to parametric form in 2D. // // Discussion: // // The implicit form of line in 2D is: // // A * X + B * Y + C = 0 // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double A, B, C, the implicit parameters of the line. // // Output, double *F, *G, *X0, *Y0, the parametric parameters of the line. // { double test; test = a * a + b * b; if ( test == 0.0 ) { cerr << "\n"; cerr << "LINE_IMP2PAR_2D - Fatal error!\n"; cerr << " A * A + B * B = 0.\n"; exit ( 1 ); } *x0 = - a * c / test; *y0 = - b * c / test; *f = b / sqrt ( test ); *g = - a / sqrt ( test ); if ( *f < 0.0 ) { *f = - ( *f ); *g = - ( *g ); } return; } //****************************************************************************80 double line_par_point_dist_2d ( double f, double g, double x0, double y0, double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_PAR_POINT_DIST_2D: distance ( parametric line, point ) in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we may choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, X0, Y0, the parametric line parameters. // // Input, double P[2], the point whose distance from the line is // to be measured. // // Output, double LINE_PAR_POINT_DIST_2D, the distance from the // point to the line. // { double dx; double dy; double value; dx = g * g * ( p[0] - x0 ) - f * g * ( p[1] - y0 ); dy = - f * g * ( p[0] - x0 ) + f * f * ( p[1] - y0 ); value = sqrt ( dx * dx + dy * dy ) / ( f * f + g * g ); return value; } //****************************************************************************80 double line_par_point_dist_3d ( double f, double g, double h, double x0, double y0, double z0, double p[3] ) //****************************************************************************80 // // Purpose: // // LINE_PAR_POINT_DIST_3D: distance ( parametric line, point ) in 3D. // // Discussion: // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we may choose F*F+G*G+H*H = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, H, X0, Y0, Z0, the parametric line parameters. // // Input, double P[3], the point whose distance from the line is // to be measured. // // Output, double LINE_PAR_POINT_DIST_3D, the distance from the point // to the line. // { double dx; double dy; double dz; double value; dx = g * ( f * ( p[1] - y0 ) - g * ( p[0] - x0 ) ) + h * ( f * ( p[2] - z0 ) - h * ( p[0] - x0 ) ); dy = h * ( g * ( p[2] - z0 ) - h * ( p[1] - y0 ) ) - f * ( f * ( p[1] - y0 ) - g * ( p[0] - x0 ) ); dz = - f * ( f * ( p[2] - z0 ) - h * ( p[0] - x0 ) ) - g * ( g * ( p[2] - z0 ) - h * ( p[1] - y0 ) ); value = sqrt ( dx * dx + dy * dy + dz * dz ) / ( f * f + g * g + h * h ); return value; } //****************************************************************************80 double *line_par_point_near_2d ( double f, double g, double x0, double y0, double p[2] ) //****************************************************************************80 // // Purpose: // // LINE_PAR_POINT_NEAR_2D: nearest point on parametric line to point in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we may choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 April 2013 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, X0, Y0, the parametric line parameters. // // Input, double P[2], the point whose distance from the line is // to be measured. // // Output, double LINE_PAR_POINT_DIST_2D[2], the nearest point. // { double t; double *pn; t = ( f * ( p[0] - x0 ) + g * ( p[1] - y0 ) ) / ( f * f + g * g ); pn = new double[2]; pn[0] = x0 + t * f; pn[1] = y0 + t * g; return pn; } //****************************************************************************80 double *line_par_point_near_3d ( double f, double g, double h, double x0, double y0, double z0, double p[3] ) //****************************************************************************80 // // Purpose: // // LINE_PAR_POINT_DIST_3D: distance ( parametric line, point ) in 3D. // // Discussion: // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we may choose F*F+G*G+H*H = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 April 2013 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, H, X0, Y0, Z0, the parametric line parameters. // // Input, double P[3], the point whose distance from the line is // to be measured. // // Output, double LINE_PAR_POINT_NEAR_3D[3], the nearest point. // { double *pn; double t; t = ( f * ( p[0] - x0 ) + g * ( p[1] - y0 ) + h * ( p[2] - z0 ) ) / ( f * f + g * g + h * h ); pn = new double[3]; pn[0] = x0 + t * f; pn[1] = y0 + t * g; pn[2] = z0 + t * h; return pn; } //****************************************************************************80 void line_par2exp_2d ( double f, double g, double x0, double y0, double p1[2], double p2[2] ) //****************************************************************************80 // // Purpose: // // LINE_PAR2EXP_2D converts a parametric line to explicit form in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // The explicit form of a line in 2D is: // // the line through the points P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, X0, Y0, the parametric line parameters. // // Output, double P1[2], P2[2], two points on the line. // { # define DIM_NUM 2 p1[0] = x0; p1[1] = y0; p2[0] = p1[0] + f; p2[1] = p1[1] + g; return; # undef DIM_NUM } //****************************************************************************80 void line_par2exp_3d ( double f, double g, double h, double x0, double y0, double z0, double p1[3], double p2[3] ) //****************************************************************************80 // // Purpose: // // LINE_PAR2EXP_2D converts a parametric line to explicit form in 3D. // // Discussion: // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we choose F*F+G*G+H*H = 1 and 0 <= F. // // The explicit form of a line in 3D is: // // the line through the points P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 April 2013 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, H, X0, Y0, Z0, the parametric line parameters. // // Output, double P1[3], P2[3], two points on the line. // { p1[0] = x0; p1[1] = y0; p1[2] = z0; p2[0] = p1[0] + f; p2[1] = p1[1] + g; p2[2] = p1[2] + h; return; } //****************************************************************************80 void line_par2imp_2d ( double f, double g, double x0, double y0, double *a, double *b, double *c ) //****************************************************************************80 // // Purpose: // // LINE_PAR2IMP_2D converts a parametric line to implicit form in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F, G, X0, Y0, the parametric parameters of the line. // // Output, double *A, *B, *C, the implicit parameters of the line. // { *a = -g; *b = f; *c = g * x0 - f * y0; return; } //****************************************************************************80 double lines_exp_angle_3d ( double p1[3], double p2[3], double p3[3], double p4[3] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_ANGLE_3D finds the angle between two explicit lines in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two distince points on the first line. // // Input, double P3[3], P4[3], two distinct points on the second line. // // Output, double LINES_EXP_ANGLE_3D, the angle in radians between the // two lines. The angle is computed using the ACOS function, and so // lies between 0 and PI. But if one of the lines is degenerate, // the angle is returned as -1.0. // { double angle; double ctheta; double pdotq; double pnorm; double qnorm; pnorm = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) + pow ( p2[2] - p1[2], 2 ) ); qnorm = sqrt ( pow ( p4[0] - p3[0], 2 ) + pow ( p4[1] - p3[1], 2 ) + pow ( p4[2] - p3[2], 2 ) ); pdotq = ( p2[0] - p1[0] ) * ( p4[0] - p3[0] ) + ( p2[1] - p1[1] ) * ( p4[1] - p3[1] ) + ( p2[2] - p1[2] ) * ( p4[2] - p3[2] ); if ( pnorm <= 0.0 || qnorm <= 0.0 ) { cout << "\n"; cout << "LINES_EXP_ANGLE_3D - Warning!\n"; cout << " One of the lines is degenerate!\n"; angle = r8_huge ( ); } else { ctheta = pdotq / ( pnorm * qnorm ); angle = r8_acos ( ctheta ); } return angle; } //****************************************************************************80 double lines_exp_angle_nd ( double p1[], double p2[], double q1[], double q2[], int dim_num ) //****************************************************************************80 // // Purpose: // // LINES_EXP_ANGLE_ND returns the angle between two explicit lines in ND. // // Discussion: // // The explicit form of a line in 3D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[DIM_NUM], P2[DIM_NUM], two points on the first line. // // Input, double Q1[DIM_NUM], Q2[DIM_NUM], two points on the second line. // // Input, int DIM_NUM, the dimension of the space. // // Output, double LINES_EXP_ANGLE_ND, the angle in radians between the two lines. // The angle is computed using the ACOS function, and so lies between 0 and PI. // But if one of the lines is degenerate, the angle is returned as -1.0. // { double angle; double ctheta; int i; double pdotq; double pnorm; double qnorm; pnorm = 0.0; for ( i = 0; i < dim_num; i++ ) { pnorm = pnorm + pow ( p2[i] - p1[i], 2 ); } pnorm = sqrt ( pnorm ); qnorm = 0.0; for ( i = 0; i < dim_num; i++ ) { qnorm = qnorm + pow ( q2[i] - q1[i], 2 ); } qnorm = sqrt ( qnorm ); pdotq = 0.0; for ( i = 0; i < dim_num; i++ ) { pdotq = pdotq + ( p2[i] - p1[i] ) * ( q2[i] - q1[i] ); } if ( pnorm == 0.0 || qnorm == 0.0 ) { cerr << "\n"; cerr << "LINES_EXP_ANGLE_ND - Fatal error!\n"; cerr << " One of the lines is degenerate!\n"; exit ( 1 ); } else { ctheta = pdotq / ( pnorm * qnorm ); angle = r8_acos ( ctheta ); } return angle; } //****************************************************************************80 double lines_exp_dist_3d ( double p1[3], double p2[3], double q1[3], double q2[3] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_DIST_3D computes the distance between two explicit lines in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two distinct points on the first line. // // Input, double Q1[3], Q2[3], two distinct points on the second line. // // Output, double LINES_EXP_DIST_3D, the distance between the lines. // { # define DIM_NUM 3 double a1[DIM_NUM]; double a2[DIM_NUM]; double a3[DIM_NUM]; double bot; double *cr; double dist; double top; // // The distance is found by computing the volume of a parallelipiped, // and dividing by the area of its base. // // But if the lines are parallel, we compute the distance by // finding the distance between the first line and any point // on the second line. // a1[0] = q1[0] - p1[0]; a1[1] = q1[1] - p1[1]; a1[2] = q1[2] - p1[2]; a2[0] = p2[0] - p1[0]; a2[1] = p2[1] - p1[1]; a2[2] = p2[2] - p1[2]; a3[0] = q2[0] - q1[0]; a3[1] = q2[1] - q1[1]; a3[2] = q2[2] - q1[2]; cr = r8vec_cross_product_3d ( a2, a3 ); bot = r8vec_norm ( 3, cr ); if ( bot == 0.0 ) { dist = line_exp_point_dist_3d ( p1, p2, q1 ); } else { top = fabs ( a1[0] * ( a2[1] * a3[2] - a2[2] * a3[1] ) - a1[1] * ( a2[0] * a3[2] - a2[2] * a3[0] ) + a1[2] * ( a2[0] * a3[1] - a2[1] * a3[0] ) ); dist = top / bot; } delete [] cr; return dist; # undef DIM_NUM } //****************************************************************************80 double lines_exp_dist_3d_2 ( double p1[3], double p2[3], double q1[3], double q2[3] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_DIST_3D_2 computes the distance between two explicit lines in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through the points P1 and P2. // // This routine uses a method that is essentially independent of dimension. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points on the first line. // // Input, double Q1[3], Q2[3], two points on the second line. // // Output, double LINES_EXP_DIST_3D_2, the distance between the lines. // { # define DIM_NUM 3 double a; double b; double c; double d; double det; double dist; double e; int i; double pn[DIM_NUM]; double qn[DIM_NUM]; double sn; double tn; double u[DIM_NUM]; double v[DIM_NUM]; double w0[DIM_NUM]; // // Let U = (P2-P1) and V = (Q2-Q1) be the direction vectors on // the two lines. // for ( i = 0; i < DIM_NUM; i++ ) { u[i] = p2[i] - p1[i]; } for ( i = 0; i < DIM_NUM; i++ ) { v[i] = q2[i] - q1[i]; } // // Let SN be the unknown coordinate of the nearest point PN on line 1, // so that PN = P(SN) = P1 + SN * (P2-P1). // // Let TN be the unknown coordinate of the nearest point QN on line 2, // so that QN = Q(TN) = Q1 + TN * (Q2-Q1). // // Let W0 = (P1-Q1). // for ( i = 0; i < DIM_NUM; i++ ) { w0[i] = p1[i] - q1[i]; } // // The vector direction WC = P(SN) - Q(TC) is unique (among directions) // perpendicular to both U and V, so // // U dot WC = 0 // V dot WC = 0 // // or, equivalently: // // U dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // V dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // // or, equivalently: // // (u dot u ) * sn - (u dot v ) tc = -u * w0 // (v dot u ) * sn - (v dot v ) tc = -v * w0 // // or, equivalently: // // ( a -b ) * ( sn ) = ( -d ) // ( b -c ) ( tc ) ( -e ) // a = r8vec_dot_product ( DIM_NUM, u, u ); b = r8vec_dot_product ( DIM_NUM, u, v ); c = r8vec_dot_product ( DIM_NUM, v, v ); d = r8vec_dot_product ( DIM_NUM, u, w0 ); e = r8vec_dot_product ( DIM_NUM, v, w0 ); // // Check the determinant. // det = - a * c + b * b; if ( det == 0.0 ) { sn = 0.0; if ( fabs ( b ) < fabs ( c ) ) { tn = e / c; } else { tn = d / b; } } else { sn = ( c * d - b * e ) / det; tn = ( b * d - a * e ) / det; } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + sn * ( p2[i] - p1[i] ); } for ( i = 0; i < DIM_NUM; i++ ) { qn[i] = q1[i] + tn * ( q2[i] - q1[i] ); } dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dist = dist + pow ( pn[i] - qn[i], 2 ); } dist = sqrt ( dist ); return dist; # undef DIM_NUM } //****************************************************************************80 bool lines_exp_equal_2d ( double p1[2], double p2[2], double q1[2], double q2[2] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_EQUAL_2D determines if two explicit lines are equal in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through the points P1 and P2. // // It is essentially impossible to accurately determine whether two // explicit lines are equal in 2D. However, for form's sake, and // because occasionally the correct result can be determined, we // provide this routine. Since divisions are avoided, if the // input data is exactly representable, the result should be // correct. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points on the first line. // // Input, double Q1[2], Q2[2], two points on the second line. // // Output, bool LINES_EXP_EQUAL_2D, is TRUE if the two lines are // determined to be identical. // { double test1; double test2; double test3; double test4; bool value; // // Slope (P1,P2) = Slope (P2,Q1). // test1 = ( p2[1] - p1[1] ) * ( q1[0] - p2[0] ) - ( p2[0] - p1[0] ) * ( q1[1] - p2[1] ); if ( test1 != 0.0 ) { value = false; return value; } // // Slope (Q1,Q2) = Slope (P2,Q1). // test2 = ( q2[1] - q1[1] ) * ( q1[0] - p2[0] ) - ( q2[0] - q1[0] ) * ( q1[1] - p2[1] ); if ( test2 != 0.0 ) { value = false; return value; } // // Slope (P1,P2) = Slope (P1,Q2). // test3 = ( p2[1] - p1[1] ) * ( q2[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( q2[1] - p1[1] ); if ( test3 != 0.0 ) { value = false; return value; } // // Slope (Q1,Q2) = Slope (P1,Q2). // test4 = ( q2[1] - q1[1] ) * ( q2[0] - p1[0] ) - ( q2[0] - q1[0] ) * ( q2[1] - p1[1] ); if ( test4 != 0.0 ) { value = false; return value; } value = true; return value; } //****************************************************************************80 void lines_exp_int_2d ( double p1[2], double p2[2], double p3[2], double p4[2], int *ival, double p[2] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_INT_2D determines where two explicit lines intersect in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], define the first line. // // Input, double P3[2], P4[2], define the second line. // // Output, int *IVAL, reports on the intersection: // 0, no intersection, the lines may be parallel or degenerate. // 1, one intersection point, returned in P. // 2, infinitely many intersections, the lines are identical. // // Output, double P[2], if IVAl = 1, then P contains // the intersection point. Otherwise, P = 0. // { # define DIM_NUM 2 double a1 = 0.0; double a2 = 0.0; double b1 = 0.0; double b2 = 0.0; double c1 = 0.0; double c2 = 0.0; double point_1 = 0.0; double point_2 = 0.0; *ival = 0; p[0] = 0.0; p[1] = 0.0; // // Check whether either line is a point. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { point_1 = true; } else { point_1 = false; } if ( r8vec_eq ( DIM_NUM, p3, p4 ) ) { point_2 = true; } else { point_2 = false; } // // Convert the lines to ABC format. // if ( !point_1 ) { line_exp2imp_2d ( p1, p2, &a1, &b1, &c1 ); } if ( !point_2 ) { line_exp2imp_2d ( p3, p4, &a2, &b2, &c2 ); } // // Search for intersection of the lines. // if ( point_1 && point_2 ) { if ( r8vec_eq ( DIM_NUM, p1, p3 ) ) { *ival = 1; r8vec_copy ( DIM_NUM, p1, p ); } } else if ( point_1 ) { if ( a2 * p1[0] + b2 * p1[1] == c2 ) { *ival = 1; r8vec_copy ( DIM_NUM, p1, p ); } } else if ( point_2 ) { if ( a1 * p3[0] + b1 * p3[1] == c1 ) { *ival = 1; r8vec_copy ( DIM_NUM, p3, p ); } } else { lines_imp_int_2d ( a1, b1, c1, a2, b2, c2, ival, p ); } return; # undef DIM_NUM } //****************************************************************************80 void lines_exp_near_3d ( double p1[3], double p2[3], double q1[3], double q2[3], double pn[3], double qn[3] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_NEAR_3D computes nearest points on two explicit lines in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through the points P1 and P2. // // This routine uses a method that is essentially independent of dimension. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points on the first line. // // Input, double Q1[3], Q2[3], two points on the second line. // // Output, double PN[3], QN[3], the nearest points on the lines. // { # define DIM_NUM 3 double a; double b; double c; double d; double det; double e; int i; double sn; double tn; double u[DIM_NUM]; double v[DIM_NUM]; double w0[DIM_NUM]; // // Let U = (P2-P1) and V = (Q2-Q1) be the direction vectors on // the two lines. // for ( i = 0; i < DIM_NUM; i++ ) { u[i] = p2[i] - p1[i]; } for ( i = 0; i < DIM_NUM; i++ ) { v[i] = q2[i] - q1[i]; } // // Let SN be the unknown coordinate of the nearest point PN on line 1, // so that PN = P(SN) = P1 + SN * (P2-P1). // // Let TN be the unknown coordinate of the nearest point QN on line 2, // so that QN = Q(TN) = Q1 + TN * (Q2-Q1). // // Let W0 = (P1-Q1). // for ( i = 0; i < DIM_NUM; i++ ) { w0[i] = p1[i] - q1[i]; } // // The vector direction WC = P(SN) - Q(TC) is unique (among directions) // perpendicular to both U and V, so // // U dot WC = 0 // V dot WC = 0 // // or, equivalently: // // U dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // V dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // // or, equivalently: // // (u dot u ) * sn - (u dot v ) tc = -u * w0 // (v dot u ) * sn - (v dot v ) tc = -v * w0 // // or, equivalently: // // ( a -b ) * ( sn ) = ( -d ) // ( b -c ) ( tc ) ( -e ) // a = r8vec_dot_product ( DIM_NUM, u, u ); b = r8vec_dot_product ( DIM_NUM, u, v ); c = r8vec_dot_product ( DIM_NUM, v, v ); d = r8vec_dot_product ( DIM_NUM, u, w0 ); e = r8vec_dot_product ( DIM_NUM, v, w0 ); // // Check the determinant. // det = - a * c + b * b; if ( det == 0.0 ) { sn = 0.0; if ( fabs ( b ) < fabs ( c ) ) { tn = e / c; } else { tn = d / b; } } else { sn = ( c * d - b * e ) / det; tn = ( b * d - a * e ) / det; } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + sn * ( p2[i] - p1[i] ); } for ( i = 0; i < DIM_NUM; i++ ) { qn[i] = q1[i] + tn * ( q2[i] - q1[i] ); } return; # undef DIM_NUM } //****************************************************************************80 bool lines_exp_parallel_2d ( double p1[2], double p2[2], double q1[2], double q2[2] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_PARALLEL_2D determines if two lines are parallel in 2D. // // Discussion: // // The explicit form of a line in 2D is: // // the line through P1 and P2. // // The test is essentially a comparison of slopes, but should be // more accurate than an explicit slope comparison, and unfazed // by degenerate cases. // // On the other hand, there is NO tolerance for error. If the // slopes differ by a single digit in the last place, then the // lines are judged to be nonparallel. A more robust test would // be to compute the angle between the lines, because then it makes // sense to say the lines are "almost" parallel: the angle is small. // // If the lines are determined to be parallel, then you can // determine whether they are identical or distinct by evaluating: // // lines_exp_parallel_2d ( p1, q2, q1, p2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], define the first line. // // Input, double Q1[2], Q2[2], define the second line. // // Output, bool LINES_EXP_PARALLEL_2D is TRUE if the lines are parallel. // { bool value; value = ( ( p2[1] - p1[1] ) * ( q2[0] - q1[0] ) == ( q2[1] - q1[1] ) * ( p2[0] - p1[0] ) ); return value; } //****************************************************************************80 bool lines_exp_parallel_3d ( double p1[3], double p2[3], double q1[3], double q2[3] ) //****************************************************************************80 // // Purpose: // // LINES_EXP_PARALLEL_3D determines if two lines are parallel in 3D. // // Discussion: // // The explicit form of a line in 3D is: // // the line through P1 and P2. // // The points P1, P2 define a direction (P2-P1). Similarly, the // points (Q1,Q2) define a direction (Q2-Q1). The quantity // // (P2-P1) dot (Q2-Q1) = norm(P2-P1) * norm(Q2-Q1) * cos ( angle ) // // Therefore, the following value is between 0 and 1; // // abs ( (P2-P1) dot (Q2-Q1) / ( norm(P2-P1) * norm(Q2-Q1) ) ) // // and the lines are parallel if // // abs ( (P2-P1) dot (Q2-Q1) / ( norm(P2-P1) * norm(Q2-Q1) ) ) = 1 // // We can rephrase this as requiring: // // ( (P2-P1)dot(Q2-Q1) )^2 = (P2-P1)dot(P2-P1) * (Q2-Q1)dot(Q2-Q1) // // which avoids division and square roots. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], define the first line. // // Input, double Q1[3], Q2[3, define the second line. // // Output, bool LINES_EXP_PARALLEL_3D is TRUE if the lines are parallel. // { # define DIM_NUM 3 bool value; int i; double *p; double pdotp; double pdotq; double *q; double qdotq; p = new double[DIM_NUM]; q = new double[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { p[i] = p2[i] - p1[i]; } for ( i = 0; i < DIM_NUM; i++ ) { q[i] = q2[i] - q1[i]; } pdotq = r8vec_dot_product ( DIM_NUM, p, q ); pdotp = r8vec_dot_product ( DIM_NUM, p, p ); qdotq = r8vec_dot_product ( DIM_NUM, q, q ); delete [] p; delete [] q; value = ( pdotq * pdotq == pdotp * qdotq ); return value; # undef DIM_NUM } //****************************************************************************80 double lines_imp_angle_2d ( double a1, double b1, double c1, double a2, double b2, double c2 ) //****************************************************************************80 // // Purpose: // // LINES_IMP_ANGLE_2D finds the angle between two implicit lines in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 1999 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double A1, B1, C1, the implicit parameters of the first line. // // Input, double A2, B2, C2, the implicit parameters of the second line. // // Output, double LINES_IMP_ANGLE_2D, the angle between the two lines. // { double ctheta; double pdotq; double pnorm; double qnorm; double theta; pdotq = a1 * a2 + b1 * b2; pnorm = sqrt ( a1 * a1 + b1 * b1 ); qnorm = sqrt ( a2 * a2 + b2 * b2 ); ctheta = pdotq / ( pnorm * qnorm ); theta = acos ( ctheta ); return theta; } //****************************************************************************80 double lines_imp_dist_2d ( double a1, double b1, double c1, double a2, double b2, double c2 ) //****************************************************************************80 // // Purpose: // // LINES_IMP_DIST_2D determines the distance between two implicit lines in 2D. // // Discussion: // // If the lines are not parallel, then they must intersect, so their // distance is zero. // // If the two lines are parallel, then they may have a nonzero distance. // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A1, B1, C1, define the first line. // At least one of A1 and B1 must be nonzero. // // Input, double A2, B2, C2, define the second line. // At least one of A2 and B2 must be nonzero. // // Output, double LINES_IMP_DIST_2D, the distance between the two lines. // { double value; // // Refuse to handle degenerate lines. // if ( a1 == 0.0 && b1 == 0.0 ) { cerr << "\n"; cerr << "LINES_IMP_DIST_2D - Fatal error!\n"; cerr << " Line 1 is degenerate.\n"; exit ( 1 ); } if ( a2 == 0.0 && b2 == 0.0 ) { cerr << "\n"; cerr << "LINES_IMP_DIST_2D - Fatal error!\n"; cerr << " Line 2 is degenerate.\n"; exit ( 1 ); } // // If the lines are not parallel, they intersect, and have distance 0. // if ( a1 * b2 != a2 * b1 ) { value = 0.0; return value; } // // Determine the distance between the parallel lines. // value = fabs ( c2 / sqrt ( a2 * a2 + b2 * b2 ) - c1 / sqrt ( a1 * a1 + b1 * b1 ) ); return value; } //****************************************************************************80 void lines_imp_int_2d ( double a1, double b1, double c1, double a2, double b2, double c2, int *ival, double p[2] ) //****************************************************************************80 // // Purpose: // // LINES_IMP_INT_2D determines where two implicit lines intersect in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // 22 May 2004: Thanks to John Asmuth for pointing out that the // B array was not being deallocated on exit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A1, B1, C1, define the first line. // At least one of A1 and B1 must be nonzero. // // Input, double A2, B2, C2, define the second line. // At least one of A2 and B2 must be nonzero. // // Output, int *IVAL, reports on the intersection. // -1, both A1 and B1 were zero. // -2, both A2 and B2 were zero. // 0, no intersection, the lines are parallel. // 1, one intersection point, returned in P. // 2, infinitely many intersections, the lines are identical. // // Output, double P[2], if IVAL = 1, then P contains // the intersection point. Otherwise, P = 0. // { # define DIM_NUM 2 double a[DIM_NUM*2]; double *b; p[0] = 0.0; p[1] = 0.0; // // Refuse to handle degenerate lines. // if ( a1 == 0.0 && b1 == 0.0 ) { *ival = - 1; return; } else if ( a2 == 0.0 && b2 == 0.0 ) { *ival = - 2; return; } // // Set up a linear system, and compute its inverse. // a[0+0*2] = a1; a[0+1*2] = b1; a[1+0*2] = a2; a[1+1*2] = b2; b = r8mat_inverse_2d ( a ); // // If the inverse exists, then the lines intersect. // Multiply the inverse times -C to get the intersection point. // if ( b != NULL ) { *ival = 1; p[0] = - b[0+0*2] * c1 - b[0+1*2] * c2; p[1] = - b[1+0*2] * c1 - b[1+1*2] * c2; } // // If the inverse does not exist, then the lines are parallel // or coincident. Check for parallelism by seeing if the // C entries are in the same ratio as the A or B entries. // else { *ival = 0; if ( a1 == 0.0 ) { if ( b2 * c1 == c2 * b1 ) { *ival = 2; } } else { if ( a2 * c1 == c2 * a1 ) { *ival = 2; } } } delete [] b; return; # undef DIM_NUM } //****************************************************************************80 double lines_par_angle_2d ( double f1, double g1, double x01, double y01, double f2, double g2, double x02, double y02 ) //****************************************************************************80 // // Purpose: // // LINES_PAR_ANGLE_2D finds the angle between two parametric lines in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F1, G1, X01, Y01, the parametric parameters of the // first line. // // Input, double F2, G2, X02, Y02, the parametric parameters of the // second line. // // Output, double LINES_PAR_ANGLE_2D, the angle between the two lines. // { double pdotq; double pnorm; double qnorm; double value; pdotq = f1 * f2 + g1 * g2; pnorm = sqrt ( f1 * f1 + g1 * g1 ); qnorm = sqrt ( f2 * f2 + g2 * g2 ); value = r8_acos ( pdotq / ( pnorm * qnorm ) ); return value; } //****************************************************************************80 double lines_par_angle_3d ( double f1, double g1, double h1, double x01, double y01, double z01, double f2, double g2, double h2, double x02, double y02, double z02 ) //****************************************************************************80 // // Purpose: // // LINES_PAR_ANGLE_3D finds the angle between two parametric lines in 3D. // // Discussion: // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we choose F*F+G*G+H*H = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F1, G1, H1, X01, Y01, Z01, the parametric parameters // of the first line. // // Input, double F2, G2, H2, X02, Y02, Z02, the parametric parameters // of the second line. // // Output, double LINES_PAR_ANGLE_3D, the angle between the two lines. // { double pdotq; double pnorm; double qnorm; double value; pdotq = f1 * f2 + g1 * g2 + h1 * h2; pnorm = sqrt ( f1 * f1 + g1 * g1 + h1 * h1 ); qnorm = sqrt ( f2 * f2 + g2 * g2 + h2 * h2 ); value = r8_acos ( pdotq / ( pnorm * qnorm ) ); return value; } //****************************************************************************80 double lines_par_dist_3d ( double f1, double g1, double h1, double x01, double y01, double z01, double f2, double g2, double h2, double x02, double y02, double z02 ) //****************************************************************************80 // // Purpose: // // LINES_PAR_DIST_3D finds the distance between two parametric lines in 3D. // // Discussion: // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we choose F*F+G*G+H*H = 1 and 0 <= F. // // This code does not work for parallel or near parallel lines. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F1, G1, H1, X01, Y01, Z01, the parametric parameters // of the first line. // // Input, double F2, G2, H2, X02, Y02, Z02, the parametric parameters // of the second line. // // Output, double LINES_PAR_DIST_3D, the distance between the two lines. // { double value; value = fabs ( ( x02 - x01 ) * ( g1 * h2 - g2 * h1 ) + ( y02 - y01 ) * ( h1 * f2 - h2 * f1 ) + ( z02 - z01 ) * ( f1 * g2 - f2 * g1 ) ) / ( ( f1 * g2 - f2 * g1 ) * ( f1 * g2 - f2 * g1 ) + ( g1 * h2 - g2 * h1 ) * ( g1 * h2 - g2 * h1 ) + ( h1 * f2 - h2 * f1 ) * ( h1 * f2 - h2 * f1 ) ); return value; } //****************************************************************************80 void lines_par_int_2d ( double f1, double g1, double x1, double y1, double f2, double g2, double x2, double y2, double *t1, double *t2, double pint[2] ) //****************************************************************************80 // // Purpose: // // LINES_PAR_INT_2D determines where two parametric lines intersect in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double F1, G1, X1, Y1, define the first parametric line. // // Input, double F2, G2, X2, Y2, define the second parametric line. // // Output, double *T1, *T2, the T parameters on the first and second // lines of the intersection point. // // Output, double PINT[2], the intersection point. // { double det; det = f2 * g1 - f1 * g2; if ( det == 0.0 ) { *t1 = 0.0; *t2 = 0.0; r8vec_zero ( 2, pint ); } else { *t1 = ( f2 * ( y2 - y1 ) - g2 * ( x2 - x1 ) ) / det; *t2 = ( f1 * ( y2 - y1 ) - g1 * ( x2 - x1 ) ) / det; pint[0] = x1 + f1 * (*t1); pint[1] = y1 + g1 * (*t1); } return; } //****************************************************************************80 void loc2glob_3d ( double cospitch, double cosroll, double cosyaw, double sinpitch, double sinroll, double sinyaw, double locpts[3], double globas[3], double glopts[3] ) //****************************************************************************80 // // Purpose: // // LOC2GLOB_3D converts from a local to global coordinate system in 3D. // // Discussion: // // A global coordinate system is given. // // A local coordinate system has been translated to the point with // global coordinates GLOBAS, and rotated through a yaw, a pitch, and // a roll. // // A point has local coordinates LOCPTS, and it is desired to know // the point's global coordinates GLOPTS. // // The transformation may be written as // // GLOB = GLOBAS + N_YAW * N_PITCH * N_ROLL * LOC // // where // // ( cos(Yaw) -sin(Yaw) 0 ) // N_YAW = ( sin(Yaw) cos(Yaw) 0 ) // ( 0 0 1 ) // // ( cos(Pitch) 0 sin(Pitch) ) // N_PITCH = ( 0 1 0 ) // ( -sin(Pitch) 0 cos(Pitch) ) // // ( 1 0 0 ) // N_ROLL = ( 0 cos(Roll) -sin(Roll) ) // ( 0 sin(Roll) cos(Roll) ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double COSPITCH, COSROLL, COSYAW, the cosines of the pitch, // roll and yaw angles. // // Input, double SINPITCH, SINROLL, SINYAW, the sines of the pitch, // roll and yaw angles. // // Input, double LOCPTS[3], the local coordinates of the point. // // Input, double GLOBAS[3], the global coordinates of the base vector. // // Output, double GLOPTS[3], the global coordinates of the point. // { glopts[0] = globas[0] + ( cosyaw * cospitch ) * locpts[0] + ( cosyaw * sinpitch * sinroll - sinyaw * cosroll ) * locpts[1] + ( cosyaw * sinpitch * cosroll + sinyaw * sinroll ) * locpts[2]; glopts[1] = globas[1] + ( sinyaw * cospitch ) * locpts[0] + ( sinyaw * sinpitch * sinroll + cosyaw * cosroll ) * locpts[1] + ( sinyaw * sinpitch * cosroll - cosyaw * sinroll ) * locpts[2]; glopts[2] = globas[2] + ( -sinpitch ) * locpts[0] + ( cospitch * sinroll ) * locpts[1] + ( cospitch * cosroll ) * locpts[2]; return; } //****************************************************************************80 void lvec_print ( int n, bool a[], string title ) //****************************************************************************80 // // Purpose: // // LVEC_PRINT prints a logical vector. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 April 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components of the vector. // // Input, bool A[N], the vector to be printed. // // Input, string TITLE, a title. // { int i; cout << "\n"; cout << title << "\n"; cout << "\n"; for ( i = 0; i <= n-1; i++ ) { cout << setw(6) << i << ": " << setw(1) << a[i] << "\n"; } return; } //****************************************************************************80 void minabs ( double x1, double y1, double x2, double y2, double x3, double y3, double *xmin, double *ymin ) //****************************************************************************80 // // Purpose: // // MINABS finds a local minimum of F(X) = A * abs ( X ) + B. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, double X1, Y1, X2, Y2, X3, Y3, are three sets of data // of the form ( X, F(X) ). The three X values must be distinct. // On output, the data has been sorted so that X1 < X2 < X3, // and the Y values have been rearranged accordingly. // // Output, double *XMIN, *YMIN. XMIN is a point within the interval // spanned by X1, X2 and X3, at which F takes its local minimum // value YMIN. // { double slope; double slope12; double slope13; double slope23; // // Refuse to deal with coincident data. // if ( x1 == x2 || x2 == x3 || x3 == x1 ) { cerr << "\n"; cerr << "MINABS - Fatal error!\n"; cerr << " X values are equal.\n"; exit ( 1 ); } // // Sort the data. // if ( x2 < x1 ) { r8_swap ( &x1, &x2 ); r8_swap ( &y1, &y2 ); } if ( x3 < x1 ) { r8_swap ( &x1, &x3 ); r8_swap ( &y1, &y3 ); } if ( x3 < x2 ) { r8_swap ( &x2, &x3 ); r8_swap ( &y2, &y3 ); } // // Now determine the slopes. // slope12 = ( y2 - y1 ) / ( x2 - x1 ); slope23 = ( y3 - y2 ) / ( x3 - x2 ); slope13 = ( y3 - y1 ) / ( x3 - x1 ); // // Case 1: Minimum must be at an endpoint. // if ( slope13 <= slope12 || 0.0 <= slope12 ) { if ( y1 < y3 ) { *xmin = x1; *ymin = y1; } else { *xmin = x3; *ymin = y3; } } // // Case 2: The curve decreases, and decreases faster than the line // joining the endpoints. // // Whichever of SLOPE12 and SLOPE23 is the greater in magnitude // represents the actual slope of the underlying function. // Find where two lines of that slope, passing through the // endpoint data, intersect. // else { slope = r8_max ( fabs ( slope12 ), slope23 ); *xmin = 0.5 * ( x1 + x3 + ( y1 - y3 ) / slope ); *ymin = y1 - slope * ( (*xmin) - x1 ); } return; } //****************************************************************************80 bool minquad ( double x1, double y1, double x2, double y2, double x3, double y3, double *xmin, double *ymin ) //****************************************************************************80 // // Purpose: // // MINQUAD finds a local minimum of F(X) = A * X^2 + B * X + C. // // Discussion: // // MINQUAD is primarily intended as a utility routine for use by // DISLSLS3. The square of the distance function between a point // and a line segment has the form of F(X). Hence, we can seek // the line on the second segment which minimizes the square of // the distance to the other line segment. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 November 1998 // // Author: // // John Burkardt // // Parameters: // // Input, double X1, Y1, X2, Y2, X3, Y3, are three sets of data // of the form ( X, F(X) ). The three X values must be distinct. // // Output, double *XMIN, *YMIN. XMIN is a point within the interval // spanned by X1, X2 and X3, at which F takes its local minimum // value YMIN. // // Output, bool MINQUAD, // true if no error, // false if error because X values are not distinct. // { int ierror; double x; double xleft; double xrite; double y; *xmin = 0.0; *ymin = 0.0; // // Refuse to deal with coincident data. // if ( x1 == x2 || x2 == x3 || x3 == x1 ) { return false; } // // Find the interval endpoints. // xleft = x1; if ( x2 < xleft ) { xleft = x2; } if ( x3 < xleft ) { xleft = x3; } xrite = x1; if ( xrite < x2 ) { xrite = x2; } if ( xrite < x3 ) { xrite = x3; } // // Find the minimizer and its function value over the three input points. // if ( y1 <= y2 && y1 <= y3 ) { *xmin = x1; *ymin = y1; } else if ( y2 <= y1 && y2 <= y3 ) { *xmin = x2; *ymin = y2; } else if ( y3 <= y1 && y3 <= y2 ) { *xmin = x3; *ymin = y3; } // // Find the minimizer and its function value over the real line. // ierror = parabola_ex ( x1, y1, x2, y2, x3, y3, &x, &y ); if ( ierror != 2 && y < *ymin && xleft < x && x < xrite ) { *xmin = x; *ymin = y; } return true; } //****************************************************************************80 void octahedron_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // OCTAHEDRON_SHAPE_3D describes an octahedron in 3D. // // Discussion: // // The vertices lie on the unit sphere. // // The dual of the octahedron is the cube. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices // per face. // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 static int face_order_save[8] = { 3, 3, 3, 3, 3, 3, 3, 3 }; static int face_point_save[3*8] = { 1, 3, 2, 1, 4, 3, 1, 5, 4, 1, 2, 5, 2, 3, 6, 3, 4, 6, 4, 5, 6, 5, 2, 6 }; static double point_coord_save[DIM_NUM*6] = { 0.0, 0.0, -1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void octahedron_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // OCTAHEDRON_SIZE_3D returns size information for an octahedron in 3D. // // Discussion: // // This routine can be called before calling OCTAHEDRON_SHAPE_3D, // so that space can be allocated for the arrays. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum number of vertices // per face. // { *point_num = 6; *edge_num = 12; *face_num = 8; *face_order_max = 3; return; } //****************************************************************************80 int parabola_ex ( double x1, double y1, double x2, double y2, double x3, double y3, double *x, double *y ) //****************************************************************************80 // // Purpose: // // PARABOLA_EX finds the extremal point of a parabola determined by three points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double X1, Y1, X2, Y2, X3, Y3, the coordinates of three points // on the parabola. X1, X2 and X3 must be distinct. // // Output, double *X, *Y, the X coordinate of the extremal point of the // parabola, and the value of the parabola at that point. // // Output, int PARABOLA_EX, error flag. // 0, no error. // 1, two of the X values are equal. // 2, the data lies on a straight line; there is no finite extremal // point. // 3, the data lies on a horizontal line; every point is "extremal". // { double bot; *x = 0.0; *y = 0.0; if ( x1 == x2 || x2 == x3 || x3 == x1 ) { return 1; } if ( y1 == y2 && y2 == y3 && y3 == y1 ) { *x = x1; *y = y1; return 3; } bot = ( x2 - x3 ) * y1 - ( x1 - x3 ) * y2 + ( x1 - x2 ) * y3; if ( bot == 0.0 ) { return 2; } *x = 0.5 * ( x1 * x1 * ( y3 - y2 ) + x2 * x2 * ( y1 - y3 ) + x3 * x3 * ( y2 - y1 ) ) / bot; *y = ( ( *x - x2 ) * ( *x - x3 ) * ( x2 - x3 ) * y1 - ( *x - x1 ) * ( *x - x3 ) * ( x1 - x3 ) * y2 + ( *x - x1 ) * ( *x - x2 ) * ( x1 - x2 ) * y3 ) / ( ( x1 - x2 ) * ( x2 - x3 ) * ( x1 - x3 ) ); return 0; } //****************************************************************************80 int parabola_ex2 ( double x1, double y1, double x2, double y2, double x3, double y3, double *x, double *y, double *a, double *b, double *c ) //****************************************************************************80 // // Purpose: // // PARABOLA_EX2 finds the extremal point of a parabola determined by three points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 May 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double X1, Y1, X2, Y2, X3, Y3, the coordinates of three points // on the parabola. X1, X2 and X3 must be distinct. // // Output, double *X, *Y, the X coordinate of the extremal point of the // parabola, and the value of the parabola at that point. // // Output, double *A, *B, *C, the coefficients that define the parabola: // P(X) = A * X * X + B * X + C. // // Output, int PARABOLA_EX2, error flag. // 0, no error. // 1, two of the X values are equal. // 2, the data lies on a straight line; there is no finite extremal // point. // 3, the data lies on a horizontal line; any point is an "extremal point". // { double v[3*3]; double *w; *a = 0.0; *b = 0.0; *c = 0.0; *x = 0.0; *y = 0.0; if ( x1 == x2 || x2 == x3 || x3 == x1 ) { return 1; } if ( y1 == y2 && y2 == y3 && y3 == y1 ) { *x = x1; *y = y1; return 3; } // // Set up the Vandermonde matrix. // v[0+0*3] = 1.0; v[1+0*3] = 1.0; v[2+0*3] = 1.0; v[0+1*3] = x1; v[1+1*3] = x2; v[2+1*3] = x3; v[0+2*3] = x1 * x1; v[1+2*3] = x2 * x2; v[2+2*3] = x3 * x3; // // Get the inverse. // w = r8mat_inverse_3d ( v ); // // Compute the parabolic coefficients. // *c = w[0+0*3] * y1 + w[0+1*3] * y2 + w[0+2*3] * y3; *b = w[1+0*3] * y1 + w[1+1*3] * y2 + w[1+2*3] * y3; *a = w[2+0*3] * y1 + w[2+1*3] * y2 + w[2+2*3] * y3; delete [] w; // // Determine the extremal point. // if ( *a == 0.0 ) { return 2; } *x = - *b / ( 2.0 * *a ); *y = *a * *x * *x + *b * *x + *c; return 0; } //****************************************************************************80 double parallelogram_area_2d ( double p[] ) //****************************************************************************80 // // Purpose: // // PARALLELOGRAM_AREA_2D computes the area of a parallelogram in 2D. // // Discussion: // // A parallelogram is a polygon having four sides, with the property // that each pair of opposite sides is paralell. // // Given the first three vertices of the parallelogram, // P1, P2, and P3, the fourth vertex must satisfy // // P4 = P1 + ( P3 - P2 ) // // This routine uses the fact that the norm of the cross product // of two vectors is the area of the parallelogram they form: // // Area = ( P3 - P2 ) x ( P1 - P2 ). // // P4<-----P3 // / / // / / // P1----->P2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double P[2*4], the parallelogram vertices, // given in counterclockwise order. The fourth vertex is ignored. // // Output, double PARALLELOGRAM_AREA_2D, the (signed) area. // { double area; // // Compute the cross product vector, which only has a single // nonzero component. // area = ( p[0+1*2] - p[0+0*2] ) * ( p[1+2*2] - p[1+0*2] ) - ( p[1+1*2] - p[1+0*2] ) * ( p[0+2*2] - p[0+0*2] ); return area; } //****************************************************************************80 double parallelogram_area_3d ( double p[] ) //****************************************************************************80 // // Purpose: // // PARALLELOGRAM_AREA_3D computes the area of a parallelogram in 3D. // // Discussion: // // A parallelogram is a polygon having four sides, with the property // that each pair of opposite sides is paralell. // // A parallelogram in 3D must have the property that it is "really" // a 2D object, that is, that the four vertices that define it lie // in some plane. // // Given the first three vertices of the parallelogram (in 2D or 3D), // P1, P2, and P3, the fourth vertex must satisfy // // P4 = P1 + ( P3 - P2 ) // // This routine uses the fact that the norm of the cross product // of two vectors is the area of the parallelogram they form: // // Area = ( P3 - P2 ) x ( P1 - P2 ). // // P4<-----P3 // / / // / / // P1----->P2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double P[3*4], the parallelogram vertices, // given in counterclockwise order. The fourth vertex is ignored. // // Output, double PARALLELOGRAM_AREA_3D, the area // { double area; double cross; // // Compute the cross product vector. // area = 0.0; cross = ( p[1+1*3] - p[1+0*3] ) * ( p[2+2*3] - p[2+0*3] ) - ( p[2+1*3] - p[2+0*3] ) * ( p[1+2*3] - p[1+0*3] ); area = area + cross * cross; cross = ( p[2+1*3] - p[2+0*3] ) * ( p[0+2*3] - p[0+0*3] ) - ( p[0+1*3] - p[0+0*3] ) * ( p[2+2*3] - p[2+0*3] ); area = area + cross * cross; cross = ( p[0+1*3] - p[0+0*3] ) * ( p[1+2*3] - p[1+0*3] ) - ( p[1+1*3] - p[1+0*3] ) * ( p[0+2*3] - p[0+0*3] ); area = area + cross * cross; area = sqrt ( area ); return area; } //****************************************************************************80 bool parallelogram_contains_point_2d ( double p1[2], double p2[2], double p3[2], double p[2] ) //****************************************************************************80 // // Purpose: // // PARALLELOGRAM_CONTAINS_POINT_2D determines if a point is inside a parallelogram in 2D. // // Discussion: // // P2.............. // / . // / . // / . // P1------------->P3 // // The algorithm used here essentially computes the barycentric // coordinates of the point P, and accepts it if both coordinates // are between 0 and 1. ( For a triangle, they must be positive, // and sum to no more than 1.) The same trick works for a parallelepiped. // // 05 August 2005: Thanks to Gernot Grabmair for pointing out that a previous // version of this routine was incorrect. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], three vertices of the parallelogram. // P1 should be directly connected to P2 and P3. // // Input, double P[2], the point to be checked. // // Output, bool PARALLELOGRAM_CONTAINS_POINT_2D is TRUE if P is inside the // parallelogram, or on its boundary, and FALSE otherwise. // { # define DIM_NUM 2 double a[DIM_NUM*(DIM_NUM+1)]; int info; bool value; // // Set up the linear system // // ( X2-X1 X3-X1 ) C1 = X-X1 // ( Y2-Y1 Y3-Y1 ) C2 Y-Y1 // // which is satisfied by the barycentric coordinates. // a[0+0*DIM_NUM] = p2[0] - p1[0]; a[1+0*DIM_NUM] = p2[1] - p1[1]; a[0+1*DIM_NUM] = p3[0] - p1[0]; a[1+1*DIM_NUM] = p3[1] - p1[1]; a[0+2*DIM_NUM] = p[0] - p1[0]; a[1+2*DIM_NUM] = p[1] - p1[1]; // // Solve the linear system. // info = r8mat_solve ( DIM_NUM, 1, a ); if ( info != 0 ) { cerr << "\n"; cerr << "PARALLELOGRAM_CONTAINS_POINT_2D - Fatal error!\n"; cerr << " The linear system is singular.\n"; cerr << " The input data does not form a proper triangle.\n"; exit ( 1 ); } if ( a[0+2*DIM_NUM] < 0.0 || 1.0 < a[0+2*DIM_NUM] ) { value = false; } else if ( a[1+2*DIM_NUM] < 0.0 || 1.0 < a[1+2*DIM_NUM] ) { value = false; } else { value = true; } return value; # undef DIM_NUM } //****************************************************************************80 bool parallelogram_contains_point_3d ( double p1[3], double p2[3], double p3[3], double p[3] ) //****************************************************************************80 // // Purpose: // // PARALLELOGRAM_CONTAINS_POINT_3D determines if a point is inside a parallelogram in 3D. // // Diagram: // // P2.............. // / . // / . // / . // P1------------->P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 February 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three vertices of the parallelogram. // // Input, double P[3], the point to be checked. // // Output, int PARALLELOGRAM_CONTAINS_POINT_3D, is true if P is inside the // parallelogram, or on its boundary, and false otherwise. // A slight amount of leeway is allowed for error, since a three // dimensional point may lie exactly in the plane of the parallelogram, // and yet be computationally slightly outside it. // { # define DIM_NUM 3 # define TOL 0.00001 double dot; double dotb; double dott; double v; double p21[DIM_NUM]; double p31[DIM_NUM]; double pn12[DIM_NUM]; double *pn23; double *pn31; // // Compute V3, the vector normal to V1 = P2-P1 and V2 = P3-P1. // pn12[0] = ( p2[1] - p1[1] ) * ( p3[2] - p1[2] ) - ( p2[2] - p1[2] ) * ( p3[1] - p1[1] ); pn12[1] = ( p2[2] - p1[2] ) * ( p3[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( p3[2] - p1[2] ); pn12[2] = ( p2[0] - p1[0] ) * ( p3[1] - p1[1] ) - ( p2[1] - p1[1] ) * ( p3[0] - p1[0] ); // // If the component of V = P-P1 in the V3 direction is too large, // then it does not lie in the parallelogram. // dot = ( p[0] - p1[0] ) * pn12[0] + ( p[1] - p1[1] ) * pn12[1] + ( p[2] - p1[2] ) * pn12[2]; v = sqrt ( pow ( p2[0] - p[0], 2 ) + pow ( p2[1] - p[1], 2 ) + pow ( p2[2] - p[2], 2 ) ); if ( TOL * ( 1.0 + v ) < fabs ( dot ) ) { return false; } // // Compute V23, the vector normal to V2 and V3. // p31[0] = p3[0] - p1[0]; p31[1] = p3[1] - p1[1]; p31[2] = p3[2] - p1[2]; pn23 = r8vec_cross_product_3d ( p31, pn12 ); // // Compute ALPHA = ( V dot V23 ) / ( V1 dot V23 ) // dott = ( p[0] - p1[0] ) * pn23[0] + ( p[1] - p1[1] ) * pn23[1] + ( p[2] - p1[2] ) * pn23[2]; dotb = ( p2[0] - p1[0] ) * pn23[0] + ( p2[1] - p1[1] ) * pn23[1] + ( p2[2] - p1[2] ) * pn23[2]; delete [] pn23; if ( dotb < 0.0 ) { dott = -dott; dotb = -dotb; } if ( dott < 0.0 || dotb < dott ) { return false; } // // Compute V31, the vector normal to V3 and V1. // p21[0] = p2[0] - p1[0]; p21[1] = p2[1] - p1[1]; p21[2] = p2[2] - p1[2]; pn31 = r8vec_cross_product_3d ( pn12, p21 ); // // Compute BETA = ( V dot V31 ) / ( V2 dot V31 ) // dott = ( p[0] - p1[0] ) * pn31[0] + ( p[1] - p1[1] ) * pn31[1] + ( p[2] - p1[2] ) * pn31[2]; dotb = ( p3[0] - p1[0] ) * pn31[0] + ( p3[1] - p1[1] ) * pn31[1] + ( p3[2] - p1[2] ) * pn31[2]; delete [] pn31; if ( dotb < 0.0 ) { dott = -dott; dotb = -dotb; } if ( dott < 0.0 || dotb < dott ) { return false; } // // V = ALPHA * V1 + BETA * V2, where both ALPHA and BETA are between // 0 and 1. // return true; # undef DIM_NUM # undef TOL } //****************************************************************************80 double parallelogram_point_dist_3d ( double p1[3], double p2[3], double p3[3], double p[3] ) //****************************************************************************80 // // Purpose: // // PARALLELOGRAM_POINT_DIST_3D: distance ( parallelogram, point ) in 3D. // // Diagram: // // P2.............. // / . // / . // / . // P1------------->P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three vertices of the parallelogram. // // Input, double P[3], the point to be checked. // // Output, double PARALLELOGRAM_POINT_DIST_3D, the distance from the point // to the parallelogram. DIST is zero if the point lies exactly on the // parallelogram. // { # define DIM_NUM 3 double dis13; double dis21; double dis34; double dis42; double dist; bool inside; double t; double temp; double p4[DIM_NUM]; double pn[DIM_NUM]; double pp[DIM_NUM]; // // Compute P, the unit normal to P2-P1 and P3-P1: // pp[0] = ( p2[1] - p1[1] ) * ( p3[2] - p1[2] ) - ( p2[2] - p1[2] ) * ( p3[1] - p1[1] ); pp[1] = ( p2[2] - p1[2] ) * ( p3[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( p3[2] - p1[2] ); pp[2] = ( p2[0] - p1[0] ) * ( p3[1] - p1[1] ) - ( p2[1] - p1[1] ) * ( p3[0] - p1[0] ); temp = sqrt ( pp[0] * pp[0] + pp[1] * pp[1] + pp[2] * pp[2] ); if ( temp == 0.0 ) { cerr << "\n"; cerr << "PARALLELOGRAM_POINT_DIST_3D - Fatal error!\n"; cerr << " The normal vector is zero.\n"; exit ( 1 ); } pp[0] = pp[0] / temp; pp[1] = pp[1] / temp; pp[2] = pp[2] / temp; // // Find PN, the nearest point to P in the plane. // t = pp[0] * ( p[0] - p1[0] ) + pp[1] * ( p[1] - p1[1] ) + pp[2] * ( p[2] - p1[2] ); pn[0] = p[0] - pp[0] * t; pn[1] = p[1] - pp[1] * t; pn[2] = p[2] - pp[2] * t; // // if PN lies WITHIN the parallelogram, we're done. // inside = parallelogram_contains_point_3d ( p1, p2, p3, p ); if ( inside == true ) { dist = sqrt ( pow ( pn[0] - p[0], 2 ) + pow ( pn[1] - p[1], 2 ) + pow ( pn[2] - p[2], 2 ) ); return dist; } // // Otherwise, find the distance between P and each of the // four line segments that make up the boundary of the parallelogram. // p4[0] = p2[0] + p3[0] - p1[0]; p4[1] = p2[1] + p3[1] - p1[1]; p4[2] = p2[2] + p3[2] - p1[2]; dis13 = segment_point_dist_3d ( p1, p3, p ); dist = dis13; dis34 = segment_point_dist_3d ( p3, p4, p ); if ( dis34 < dist ) { dist = dis34; } dis42 = segment_point_dist_3d ( p4, p2, p ); if ( dis42 < dist ) { dist = dis42; } dis21 = segment_point_dist_3d ( p2, p1, p ); if ( dis21 < dist ) { dist = dis21; } return dist; # undef DIM_NUM } //****************************************************************************80 bool parallelepiped_contains_point_3d ( double p1[3], double p2[3], double p3[3], double p4[3], double p[3] ) //****************************************************************************80 // // Purpose: // // PARALLELEPIPED_CONTAINS_POINT_3D determines if a point is inside a parallelepiped in 3D. // // Discussion: // // A parallelepiped is a "slanted box", that is, opposite // sides are parallel planes. // // *------------------* // / \ / \ // / \ / \ // / \ / \ // P4------------------* \ // \ . \ \ // \ . \ \ // \ . \ \ // \ P2.........\-------\ // \ / \ / // \ / \ / // \ / \ / // P1----------------P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], P4[3], four vertices of the parallelepiped. // It is assumed that P2, P3 and P4 are immediate neighbors of P1. // // Input, double P, the point to be checked. // // Output, bool PARAPP_CONTAINS_POINT_3D, is true if P is inside the // parallelepiped, or on its boundary, and false otherwise. // { double dot; dot = ( p2[0] - p1[0] ) * ( p[0] - p1[0] ) + ( p2[1] - p1[1] ) * ( p[1] - p1[1] ) + ( p2[2] - p1[2] ) * ( p[2] - p1[2] ); if ( dot < 0.0 ) { return false; } else if ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) + pow ( p2[2] - p1[2], 2 ) < dot ) { return false; } dot = ( p3[0] - p1[0] ) * ( p[0] - p1[0] ) + ( p3[1] - p1[1] ) * ( p[1] - p1[1] ) + ( p3[2] - p1[2] ) * ( p[2] - p1[2] ); if ( dot < 0.0 ) { return false; } else if ( pow ( p3[0] - p1[0], 2 ) + pow ( p3[1] - p1[1], 2 ) + pow ( p3[2] - p1[2], 2 ) < dot ) { return false; } dot = ( p4[0] - p1[0] ) * ( p[0] - p1[0] ) + ( p4[1] - p1[1] ) * ( p[1] - p1[1] ) + ( p4[2] - p1[2] ) * ( p[2] - p1[2] ); if ( dot < 0.0 ) { return false; } else if ( pow ( p4[0] - p1[0], 2 ) + pow ( p4[1] - p1[1], 2 ) + pow ( p4[2] - p1[2], 2 ) < dot ) { return false; } return true; } //****************************************************************************80 double parallelepiped_point_dist_3d ( double p1[3], double p2[3], double p3[3], double p4[3], double p[3] ) //****************************************************************************80 // // Purpose: // // PARALLELEPIPED_POINT_DIST_3D: distance ( parallelepiped, point ) in 3D. // // Discussion: // // A parallelepiped is a "slanted box", that is, opposite // sides are parallel planes. // // A parallelepiped is a "slanted box", that is, opposite // sides are parallel planes. // // *------------------* // / \ / \ // / \ / \ // / \ / \ // P4------------------* \ // \ . \ \ // \ . \ \ // \ . \ \ // \ P2.........\-------\ // \ / \ / // \ / \ / // \ / \ / // P1----------------P3 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], P4[3], half of // the corners of the box, from which the other corners can be // deduced. The corners should be chosen so that the first corner // is directly connected to the other three. The locations of // corners 5, 6, 7 and 8 will be computed by the parallelogram // relation. // // Input, double P[3], the point which is to be checked. // // Output, double PARAPP_POINT_DIST_3D, the distance from the point to the box. // The distance is zero if the point lies exactly on the box. // { # define DIM_NUM 3 double dis; double dist; double p5[DIM_NUM]; double p6[DIM_NUM]; double p7[DIM_NUM]; double p8[DIM_NUM]; // // Fill in the other corners // p5[0] = p2[0] + p3[0] - p1[0]; p5[1] = p2[1] + p3[1] - p1[1]; p5[2] = p2[2] + p3[2] - p1[2]; p6[0] = p2[0] + p4[0] - p1[0]; p6[1] = p2[1] + p4[1] - p1[1]; p6[2] = p2[2] + p4[2] - p1[2]; p7[0] = p3[0] + p4[0] - p1[0]; p7[1] = p3[1] + p4[1] - p1[1]; p7[2] = p3[2] + p4[2] - p1[2]; p8[0] = p2[0] + p3[0] + p4[0] - 2.0 * p1[0]; p8[1] = p2[1] + p3[1] + p4[1] - 2.0 * p1[1]; p8[2] = p2[2] + p3[2] + p4[2] - 2.0 * p1[2]; // // Compute the distance from the point P to each of the six // paralleogram faces. // dis = parallelogram_point_dist_3d ( p1, p2, p3, p ); dist = dis; dis = parallelogram_point_dist_3d ( p1, p2, p4, p ); if ( dis < dist ) { dist = dis; } dis = parallelogram_point_dist_3d ( p1, p3, p4, p ); if ( dis < dist ) { dist = dis; } dis = parallelogram_point_dist_3d ( p8, p5, p6, p ); if ( dis < dist ) { dist = dis; } dis = parallelogram_point_dist_3d ( p8, p5, p7, p ); if ( dis < dist ) { dist = dis; } dis = parallelogram_point_dist_3d ( p8, p6, p7, p ); if ( dis < dist ) { dist = dis; } return dist; # undef DIM_NUM } //****************************************************************************80 bool perm_check ( int n, int p[] ) //****************************************************************************80 // // Purpose: // // PERM_CHECK checks that a vector represents a permutation. // // Discussion: // // The routine verifies that each of the integers from 1 // to N occurs among the N entries of the permutation. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 January 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries. // // Input, int P[N], the array to check. // // Output, bool PERM_CHECK, is TRUE if the permutation is OK. // { bool found; int i; int seek; for ( seek = 1; seek <= n; seek++ ) { found = false; for ( i = 0; i < n; i++ ) { if ( p[i] == seek ) { found = true; break; } } if ( !found ) { return false; } } return true; } //****************************************************************************80 void perm_inv ( int n, int p[] ) //****************************************************************************80 // // Purpose: // // PERM_INV inverts a permutation "in place". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 January 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of objects being permuted. // // Input/output, int P[N], the permutation, in standard index form. // On output, P describes the inverse permutation // { int i; int i0; int i1; int i2; int is; if ( n <= 0 ) { cerr << "\n"; cerr << "PERM_INV - Fatal error!\n"; cerr << " Input value of N = " << n << "\n"; exit ( 1 ); } if ( !perm_check ( n, p ) ) { cerr << "\n"; cerr << "PERM_INV - Fatal error!\n"; cerr << " The input array does not represent\n"; cerr << " a proper permutation.\n"; exit ( 1 ); } is = 1; for ( i = 1; i <= n; i++ ) { i1 = p[i-1]; while ( i < i1 ) { i2 = p[i1-1]; p[i1-1] = -i2; i1 = i2; } is = - i4_sign ( p[i-1] ); p[i-1] = i4_sign ( is ) * abs ( p[i-1] ); } for ( i = 1; i <= n; i++ ) { i1 = -p[i-1]; if ( 0 <= i1 ) { i0 = i; for ( ; ; ) { i2 = p[i1-1]; p[i1-1] = i0; if ( i2 < 0 ) { break; } i0 = i1; i1 = i2; } } } return; } //****************************************************************************80 void plane_exp_grid_3d ( double p1[3], double p2[3], double p3[3], int *ncor3, int *line_num, double cor3[], int lines[], int maxcor3, int line_max, int *ierror ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_GRID_3D computes points and lines making up a planar grid in 3D. // // Discussion: // // The data format used is that of SGI Inventor. // // On input, if NCOR3 is zero (or negative), then the data computed by // this routine will be stored normally in COR3. But if NCOR3 is // positive, it is assumed that COR3 already contains NCOR3 items // of useful data. The new data is appended to COR3. On output, NCOR3 // is increased by the number of points computed by this routine. // // On input, if LINE_NUM is zero (or negative), then the data computed by // this routine will be stored normally in LINES. But if LINE_NUM is positive, // it is assumed that LINES already contains some useful data. The // new data is appended to LINES. On output, LINE_NUM is increased by the // number of line data items computed by this routine. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Input/output, int *NCOR3, the number of points stored in COR3. // // Input/output, int *LINE_NUM, the number of line data items. // // Output, double COR3[3*MAXCOR3], the coordinates of points // used in the grid. // // Output, int LINES[LINE_MAX], the indices of points used in // the lines of the grid. Successive entries of LINES are joined // by a line, unless an entry equals -1. Note that indices begin // with 0. // // Input, int MAXCOR3, the maximum number of points. // // Input, int LINE_MAX, the maximum number of lines. // // Output, int *IERROR, error indicator. // 0, no error. // 1, more space for point coordinates is needed. // 2, more space for line data is needed. // { # define DIM_NUM 3 # define NX 5 # define NY 5 double a = 0.0; double amax = 0.0; double amin = 0.0; double b = 0.0; double bmax = 0.0; double bmin = 0.0; double dot = 0.0; int i; int j; int k; int nbase; double v1[DIM_NUM]; double v2[DIM_NUM]; *ierror = 0; if ( *ncor3 <= 0 ) { *ncor3 = 0; } if ( *line_num <= 0 ) { *line_num = 0; } nbase = *ncor3; // // Compute the two basis vectors for the affine plane. // v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; vector_unit_nd ( DIM_NUM, v1 ); v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2]; dot = r8vec_dot_product ( 3, v1, v2 ); // // Remove the component of V1 from V2, and give the // resulting vector unit norm. V1 and V2 are now orthogonal // and of unit length, and represent the two direction vectors // of our plane. // for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = v2[i] - dot * v1[i]; } vector_unit_nd ( DIM_NUM, v2 ); // // Compute the (V1,V2) coordinate range of the input data, if any. // if ( *ncor3 == 0 ) { amin = 0.0; amax = 1.0; bmin = 0.0; bmax = 1.0; } else { for ( i = 0; i < *ncor3; i++ ) { a = 0.0; b = 0.0; for ( j = 0; j < 3; j++ ) { a = a + v1[j] * cor3[j+i*3]; b = b + v2[j] * cor3[j+i*3]; } if ( i == 0 ) { amin = a; amax = a; bmin = b; bmax = b; } else { amin = r8_min ( amin, a ); amax = r8_max ( amax, a ); bmin = r8_min ( bmin, b ); bmax = r8_max ( bmax, b ); } } } // // Generate the points we will use. // if ( maxcor3 < *ncor3 + NX * NY ) { *ierror = 1; return; } for ( j = 1; j <= NY; j++ ) { b = ( ( double ) ( NY - j ) * bmin + ( double ) ( j - 1 ) * bmax ) / ( double ) ( NY - 1 ); for ( i = 1; i <= NX; i++ ) { a = ( ( double ) ( NX - i ) * amin + ( double ) ( i - 1 ) * amax ) / ( double ) ( NX - 1 ); for ( k = 0; k < 3; k++ ) { cor3[k+(*ncor3)*3] = a * v1[k] + b * v2[k]; } *ncor3 = *ncor3 + 1; } } // // Do the "horizontals". // for ( i = 1; i <= NX; i++ ) { for ( j = 1; j <= NY; j++ ) { if ( line_max <= *line_num ) { *ierror = 2; return; } lines[*line_num] = nbase + ( j - 1 ) * NX + i; *line_num = *line_num + 1; } if ( line_max <= *line_num ) { *ierror = 2; return; } lines[*line_num] = -1; *line_num = *line_num + 1; } // // Do the "verticals". // for ( j = 1; j <= NY; j++ ) { for ( i = 1; i <= NX; i++ ) { if ( line_max <= *line_num ) { *ierror = 2; return; } lines[*line_num] = nbase + ( j - 1 ) * NX + i; *line_num = *line_num + 1; } if ( line_max <= *line_num ) { *ierror = 2; return; } lines[*line_num] = -1; *line_num = *line_num + 1; } return; # undef DIM_NUM # undef NX # undef NY } //****************************************************************************80 double plane_exp_point_dist_3d ( double p1[3], double p2[3], double p3[3], double p[3] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_POINT_DIST_3D: distance ( explicit plane, point ) in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Input, double P[3], the coordinates of the point. // // Output, double PLANE_EXP_POINT_DIST_3D, the distance from the // point to the plane. // { double a; double b; double c; double d; double dist; plane_exp2imp_3d ( p1, p2, p3, &a, &b, &c, &d ); dist = plane_imp_point_dist_3d ( a, b, c, d, p ); return dist; } //****************************************************************************80 void plane_exp_normal_3d ( double p1[3], double p2[3], double p3[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_NORMAL_3D finds the normal to an explicit plane in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Output, double PN[3], the unit normal vector to the plane. // { double norm; // // The cross product (P2-P1) x (P3-P1) is a vector normal to // (P2-P1) and (P3-P1). // pn[0] = ( p2[1] - p1[1] ) * ( p3[2] - p1[2] ) - ( p2[2] - p1[2] ) * ( p3[1] - p1[1] ); pn[1] = ( p2[2] - p1[2] ) * ( p3[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( p3[2] - p1[2] ); pn[2] = ( p2[0] - p1[0] ) * ( p3[1] - p1[1] ) - ( p2[1] - p1[1] ) * ( p3[0] - p1[0] ); norm = sqrt ( pow ( pn[0], 2 ) + pow ( pn[1], 2 ) + pow ( pn[2], 2 ) ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "PLANE_EXP_NORMAL_3D - Fatal error!\n"; cerr << " The plane is poorly defined.\n"; exit ( 1 ); } else { pn[0] = pn[0] / norm; pn[1] = pn[1] / norm; pn[2] = pn[2] / norm; } return; } //****************************************************************************80 void plane_exp_pro2 ( double p1[3], double p2[3], double p3[3], int n, double pp[], double alpha[], double beta[] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_PRO2 produces 2D coordinates of points that lie in a plane, in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // The first thing to do is to compute two orthonormal vectors V1 and // V2, so that any point P that lies in the plane may be written as // // P = P1 + alpha * V1 + beta * V2 // // The vector V1 lies in the direction P2-P1, and V2 lies in // the plane, is orthonormal to V1, and has a positive component // in the direction of P3-P1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Input, int N, the number of points to project. // // Input, double PP[3*N], the Cartesian coordinates of points which lie on // the plane spanned by the three points. These points are not checked to // ensure that they lie on the plane. // // Output, double ALPHA[N], BETA[N], the "in-plane" coordinates of // the points. // { double dot; int i; double v1[3]; double v2[3]; // // Compute the two basis vectors for the affine plane. // v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; vector_unit_nd ( 3, v1 ); v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2]; dot = r8vec_dot_product ( 3, v1, v2 ); for ( i = 0; i < 3; i++ ) { v2[i] = v2[i] - dot * v1[i]; } vector_unit_nd ( 3, v2 ); // // Now decompose each point. // for ( i = 0; i < n; i++ ) { alpha[i] = ( pp[0+i*3] - p1[0] ) * v1[0] + ( pp[1+i*3] - p1[1] ) * v1[1] + ( pp[2+i*3] - p1[2] ) * v1[2]; beta[i] = ( pp[0+i*3] - p1[0] ) * v2[0] + ( pp[1+i*3] - p1[1] ) * v2[1] + ( pp[2+i*3] - p1[2] ) * v2[2]; } return; } //****************************************************************************80 void plane_exp_pro3 ( double p1[3], double p2[3], double p3[3], int n, double po[], double pp[] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_PRO3 projects points orthographically onto a plane, in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // PP may share the same memory as PO, in // which case the projections will overwrite the original data. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Input, int N, the number of points to project. // // Input, double PO[3*N], the object points. // // Output, double PP[3*N], the projections of the object points. // { double a; double b; double c; double d; int i; // // Put the plane into ABCD form. // plane_exp2imp_3d ( p1, p2, p3, &a, &b, &c, &d ); // // For each point, its image in the plane is the nearest point // in the plane. // for ( i = 0; i < n; i++ ) { plane_imp_point_near_3d ( a, b, c, d, po+i*3, pp+i*3 ); } return; } //****************************************************************************80 void plane_exp_project_3d ( double p1[3], double p2[3], double p3[3], double pf[3], int n, double po[], double pp[], int ivis[] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP_PROJECT_3D projects points through a point onto a plane in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Input, double PF[3], the focus point. // // Input, int N, the number of points to project. // // Input, double PO[3*N], the object points. // // Output, double PP[3*N], the projections of the object points through the // focus point onto the plane. PP may share the same memory as PO, // in which case the projections will overwrite the original data. // // Output, int IVIS[N], visibility indicator: // 3, the object was behind the plane; // 2, the object was already on the plane; // 1, the object was between the focus and the plane; // 0, the line from the object to the focus is parallel to the plane, // so the object is "invisible". // -1, the focus is between the object and the plane. The object // might be considered invisible. // { # define DIM_NUM 3 double a; double alpha; double b; double beta; double c; double d; double disfo; double disfn; int i; double pn[DIM_NUM]; // // Put the plane into ABCD form. // plane_exp2imp_3d ( p1, p2, p3, &a, &b, &c, &d ); // // Get the nearest point on the plane to the focus. // plane_imp_point_near_3d ( a, b, c, d, pf, pn ); // // Get the distance from the focus to the plane. // disfn = points_dist_3d ( pf, pn ); // // If the focus lies in the plane, this is bad. We could still // project points that actually lie in the plane, but we'll // just bail out. // if ( disfn == 0.0 ) { for ( i = 0; i < n; i++ ) { ivis[i] = 0; pp[0+i*3] = pf[0]; pp[1+i*3] = pf[1]; pp[2+i*3] = pf[2]; } return; } // // Process the points. // for ( i = 0; i < n; i++ ) { // // Get the distance from the focus to the object. // disfo = points_dist_3d ( pf, po+i*3 ); if ( disfo == 0.0 ) { ivis[i] = 0; pp[0+i*3] = pn[0]; pp[1+i*3] = pn[1]; pp[2+i*3] = pn[2]; } else { // // Compute ALPHA, the angle between (OBJECT-FOCUS) and (NEAREST-FOCUS). // alpha = angle_rad_3d ( po+i*3, pf, pn ); if ( cos ( alpha ) == 0.0 ) { ivis[i] = 0; pp[0+i*3] = pn[0]; pp[1+i*3] = pn[1]; pp[2+i*3] = pn[2]; } else { // // BETA is Dist(NEAREST-FOCUS) / ( Cos(ALPHA)*Dist(OBJECT-FOCUS) ) // beta = disfn / ( cos ( alpha ) * disfo ); if ( 1.0 < beta ) { ivis[i] = 1; } else if ( beta == 1.0 ) { ivis[i] = 2; } else if ( 0.0 < beta ) { ivis[i] = 3; } else { ivis[i] = -1; } // // Set the projected point. // pp[0+i*3] = pf[0] + beta * ( po[0+i*3] - pf[0] ); pp[1+i*3] = pf[1] + beta * ( po[1+i*3] - pf[1] ); pp[2+i*3] = pf[2] + beta * ( po[2+i*3] - pf[2] ); } } } return; # undef DIM_NUM } //****************************************************************************80 void plane_exp2imp_3d ( double p1[3], double p2[3], double p3[3], double *a, double *b, double *c, double *d ) //****************************************************************************80 // // Purpose: // // PLANE_EXP2IMP_3D converts an explicit plane to implicit form in 3D. // // Discussion: // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // The implicit form of a plane in 3D is // // A * X + B * Y + C * Z + D = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Output, double *A, *B, *C, *D, coefficients which describe the plane. // { *a = ( p2[1] - p1[1] ) * ( p3[2] - p1[2] ) - ( p2[2] - p1[2] ) * ( p3[1] - p1[1] ); *b = ( p2[2] - p1[2] ) * ( p3[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( p3[2] - p1[2] ); *c = ( p2[0] - p1[0] ) * ( p3[1] - p1[1] ) - ( p2[1] - p1[1] ) * ( p3[0] - p1[0] ); *d = - p2[0] * (*a) - p2[1] * (*b) - p2[2] * (*c); return; } //****************************************************************************80 void plane_exp2normal_3d ( double p1[3], double p2[3], double p3[3], double pp[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // PLANE_EXP2NORMAL_3D converts an explicit plane to normal form in 3D. // // Discussion; // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // The normal form of a plane in 3D is // // PP, a point on the plane, and // PN, the unit normal to the plane. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], three points on the plane. // // Output, double PP[3], a point on the plane. // // Output, double PN[3], the unit normal vector to the plane. // { # define DIM_NUM 3 double norm; r8vec_copy ( DIM_NUM, p1, pp ); pn[0] = ( p2[1] - p1[1] ) * ( p3[2] - p1[2] ) - ( p2[2] - p1[2] ) * ( p3[1] - p1[1] ); pn[1] = ( p2[2] - p1[2] ) * ( p3[0] - p1[0] ) - ( p2[0] - p1[0] ) * ( p3[2] - p1[2] ); pn[2] = ( p2[0] - p1[0] ) * ( p3[1] - p1[1] ) - ( p2[1] - p1[1] ) * ( p3[0] - p1[0] ); norm = sqrt ( pn[0] * pn[0] + pn[1] * pn[1] + pn[2] * pn[2] ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "PLANE_EXP2NORMAL_3D - Fatal error!\n"; cerr << " The normal vector is null.\n"; cerr << " Two points coincide, or nearly so.\n"; exit ( 1 ); } pn[0] = pn[0] / norm; pn[1] = pn[1] / norm; pn[2] = pn[2] / norm; return; # undef DIM_NUM } //****************************************************************************80 bool plane_imp_is_degenerate_3d ( double a, double b, double c ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_IS_DEGENERATE_3D is TRUE if an implicit plane is degenerate. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // The implicit plane is degenerate if A = B = C = 0. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, the implicit plane coefficients. // // Output, bool PLANE_IMP_IS_DEGENERATE_3D, is TRUE if the plane // is degenerate. // { if ( a == 0.0 && b == 0.0 && c == 0.0 ) { return true; } else { return false; } } //****************************************************************************80 bool plane_imp_line_par_int_3d ( double a, double b, double c, double d, double x0, double y0, double z0, double f, double g, double h, double p[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_LINE_PAR_INT_3D: intersection ( implicit plane, parametric line ) in 3D. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // The parametric form of a line in 3D is: // // X = X0 + F * T // Y = Y0 + G * T // Z = Z0 + H * T // // For normalization, we choose F*F+G*G+H*H = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983, page 111. // // Parameters: // // Input, double A, B, C, D, parameters that define the implicit plane. // // Input, double X0, Y0, Z0, F, G, H, parameters that define the // parametric line. // // Output, double P[3], is a point of intersection of the line // and the plane, if the line and plane intersect. // // Output, bool PLANE_IMP_LINE_PAR_INT_3D, is TRUE if the line and // the plane intersect, and false otherwise. // { double denom; double norm1; double norm2; double t; double TOL = 0.00001; // // Check. // norm1 = sqrt ( a * a + b * b + c * c ); if ( norm1 == 0.0 ) { cerr << "\n"; cerr << "PLANE_IMP_LINE_PAR_INT_3D - Fatal error!\n"; cerr << " The plane normal vector is null.\n"; exit ( 1 ); } norm2 = sqrt ( f * f + g * g + h * h ); if ( norm2 == 0.0 ) { cerr << "\n"; cerr << "PLANE_IMP_LINE_PAR_INT_3D - Fatal error!\n"; cerr << " The line direction vector is null.\n"; exit ( 1 ); } denom = a * f + b * g + c * h; // // The line and the plane may be parallel. // if ( fabs ( denom ) < TOL * norm1 * norm2 ) { if ( a * x0 + b * y0 + c * z0 + d == 0.0 ) { p[0] = x0; p[1] = y0; p[2] = z0; return true; } else { r8vec_zero ( 3, p ); return false; } } // // If they are not parallel, they must intersect. // else { t = - ( a * x0 + b * y0 + c * z0 + d ) / denom; p[0] = x0 + t * f; p[1] = y0 + t * g; p[2] = z0 + t * h; return true; } } //****************************************************************************80 double plane_imp_point_dist_3d ( double a, double b, double c, double d, double p[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_POINT_DIST_3D: distance ( point, implicit plane ) in 3D. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double A, B, C, D, coefficients that define the plane as // the set of points for which A*X+B*Y+C*Z+D = 0. // // Input, double P[3], the coordinates of the point. // // Output, double PLANE_IMP_POINT_DIST_3D, the distance from the point to // the plane. // { double dist; dist = fabs ( a * p[0] + b * p[1] + c * p[2] + d ) / sqrt ( a * a + b * b + c * c ); return dist; } //****************************************************************************80 double plane_imp_point_dist_signed_3d ( double a, double b, double c, double d, double p[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_POINT_DIST_SIGNED_3D: signed distance ( implicit plane, point) in 3 // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, determine the equation of the // plane, which is: // // A*X + B*Y + C*Z + D = 0. // // Input, double P[3], the coordinates of the point. // // Output, double PLANE_IMP_POINT_DIST_SIGNED_3D, the signed distance from // the point to the plane. // { double dist; dist = - ( a * p[0] + b * p[1] + c * p[2] + d ) / sqrt ( a * a + b * b + c * c ); if ( d < 0.0 ) { dist = -dist; } return dist; } //****************************************************************************80 void plane_imp_point_near_3d ( double a, double b, double c, double d, double p[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_POINT_NEAR_3D: nearest point on a implicit plane to a point in 3D. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, coefficients that define the plane as // the set of points for which A*X+B*Y+C*Z+D = 0. // // Input, double P[3], the coordinates of the point. // // Output, double PN[3], the coordinates of the nearest point on // the plane. // { double t; if ( plane_imp_is_degenerate_3d ( a, b, c ) ) { cerr << "\n"; cerr << "PLANE_IMP_POINT_NEAR_3D - Fatal error!\n"; cerr << " A = B = C = 0.\n"; exit ( 1 ); } // // The normal N to the plane is (A,B,C). // // The line defined by (XN-X)/A = (YN-Y)/B = (ZN-Z)/C = T // goes through (X,Y,Z) and is parallel to N. // // Solving for the point PN we get // // XN = A*T+X // YN = B*T+Y // ZN = C*T+Z // // Now place these values in the equation for the plane: // // A*(A*T+X) + B*(B*T+Y) + C*(C*T+Z) + D = 0 // // and solve for T: // // T = (-A*X-B*Y-C*Z-D) / (A * A + B * B + C * C ) // t = - ( a * p[0] + b * p[1] + c * p[2] + d ) / ( a * a + b * b + c * c ); pn[0] = p[0] + a * t; pn[1] = p[1] + b * t; pn[2] = p[2] + c * t; return; } //****************************************************************************80 void plane_imp_segment_near_3d ( double p1[3], double p2[3], double a, double b, double c, double d, double *dist, double pnp[3], double pnl[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_SEGMENT_NEAR_3D: nearest ( implicit plane, line segment ) in 3D // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the endpoints of the line // segment. // // Input, double A, B, C, D, the parameters that define the implicit // plane. // // Output, double *DIST, the distance between the line segment and // the plane. // // Output, double PNP[3], the nearest point on the plane. // // Output, double PNL[3], the nearest point on the line segment // to the plane. If DIST is zero, PNL is a point of // intersection of the plane and the line segment. // { # define DIM_NUM 3 double alpha; double an; double bn; double cn; double dn; double idiocy; double norm; double t1; double t2; r8vec_zero ( DIM_NUM, pnl ); r8vec_zero ( DIM_NUM, pnp ); norm = sqrt ( a * a + b * b + c * c ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "PLANE_IMP_SEGMENT_NEAR_3D - Fatal error!\n"; cerr << " Plane normal vector is null.\n"; exit ( 1 ); } // // The normalized coefficients allow us to compute the (signed) distance. // an = a / norm; bn = b / norm; cn = c / norm; dn = d / norm; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { t1 = an * p1[0] + bn * p1[1] + cn * p1[2] + dn; *dist = fabs ( t1 ); r8vec_copy ( DIM_NUM, p1, pnl ); pnp[0] = p1[0] - an * t1; pnp[1] = p1[1] - bn * t1; pnp[2] = p1[2] - cn * t1; return; } // // Compute the projections of the two points onto the normal vector. // t1 = an * p1[0] + bn * p1[1] + cn * p1[2] + dn; t2 = an * p2[0] + bn * p2[1] + cn * p2[2] + dn; // // If these have the same sign, then the line segment does not // cross the plane, and one endpoint is the nearest point. // idiocy = t1 * t2; if ( 0.0 < idiocy ) { t1 = fabs ( t1 ); t2 = fabs ( t2 ); if ( t1 < t2 ) { r8vec_copy ( DIM_NUM, p1, pnl ); pnp[0] = p1[0] - an * t1; pnp[1] = p1[1] - bn * t1; pnp[2] = p1[2] - cn * t1; *dist = t1; } else { r8vec_copy ( DIM_NUM, p2, pnl ); *dist = t2; pnp[0] = p2[0] - an * t2; pnp[1] = p2[1] - bn * t2; pnp[2] = p2[2] - cn * t2; } // // If the projections differ in sign, the line segment crosses the plane. // } else { if ( t1 == 0.0 ) { alpha = 0.0; } else if ( t2 == 0.0 ) { alpha = 1.0; } else { alpha = t2 / ( t2 - t1 ); } pnl[0] = alpha * p1[0] + ( 1.0 - alpha ) * p2[0]; pnl[1] = alpha * p1[1] + ( 1.0 - alpha ) * p2[1]; pnl[2] = alpha * p1[2] + ( 1.0 - alpha ) * p2[2]; r8vec_copy ( DIM_NUM, pnl, pnp ); *dist = 0.0; } return; # undef DIM_NUM } //****************************************************************************80 void plane_imp_triangle_int_3d ( double a, double b, double c, double d, double t[3*3], int *int_num, double p[] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_TRIANGLE_INT_3D: intersection ( implicit plane, triangle ) in 3D. // // Discussion: // // An implicit plane in 3D is the set of points satisfying // A * X + B * Y + C * Z + D = 0, // for a given set of parameters A, B, C, D. At least one of // A, B and C must be nonzero. // // There may be 0, 1, 2 or 3 points of intersection return;ed. // // If two intersection points are return;ed, then the entire line // between them comprises points of intersection. // // If three intersection points are return;ed, then all points of // the triangle intersect the plane. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, the parameters that define the implicit plane. // // Input, double T[3*3], the vertices of the triangle. // // Output, double DIST, the distance between the triangle and the plane. // // Output, int *INT_NUM, the number of intersection points return;ed. // // Output, double P[3*3], the coordinates of the intersection points. // { double dist1; double dist2; double dist3; int n; n = 0; // // Compute the signed distances between the vertices and the plane. // dist1 = a * t[0+0*3] + b * t[1+0*3] + c * t[2+0*3] + d; dist2 = a * t[0+1*3] + b * t[1+1*3] + c * t[2+1*3] + d; dist3 = a * t[0+2*3] + b * t[1+2*3] + c * t[2+2*3] + d; // // Consider any zero distances. // if ( dist1 == 0.0 ) { p[0+n*3] = t[0+0*3]; p[1+n*3] = t[1+0*3]; p[2+n*3] = t[2+0*3]; n = n + 1; } if ( dist2 == 0.0 ) { p[0+n*3] = t[0+1*3]; p[1+n*3] = t[1+1*3]; p[2+n*3] = t[2+1*3]; n = n + 1; } if ( dist3 == 0.0 ) { p[0+n*3] = t[0+2*3]; p[1+n*3] = t[1+2*3]; p[2+n*3] = t[2+2*3]; n = n + 1; } // // If 2 or 3 of the nodes intersect, we're already done. // if ( 2 <= n ) { *int_num = n; return; } // // If one node intersects, then we're done unless the other two // are of opposite signs. // if ( n == 1 ) { if ( dist1 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+1*3, t+2*3, dist2, dist3, &n, p ); } else if ( dist2 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+2*3, dist1, dist3, &n, p ); } else if ( dist3 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+1*3, dist1, dist2, &n, p ); } return; } // // All nodal distances are nonzero, and there is at least one // positive and one negative. // if ( dist1 * dist2 < 0.0 && dist1 * dist3 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+1*3, dist1, dist2, &n, p ); plane_imp_triangle_int_add_3d ( t+0*3, t+2*3, dist1, dist3, &n, p ); } else if ( dist2 * dist1 < 0.0 && dist2 * dist3 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+1*3, t+0*3, dist2, dist1, &n, p ); plane_imp_triangle_int_add_3d ( t+1*3, t+2*3, dist2, dist3, &n, p ); } else if ( dist3 * dist1 < 0.0 && dist3 * dist2 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+2*3, t+0*3, dist3, dist1, &n, p ); plane_imp_triangle_int_add_3d ( t+2*3, t+1*3, dist3, dist2, &n, p ); } *int_num = n; return; } //****************************************************************************80 void plane_imp_triangle_int_add_3d ( double p1[3], double p2[3], double dist1, double dist2, int *int_num, double p[] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_TRIANGLE_INT_ADD_3D is a utility for PLANE_IMP_TRIANGLE_INT_3D. // // Discussion: // // This routine is called to consider the value of the signed distance // from a plane of two nodes of a triangle. If the two values // have opposite signs, then there is a point of intersection between // them. The routine computes this point and adds it to the list. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two vertices of a triangle. // // Input, double DIST1, DIST2, the signed distances of the two vertices // from a plane. // // Input/output, int *INT_NUM, the number of intersection points. // // Input/output, double P[3*(*INT_NUM)], the coordinates // of the intersection points. // { double alpha; int n; n = *int_num; if ( dist1 == 0.0 ) { p[0+n*3] = p1[0]; p[1+n*3] = p1[1]; p[2+n*3] = p1[2]; n = n + 1; } else if ( dist2 == 0.0 ) { p[0+n*3] = p2[0]; p[1+n*3] = p2[1]; p[2+n*3] = p2[2]; n = n + 1; } else if ( dist1 * dist2 < 0.0 ) { alpha = dist2 / ( dist2 - dist1 ); p[0+n*3] = alpha * p1[0] + ( 1.0 - alpha ) * p2[0]; p[1+n*3] = alpha * p1[1] + ( 1.0 - alpha ) * p2[1]; p[2+n*3] = alpha * p1[2] + ( 1.0 - alpha ) * p2[2]; n = n + 1; } *int_num = n; return; } //****************************************************************************80 int plane_imp_triangle_near_3d ( double t[3*3], double a, double b, double c, double d, double *dist, double pn[] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP_TRIANGLE_NEAR_3D: nearest ( implicit plane, triangle ) in 3D. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // If DIST = 0, then each point is a point of intersection, and there // will be at most 3 such points returned. // // If 0 < DIST, then the points are listed in pairs, with the first // being on the triangle, and the second on the plane. Two points will // be listed in the most common case, but possibly 4 or 6. // // Please see to it that the underlying distance routine always returns // one of the endpoints if the entire line segment is at zero distance. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the vertices of the triangle. // // Input, double A, B, C, D, the parameters that define the implicit plane. // // Output, double *DIST, the distance between the triangle and the plane. // // Output, double PN[3*6], a collection of nearest points. // // Output, int PLANE_IMP_TRIANGLE_NEAR_3D, the number of nearest points // returned. // { # define DIM_NUM 3 double dist12; double dist23; double dist31; int near_num; double pp[DIM_NUM]; double pt[DIM_NUM]; near_num = 0; // // Consider the line segment P1 - P2. // plane_imp_segment_near_3d ( t+0*3, t+1*3, a, b, c, d, &dist12, pp, pt ); *dist = dist12; r8vec_copy ( DIM_NUM, pt, pn+near_num*3 ); near_num = near_num + 1; if ( 0.0 < dist12 ) { r8vec_copy ( DIM_NUM, pp, pn+near_num*3 ); near_num = near_num + 1; } // // Consider the line segment P2 - P3. // plane_imp_segment_near_3d ( t+1*3, t+2*3, a, b, c, d, &dist23, pp, pt ); if ( dist23 < *dist ) { near_num = 0; *dist = dist23; r8vec_copy ( DIM_NUM, pt, pn+near_num*3 ); near_num = near_num + 1; if ( 0.0 < dist23 ) { r8vec_copy ( DIM_NUM, pp, pn+near_num*3 ); near_num = near_num + 1; } } else if ( dist23 == *dist ) { r8vec_copy ( DIM_NUM, pt, pn+near_num*3 ); near_num = near_num + 1; if ( 0.0 < dist23 ) { r8vec_copy ( DIM_NUM, pp, pn+near_num*3 ); near_num = near_num + 1; } } // // Consider the line segment P3 - P1. // plane_imp_segment_near_3d ( t+2*3, t+0*3, a, b, c, d, &dist31, pp, pt ); if ( dist31 < *dist ) { near_num = 0; *dist = dist31; r8vec_copy ( DIM_NUM, pt, pn+near_num*3 ); near_num = near_num + 1; if ( 0.0 < dist31 ) { r8vec_copy ( DIM_NUM, pp, pn+near_num*3 ); near_num = near_num + 1; } } else if ( dist31 == *dist ) { r8vec_copy ( DIM_NUM, pt, pn+near_num*3 ); near_num = near_num + 1; if ( 0.0 < dist31 ) { r8vec_copy ( DIM_NUM, pp, pn+near_num*3 ); near_num = near_num + 1; } } return near_num; # undef DIM_NUM } //****************************************************************************80 void plane_imp2exp_3d ( double a, double b, double c, double d, double p1[3], double p2[3], double p3[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP2EXP_3D converts an implicit plane to explicit form in 3D. // // Discussion: // // The implicit form of a plane in 3D is // // A * X + B * Y + C * Z + D = 0. // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, parameters that define the implicit plane. // // Output, double P1[3], P2[3], P3[3], three points on the plane. // { # define DIM_NUM 3 double pn[DIM_NUM]; double pp[DIM_NUM]; plane_imp2normal_3d ( a, b, c, d, pp, pn ); plane_normal2exp_3d ( pp, pn, p1, p2, p3 ); return; # undef DIM_NUM } //****************************************************************************80 void plane_imp2normal_3d ( double a, double b, double c, double d, double pp[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // PLANE_IMP2NORMAL_3D converts an implicit plane to normal form in 3D. // // Discussion: // // The implicit form of a plane in 3D is // // A * X + B * Y + C * Z + D = 0. // // The normal form of a plane in 3D is // // PP, a point on the plane, and // PN, the unit normal to the plane. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, D, parameters that define the implicit plane. // // Output, double PP[3] point on the plane. // // Output, double PN[3], the unit normal vector to the plane. // { double norm; norm = sqrt ( a * a + b * b + c * c ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "PLANE_IMP2NORMAL_3D - Fatal error!\n"; cerr << " The normal vector is null.\n"; cerr << " Two points coincide, or nearly so.\n"; exit ( 1 ); } pn[0] = a / norm; pn[1] = b / norm; pn[2] = c / norm; if ( a != 0.0 ) { pp[0] = - d / a; pp[1] = 0.0; pp[2] = 0.0; } else if ( b != 0.0 ) { pp[0] = 0.0; pp[1] = - d / b; pp[2] = 0.0; } else if ( c != 0.0 ) { pp[0] = 0.0; pp[1] = 0.0; pp[2] = - d / c; } else { cerr << "\n"; cerr << "PLANE_IMP2NORMAL_3D - Fatal error!\n"; cerr << " The (A,B,C) vector is null.\n"; exit ( 1 ); } return; } //****************************************************************************80 void plane_normal_basis_3d ( double pp[3], double pn[3], double pq[3], double pr[3] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_BASIS_3D finds two perpendicular vectors in a plane in 3D. // // Discussion: // // The normal form of a plane in 3D is: // // PP is a point on the plane, // N is a normal vector to the plane. // // The two vectors to be computed, PQ and PR, can be regarded as // the basis of a Cartesian coordinate system for points in the plane. // Any point in the plane can be described in terms of the "origin" // point PP plus a weighted sum of the two vectors PQ and PR: // // P = PP + a * PQ + b * PR. // // The vectors PQ and PR have unit length, and are perpendicular to N // and to each other. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double PN[3], a normal vector to the plane. The // vector must not have zero length, but it is not necessary for PN // to have unit length. // // Output, double PQ[3], a vector of unit length, perpendicular // to the vector PN and the vector PR. // // Output, double PR[3], a vector of unit length, perpendicular // to the vector PN and the vector PQ. // { # define DIM_NUM 3 int i; double normal_norm; double pr_norm; double *temp; // // Compute the length of NORMAL. // normal_norm = r8vec_norm ( DIM_NUM, pn ); if ( normal_norm == 0.0 ) { cerr << "\n"; cerr << "PLANE_NORMAL_BASIS_3D - Fatal error!\n"; cerr << " The normal vector is 0.\n"; exit ( 1 ); } // // Find a vector PQ that is normal to PN and has unit length. // temp = r8vec_any_normal ( DIM_NUM, pn ); r8vec_copy ( DIM_NUM, temp, pq ); delete [] temp; // // Now just take the cross product PN x PQ to get the PR vector. // temp = r8vec_cross_product_3d ( pn, pq ); pr_norm = r8vec_norm ( DIM_NUM, temp ); for ( i = 0; i < DIM_NUM; i++ ) { pr[i] = temp[i] / pr_norm; } delete [] temp; return; # undef DIM_NUM } //****************************************************************************80 int plane_normal_line_exp_int_3d ( double pp[3], double normal[3], double p1[3], double p2[3], double pint[3] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_LINE_EXP_INT_3D: intersection of plane and line in 3D. // // Discussion: // // The normal form of a plane in 3D is: // // PP is a point on the plane, // N is a normal vector to the plane. // // The explicit form of a line in 3D is: // // P1, P2 are two points on the line. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double NORMAL[3], a normal vector to the plane. // // Input, double P1[3], P2[3], two distinct points on the line. // // Output, double PINT[3], the coordinates of a // common point of the plane and line, when IVAL is 1 or 2. // // Output, integer PLANE_NORMAL_LINE_EXP_INT_3D, the kind of intersection; // 0, the line and plane seem to be parallel and separate; // 1, the line and plane intersect at a single point; // 2, the line and plane seem to be parallel and joined. // { # define DIM_NUM 3 double direction[DIM_NUM]; int i; int ival; double temp; double temp2; // // Make sure the line is not degenerate. // if ( line_exp_is_degenerate_nd ( DIM_NUM, p1, p2 ) ) { cerr << "\n"; cerr << "PLANE_NORMAL_LINE_EXP_INT_3D - Fatal error!\n"; cerr << " The line is degenerate.\n"; exit ( 1 ); } // // Make sure the plane normal vector is a unit vector. // temp = r8vec_norm ( DIM_NUM, normal ); if ( temp == 0.0 ) { cerr << "\n"; cerr << "PLANE_NORMAL_LINE_EXP_INT_3D - Fatal error!\n"; cerr << " The normal vector of the plane is degenerate.\n"; exit ( 1 ); } for ( i = 0; i < DIM_NUM; i++ ) { normal[i] = normal[i] / temp; } // // Determine the unit direction vector of the line. // for ( i = 0; i < DIM_NUM; i++ ) { direction[i] = p2[i] - p1[i]; } temp = r8vec_norm ( DIM_NUM, direction ); for ( i = 0; i < DIM_NUM; i++ ) { direction[i] = direction[i] / temp; } // // If the normal and direction vectors are orthogonal, then // we have a special case to deal with. // if ( r8vec_dot_product ( DIM_NUM, normal, direction ) == 0.0 ) { temp = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { temp = temp + normal[i] * ( p1[i] - pp[i] ); } if ( temp == 0.0 ) { ival = 2; r8vec_copy ( DIM_NUM, p1, pint ); } else { ival = 0; for ( i = 0; i < DIM_NUM; i++ ) { pint[i] = r8_huge ( ); } } return ival; } // // Determine the distance along the direction vector to the intersection point. // temp = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { temp = temp + normal[i] * ( pp[i] - p1[i] ); } temp2 = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { temp2 = temp2 + normal[i] * direction[i]; } ival = 1; for ( i = 0; i < DIM_NUM; i++ ) { pint[i] = p1[i] + temp * direction[i] / temp2; } return ival; # undef DIM_NUM } //****************************************************************************80 double *plane_normal_qr_to_xyz ( double pp[], double normal[], double pq[], double pr[], int n, double qr[] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_QR_TO_XYZ: QR_TO_XYZ coordinates for a normal form plane. // // Discussion: // // The normal form of a plane in 3D is: // // PP is a point on the plane, // NORMAL is a normal vector to the plane. // // Two vectors PQ and PR can be computed with the properties that // * NORMAL, PQ and PR are pairwise orthogonal; // * PQ and PR have unit length; // * every point P in the plane has a "QR" representation // as P = PP + q * PQ + r * PR. // // This function is given the QR coordinates of a set of points on the // plane, and returns the XYZ coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 November 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double NORMAL[3], a normal vector N to the plane. The // vector must not have zero length, but it is not necessary for N // to have unit length. // // Input, double PQ[3], a vector of unit length, // perpendicular to the vector N and the vector PR. // // Input, double PR[3], a vector of unit length, // perpendicular to the vector N and the vector PQ. // // Input, integer N, the number of points on the plane. // // Input, double QR[2*N], the QR coordinates of the points. // // Output, double PLANE_NORMAL_QR_TO_XYZ[3*N], the XYZ coordinates of the points. // { int i; int j; double *xyz; xyz = new double[3*n]; for ( j = 0; j < n; j++ ) { for ( i = 0; i < 3; i++ ) { xyz[i+j*3] = pp[i] + pq[i] * qr[0+j*2] + pr[i] * qr[1+j*2]; } } return xyz; } //****************************************************************************80 void plane_normal_tetrahedron_intersect ( double pp[3], double normal[3], double t[3*4], int *int_num, double pint[3*4] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_TETRAHEDRON_INTERSECT intersects a plane and a tetrahedron. // // Discussion: // // The intersection of a plane and a tetrahedron is one of: // 0) empty // 1) a single point // 2) a single line segment // 3) a triangle // 4) a quadrilateral. // // In each case, the region of intersection can be described by the // corresponding number of points. In particular, cases 2, 3 and 4 // are described by the vertices that bound the line segment, triangle, // or quadrilateral. // // The normal form of a plane is: // // PP is a point on the plane, // N is a normal vector to the plane. // // The form of a tetrahedron is // // T(1:3,1:4) contains the coordinates of the vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 June 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double NORMAL[3], a normal vector to the plane. // // Input, double T[3*4], the tetrahedron vertices. // // Output, int *INT_NUM, the number of intersection // points returned. This will be 0, 1, 2, 3 or 4. // // Output, double PINT[3*4], the coordinates of the // intersection points. // { double area1; double area2; double d[4]; double dn; double dpp; int i; int j; int j1; int j2; double temp; *int_num = 0; for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 3; i++ ) { pint[i+j*3] = 0.0; } } // // DN is the length of the normal vector. // dn = sqrt ( r8vec_dot_product ( 3, normal, normal ) ); // // DPP is the distance between the origin and the projection of the // point PP onto the normal vector. // dpp = dn - r8vec_dot_product ( 3, normal, pp ) / dn; // // D(I) is positive, zero, or negative if vertex I is above, // on, or below the plane. // for ( j = 0; j < 4; j++ ) { d[j] = dn - dpp; for ( i = 0; i < 3; i++ ) { d[j] = d[j] - normal[i] * t[i+j*3]; } } // // If all D are positive or negative, no intersection. // if ( r8vec_negative_strict ( 4, d ) || r8vec_positive_strict ( 4, d ) ) { *int_num = 0; return; } // // Points with zero distance are automatically added to the list. // // For each point with nonzero distance, seek another point // with opposite sign and higher index, and compute the intersection // of the line between those points and the plane. // for ( j1 = 0; j1 < 4; j1++ ) { if ( d[j1] == 0.0 ) { for ( i = 0; i < 3; i++ ) { pint[i+(*int_num)*3] = t[i+j1*3]; } *int_num = *int_num + 1; } else { for ( j2 = j1 + 1; j2 < 4; j2++ ) { if ( r8_sign_opposite_strict ( d[j1], d[j2] ) ) { for ( i = 0; i < 3; i++ ) { pint[i+(*int_num)*3] = ( d[j1] * t[i+j2*3] - d[j2] * t[i+j1*3] ) / ( d[j1] - d[j2] ); } *int_num = *int_num + 1; } } } } // // If four points were found, try to order them properly. // if ( *int_num == 4 ) { area1 = quad_area_3d ( pint ); for ( i = 0; i < 3; i++ ) { temp = pint[i+3*3]; pint[i+3*3] = pint[i+4*3]; pint[i+4*3] = temp; } area2 = quad_area_3d ( pint ); if ( area2 < area1 ) { temp = pint[i+3*3]; pint[i+3*3] = pint[i+4*3]; pint[i+4*3] = temp; } } return; } //****************************************************************************80 int plane_normal_triangle_int_3d ( double pp[3], double pn[3], double t[3*3], double p[3*3] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_TRIANGLE_INT_3D: intersection ( normal plane, triangle ) in 3D. // // Discussion: // // The normal form of a plane in 3D is: // // PP is a point on the plane, // PN is a normal vector to the plane. // // There may be 0, 1, 2 or 3 points of intersection returned. // // If two intersection points are returned, then the entire line // between them comprises points of intersection. // // If three intersection points are returned, then all points of // the triangle intersect the plane. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double PN[3], a normal vector to the plane. The // vector must not have zero length, but it is not necessary for PN // to have unit length. // // Input, double T[3*3], the vertices of the triangle. // // Output, double P[3*3], the coordinates of the intersection points. // // Output, int PLANE_NORMAL_TRIANGLE_INT_3D, the number of intersection // points returned. // { # define DIM_NUM 3 double d; double dist1; double dist2; double dist3; int int_num; int_num = 0; // // Compute the signed distances between the vertices and the plane. // d = - r8vec_dot_product ( DIM_NUM, pn, pp ); dist1 = r8vec_dot_product ( DIM_NUM, pn, t+0*3 ) + d; dist2 = r8vec_dot_product ( DIM_NUM, pn, t+1*3 ) + d; dist3 = r8vec_dot_product ( DIM_NUM, pn, t+2*3 ) + d; // // Consider any zero distances. // if ( dist1 == 0.0 ) { r8vec_copy ( DIM_NUM, t+0*3, p+int_num*3 ); int_num = int_num + 1; } if ( dist2 == 0.0 ) { r8vec_copy ( DIM_NUM, t+1*3, p+int_num*3 ); int_num = int_num + 1; } if ( dist3 == 0.0 ) { r8vec_copy ( DIM_NUM, t+2*3, p+int_num*3 ); int_num = int_num + 1; } // // If 2 or 3 of the nodes intersect, we're already done. // if ( 2 <= int_num ) { return int_num; } // // If one node intersects, then we're done unless the other two // are of opposite signs. // if ( int_num == 1 ) { if ( dist1 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+1*3, t+2*3, dist2, dist3, &int_num, p ); } else if ( dist2 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+2*3, dist1, dist3, &int_num, p ); } else if ( dist3 == 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+1*3, dist1, dist2, &int_num, p ); } return int_num; } // // All nodal distances are nonzero, and there is at least one // positive and one negative. // if ( dist1 * dist2 < 0.0 && dist1 * dist3 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+0*3, t+1*3, dist1, dist2, &int_num, p ); plane_imp_triangle_int_add_3d ( t+0*3, t+2*3, dist1, dist3, &int_num, p ); } else if ( dist2 * dist1 < 0.0 && dist2 * dist3 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+1*3, t+0*3, dist2, dist1, &int_num, p ); plane_imp_triangle_int_add_3d ( t+1*3, t+2*3, dist2, dist3, &int_num, p ); } else if ( dist3 * dist1 < 0.0 && dist3 * dist2 < 0.0 ) { plane_imp_triangle_int_add_3d ( t+2*3, t+0*3, dist3, dist1, &int_num, p ); plane_imp_triangle_int_add_3d ( t+2*3, t+1*3, dist3, dist2, &int_num, p ); } return int_num; # undef DIM_NUM } //****************************************************************************80 void plane_normal_uniform_3d ( int &seed, double pp[3], double normal[3] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_UNIFORM_3D generates a random normal plane in 3D. // // Discussion: // // The normal form of a plane is: // // PP is a point on the plane, // N is a normal vector to the plane. // // The point PP will be chosen at random inside the unit sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double PP[3], a point on the plane. // // Output, double NORMAL[3], the unit normal vector. // { # define DIM_NUM 3 int i; double norm; double *v; // // Pick PP as a random point inside the unit sphere in ND. // v = ball_unit_sample_3d ( seed ); r8vec_copy ( DIM_NUM, v, pp ); delete [] v; // // Get values from a standard normal distribution. // v = r8vec_normal_01_new ( DIM_NUM, seed ); r8vec_copy ( DIM_NUM, v, normal ); delete [] v; // // Compute the length of the vector. // norm = r8vec_norm ( DIM_NUM, normal ); // // Normalize the vector. // for ( i = 0; i < DIM_NUM; i++ ) { normal[i] = normal[i] / norm; } return; # undef DIM_NUM } //****************************************************************************80 void plane_normal_uniform_nd ( int dim_num, int &seed, double pp[], double normal[] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_UNIFORM_ND generates a random normal plane in ND. // // Discussion: // // The normal form of a plane is: // // PP is a point on the plane, // N is a normal vector to the plane. // // The point PP will be chosen at random inside the unit sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double PP[DIM_NUM], a point on the plane. // // Output, double NORMAL[DIM_NUM], the unit normal vector. // { int i; double norm; double *v; // // Pick PP as a random point inside the unit sphere in ND. // v = ball_unit_sample_nd ( dim_num, seed ); r8vec_copy ( dim_num, v, pp ); delete [] v; // // Get values from a standard normal distribution. // v = r8vec_normal_01_new ( dim_num, seed ); r8vec_copy ( dim_num, v, normal ); delete [] v; // // Compute the length of the vector. // norm = r8vec_norm ( dim_num, normal ); // // Normalize the vector. // for ( i = 0; i < dim_num; i++ ) { normal[i] = normal[i] / norm; } return; } //****************************************************************************80 double *plane_normal_xyz_to_qr ( double pp[], double normal[], double pq[], double pr[], int n, double xyz[] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL_XYZ_TO_QR: XYZ to QR coordinates for a normal form plane. // // Discussion: // // The normal form of a plane in 3D is: // // PP is a point on the plane, // NORMAL is a normal vector to the plane. // // Two vectors PQ and PR can be computed with the properties that // * NORMAL, PQ and PR are pairwise orthogonal; // * PQ and PR have unit length; // * every point P in the plane has a "QR" representation // as P = PP + q * PQ + r * PR. // // This function is given the XYZ coordinates of a set of points on the // plane, and returns the QR coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 November 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double NORMAL[3], a normal vector N to the plane. The // vector must not have zero length, but it is not necessary for N // to have unit length. // // Input, double PQ[3], a vector of unit length, // perpendicular to the vector N and the vector PR. // // Input, double PR[3], a vector of unit length, // perpendicular to the vector N and the vector PQ. // // Input, int N, the number of points on the plane. // // Input, double XYZ[3*N], the XYZ coordinates of the points. // // Output, double PLANE_NORMAL_XYZ_TO_QR[2*N], the QR coordinates // of the points. // { int j; double *qr; qr = new double[2*n]; for ( j = 0; j < n; j++ ) { qr[0+j*2] = pq[0] * ( xyz[0+j*3] - pp[0] ) + pq[1] * ( xyz[1+j*3] - pp[1] ) + pq[2] * ( xyz[2+j*3] - pp[2] ); qr[1+j*2] = pr[0] * ( xyz[0+j*2] - pp[0] ) + pr[1] * ( xyz[1+j*3] - pp[1] ) + pr[2] * ( xyz[2+j*3] - pp[2] ); } return qr; } //****************************************************************************80 void plane_normal2exp_3d ( double pp[3], double pn[3], double p1[3], double p2[3], double p3[3] ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL2EXP_3D converts a normal plane to explicit form in 3D. // // Discussion: // // The normal form of a plane in 3D is // // PP, a point on the plane, and // PN, the unit normal to the plane. // // The explicit form of a plane in 3D is // // the plane through P1, P2 and P3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP(3), a point on the plane. // // Input, double PN[3], a normal vector N to the plane. The // vector must not have zero length, but it is not necessary for N // to have unit length. // // Output, double P1[3], P2[3], P3[3], three points that lie on the plane. // { # define DIM_NUM 3 double pq[DIM_NUM]; double pr[DIM_NUM]; plane_normal_basis_3d ( pp, pn, pq, pr ); p1[0] = pp[0]; p1[1] = pp[1]; p1[2] = pp[2]; p2[0] = pp[0] + pq[0]; p2[1] = pp[1] + pq[1]; p2[2] = pp[2] + pq[2]; p3[0] = pp[0] + pr[0]; p3[1] = pp[1] + pr[1]; p3[2] = pp[2] + pr[2]; return; # undef DIM_NUM } //****************************************************************************80 void plane_normal2imp_3d ( double pp[3], double pn[3], double *a, double *b, double *c, double *d ) //****************************************************************************80 // // Purpose: // // PLANE_NORMAL2IMP_3D converts a normal form plane to implicit form in 3D. // // Discussion: // // The normal form of a plane in 3D is // // PP, a point on the plane, and // PN, the unit normal to the plane. // // The implicit form of a plane in 3D is // // A * X + B * Y + C * Z + D = 0. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PP[3], a point on the plane. // // Input, double PN[3], the unit normal vector to the plane. // // Output, double *A, *B, *C, *D, parameters that define the implicit plane. // { # define DIM_NUM 3 *a = pn[0]; *b = pn[1]; *c = pn[2]; *d = -r8vec_dot_product ( DIM_NUM, pn, pp ); return; # undef DIM_NUM } //****************************************************************************80 double planes_imp_angle_3d ( double a1, double b1, double c1, double d1, double a2, double b2, double c2, double d2 ) //****************************************************************************80 // // Purpose: // // PLANES_IMP_ANGLE_3D: dihedral angle between implicit planes in 3D. // // Discussion: // // The implicit form of a plane in 3D is: // // A * X + B * Y + C * Z + D = 0 // // If two planes P1 and P2 intersect in a nondegenerate way, then there is a // line of intersection L0. Consider any plane perpendicular to L0. The // dihedral angle of P1 and P2 is the angle between the lines L1 and L2, where // L1 is the intersection of P1 and P0, and L2 is the intersection of P2 // and P0. // // The dihedral angle may also be calculated as the angle between the normal // vectors of the two planes. Note that if the planes are parallel or // coincide, the normal vectors are identical, and the dihedral angle is 0. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Reference: // // Daniel Zwillinger, editor, // CRC Standard Math Tables and Formulae, 30th edition, // Section 4.13, "Planes", // CRC Press, 1996, pages 305-306. // // Parameters: // // Input, double A1, B1, C1, D1, coefficients that define the first plane. // // Input, double A2, B2, C2, D2, coefficients that define the second plane. // // Output, double PLANES_IMP_ANGLE_3D, the dihedral angle, in radians, // defined by the two planes. If either plane is degenerate, or they do // not intersect, or they coincide, then the angle is set to R8_HUGE(). // Otherwise, the angle is between 0 and PI. // { double cosine; double norm1; double norm2; double value; norm1 = sqrt ( a1 * a1 + b1 * b1 + c1 * c1 ); if ( norm1 == 0.0 ) { value = r8_huge ( ); return value; } norm2 = sqrt ( a2 * a2 + b2 * b2 + c2 * c2 ); if ( norm2 == 0.0 ) { value = r8_huge ( ); return value; } cosine = ( a1 * a2 + b1 * b2 + c1 * c2 ) / ( norm1 * norm2 ); value = acos ( cosine ); return value; } //****************************************************************************80 bool points_avoid_point_naive_2d ( int n, double pset[], double p[2] ) //****************************************************************************80 // // Purpose: // // POINTS_AVOID_POINT_NAIVE_2D finds if a point is "far enough" from a set of points in 2D. // // Discussion: // // The routine discards points that are too close to other points. // The method used to check this is quadratic in the number of points, // and may take an inordinate amount of time if there are a large // number of points. But in that case, what do you want? If you want // lots of points, you don't want to delete any because it won't matter. // // The test point is "far enough" from an accepted point if // the Euclidean distance is at least 100 times EPSILON. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of accepted points. // // Input, double PSET[2*N], the accepted points. The points are stored // in a one dimensional array, beginning with the X and Y coordinates of // the first point, and so on. // // Input, double P[2], a point to be tested. // // Output, bool POINTS_AVOID_POINT_NAIVE_2D, is TRUE if P is // "far enough" from all the accepted points. // { int j; double normsq; double tolsq; tolsq = 100.0 * r8_epsilon ( ); tolsq = tolsq * tolsq; for ( j = 0; j < n; j++ ) { normsq = ( pset[0+j*2] - p[0] ) * ( pset[0+j*2] - p[0] ) + ( pset[1+j*2] - p[1] ) * ( pset[1+j*2] - p[1] ); if ( normsq < tolsq ) { return false; } } return true; } //****************************************************************************80 void points_bisect_line_imp_2d ( double p1[2], double p2[2], double *a, double *b, double *c ) //****************************************************************************80 // // Purpose: // // POINTS_BISECT_LINE_IMP_2D finds the implicit line bisecting the line between two points in 2D. // // Discussion: // // The implicit form of a line in 2D is: // // A * X + B * Y + C = 0 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double P1[2], P2[2], the coordinates of two points. // // Output, double *A, *B, *C, the parameters of the implicit line // equidistant from both points. // { *a = p1[0] - p2[0]; *b = p1[1] - p2[1]; *c = - 0.5 * ( ( p1[0] * p1[0] + p1[1] * p1[1] ) - ( p2[0] * p2[0] + p2[1] * p2[1] ) ); return; } //****************************************************************************80 void points_bisect_line_par_2d ( double p1[2], double p2[2], double *f, double *g, double *x, double *y ) //****************************************************************************80 // // Purpose: // // POINTS_BISECT_LINE_PAR_2D finds the parametric line bisecting the line between two points in 2D. // // Discussion: // // The parametric form of a line in 2D is: // // X = X0 + F * T // Y = Y0 + G * T // // For normalization, we choose F*F+G*G = 1 and 0 <= F. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double P1[2], P2[2], the coordinates of two points. // // Output, double *F, *G, *X, *Y, the parameters of the parametric line // equidistant from both points. // { double norm; *f = 0.5 * ( p1[0] + p2[0] ); *g = 0.5 * ( p1[1] + p2[1] ); norm = sqrt ( pow ( *f, 2 ) + pow ( *g, 2 ) ); if ( 0.0 < norm ) { *f = *f / norm; *g = *g / norm; } if ( *f < 0.0 ) { *f = - ( *f ); *g = - ( *g ); } *x = - ( p2[1] - p1[1] ); *y = ( p2[0] - p1[0] ); return; } //****************************************************************************80 int points_centroid_2d ( int n, double p[] ) //****************************************************************************80 // // Purpose: // // POINTS_CENTROID_2D computes the discrete centroid of a point set in 2D. // // Discussion: // // Given a discrete set of points S, the discrete centroid z is defined by // // Sum ( x in S ) ( x - z )^2 // = min ( y in S ) { Sum ( x in S ) ( x - y )^2 // // In other words, the discrete centroid is a point in the set whose distance // to the other points is minimized. The discrete centroid of a point set // need not be unique. Consider a point set that comprises the // vertices of an equilateral triangle. // // This discrete centroid may also be referred to as the K-means cluster. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of points. // // Input, double P[2*N], the coordinates of the points. // // Output, int POINTS_CENTROID_2D, the index of a discrete // centroid of the set, between 0 and N-1. // { int cent; double dist; double dist_min; int i; int j; dist_min = 0.0; cent = -1; for ( i = 0; i < n; i++ ) { dist = 0.0; for ( j = 0; j < n; j++ ) { dist = dist + ( p[0+i*2] - p[0+j*2] ) * ( p[0+i*2] - p[0+j*2] ) + ( p[1+i*2] - p[1+j*2] ) * ( p[1+i*2] - p[1+j*2] ); } if ( i == 0 ) { dist_min = dist; cent = i; } else if ( dist < dist_min ) { dist_min = dist; cent = i; } } return cent; } //****************************************************************************80 double points_colin_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // POINTS_COLIN_2D estimates the colinearity of 3 points in 2D. // // Discussion: // // The estimate of collinearity is the ratio of the area of the triangle // spanned by the points to the area of the equilateral triangle with the // same perimeter. // // This is 1.0 if the points are maximally noncolinear, 0.0 if the // points are exactly colinear, and otherwise is closer to 1 or 0 depending // on whether the points are far or close to colinearity. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], the coordinates of the points. // // Output, double POINTS_COLIN_2D, an estimate of colinearity, // { # define DIM_NUM 2 double area_triangle; double area2; double colin; double perim; double s12; double s23; double s31; double side; double t[DIM_NUM*3]; t[0+0*2] = p1[0]; t[1+0*2] = p1[1]; t[0+1*2] = p2[0]; t[1+1*2] = p2[1]; t[0+2*2] = p3[0]; t[1+2*2] = p3[1]; area_triangle = triangle_area_2d ( t ); if ( area_triangle == 0.0 ) { colin = 0.0; } else { s12 = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) ); s23 = sqrt ( pow ( p3[0] - p2[0], 2 ) + pow ( p3[1] - p2[1], 2 ) ); s31 = sqrt ( pow ( p1[0] - p3[0], 2 ) + pow ( p1[1] - p3[1], 2 ) ); perim = s12 + s23 + s31; side = perim / 3.0; area2 = 0.25 * sqrt ( 3.0 ) * side * side; colin = fabs ( area_triangle ) / area2; } return colin; # undef DIM_NUM } //****************************************************************************80 double points_colin_3d ( double p1[3], double p2[3], double p3[3] ) //****************************************************************************80 // // Purpose: // // POINTS_COLIN_3D estimates the colinearity of 3 points in 3D. // // Discussion: // // The estimate of collinearity is the ratio of the area of the triangle // spanned by the points to the area of the equilateral triangle with the // same perimeter. // // This is 1.0 if the points are maximally noncolinear, 0.0 if the // points are exactly colinear, and otherwise is closer to 1 or 0 depending // on whether the points are far or close to colinearity. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], the points. // // Output, double POINTS_COLIN_3D, an estimate of colinearity. // { # define DIM_NUM 3 double area_triangle; double area2; double colin; double perim; double s12; double s23; double s31; double side; double t[DIM_NUM*3]; t[0+0*3] = p1[0]; t[1+0*3] = p1[1]; t[2+0*3] = p1[2]; t[0+1*3] = p2[0]; t[1+1*3] = p2[1]; t[2+1*3] = p2[2]; t[0+2*3] = p3[0]; t[1+2*3] = p3[1]; t[2+2*3] = p3[2]; area_triangle = triangle_area_3d ( t ); if ( area_triangle == 0.0 ) { colin = 0.0; } else { s12 = sqrt ( pow ( p2[0] - p1[0], 2 ) + pow ( p2[1] - p1[1], 2 ) + pow ( p2[2] - p1[2], 2 ) ); s23 = sqrt ( pow ( p3[0] - p2[0], 2 ) + pow ( p3[1] - p2[1], 2 ) + pow ( p3[2] - p2[2], 2 ) ); s31 = sqrt ( pow ( p1[0] - p3[0], 2 ) + pow ( p1[1] - p3[1], 2 ) + pow ( p1[2] - p3[2], 2 ) ); perim = s12 + s23 + s31; side = perim / 3.0; area2 = 0.25 * sqrt ( 3.0 ) * side * side; colin = fabs ( area_triangle ) / area2; } return colin; # undef DIM_NUM } //****************************************************************************80 double points_dist_2d ( double p1[2], double p2[2] ) //****************************************************************************80 // // Purpose: // // POINTS_DIST_2D finds the distance between two points in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], two points. // // Output, double POINTS_DIST_2D, the distance between the points. // { double dist; dist = sqrt ( pow ( p1[0] - p2[0], 2 ) + pow ( p1[1] - p2[1], 2 ) ); return dist; } //****************************************************************************80 double points_dist_3d ( double p1[3], double p2[3] ) //****************************************************************************80 // // Purpose: // // POINTS_DIST_3D finds the distance between two points in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], two points. // // Output, double POINTS_DIST_3D, the distance between the points. // { double dist; dist = sqrt ( pow ( p1[0] - p2[0], 2 ) + pow ( p1[1] - p2[1], 2 ) + pow ( p1[2] - p2[2], 2 ) ); return dist; } //****************************************************************************80 double points_dist_nd ( int dim_num, double p1[], double p2[] ) //****************************************************************************80 // // Purpose: // // POINTS_DIST_ND finds the distance between two points in ND. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double P1[DIM_NUM], P2[DIM_NUM], the coordinates of two points. // // Output, double POINTS_DIST_ND, the distance between the points. // { double dist; int i; dist = 0.0; for ( i = 0; i < dim_num; i++ ) { dist = dist + ( p1[i] - p2[i] ) * ( p1[i] - p2[i] ); } dist = sqrt ( dist ); return dist; } //****************************************************************************80 void points_hull_2d ( int node_num, double node_xy[], int *hull_num, int hull[] ) //****************************************************************************80 // // Purpose: // // POINTS_HULL_2D computes the convex hull of a set of nodes in 2D. // // Discussion: // // The work involved is N*log(H), where N is the number of points, and H is // the number of points that are on the hull. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 25 June 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int NODE_NUM, the number of nodes. // // Input, double NODE_XY[2*NODE_NUM], the coordinates of the nodes. // // Output, int *HULL_NUM, the number of nodes that lie on the convex hull. // // Output, int HULL[NODE_NUM]. The first HULL_NUM entries contain // the indices of the nodes that form the convex hull, in order. // These indices are 1-based, not 0-based! // { double angle; double angle_max; double di; double dr; int first; int i; double p_xy[2]; int q; double q_xy[2]; int r; double r_xy[2]; *hull_num = 0; if ( node_num < 1 ) { return; } // // If NODE_NUM = 1, the hull is the node. // if ( node_num == 1 ) { hull[*hull_num] = 1; *hull_num = *hull_num + 1; return; } // // If NODE_NUM = 2, then the convex hull is either the two distinct nodes, // or possibly a single (repeated) node. // if ( node_num == 2 ) { hull[*hull_num] = 1; *hull_num = *hull_num + 1; if ( node_xy[0+0*2] != node_xy[0+1*2] || node_xy[1+0*2] != node_xy[1+1*2] ) { hull[*hull_num] = 2; *hull_num = *hull_num + 1; } return; } // // Find the leftmost point, and take the bottom-most in a tie. // Call it "Q". // q = 1; for ( i = 2; i <= node_num; i++ ) { if ( node_xy[0+(i-1)*2] < node_xy[0+(q-1)*2] || ( node_xy[0+(i-1)*2] == node_xy[0+(q-1)*2] && node_xy[1+(i-1)*2] < node_xy[1+(q-1)*2] ) ) { q = i; } } q_xy[0] = node_xy[0+(q-1)*2]; q_xy[1] = node_xy[1+(q-1)*2]; // // Remember the starting point. // first = q; hull[*hull_num] = q; *hull_num = *hull_num + 1; // // For the first point, make a dummy previous point, 1 unit south, // and call it "P". // p_xy[0] = q_xy[0]; p_xy[1] = q_xy[1] - 1.0; // // Now, having old point P, and current point Q, find the new point R // so the angle PQR is maximal. // // Watch out for the possibility that the two nodes are identical. // for ( ; ; ) { r = 0; angle_max = 0.0; for ( i = 1; i <= node_num; i++ ) { if ( i != q && ( node_xy[0+(i-1)*2] != q_xy[0] || node_xy[1+(i-1)*2] != q_xy[1] ) ) { angle = angle_rad_2d ( p_xy, q_xy, node_xy+(i-1)*2 ); if ( r == 0 || angle_max < angle ) { r = i; r_xy[0] = node_xy[0+(r-1)*2]; r_xy[1] = node_xy[1+(r-1)*2]; angle_max = angle; } // // In case of ties, choose the nearer point. // else if ( r != 0 && angle == angle_max ) { di = sqrt ( pow ( node_xy[0+(i-1)*2] - q_xy[0], 2 ) + pow ( node_xy[1+(i-1)*2] - q_xy[1], 2 ) ); dr = sqrt ( pow ( r_xy[0] - q_xy[0], 2 ) + pow ( r_xy[1] - q_xy[1], 2 ) ); if ( di < dr ) { r = i; r_xy[0] = node_xy[0+(r-1)*2]; r_xy[1] = node_xy[1+(r-1)*2]; angle_max = angle; } } } } // // If we've returned to our starting node, exit. // if ( r == first ) { break; } if ( node_num < *hull_num + 1 ) { cerr << "\n"; cerr << "POINTS_HULL_2D - Fatal error!\n"; cerr << " The algorithm failed.\n"; exit ( 1 ); } // // Add point R to the convex hull. // hull[*hull_num] = r; *hull_num = *hull_num + 1; // // Set Q := P, P := R, and repeat. // q = r; p_xy[0] = q_xy[0]; p_xy[1] = q_xy[1]; q_xy[0] = r_xy[0]; q_xy[1] = r_xy[1]; } return; } //****************************************************************************80 void points_plot ( string file_name, int node_num, double node_xy[], bool node_label ) //****************************************************************************80 // // Purpose: // // POINTS_PLOT plots a pointset. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 March 2005 // // Author: // // John Burkardt // // Parameters: // // Input, string FILE_NAME, the name of the file to create. // // Input, int NODE_NUM, the number of nodes. // // Input, double NODE_XY[2*NODE_NUM], the nodes. // // Input, bool NODE_LABEL, is TRUE if the nodes are to be labeled. // // Local parameters: // // int CIRCLE_SIZE, controls the size of the circles depicting // the nodes. Currently set to 5. 3 is pretty small, and 1 is // barely visible. // { int circle_size = 3; int delta; ofstream file_unit; int node; double x_max; double x_min; int x_ps; int x_ps_max = 576; int x_ps_max_clip = 594; int x_ps_min = 36; int x_ps_min_clip = 18; double x_scale; double y_max; double y_min; int y_ps; int y_ps_max = 666; int y_ps_max_clip = 684; int y_ps_min = 126; int y_ps_min_clip = 108; double y_scale; // // We need to do some figuring here, so that we can determine // the range of the data, and hence the height and width // of the piece of paper. // x_max = -r8_huge ( ); for ( node = 0; node < node_num; node++ ) { if ( x_max < node_xy[0+node*2] ) { x_max = node_xy[0+node*2]; } } x_min = r8_huge ( ); for ( node = 0; node < node_num; node++ ) { if ( node_xy[0+node*2] < x_min ) { x_min = node_xy[0+node*2]; } } x_scale = x_max - x_min; x_max = x_max + 0.05 * x_scale; x_min = x_min - 0.05 * x_scale; x_scale = x_max - x_min; y_max = -r8_huge ( ); for ( node = 0; node < node_num; node++ ) { if ( y_max < node_xy[1+node*2] ) { y_max = node_xy[1+node*2]; } } y_min = r8_huge ( ); for ( node = 0; node < node_num; node++ ) { if ( node_xy[1+node*2] < y_min ) { y_min = node_xy[1+node*2]; } } y_scale = y_max - y_min; y_max = y_max + 0.05 * y_scale; y_min = y_min - 0.05 * y_scale; y_scale = y_max - y_min; if ( x_scale < y_scale ) { delta = r8_nint ( ( double ) ( x_ps_max - x_ps_min ) * ( y_scale - x_scale ) / ( 2.0 * y_scale ) ); x_ps_max = x_ps_max - delta; x_ps_min = x_ps_min + delta; x_ps_max_clip = x_ps_max_clip - delta; x_ps_min_clip = x_ps_min_clip + delta; x_scale = y_scale; } else if ( y_scale < x_scale ) { delta = r8_nint ( ( double ) ( y_ps_max - y_ps_min ) * ( x_scale - y_scale ) / ( 2.0 * x_scale ) ); y_ps_max = y_ps_max - delta; y_ps_min = y_ps_min + delta; y_ps_max_clip = y_ps_max_clip - delta; y_ps_min_clip = y_ps_min_clip + delta; y_scale = x_scale; } file_unit.open ( file_name.c_str ( ) ); if ( !file_unit ) { cerr << "\n"; cerr << "POINTS_PLOT - Fatal error!\n"; cerr << " Could not open the output EPS file.\n"; exit ( 1 ); } file_unit << "%!PS-Adobe-3.0 EPSF-3.0\n"; file_unit << "%%Creator: points_plot.C\n"; file_unit << "%%Title: " << file_name << "\n"; file_unit << "%%Pages: 1\n"; file_unit << "%%BoundingBox: " << x_ps_min << " " << y_ps_min << " " << x_ps_max << " " << y_ps_max << "\n"; file_unit << "%%Document-Fonts: Times-Roman\n"; file_unit << "%%LanguageLevel: 1\n"; file_unit << "%%EndComments\n"; file_unit << "%%BeginProlog\n"; file_unit << "/inch {72 mul} def\n"; file_unit << "%%EndProlog\n"; file_unit << "%%Page: 1 1\n"; file_unit << "save\n"; file_unit << "%\n"; file_unit << "% Set the RGB line color to very light gray.\n"; file_unit << "%\n"; file_unit << " 0.9000 0.9000 0.9000 setrgbcolor\n"; file_unit << "%\n"; file_unit << "% Draw a gray border around the page.\n"; file_unit << "%\n"; file_unit << "newpath\n"; file_unit << x_ps_min << " " << y_ps_min << " moveto\n"; file_unit << x_ps_max << " " << y_ps_min << " lineto\n"; file_unit << x_ps_max << " " << y_ps_max << " lineto\n"; file_unit << x_ps_min << " " << y_ps_max << " lineto\n"; file_unit << x_ps_min << " " << y_ps_min << " lineto\n"; file_unit << "stroke\n"; file_unit << "%\n"; file_unit << "% Set RGB line color to black.\n"; file_unit << "%\n"; file_unit << " 0.0000 0.0000 0.0000 setrgbcolor\n"; file_unit << "%\n"; file_unit << "% Set the font and its size:\n"; file_unit << "%\n"; file_unit << "/Times-Roman findfont\n"; file_unit << "0.50 inch scalefont\n"; file_unit << "setfont\n"; file_unit << "%\n"; file_unit << "% Print a title:\n"; file_unit << "%\n"; file_unit << "% 210 702 moveto\n"; file_unit << "%(Pointset) show\n"; file_unit << "%\n"; file_unit << "% Define a clipping polygon\n"; file_unit << "%\n"; file_unit << "newpath\n"; file_unit << x_ps_min_clip << " " << y_ps_min_clip << " moveto\n"; file_unit << x_ps_max_clip << " " << y_ps_min_clip << " lineto\n"; file_unit << x_ps_max_clip << " " << y_ps_max_clip << " lineto\n"; file_unit << x_ps_min_clip << " " << y_ps_max_clip << " lineto\n"; file_unit << x_ps_min_clip << " " << y_ps_min_clip << " lineto\n"; file_unit << "clip newpath\n"; // // Draw the nodes. // file_unit << "%\n"; file_unit << "% Draw filled dots at each node:\n"; file_unit << "%\n"; file_unit << "% Set the color to blue:\n"; file_unit << "%\n"; file_unit << "0.000 0.150 0.750 setrgbcolor\n"; file_unit << "%\n"; for ( node = 0; node < node_num; node++ ) { x_ps = ( int ) ( ( ( x_max - node_xy[0+node*2] ) * ( double ) ( x_ps_min ) + ( + node_xy[0+node*2] - x_min ) * ( double ) ( x_ps_max ) ) / ( x_max - x_min ) ); y_ps = ( int ) ( ( ( y_max - node_xy[1+node*2] ) * ( double ) ( y_ps_min ) + ( node_xy[1+node*2] - y_min ) * ( double ) ( y_ps_max ) ) / ( y_max - y_min ) ); file_unit << "newpath " << x_ps << " " << y_ps << " " << circle_size << " 0 360 arc closepath fill\n"; } // // Label the nodes. // file_unit << "%\n"; file_unit << "% Label the nodes:\n"; file_unit << "%\n"; file_unit << "% Set the color to darker blue:\n"; file_unit << "%\n"; file_unit << "0.000 0.250 0.850 setrgbcolor\n"; file_unit << "/Times-Roman findfont\n"; file_unit << "0.20 inch scalefont\n"; file_unit << "setfont\n"; file_unit << "%\n"; for ( node = 0; node < node_num; node++ ) { x_ps = ( int ) ( ( ( x_max - node_xy[0+node*2] ) * ( double ) ( x_ps_min ) + ( + node_xy[0+node*2] - x_min ) * ( double ) ( x_ps_max ) ) / ( x_max - x_min ) ); y_ps = ( int ) ( ( ( y_max - node_xy[1+node*2] ) * ( double ) ( y_ps_min ) + ( node_xy[1+node*2] - y_min ) * ( double ) ( y_ps_max ) ) / ( y_max - y_min ) ); file_unit << "newpath " << x_ps << " " << y_ps + 5 << " moveto (" << node+1 << ") show\n"; } file_unit << "%\n"; file_unit << "restore showpage\n"; file_unit << "%\n"; file_unit << "% End of page\n"; file_unit << "%\n"; file_unit << "%%Trailer\n"; file_unit << "%%EOF\n"; file_unit.close ( ); return; } //****************************************************************************80 int points_point_near_naive_2d ( int nset, double pset[], double ptest[], double *d_min ) //****************************************************************************80 // // Purpose: // // POINTS_POINT_NEAR_NAIVE_2D finds the nearest point to a given point in 2D. // // Discussion: // // A naive algorithm is used. The distance to every point is calculated, // in order to determine the smallest. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int NSET, the number of points in the set. // // Input, double PSET[2*NSET], the coordinates of the points in the set. // // Input, double PTEST[2], the point whose nearest neighbor is sought. // // Output, double *D_MIN, the distance between P and PSET(*,I_MIN). // // Output, int POINTS_POINT_NEAR_NAIVE_2D, the index of the nearest // point in PSET to P. // { # define DIM_NUM 2 double d; int i; int j; int p_min; *d_min = r8_huge ( ); p_min = 0; for ( j = 0; j < nset; j++ ) { d = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { d = d + pow ( ptest[i] - pset[i+j*DIM_NUM], 2 ); } if ( d < *d_min ) { *d_min = d; p_min = j; } } *d_min = sqrt ( *d_min ); return p_min; # undef DIM_NUM } //****************************************************************************80 int points_point_near_naive_3d ( int nset, double pset[], double ptest[], double *d_min ) //****************************************************************************80 // // Purpose: // // POINTS_POINT_NEAR_NAIVE_3D finds the nearest point to a given point in 3D. // // Discussion: // // A naive algorithm is used. The distance to every point is calculated, // in order to determine the smallest. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int NSET, the number of points in the set. // // Input, double PSET[3*NSET], the coordinates of the points in the set. // // Input, double PTEST[3], the point whose nearest neighbor is sought. // // Output, double *D_MIN, the distance between P and PSET(*,I_MIN). // // Output, int POINTS_POINT_NEAR_NAIVE_3D, the index of the nearest // point in PSET to P. // { # define DIM_NUM 3 double d; int i; int j; int p_min; *d_min = r8_huge ( ); p_min = 0; for ( j = 0; j < nset; j++ ) { d = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { d = d + pow ( ptest[i] - pset[i+j*DIM_NUM], 2 ); } if ( d < *d_min ) { *d_min = d; p_min = j; } } *d_min = sqrt ( *d_min ); return p_min; # undef DIM_NUM } //****************************************************************************80 int points_point_near_naive_nd ( int dim_num, int nset, double pset[], double ptest[], double *d_min ) //****************************************************************************80 // // Purpose: // // POINTS_POINT_NEAR_NAIVE_ND finds the nearest point to a given point in ND. // // Discussion: // // A naive algorithm is used. The distance to every point is calculated, // in order to determine the smallest. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int NSET, the number of points in the set. // // Input, double PSET[DIM_NUM*NSET], the coordinates of the points in the set. // // Input, double PTEST[DIM_NUM], the point whose nearest neighbor is sought. // // Output, double *D_MIN, the distance between P and PSET(*,I_MIN). // // Output, int POINTS_POINT_NEAR_NAIVE_ND, the index of the nearest // point in PSET to P. // { double d; int i; int j; int p_min; *d_min = r8_huge ( ); p_min = 0; for ( j = 0; j < nset; j++ ) { d = 0.0; for ( i = 0; i < dim_num; i++ ) { d = d + pow ( ptest[i] - pset[i+j*dim_num], 2 ); } if ( d < *d_min ) { *d_min = d; p_min = j; } } *d_min = sqrt ( *d_min ); return p_min; } //****************************************************************************80 int *points_points_near_naive_2d ( int nset, double pset[], int ntest, double ptest[] ) //****************************************************************************80 // // Purpose: // // POINTS_POINTS_NEAR_NAIVE_2D finds the nearest point to given points in 2D. // // Discussion: // // A naive algorithm is used. The distance to every point is calculated, // in order to determine the smallest. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 January 2006 // // Author: // // John Burkardt // // Parameters: // // Input, int NSET, the number of points in the set. // // Input, double PSET[2*NSET], the coordinates of the points in the set. // // Input, int NTEST, the number of test points. // // Input, double PTEST[2*NTEST], the coordinates of the test points. // // Output, int POINTS_POINTS_NEAR_NAIVE_2D[NTEST], the index of the // nearest point in PSET to each point in PTEST. // { # define DIM_NUM 2 double d; double d_min; int i; int *nearest; int set; int test; nearest = new int[ntest]; for ( test = 0; test < ntest; test++ ) { d_min = r8_huge ( ); nearest[test] = -1; for ( set = 0; set < nset; set++ ) { d = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { d = d + pow ( ptest[i+test*DIM_NUM] - pset[i+set*DIM_NUM], 2 ); } if ( d < d_min ) { d_min = d; nearest[test] = set; } } } return nearest; # undef DIM_NUM } //****************************************************************************80 int *points_points_near_naive_3d ( int nset, double pset[], int ntest, double ptest[] ) //****************************************************************************80 // // Purpose: // // POINTS_POINTS_NEAR_NAIVE_3D finds the nearest point to given points in 3D. // // Discussion: // // A naive algorithm is used. The distance to every point is calculated, // in order to determine the smallest. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 January 2006 // // Author: // // John Burkardt // // Parameters: // // Input, int NSET, the number of points in the set. // // Input, double PSET[3*NSET], the coordinates of the points in the set. // // Input, int NTEST, the number of test points. // // Input, double PTEST[3*NTEST], the coordinates of the test points. // // Output, int POINTS_POINTS_NEAR_NAIVE_3D[NTEST], the index of the // nearest point in PSET to each point in PTEST. // { # define DIM_NUM 3 double d; double d_min; int i; int *nearest; int set; int test; nearest = new int[ntest]; for ( test = 0; test < ntest; test++ ) { d_min = r8_huge ( ); nearest[test] = -1; for ( set = 0; set < nset; set++ ) { d = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { d = d + pow ( ptest[i+test*DIM_NUM] - pset[i+set*DIM_NUM], 2 ); } if ( d < d_min ) { d_min = d; nearest[test] = set; } } } return nearest; # undef DIM_NUM } //****************************************************************************80 void polar_to_xy ( double r, double t, double xy[2] ) //****************************************************************************80 // // Purpose: // // POLAR_TO_XY converts polar coordinates to XY coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 January 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double R, T, the radius and angle (in radians). // // Output, double XY[2], the Cartesian coordinates. // { xy[0] = r * cos ( t ); xy[1] = r * sin ( t ); return; } //****************************************************************************80 double polygon_1_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_1_2D integrates the function 1 over a polygon in 2D. // // Discussion: // // INTEGRAL = 0.5 * SUM ( 1 <= I <= N ) (X(I)+X(I-1)) * (Y(I)-Y(I-1)) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // The integral of 1 over a polygon is the area of the polygon. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices // of the polygon. These vertices should be given in // counter clockwise order. // // Output, double POLYGON_1_2D, the value of the integral. // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cout << "\n"; cout << "POLYGON_1_2D - Warning!\n"; cout << " The number of vertices must be at least 3.\n"; cout << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result + 0.5 * ( v[0+i*2] + v[0+im1*2] ) * ( v[1+i*2] - v[1+im1*2] ); } return result; } //****************************************************************************80 double *polygon_angles_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_ANGLES_2D computes the interior angles of a polygon in 2D. // // Discussion: // // The vertices should be listed in counter clockwise order. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[2*N], the vertices. // // Output, double POLYGON_ANGLES_2D[N], the angles of the polygon, // in radians. // { double *angle; int i; int im1; int ip1; if ( n < 1 ) { return NULL; } angle = new double[n]; if ( n <= 2 ) { for ( i = 0; i < n; i++ ) { angle[i] = 0.0; } return angle; } for ( i = 0; i < n; i++ ) { im1 = i4_wrap ( i - 1, 0, n-1 ); ip1 = i4_wrap ( i + 1, 0, n-1 ); angle[i] = angle_rad_2d ( v+im1*2, v+i*2, v+ip1*2 ); } return angle; } //****************************************************************************80 double polygon_area_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_AREA_2D computes the area of a polygon in 2D. // // Discussion: // // AREA = ABS ( 0.5 * SUM ( 1 <= I <= N ) X(I) * ( Y(I+1)-Y(I-1) ) ) // where Y[N] should be replaced by Y[0], and Y[N+1] by Y[1]. // // If the vertices are given in counter clockwise order, the area // will be positive. If the vertices are given in clockwise order, // the area will be negative. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_AREA_2D, the area of the polygon. // { double area; int i; int im1; int ip1; area = 0.0; for ( i = 0; i < n; i++ ) { im1 = i - 1; ip1 = i + 1; if ( im1 < 0 ) { im1 = n - 1; } if ( n <= ip1 ) { ip1 = 0; } area = area + v[0+i*2] * ( v[1+ip1*2] - v[1+im1*2] ); } area = 0.5 * area; return area; } //****************************************************************************80 double polygon_area_2d_2 ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_AREA_2D_2 computes the area of a polygon in 2D. // // Discussion: // // The area is the sum of the areas of the triangles formed by // node N with consecutive pairs of nodes. // // If the vertices are given in counter clockwise order, the area // will be positive. If the vertices are given in clockwise order, // the area will be negative. // // Thanks to Martin Pineault for noticing that an earlier version // of this routine would not correctly compute the area of a nonconvex // polygon. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 October 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_AREA_2D_2, the area of the polygon. // { double area; double area_triangle; int i; double t[2*3]; area = 0.0; for ( i = 0; i < n - 2; i++ ) { t[0+0*2] = v[0+i*2]; t[1+0*2] = v[1+i*2]; t[0+1*2] = v[0+(i+1)*2]; t[1+1*2] = v[1+(i+1)*2]; t[0+2*2] = v[0+(n-1)*2]; t[1+2*2] = v[1+(n-1)*2]; area_triangle = triangle_area_2d ( t ); area = area + area_triangle; } return area; } //****************************************************************************80 double polygon_area_3d ( int n, double v[], double normal[] ) //****************************************************************************80 // // Purpose: // // POLYGON_AREA_3D computes the area of a polygon in 3D. // // Discussion: // // The computation is not valid unless the vertices really do lie // in a plane, so that the polygon that is defined is "flat". // // The polygon does not have to be "regular", that is, neither its // sides nor its angles need to be equal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2005 // // Author: // // John Burkardt // // Reference: // // Allen Van Gelder, // Efficient Computation of Polygon Area and Polyhedron Volume, // Graphics Gems V, edited by Alan Paeth, // AP Professional, 1995, T385.G6975. // // Parameters: // // Input, int N, the number of vertices. // // Input, double V[3*N], the coordinates of the vertices. // The vertices should be listed in neighboring order. // // Output, double NORMAL[3], the unit normal vector to the polygon. // // Output, double POLYGON_AREA_3D, the area of the polygon. // { # define DIM_NUM 3 double area; int i; int ip1; normal[0] = 0.0; normal[1] = 0.0; normal[2] = 0.0; for ( i = 0; i < n; i++ ) { if ( i < n - 1 ) { ip1 = i + 1; } else { ip1 = 0; } // // Compute the cross product and add it to NORMAL. // normal[0] = normal[0] + v[1+i*3] * v[2+ip1*3] - v[2+i*3] * v[1+ip1*3]; normal[1] = normal[1] + v[2+i*3] * v[0+ip1*3] - v[0+i*3] * v[2+ip1*3]; normal[2] = normal[2] + v[0+i*3] * v[1+ip1*3] - v[1+i*3] * v[0+ip1*3]; } area = r8vec_norm ( DIM_NUM, normal ); if ( area != 0.0 ) { normal[0] = normal[0] / area; normal[1] = normal[1] / area; normal[2] = normal[2] / area; } else { normal[0] = 1.0; normal[1] = 0.0; normal[2] = 0.0; } area = 0.5 * area; return area; # undef DIM_NUM } //****************************************************************************80 double polygon_area_3d_2 ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_AREA_3D_2 computes the area of a polygon in 3D. // // Discussion: // // The computation is not valid unless the vertices of the polygon // lie in a plane, so that the polygon that is defined is "flat". // // The polygon does not have to be "regular", that is, neither its // sides nor its angles need to be equal. // // The area is computed as the sum of the areas of the triangles // formed by the last node with consecutive pairs of nodes (1,2), // (2,3), ..., and (N-2,N-1). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[3*N], the coordinates of the vertices. // // Output, double POLYGON_AREA_3D_2, the area of the polygon. // { # define DIM_NUM 3 double area; double area_vector[DIM_NUM]; double *area_vector_triangle; int i; int j; double t[DIM_NUM*3]; for ( i = 0; i < DIM_NUM; i++ ) { area_vector[i] = 0.0; } for ( j = 0; j < n - 2; j++ ) { t[0+0*3] = v[0+j*3]; t[1+0*3] = v[1+j*3]; t[2+0*3] = v[2+j*3]; t[0+1*3] = v[0+(j+1)*3]; t[1+1*3] = v[1+(j+1)*3]; t[2+1*3] = v[2+(j+1)*3]; t[0+2*3] = v[0+(n-1)*3]; t[1+2*3] = v[1+(n-1)*3]; t[2+2*3] = v[2+(n-1)*3]; area_vector_triangle = triangle_area_vector_3d ( t ); for ( i = 0; i < DIM_NUM; i++ ) { area_vector[i] = area_vector[i] + area_vector_triangle[i]; } delete [] area_vector_triangle; } area = 0.5 * r8vec_norm ( DIM_NUM, area_vector ); return area; # undef DIM_NUM } //****************************************************************************80 double *polygon_centroid_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_CENTROID_2D computes the centroid of a polygon in 2D. // // Discussion: // // Denoting the centroid coordinates by (CX,CY), then // // CX = Integral ( Polygon interior ) x dx dy / Area ( Polygon ) // CY = Integral ( Polygon interior ) y dx dy / Area ( Polygon ). // // Green's theorem states that // // Integral ( Polygon boundary ) ( M dx + N dy ) = // Integral ( Polygon interior ) ( dN/dx - dM/dy ) dx dy. // // Using M = 0 and N = x^2/2, we get: // // CX = 0.5 * Integral ( Polygon boundary ) x^2 dy, // // which becomes // // CX = 1/6 SUM ( 1 <= I <= N ) // ( X[I+1] + X[I] ) * ( X[I] * Y[I+1] - X[I+1] * Y[I] ) // // where, when I = N, the index "I+1" is replaced by 1. // // A similar calculation gives us a formula for CY. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Gerard Bashein, Paul Detmer, // Centroid of a Polygon, // Graphics Gems IV, edited by Paul Heckbert, // AP Professional, 1994, T385.G6974. // // Parameters: // // Input, int N, the number of sides of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double *POLYGON_CENTROID_2D[2], the coordinates of the centroid. // { # define DIM_NUM 2 double area; double *centroid; int i; int ip1; int j; double temp; area = 0.0; centroid = new double[DIM_NUM]; for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = 0.0; } for ( i = 0; i < n; i++ ) { if ( i < n - 1 ) { ip1 = i + 1; } else { ip1 = 0; } temp = ( v[0+i*2] * v[1+ip1*2] - v[0+ip1*2] * v[1+i*2] ); area = area + temp; centroid[0] = centroid[0] + ( v[0+ip1*2] + v[0+i*2] ) * temp; centroid[1] = centroid[1] + ( v[1+ip1*2] + v[1+i*2] ) * temp; } area = area / 2.0; for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = centroid[j] / ( 6.0 * area ); } return centroid; # undef DIM_NUM } //****************************************************************************80 double *polygon_centroid_2d_2 ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_CENTROID_2D_2 computes the centroid of a polygon in 2D. // // Method: // // The centroid is the area-weighted sum of the centroids of // disjoint triangles that make up the polygon. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_CENTROID_2D_2[2], the coordinates of the centroid. // { # define DIM_NUM 2 double area; double area_triangle; double *centroid; int i; int j; double t[DIM_NUM*3]; area = 0.0; centroid = new double[DIM_NUM]; for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = 0.0; } for ( i = 0; i < n-2; i ++ ) { t[0+0*2] = v[0+i*2]; t[1+0*2] = v[1+i*2]; t[0+1*2] = v[0+(i+1)*2]; t[1+1*2] = v[1+(i+1)*2]; t[0+2*2] = v[0+(n-1)*2]; t[1+2*2] = v[1+(n-1)*2]; area_triangle = triangle_area_2d ( t ); area = area + area_triangle; centroid[0] = centroid[0] + area_triangle * ( v[0+i*2] + v[0+(i+1)*2] + v[0+(n-1)*2] ) / 3.0; centroid[1] = centroid[1] + area_triangle * ( v[1+i*2] + v[1+(i+1)*2] + v[1+(n-1)*2] ) / 3.0; } for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = centroid[j] / area; } return centroid; # undef DIM_NUM } //****************************************************************************80 double *polygon_centroid_3d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_CENTROID_3D computes the centroid of a polygon in 3D. // // Discussion: // // The centroid is the area-weighted sum of the centroids of // disjoint triangles that make up the polygon. // // Thanks to Jeremy Jarrett for pointing out a typographical error // in an earlier version of this code. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[3*N], the coordinates of the vertices. // // Output, double POLYGON_CENTROID_3D[3], the coordinates of the centroid. // { # define DIM_NUM 3 double area; double area_triangle; double *centroid; int i; int j; double t[DIM_NUM*3]; area = 0.0; centroid = new double[DIM_NUM]; for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = 0.0; } for ( i = 0; i < n - 2; i++ ) { t[0+0*3] = v[0+i*3]; t[1+0*3] = v[1+i*3]; t[2+0*3] = v[2+i*3]; t[0+1*3] = v[0+(i+1)*3]; t[1+1*3] = v[1+(i+1)*3]; t[2+1*3] = v[2+(i+1)*3]; t[0+2*3] = v[0+(n-1)*3]; t[1+2*3] = v[1+(n-1)*3]; t[2+2*3] = v[2+(n-1)*3]; area_triangle = triangle_area_3d ( t ); area = area + area_triangle; centroid[0] = centroid[0] + area_triangle * ( v[0+i*3] + v[0+(i+1)*3] + v[0+(n-1)*3] ) / 3.0; centroid[1] = centroid[1] + area_triangle * ( v[1+i*3] + v[1+(i+1)*3] + v[1+(n-1)*3] ) / 3.0; centroid[2] = centroid[2] + area_triangle * ( v[2+i*3] + v[2+(i+1)*3] + v[2+(n-1)*3] ) / 3.0; } for ( j = 0; j < DIM_NUM; j++ ) { centroid[j] = centroid[j] / area; } return centroid; # undef DIM_NUM } //****************************************************************************80 bool polygon_contains_point_2d ( int n, double v[], double p[2] ) //****************************************************************************80 // // Purpose: // // POLYGON_CONTAINS_POINT_2D finds if a point is inside a simple polygon in 2D. // // Discussion: // // A simple polygon is one whose boundary never crosses itself. // The polygon does not need to be convex. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 August 2005 // // Author: // // John Burkardt // // Reference: // // M Shimrat, // Position of Point Relative to Polygon, // ACM Algorithm 112, // Communications of the ACM, // Volume 5, Number 8, page 434, August 1962. // // Parameters: // // Input, int N, the number of nodes or vertices in the polygon. // N must be at least 3. // // Input, double V[2*N], the coordinates of the vertices. // // Input, double P[2], the coordinates of the point to be tested. // // Output, bool POLYGON_CONTAINS_POINT_2D, is TRUE if the point // is inside the polygon or on its boundary, and FALSE otherwise. // { int i; bool value; double x1; double x2; double y1; double y2; value = false; for ( i = 0; i < n; i++ ) { x1 = v[0+i*2]; y1 = v[1+i*2]; if ( i < n-1 ) { x2 = v[0+(i+1)*2]; y2 = v[1+(i+1)*2]; } else { x2 = v[0+0*2]; y2 = v[1+0*2]; } if ( ( y1 < p[1] && p[1] <= y2 ) || ( p[1] <= y1 && y2 < p[1] ) ) { if ( ( p[0] - x1 ) - ( p[1] - y1 ) * ( x2 - x1 ) / ( y2 - y1 ) < 0 ) { value = !value; } } } return value; } //****************************************************************************80 bool polygon_contains_point_2d_2 ( int n, double v[], double p[2] ) //****************************************************************************80 // // Purpose: // // POLYGON_CONTAINS_POINT_2D_2 finds if a point is inside a convex polygon in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of nodes or vertices in the polygon. // N must be at least 3. // // Input, double V[2*N], the coordinates of the vertices. // // Input, double P[2], the coordinates of the point to be tested. // // Output, bool POLYGON_CONTAINS_POINT_2D_2, is TRUE if the point // is inside the polygon or on its boundary, and FALSE otherwise. // { # define DIM_NUM 2 int i; double t[DIM_NUM*3]; bool value; value = false; // // A point is inside a convex polygon if and only if it is inside // one of the triangles formed by the first vertex and any two consecutive // vertices. // t[0+0*2] = v[0+0*2]; t[1+0*2] = v[1+0*2]; for ( i = 1; i < n-1; i++ ) { t[0+1*2] = v[0+i*2]; t[1+1*2] = v[1+i*2]; t[0+2*2] = v[0+(i+1)*2]; t[1+2*2] = v[1+(i+1)*2]; if ( triangle_contains_point_2d_1 ( t, p ) ) { return true; } } return false; # undef DIM_NUM } //****************************************************************************80 double polygon_diameter_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_DIAMETER_2D computes the diameter of a polygon in 2D. // // Discussion: // // The diameter of a polygon is the maximum distance between any // two points on the polygon. It is guaranteed that this maximum // distance occurs between two vertices of the polygon. It is // sufficient to check the distance between all pairs of vertices. // This is an N^2 algorithm. There is an algorithm by Shamos which // can compute this quantity in order N time instead. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of vertices of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_DIAMETER_2D, the diameter of the polygon. // { double diameter; int i; int j; diameter = 0.0; for ( i = 0; i < n; i++ ) { for ( j = i+1; j < n; j++ ) { diameter = r8_max ( diameter, sqrt ( ( v[0+i*2] - v[0+j*2] ) * ( v[0+i*2] - v[0+j*2] ) + ( v[1+i*2] - v[1+j*2] ) * ( v[1+i*2] - v[1+j*2] ) ) ); } } return diameter; } //****************************************************************************80 double *polygon_expand_2d ( int n, double v[], double h ) //****************************************************************************80 // // Purpose: // // POLYGON_EXPAND_2D expands a polygon in 2D. // // Discussion: // // This routine simple moves each vertex of the polygon outwards // in such a way that the sides of the polygon advance by H. // // This approach should always work if the polygon is convex, or // star-shaped. But for general polygons, it is possible // that this procedure, for large enough H, will create a polygon // whose sides intersect. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sides of the polygon. // // Input, double V[2*N], the coordinates of the vertices. // // Input, double H, the expansion amount. // // Output, double POLYGON_EXPAND_2D[2*N], the "expanded" coordinates. // { # define DIM_NUM 2 double angle; double h2; int i; int j; int jm1; int jp1; double *p4; double *w; w = new double[DIM_NUM*n]; // // Consider each angle, formed by the nodes P(I-1), P(I), P(I+1). // for ( j = 0; j < n; j++ ) { jm1 = i4_wrap ( j-1, 0, n-1 ); jp1 = i4_wrap ( j+1, 0, n-1 ); // // P1 // / // / P4 // / . // / . // P2--------->P3 // p4 = angle_half_2d ( v+jm1*DIM_NUM, v+j*DIM_NUM, v+jp1*DIM_NUM ); // // Compute the value of the half angle. // angle = angle_rad_2d ( v+jm1*DIM_NUM, v+j*DIM_NUM, p4 ); // // The stepsize along the ray must be adjusted so that the sides // move out by H. // h2 = h / sin ( angle ); for ( i = 0; i < DIM_NUM; i++ ) { w[i+j*DIM_NUM] = v[i+j*DIM_NUM] - h2 * ( p4[i] - v[i+j*DIM_NUM] ); } delete [] p4; } return w; # undef DIM_NUM } //****************************************************************************80 void polygon_inrad_data_2d ( int n, double radin, double *area, double *radout, double *side ) //****************************************************************************80 // // Purpose: // // POLYGON_INRAD_DATA_2D determines polygonal data from its inner radius in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sides of the polygon. // N must be at least 3. // // Input, double RADIN, the inner radius of the polygon, that is, // the radius of the largest circle that can be inscribed within // the polygon. // // Output, double *AREA, the area of the regular polygon. // // Output, double *RADOUT, the outer radius of the polygon, that is, // the radius of the smallest circle that can be described about // the polygon. // // Output, double *SIDE, the length of one side of the polygon. // { double angle; double pi = 3.141592653589793; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_INRAD_DATA_2D - Fatal error!\n"; cerr << " Input value of N must be at least 3,\n"; cerr << " but your input value was N = " << n << "\n"; exit ( 1 ); } angle = pi / ( ( double ) n ); *area = ( ( double ) n ) * radin * radin * tan ( angle ); *side = 2.0 * radin * tan ( angle ); *radout = 0.5 * ( *side ) / sin ( angle ); return; } //****************************************************************************80 int polygon_is_convex ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_IS_CONVEX determines whether a polygon is convex in 2D. // // Discussion: // // If the polygon has less than 3 distinct vertices, it is // classified as convex degenerate. // // If the polygon "goes around" more than once, it is classified // as NOT convex. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Peter Schorn, Frederick Fisher, // Testing the Convexity of a Polygon, // Graphics Gems IV, // edited by Paul Heckbert, // AP Professsional, 1994, T385.G6974. // // Parameters // // Input, int N, the number of vertices. // // Input/output, double V[2*N], the coordinates of the vertices of the // polygon. On output, duplicate consecutive points have been deleted, // and the vertices have been reordered so that the lexicographically // least point comes first. // // Output, int POLYGON_IS_CONVEX: // -1, the polygon is not convex; // 0, the polygon has less than 3 vertices; it is "degenerately" convex; // 1, the polygon is convex and counter clockwise; // 2, the polygon is convex and clockwise. // { # define NOT_CONVEX -1 # define DEGENERATE_CONVEX 0 # define CONVEX_CCW 1 # define CONVEX_CW 2 double angle; double cross; double dot; double exterior_total; int i; int ip1; int ip2; double sense; double TOL = 1.0; int value = 0; exterior_total = 0.0; // // If there are not at least 3 distinct vertices, we are done. // if ( n < 3 ) { return DEGENERATE_CONVEX; } sense = 0.0; // // Consider each polygonal vertex I. // for ( i = 0; i < n; i++ ) { ip1 = i4_wrap ( i + 1, 0, n-1 ); ip2 = i4_wrap ( i + 2, 0, n-1 ); dot = ( v[0+ip2*2] - v[0+ip1*2] ) * ( v[0+i*2] - v[0+ip1*2] ) + ( v[1+ip2*2] - v[1+ip1*2] ) * ( v[1+i*2] - v[1+ip1*2] ); cross = ( v[0+ip2*2] - v[0+ip1*2] ) * ( v[1+i*2] - v[1+ip1*2] ) - ( v[0+i*2] - v[0+ip1*2] ) * ( v[1+ip2*2] - v[1+ip1*2] ); angle = atan2 ( cross, dot ); // // See if the turn defined by this vertex is our first indication of // the "sense" of the polygon, or if it disagrees with the previously // defined sense. // if ( sense == 0.0 ) { if ( angle < 0.0 ) { sense = -1.0; } else if ( 0.0 < angle ) { sense = +1.0; } } else if ( sense == 1.0 ) { if ( angle < 0.0 ) { return NOT_CONVEX; } } else if ( sense == -1.0 ) { if ( 0.0 < angle ) { return NOT_CONVEX; } } // // If the exterior total is greater than 360, then the polygon is // going around again. // angle = atan2 ( -cross, -dot ); exterior_total = exterior_total + angle; if ( 360.0 + TOL < radians_to_degrees ( fabs ( exterior_total ) ) ) { return NOT_CONVEX; } } if ( sense == +1.0 ) { value = CONVEX_CCW; } else if ( sense == -1.0 ) { value = CONVEX_CW; } return value; # undef NOT_CONVEX # undef DEGENERATE_CONVEX # undef CONVEX_CCW # undef CONVEX_CW } //****************************************************************************80 double polygon_lattice_area_2d ( int i, int b ) //****************************************************************************80 // // Purpose: // // POLYGON_LATTICE_AREA_2D computes the area of a lattice polygon in 2D. // // Discussion: // // We define a lattice to be the 2D plane, in which the points // whose coordinates are both integers are given a special // status as "lattice points". // // A lattice polygon is a polygon whose vertices are lattice points. // // The area of a lattice polygon can be computed by Pick's Theorem: // // Area = I + B / 2 - 1 // // where // // I = the number of lattice points contained strictly inside the polygon; // // B = the number of lattice points that lie exactly on the boundary. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 September 2003 // // Author: // // John Burkardt // // Reference: // // Branko Gruenbaum, G C Shephard, // Pick's Theorem, // The American Mathematical Monthly, // Volume 100, 1993, pages 150-161. // // Parameters: // // Input, int I, the number of interior lattice points. // // Input, int B, the number of boundary lattice points. // // Output, double POLYGON_LATTICE_AREA_2D, the area of the lattice polygon. // { double value; value = ( double ) i + ( ( double ) b ) / 2.0 - 1.0; return value; } //****************************************************************************80 double *polygon_normal_3d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_NORMAL_3D computes the normal vector to a polygon in 3D. // // Discussion: // // If the polygon is planar, then this calculation is correct. // // Otherwise, the normal vector calculated is the simple average // of the normals defined by the planes of successive triples // of vertices. // // If the polygon is "almost" planar, this is still acceptable. // But as the polygon is less and less planar, so this averaged normal // vector becomes more and more meaningless. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 August 2005 // // Author: // // John Burkardt // // Reference: // // Paulo Cezar Pinto Carvalho, Paulo Roma Cavalcanti, // Point in Polyhedron Testing Using Spherical Polygons, // in Graphics Gems V, // edited by Alan Paeth, // Academic Press, 1995, T385.G6975. // // Parameters: // // Input, int N, the number of vertices. // // Input, double V[3*N], the coordinates of the vertices. // // Output, double POLYGON_NORMAL_3D[3], the averaged normal vector // to the polygon. // { # define DIM_NUM 3 int i; int j; double *normal; double normal_norm; double *p; double *v1; double *v2; normal = new double[DIM_NUM]; v1 = new double[DIM_NUM]; v2 = new double[DIM_NUM]; r8vec_zero ( DIM_NUM, normal ); for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = v[i+1*DIM_NUM] - v[i+0*DIM_NUM]; } for ( j = 2; j < n; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = v[i+j*DIM_NUM] - v[i+0*DIM_NUM]; } p = r8vec_cross_product_3d ( v1, v2 ); for ( i = 0; i < DIM_NUM; i++ ) { normal[i] = normal[i] + p[i]; } r8vec_copy ( DIM_NUM, v2, v1 ); delete [] p; } // // Normalize. // normal_norm = r8vec_norm ( DIM_NUM, normal ); if ( normal_norm != 0.0 ) { for ( i = 0; i < DIM_NUM; i++ ) { normal[i] = normal[i] / normal_norm; } } delete [] v1; delete [] v2; return normal; # undef DIM_NUM } //****************************************************************************80 void polygon_outrad_data_2d ( int n, double radout, double *area, double *radin, double *side ) //****************************************************************************80 // // Purpose: // // POLYGON_OUTRAD_DATA_2D determines polygonal data from its outer radius in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sides of the polygon. // N must be at least 3. // // Input, double RADOUT, the outer radius of the polygon, that is, // the radius of the smallest circle that can be described // around the polygon. // // Output, double *AREA, the area of the regular polygon. // // Output, double *RADIN, the inner radius of the polygon, that is, // the radius of the largest circle that can be inscribed // within the polygon. // // Output, double *SIDE, the length of one side of the polygon. // { double angle; double pi = 3.141592653589793; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_OUTRAD_DATA_2D - Fatal error!\n"; cerr << " Input value of N must be at least 3,\n"; cerr << " but your input value was N = " << n << "\n"; exit ( 1 ); } angle = pi / ( ( double ) n ); *area = 0.5 * ( ( double ) n ) * radout * radout * sin ( 2.0 * angle ); *side = 2.0 * radout * sin ( angle ); *radin = 0.5 * ( *side ) / tan ( angle ); return; } //****************************************************************************80 void polygon_side_data_2d ( int n, double side, double *area, double *radin, double *radout ) //****************************************************************************80 // // Purpose: // // POLYGON_SIDE_DATA_2D determines polygonal data from its side length in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sides of the polygon. // N must be at least 3. // // Input, double SIDE, the length of one side of the polygon. // // Output, double *AREA, the area of the regular polygon. // // Output, double *RADIN, the inner radius of the polygon, that is, // the radius of the largest circle that can be inscribed within // the polygon. // // Output, double *RADOUT, the outer radius of the polygon, that is, // the radius of the smallest circle that can be described about // the polygon. // { double angle; double pi = 3.141592653589793; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_SIDE_DATA_2D - Fatal error!\n"; cerr << " Input value of N must be at least 3,\n"; cerr << " but your input value was N = " << n << "\n"; exit ( 1 ); } angle = pi / ( ( double ) n ); *area = 0.25 * n * side * side / tan ( angle ); *radin = 0.5 * side / tan ( angle ); *radout = 0.5 * side / sin ( angle ); return; } //****************************************************************************80 double polygon_solid_angle_3d ( int n, double v[], double p[3] ) //****************************************************************************80 // // Purpose: // // POLYGON_SOLID_ANGLE_3D calculates the projected solid angle of a 3D plane polygon. // // Discussion: // // A point P is at the center of a unit sphere. A planar polygon // is to be projected onto the surface of this sphere, by drawing // the ray from P to each polygonal vertex, and noting where this ray // intersects the sphere. // // We compute the area on the sphere of the projected polygon. // // Since we are projecting the polygon onto a unit sphere, the area // of the projected polygon is equal to the solid angle subtended by // the polygon. // // The value returned by this routine will include a sign. The // angle subtended will be NEGATIVE if the normal vector defined by // the polygon points AWAY from the viewing point, and will be // POSITIVE if the normal vector points towards the viewing point. // // If the orientation of the polygon is of no interest to you, // then you can probably simply take the absolute value of the // solid angle as the information you want. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 October 2007 // // Author: // // John Burkardt // // Reference: // // Paulo Cezar Pinto Carvalho, Paulo Roma Cavalcanti, // Point in Polyhedron Testing Using Spherical Polygons, // in Graphics Gems V, // edited by Alan Paeth, // Academic Press, 1995, // ISBN: 0125434553, // LC: T385.G6975. // // Parameters: // // Input, int N, the number of vertices. // // Input, double V[3*N], the coordinates of the vertices. // // Input, double P[3], the point at the center of the unit sphere. // // Output, double POLYGON_SOLID_ANGLE_3D, the solid angle subtended // by the polygon, as projected onto the unit sphere around the point P. // { # define DIM_NUM 3 double a[DIM_NUM]; double angle; double area = 0.0; double b[DIM_NUM]; int j; int jp1; double *normal1; double normal1_norm; double *normal2; double normal2_norm; double pi = 3.141592653589793; double *plane; double r1[DIM_NUM]; double s; double value; if ( n < 3 ) { return 0.0; } plane = polygon_normal_3d ( n, v ); a[0] = v[0+(n-1)*DIM_NUM] - v[0+0*DIM_NUM]; a[1] = v[1+(n-1)*DIM_NUM] - v[1+0*DIM_NUM]; a[2] = v[2+(n-1)*DIM_NUM] - v[2+0*DIM_NUM]; for ( j = 0; j < n; j++ ) { r1[0] = v[0+j*DIM_NUM] - p[0]; r1[1] = v[1+j*DIM_NUM] - p[1]; r1[2] = v[2+j*DIM_NUM] - p[2]; jp1 = i4_wrap ( j + 1, 0, n - 1 ); b[0] = v[0+jp1*DIM_NUM] - v[0+j*DIM_NUM]; b[1] = v[1+jp1*DIM_NUM] - v[1+j*DIM_NUM]; b[2] = v[2+jp1*DIM_NUM] - v[2+j*DIM_NUM]; normal1 = r8vec_cross_product_3d ( a, r1 ); normal1_norm = r8vec_norm ( DIM_NUM, normal1 ); normal2 = r8vec_cross_product_3d ( r1, b ); normal2_norm = r8vec_norm ( DIM_NUM, normal2 ); s = r8vec_dot_product ( DIM_NUM, normal1, normal2 ) / ( normal1_norm * normal2_norm ); angle = r8_acos ( s ); s = r8vec_scalar_triple_product ( b, a, plane ); if ( 0.0 < s ) { area = area + pi - angle; } else { area = area + pi + angle; } a[0] = -b[0]; a[1] = -b[1]; a[2] = -b[2]; delete [] normal1; delete [] normal2; } area = area - pi * ( double ) ( n - 2 ); if ( 0.0 < r8vec_dot_product ( DIM_NUM, plane, r1 ) ) { value = -area; } else { value = area; } delete [] plane; return value; # undef DIM_NUM } //****************************************************************************80 double polygon_x_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_X_2D integrates the function X over a polygon in 2D. // // Discussion: // // INTEGRAL = (1/6) * SUM ( I = 1 to N ) // ( X[I]^2 + X[I] * X[I-1] + X[I-1]^2 ) * ( Y[I] - Y[I-1] ) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_X_2D, the value of the integral. // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_X_2D - Warning!\n"; cerr << " The number of vertices must be at least 3.\n"; cerr << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result + ( v[0+i*2] * v[0+i*2] + v[0+i*2] * v[0+im1*2] + v[0+im1*2] * v[0+im1*2] ) * ( v[1+i*2] - v[1+im1*2] ); } result = result / 6.0; return result; } //****************************************************************************80 double polygon_y_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_Y_2D integrates the function Y over a polygon in 2D. // // Discussion: // // INTEGRAL = (1/6) * SUM ( I = 1 to N ) // - ( Y[I]^2 + Y[I] * Y[I-1] + Y[I-1]^2 ) * ( X[I] - X[I-1] ) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_Y_2D, the value of the integral. // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_Y_2D - Warning!\n"; cerr << " The number of vertices must be at least 3.\n"; cerr << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result - ( v[1+i*2] * v[1+i*2] + v[1+i*2] * v[1+im1*2] + v[1+im1*2] * v[1+im1*2] ) * ( v[0+i*2] - v[0+im1*2] ); } result = result / 6.0; return result; } //****************************************************************************80 double polygon_xx_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_XX_2D integrates the function X*X over a polygon in 2D. // // Discussion: // // INTEGRAL = (1/12) * SUM ( I = 1 to N ) // ( X[I]^3 + X[I]^2 * X[I-1] + X[I] * X[I-1]^2 + X[I-1]^3 ) // * ( Y[I] - Y[I-1] ) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_XX_2D, the value of the integral. // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_XX_2D - Warning!\n"; cerr << " The number of vertices must be at least 3.\n"; cerr << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result + ( v[0+i*2] * v[0+i*2] * v[0+i*2] + v[0+i*2] * v[0+i*2] * v[0+im1*2] + v[0+i*2] * v[0+im1*2] * v[0+im1*2] + v[0+im1*2] * v[0+im1*2] * v[0+im1*2] ) * ( v[1+i*2] - v[1+im1*2] ); } result = result / 12.0; return result; } //****************************************************************************80 double polygon_xy_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_XY_2D integrates the function X*Y over a polygon in 2D. // // Discussion: // // INTEGRAL = (1/24) * SUM (I=1 to N) // ( Y[I] * // ( 3 * X[I]^2 + 2 * X[I] * X[I-1] + X[I-1]^2 ) // + Y[I-1] * // ( X[I]^2 + 2 * X[I] * X[I-1] + 3 * X[I-1]^2 ) // ) * ( Y[I] - Y[I-1] ) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_XY_2D, the value of the integral. // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_XY_2D - Warning!\n"; cerr << " The number of vertices must be at least 3.\n"; cerr << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result + ( v[1+i*2] * ( 3.0 * v[0+i*2] * v[0+i*2] + 2.0 * v[0+i*2] * v[0+im1*2] + v[0+im1*2] * v[0+im1*2] ) + v[1+im1*2] * ( v[0+i*2] * v[0+i*2] + 2.0 * v[0+i*2] * v[0+im1*2] + 3.0 * v[0+im1*2] * v[0+im1*2] ) ) * ( v[1+i*2] - v[1+im1*2] ); } result = result / 24.0; return result; } //****************************************************************************80 double polygon_yy_2d ( int n, double v[] ) //****************************************************************************80 // // Purpose: // // POLYGON_YY_2D integrates the function Y*Y over a polygon in 2D. // // Discussion: // // INTEGRAL = (1/12) * SUM ( I = 1 to N ) // - ( Y[I]^3 + Y[I]^2 * Y[I-1] + Y[I] * Y[I-1]^2 + Y[I-1]^3 ) // * ( X[I] - X[I-1] ) // // where X[N] and Y[N] should be replaced by X[0] and Y[0]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 August 2005 // // Author: // // John Burkardt // // Reference: // // SF Bockman, // Generalizing the Formula for Areas of Polygons to Moments, // American Mathematical Society Monthly, // 1989, pages 131-132. // // Parameters: // // Input, int N, the number of vertices of the polygon. // N should be at least 3 for a nonzero result. // // Input, double V[2*N], the coordinates of the vertices. // // Output, double POLYGON_YY_2D, the value of the integral. // // { int i; int im1; double result; result = 0.0; if ( n < 3 ) { cerr << "\n"; cerr << "POLYGON_YY_2D - Warning!\n"; cerr << " The number of vertices must be at least 3.\n"; cerr << " The input value of N = " << n << "\n"; return result; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { im1 = n - 1; } else { im1 = i - 1; } result = result - ( v[1+i*2] * v[1+i*2] * v[1+i*2] + v[1+i*2] * v[1+i*2] * v[1+im1*2] + v[1+i*2] * v[1+im1*2] * v[1+im1*2] + v[1+im1*2] * v[1+im1*2] * v[1+im1*2] ) * ( v[0+i*2] - v[0+im1*2] ); } result = result / 12.0; return result; } //****************************************************************************80 double polyhedron_area_3d ( double coord[], int order_max, int face_num, int node[], int node_num, int order[] ) //****************************************************************************80 // // Purpose: // // POLYHEDRON_AREA_3D computes the surface area of a polyhedron in 3D. // // Restriction: // // The computation is not valid unless the faces of the polyhedron // are planar polygons. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 August 2005 // // Author: // // John Burkardt // // Reference: // // Allen Van Gelder, // Efficient Computation of Polygon Area and Polyhedron Volume, // Graphics Gems V, edited by Alan Paeth, // AP Professional, 1995, T385.G6975. // // Parameters: // // Input, double COORD[NODE_NUM*3], the 3D coordinates of the vertices. // // Input, int ORDER_MAX, the maximum number of vertices that make // up a face of the polyhedron. // // Input, int FACE_NUM, the number of faces of the polyhedron. // // Input, int NODE[FACE_NUM*ORDER_MAX]. Face I is defined by // the vertices NODE(I,0) through NODE(I,ORDER(I)-1). These vertices // are listed in neighboring order. // // Input, int NODE_NUM, the number of points stored in COORD. // // Input, int ORDER[FACE_NUM], the number of vertices making up each face. // // Output, double POLYHEDRON_AREA_3D, the surface area of the polyhedron. // { # define DIM_NUM 3 double ainc; double area; int face; int j; int k; double p1[DIM_NUM]; double p2[DIM_NUM]; double *p3; double p4[DIM_NUM]; area = 0.0; // // For each face // for ( face = 0; face < face_num; face++ ) { r8vec_zero ( DIM_NUM, p4 ); // // For each triangle in the face, compute the normal vector. // for ( j = 0; j < order[face]; j++ ) { k = node[j+face*order_max]; p1[0] = coord[0+k*3]; p1[1] = coord[1+k*3]; p1[2] = coord[2+k*3]; if ( j + 1 < order[face] ) { k = node[j+1+face*order_max]; } else { k = node[0+face*order_max]; } p2[0] = coord[0+k*3]; p2[1] = coord[1+k*3]; p2[2] = coord[2+k*3]; p3 = r8vec_cross_product_3d ( p1, p2 ); p4[0] = p4[0] + p3[0]; p4[1] = p4[1] + p3[1]; p4[2] = p4[2] + p3[2]; delete [] p3; } // // Add the magnitude of the normal vector to the sum. // ainc = r8vec_norm ( DIM_NUM, p4 ); area = area + ainc; } area = 0.5 * area; return area; # undef DIM_NUM } //****************************************************************************80 double *polyhedron_centroid_3d ( double coord[], int order_max, int face_num, int node[], int node_num, int order[] ) //****************************************************************************80 // // Purpose: // // POLYHEDRON_CENTROID_3D computes the centroid of a polyhedron in 3D. // // Discussion: // // The centroid can be computed as the volume-weighted average of // the centroids of the tetrahedra defined by choosing a point in // the interior of the polyhedron, and using as a base every triangle // created by triangulating the faces of the polyhedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double COORD[NODE_NUM*3], the 3D coordinates of the vertices. // The vertices may be listed in any order. // // Input, int ORDER_MAX, the maximum number of vertices that make // up a face of the polyhedron. // // Input, int FACE_NUM, the number of faces of the polyhedron. // // Input, int NODE[FACE_NUM*ORDER_MAX]. Face I is defined by // the vertices NODE(I,1) through NODE(I,ORDER(I)). These vertices // are listed in neighboring order. // // Input, int NODE_NUM, the number of points stored in COORD. // // Input, int ORDER[FACE_NUM], the number of vertices making up // each face. // // Output, double POLYHEDRON_CENTROID_3D[3], the centroid of the polyhedron. // { # define DIM_NUM 3 double area; double *centroid; int face; int i; int j; int n; int n1; int n2; int n3; double normal[DIM_NUM]; double point[DIM_NUM]; double polygon_area; double *polygon_centroid; double tet[DIM_NUM*4]; double *tetrahedron_centroid; double tetrahedron_volume; int v; double *vert; int vert_num; double volume; // // Compute a point in the interior. // We take the area-weighted centroid of each face. // r8vec_zero ( DIM_NUM, point ); vert = new double[DIM_NUM*order_max]; area = 0.0; for ( face = 0; face < face_num; face++ ) { vert_num = order[face]; for ( j = 0; j < vert_num; j++ ) { n = node[j+face*order_max]; vert[0+j*DIM_NUM] = coord[0+(n-1)*DIM_NUM]; vert[1+j*DIM_NUM] = coord[1+(n-1)*DIM_NUM]; vert[2+j*DIM_NUM] = coord[2+(n-1)*DIM_NUM]; } polygon_area = polygon_area_3d ( vert_num, vert, normal ); polygon_centroid = polygon_centroid_3d ( vert_num, vert ); for ( i = 0; i < DIM_NUM; i++ ) { point[i] = point[i] + polygon_area * polygon_centroid[i]; } area = area + polygon_area; delete [] polygon_centroid; } delete [] vert; point[0] = point[0] / area; point[1] = point[1] / area; point[2] = point[2] / area; // // Now triangulate each face. // For each triangle, consider the tetrahedron created by including POINT. // centroid = new double[DIM_NUM]; r8vec_zero ( DIM_NUM, centroid ); volume = 0.0; for ( face = 0; face < face_num; face++ ) { n3 = node[order[face]-1+face*order_max]; r8vec_copy ( DIM_NUM, coord+(n3-1)*3, tet+2*3 ); for ( v = 0; v < order[face] - 2; v++ ) { n1 = node[v+face*order_max]; n2 = node[v+1+face*order_max]; r8vec_copy ( DIM_NUM, coord+(n1-1)*3, tet+0*3 ); r8vec_copy ( DIM_NUM, coord+(n2-1)*3, tet+1*3 ); r8vec_copy ( DIM_NUM, point, tet+3*3 ); tetrahedron_volume = tetrahedron_volume_3d ( tet ); tetrahedron_centroid = tetrahedron_centroid_3d ( tet ); for ( i = 0; i < DIM_NUM; i++ ) { centroid[i] = centroid[i] + tetrahedron_volume * tetrahedron_centroid[i]; } volume = volume + tetrahedron_volume; delete [] tetrahedron_centroid; } } for ( i = 0; i < 3; i++ ) { centroid[i] = centroid[i] / volume; } return centroid; # undef DIM_NUM } //****************************************************************************80 bool polyhedron_contains_point_3d ( int node_num, int face_num, int face_order_max, double v[], int face_order[], int face_point[], double p[3] ) //****************************************************************************80 // // Purpose: // // POLYHEDRON_CONTAINS_POINT_3D determines if a point is inside a polyhedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 August 2005 // // Author: // // John Burkardt // // Reference: // // Paulo Cezar Pinto Carvalho, Paulo Roma Cavalcanti, // Point in Polyhedron Testing Using Spherical Polygons, // in Graphics Gems V, // edited by Alan Paeth, // Academic Press, 1995, T385.G6975. // // Parameters: // // Input, int NODE_NUM, the number of vertices. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum order of any face. // // Input, double V[3*NODE_NUM], the coordinates of the vertices. // // Input, int FACE_ORDER[FACE_NUM], the order of each face. // // Input, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM], the indices of the // nodes that make up each face. // // Input, double P[3], the point to be tested. // // Output, bool POLYHEDRON_CONTAINS_POINT_3D, is true if the point // is inside the polyhedron. // { # define DIM_NUM 3 double area; int face; int i; bool inside; int k; int node; int node_num_face; double pi = 3.141592653589793; double *v_face; v_face = new double[DIM_NUM*face_order_max]; area = 0.0; for ( face = 0; face < face_num; face++ ) { node_num_face = face_order[face]; for ( k = 0; k < node_num_face; k++ ) { node = face_point[k+face*face_order_max]; for ( i = 0; i < DIM_NUM; i++ ) { v_face[i+k*DIM_NUM] = v[i+(node-1)*DIM_NUM]; } } area = area + polygon_solid_angle_3d ( node_num_face, v_face, p ); } // // AREA should be -4*PI, 0, or 4*PI. // So this test should be quite safe! // if ( area < -2.0 * pi || 2.0 * pi < area ) { inside = true; } else { inside = false; } delete [] v_face; return inside; # undef DIM_NUM } //****************************************************************************80 double polyhedron_volume_3d ( double coord[], int order_max, int face_num, int node[], int node_num, int order[] ) //****************************************************************************80 // // Purpose: // // POLYHEDRON_VOLUME_3D computes the volume of a polyhedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double COORD[NODE_NUM*3], the 3D coordinates of the vertices. // The vertices may be listed in any order. // // Input, int ORDER_MAX, the maximum number of vertices that make // up a face of the polyhedron. // // Input, int FACE_NUM, the number of faces of the polyhedron. // // Input, int NODE[FACE_NUM*ORDER_MAX]. Face I is defined by // the vertices NODE(I,1) through NODE(I,ORDER(I)). These vertices // are listed in neighboring order. // // Input, int NODE_NUM, the number of points stored in COORD. // // Input, int ORDER[FACE_NUM], the number of vertices making up // each face. // // Output, double POLYHEDRON_VOLUME_3D, the volume of the polyhedron. // { # define DIM_NUM 3 int face; int n1; int n2; int n3; double term; int v; double volume; double x1; double x2; double x3; double y1; double y2; double y3; double z1; double z2; double z3; // volume = 0.0; // // Triangulate each face. // for ( face = 0; face < face_num; face++ ) { n3 = node[order[face]-1+face*order_max]; x3 = coord[0+n3*3]; y3 = coord[1+n3*3]; z3 = coord[2+n3*3]; for ( v = 0; v < order[face] - 2; v++ ) { n1 = node[v+face*order_max]; x1 = coord[0+n1*3]; y1 = coord[1+n1*3]; z1 = coord[2+n1*3]; n2 = node[v+1+face*order_max]; x2 = coord[0+n2*3]; y2 = coord[1+n2*3]; z2 = coord[2+n2*3]; term = x1 * y2 * z3 - x1 * y3 * z2 + x2 * y3 * z1 - x2 * y1 * z3 + x3 * y1 * z2 - x3 * y2 * z1; volume = volume + term; } } volume = volume / 6.0; return volume; # undef DIM_NUM } //****************************************************************************80 double polyhedron_volume_3d_2 ( double coord[], int order_max, int face_num, int node[], int node_num, int order[] ) //****************************************************************************80 // // Purpose: // // POLYHEDRON_VOLUME_3D_2 computes the volume of a polyhedron in 3D. // // Discussion: // // The computation is not valid unless the faces of the polyhedron // are planar polygons. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // Allen Van Gelder, // Efficient Computation of Polygon Area and Polyhedron Volume, // Graphics Gems V, edited by Alan Paeth, // AP Professional, 1995, T385.G6975. // // Parameters: // // Input, double COORD[3*NODE_NUM], the 3D coordinates of the vertices. // The vertices may be listed in any order. // // Input, int ORDER_MAX, the maximum number of vertices that make // up a face of the polyhedron. // // Input, int FACE_NUM, the number of faces of the polyhedron. // // Input, int NODE[FACE_NUM*ORDER_MAX]. Face I is defined by // the vertices NODE(I,1) through NODE(I,ORDER(I)). These vertices // are listed in neighboring order. // // Input, int NODE_NUM, the number of points stored in COORD. // // Input, int ORDER[FACE_NUM], the number of vertices making up // each face. // // Output, double POLYHEDRON_VOLUME_3D_2, the volume of the polyhedron. // { # define DIM_NUM 3 int face; int j; int k; double volume; double v1[DIM_NUM]; double v2[DIM_NUM]; double *v3; double v4[DIM_NUM]; volume = 0.0; for ( face = 0; face < face_num; face++ ) { r8vec_zero ( DIM_NUM, v4 ); // // Compute the area vector for this face. // for ( j = 0; j < order[face]; j++ ) { k = node[j+face*order_max]; v1[0] = coord[0+k*3]; v1[1] = coord[1+k*3]; v1[2] = coord[2+k*3]; if ( j + 1 < order[face] ) { k = node[j+1+face*order_max]; } else { k = node[0+face*order_max]; } v2[0] = coord[0+k*3]; v2[1] = coord[1+k*3]; v2[2] = coord[2+k*3]; v3 = r8vec_cross_product_3d ( v1, v2 ); v4[0] = v4[0] + v3[0]; v4[1] = v4[1] + v3[1]; v4[2] = v4[2] + v3[2]; delete [] v3; } // // Area vector dot any vertex. // k = node[0+face*order_max]; volume = volume + v4[0] * coord[0+k*3] + v4[1] * coord[1+k*3] + v4[2] * coord[2+k*3]; } volume = volume / 6.0; return volume; # undef DIM_NUM } //****************************************************************************80 double *polyline_arclength_nd ( int dim_num, int n, double p[] ) //****************************************************************************80 // // Purpose: // // POLYLINE_ARCLENGTH_ND computes the arclength of points on a polyline in ND. // // Discussion: // // A polyline of order N is the geometric structure consisting of // the N-1 line segments that lie between successive elements of a list // of N points. // // An ordinary line segment is a polyline of order 2. // The letter "V" is a polyline of order 3. // The letter "N" is a polyline of order 4, and so on. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 February 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, int N, the number of points defining the polyline. // // Input, double P[DIM_NUM*N], the points defining the polyline. // // Output, double POLYLINE_ARCLENGTH_ND[N], the arclength coordinates // of each point. The first point has arclength 0 and the // last point has arclength equal to the length of the entire polyline. // { int i; int j; double *s; double temp; s = new double[n]; s[0] = 0.0; for ( j = 1; j < n; j++ ) { temp = 0.0; for ( i = 0; i < dim_num; i++ ) { temp = temp + pow ( p[i+j*dim_num] - p[i+(j-1)*dim_num], 2 ); } temp = sqrt ( temp ); s[j] = s[j-1] + temp; } return s; } //****************************************************************************80 double *polyline_index_point_nd ( int dim_num, int n, double p[], double t ) //****************************************************************************80 // // Purpose: // // POLYLINE_INDEX_POINT_ND evaluates a polyline at a given arclength in ND. // // Discussion: // // The polyline is defined as the set of M-1 line segments lying // between a sequence of M points. The arclength of a point lying // on the polyline is simply the length of the broken line from the // initial point. Any point on the polyline can be found by // specifying its arclength. // // If the given arclength coordinate is less than 0, or greater // than the arclength coordinate of the last given point, then // extrapolation is used, that is, the first and last line segments // are extended as necessary. // // The arclength coordinate system measures the distance between // any two points on the polyline as the length of the segment of the // line that joins them. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space in which // the points lie. The second dimension of XPTS. // // Input, int N, the number of points. // // Input, double P[DIM_NUM*N], a set of N coordinates // in DIM_NUM space, describing a set of points that define // a polyline. // // Input, double T, the desired arclength coordinate. // // Output, double POLYLINE_INDEX_POINT_ND[DIM_NUM], a point lying on the // polyline defined by P, and having arclength coordinate T. // { int i; int j; double s; double temp; double tleft; double trite; double *pt; if ( n <= 0 ) { cerr << "\n"; cerr << "POLYLINE_INDEX_POINT_ND - Fatal error!\n"; cerr << " The input quantity N is nonpositive.\n"; cerr << " N = " << n << "\n"; exit ( 1 ); } pt = new double[dim_num]; if ( n == 1 ) { for ( i = 0; i < dim_num; i++ ) { pt[i] = p[i+0*dim_num]; } } else { trite = 0.0; for ( i = 1; i <= n - 1; i++ ) { // // Find the distance between points I and I+1. // tleft = trite; temp = 0.0; for ( j = 0; j < dim_num; j++ ) { temp = temp + ( p[j+i*dim_num] - p[j+(i-1)*dim_num] ) * ( p[j+i*dim_num] - p[j+(i-1)*dim_num] ); } trite = trite + sqrt ( temp ); // // Interpolate or extrapolate in an interval. // if ( t <= trite || i == n - 1 ) { s = ( t - tleft ) / ( trite - tleft ); for ( j = 0; j < dim_num; j++ ) { pt[j] = ( 1.0 - s ) * p[j+(i-1)*dim_num] + s * p[j+i*dim_num]; } break; } } } return pt; } //****************************************************************************80 double polyline_length_nd ( int dim_num, int n, double p[] ) //****************************************************************************80 // // Purpose: // // POLYLINE_LENGTH_ND computes the length of a polyline in ND. // // Discussion: // // A polyline of order M is the geometric structure consisting of // the M-1 line segments that lie between successive elements of a list // of M points. // // An ordinary line segment is a polyline of order 2. // The letter "V" is a polyline of order 3. // The letter "N" is a polyline of order 4, and so on. // // DIST(I+1,I) = sqrt ( sum ( 1 <= J <= DIM_NUM ) ( X(I+1) - X(I) )^2 ) // // LENGTH = sum ( 1 <= I <= NPOINT-1 ) DIST(I+1,I) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the number of dimensions of the points. // // Input, int N, the number of points. // // Input, double P[DIM_NUM*N], the coordinates of the points. // // Output, double POLYLINE_LENGTH_ND, the arclength of the polyline. // { int i; int j; double length; double step; length = 0.0; for ( j = 1; j < n; j++ ) { step = 0.0; for ( i = 0; i < dim_num; i++ ) { step = step + ( p[i+j*dim_num] - p[i+(j-1)*dim_num] ) * ( p[i+j*dim_num] - p[i+(j-1)*dim_num] ) ; } length = length + sqrt ( step ); } return length; } //****************************************************************************80 double *polyline_points_nd ( int dim_num, int n, double p[], int nt ) //****************************************************************************80 // // Purpose: // // POLYLINE_POINTS_ND computes equally spaced points on a polyline in ND. // // Discussion: // // A polyline of order N is the geometric structure consisting of // the N-1 line segments that lie between successive elements of a list // of N points. // // An ordinary line segment is a polyline of order 2. // The letter "V" is a polyline of order 3. // The letter "N" is a polyline of order 4, and so on. // // Thanks to Rick Richardson for pointing out an indexing error in the // storage of the values. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 February 2006 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, int N, the number of points defining the polyline. // // Input, double P[DIM_NUM*N], the points defining the polyline. // // Input, int NT, the number of points to be sampled. // // Output, double POLYLINE_POINTS_ND[DIM_NUM*NT], equally spaced points // on the polyline. // { int i; int it; int j; double *pt; double *s; double st; pt = new double[dim_num*nt]; s = polyline_arclength_nd ( dim_num, n, p ); j = 1; for ( it = 1; it <= nt; it++ ) { st = ( ( double ) ( nt - it ) * 0.0 + ( double ) ( it - 1 ) * s[n-1] ) / ( double ) ( nt - 1 ); for ( ; ; ) { if ( s[j-1] <= st && st <= s[j] ) { break; } if ( n - 1 <= j ) { break; } j = j + 1; } for ( i = 0; i < dim_num; i++ ) { pt[i+(it-1)*dim_num] = ( ( s[j] - st ) * p[i+(j-1)*dim_num] + ( st - s[j-1] ) * p[i+j*dim_num] ) / ( s[j] - s[j-1] ); } } delete [] s; return pt; } //****************************************************************************80 double *polyloop_arclength_nd ( int dim_num, int nk, double pk[] ) //****************************************************************************80 // // Purpose: // // POLYLOOP_ARCLENGTH_ND computes the arclength of points on a polyloop in ND. // // Discussion: // // A polyloop of order NK is the geometric structure consisting of // the NK line segments that lie between successive elements of a list // of NK points, with the last point joined to the first. // // Warning: I just made up the word "polyloop". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, int NK, the number of points defining the polyloop. // // Input, double PK[DIM_NUM*NK], the points defining the polyloop. // // Output, double POLYLOOP_ARCLENGTH_ND[NK+1], the arclength coordinates // of each point. The first point has two arc length values, // namely SK(1) = 0 and SK(NK+1) = LENGTH. // { int i; int j; int j2; double *sk; double temp; sk = new double[nk+1]; sk[0] = 0.0; for ( j = 1; j <= nk; j++ ) { if ( j == nk ) { j2 = 0; } else { j2 = j; } temp = 0.0; for ( i = 0; i < dim_num; i++ ) { temp = temp + pow ( pk[i+j2*dim_num] - pk[i+(j-1)*dim_num], 2 ); } sk[j] = sk[j-1] + sqrt ( temp ); } return sk; } //****************************************************************************80 double *polyloop_points_nd ( int dim_num, int nk, double pk[], int nt ) //****************************************************************************80 // // Purpose: // // POLYLOOP_POINTS_ND computes equally spaced points on a polyloop in ND. // // Discussion: // // A polyloop of order NK is the geometric structure consisting of // the NK line segments that lie between successive elements of a list // of NK points, including a segment from the last point to the first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, int NK, the number of points defining the polyloop. // // Input, double PK[DIM_NUM*NK], the points defining the polyloop. // // Input, int NT, the number of points to be sampled. // // Input, double POLYLOOP_POINTS_ND[DIM_NUM*NT], equally spaced points // on the polyloop. // { int i; int it; int j; int jp1; double *pt; double *sk; double st; pt = new double[dim_num*nt]; sk = polyloop_arclength_nd ( dim_num, nk, pk ); j = 1; for ( it = 1; it <= nt; it++ ) { st = ( ( double ) ( nt - it ) * 0.0 + ( double ) ( it - 1 ) * sk[nk] ) / ( double ) ( nt - 1 ); for ( ; ; ) { if ( sk[j-1] <= st && st <= sk[j] ) { break; } if ( nk <= j ) { break; } j = j + 1; } jp1 = i4_wrap ( j + 1, 1, nk ); for ( i = 0; i < dim_num; i++ ) { pt[i+(it-1)*dim_num] = ( ( sk[j] - st ) * pk[i+(j-1)*dim_num] + ( st - sk[j-1] ) * pk[i+(jp1-1)*dim_num] ) / ( sk[j] - sk[j-1] ); } } delete [] sk; return pt; } //****************************************************************************80 void provec ( int m, int n, double base[], double vecm[], double vecn[], double vecnm[] ) //****************************************************************************80 // // Purpose: // // PROVEC projects a vector from M space into N space. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the dimension of the higher order space. // // Input, int N, the dimension of the lower order space. // // Input, double BASE[M*N]. The columns of BASE contain // N vectors, each of length M, which form the basis for // a space of dimension N. // // Input, double VECM[M], is an M dimensional vector. // // Output, double VECN[N], the projection of VECM into the // lower dimensional space. These values represent // coordinates in the lower order space. // // Output, double VECNM[M], the projection of VECM into the // lower dimensional space, but using coordinates in // the higher dimensional space. // { int i; int j; int k; double temp; // // For each vector, remove all projections onto previous vectors, // and then normalize. This should result in a matrix BASE // whose columns are orthonormal. // for ( j = 0; j < n; j++ ) { for ( k = 0; k < j; k++ ) { temp = r8vec_dot_product ( m, base+k*m, base+j*m ); for ( i = 0; i < m; i++ ) { base[i+j*m] = base[i+j*m] - temp * base[i+k*m]; } } temp = 0.0; for ( i = 0; i < m; i++ ) { temp = temp + pow ( base[i+j*m], 2 ); } temp = sqrt ( temp ); if ( 0.0 < temp ) { for ( i = 0; i < m; i++ ) { base[i+j*m] = base[i+j*m] / temp; } } } // // Compute the coordinates of the projection of the vector // simply by taking dot products. // for ( j = 0; j < n; j++ ) { vecn[j] = r8vec_dot_product ( m, vecm, base+j*m ); } // // Compute the coordinates of the projection in terms of // the original space. // for ( i = 0; i < m; i++ ) { vecnm[i] = 0.0; for ( j = 0; j < n; j++ ) { vecnm[i] = vecnm[i] + base[i+j*n] * vecn[j]; } } return; } //****************************************************************************80 double pyramid_volume_3d ( double h, double s ) //****************************************************************************80 // // Purpose: // // PYRAMID_VOLUME_3D computes the volume of a pyramid with square base in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double H, R, the height of the pyramid, and the length of one // side of the square base. // // Output, double PYRAMID_VOLUME_3D, the volume of the pyramid. // { double value; value = s * s * h / 3.0; return value; } //****************************************************************************80 double quad_area_2d ( double q[2*4] ) //****************************************************************************80 // // Purpose: // // QUAD_AREA_2D computes the area of a quadrilateral in 2D. // // Discussion: // // This algorithm should be able to handle nonconvex quadrilaterals. // // 3----2 // | /| // | / | We subdivide the quadrilateral into triangles (0,1,2) // | / | and (2,3,0), computer their areas, and add. // |/ | // 0----1 // // Thanks to Eduardo Olmedo of Universidad Politecnica de Madrid for // pointing out an error in a previous version of this routine! // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 December 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the vertices of the quadrilateral, // in counter clockwise order. // // Output, double QUAD_AREA_2D, the area of the quadrilateral. // { # define DIM_NUM 2 double area; double t[DIM_NUM*3]; area = 0.0; t[0+0*2] = q[0+0*2]; t[1+0*2] = q[1+0*2]; t[0+1*2] = q[0+1*2]; t[1+1*2] = q[1+1*2]; t[0+2*2] = q[0+2*2]; t[1+2*2] = q[1+2*2]; area = area + triangle_area_2d ( t ); t[0+0*2] = q[0+2*2]; t[1+0*2] = q[1+2*2]; t[0+1*2] = q[0+3*2]; t[1+1*2] = q[1+3*2]; t[0+2*2] = q[0+0*2]; t[1+2*2] = q[1+0*2]; area = area + triangle_area_2d ( t ); return area; # undef DIM_NUM } //****************************************************************************80 double quad_area2_2d ( double q[] ) //****************************************************************************80 // // Purpose: // // QUAD_AREA2_2D computes the area of a quadrilateral in 2D. // // Discussion: // // A quadrilateral is a polygon defined by 4 vertices. // // This algorithm computes the area of the related // Varignon parallelogram first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the vertices, specified in // counter clockwise order. // // Output, double QUAD_AREA2_2D, the area of the quadrilateral. // { double area; int i; int j; double *p; p = new double[2*4]; // // Define a parallelogram by averaging consecutive vertices. // for ( j = 0; j < 3; j++ ) { for ( i = 0; i < 2; i++ ) { p[i+j*2] = ( q[i+j*2] + q[i+(j+1)*2] ) / 2.0; } } for ( i = 0; i < 2; i++ ) { p[i+3*2] = ( q[i+3*2] + q[i+0*2] ) / 2.0; } // // Compute the area. // area = parallelogram_area_2d ( p ); // // The quadrilateral's area is twice that of the parallelogram. // area = 2.0 * area; delete [] p; return area; } //****************************************************************************80 double quad_area_3d ( double q[] ) //****************************************************************************80 // // Purpose: // // QUAD_AREA_3D computes the area of a quadrilateral in 3D. // // Discussion: // // A quadrilateral is a polygon defined by 4 vertices. // // It is assumed that the four vertices of the quadrilateral // are coplanar. // // This algorithm computes the area of the related // Varignon parallelogram first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[3*4], the vertices, specified in // counter clockwise order. // // Output, double QUAD_AREA_3D, the area of the quadrilateral. // { double area; int i; int j; double *p; p = new double[3*4]; // // Define a parallelogram by averaging consecutive vertices. // for ( j = 0; j < 3; j++ ) { for ( i = 0; i < 3; i++ ) { p[i+j*3] = ( q[i+j*3] + q[i+(j+1)*3] ) / 2.0; } } for ( i = 0; i < 3; i++ ) { p[i+3*3] = ( q[i+3*3] + q[i+0*3] ) / 2.0; } // // Compute the area. // area = parallelogram_area_3d ( p ); // // The quadrilateral's area is twice that of the parallelogram. // area = 2.0 * area; delete [] p; return area; } //****************************************************************************80 bool quad_contains_point_2d ( double q[2*4], double p[2] ) //****************************************************************************80 // // Purpose: // // QUAD_CONTAINS_POINT_2D finds if a point is inside a convex quadrilateral in 2D. // // Discussion: // // This method will only handle convex quadrilaterals. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the vertices of the quadrilateral, in counter clockwise order. // // Input, double P[2], the point to be checked. // // Output, bool QUAD_CONTAINS_POINT, is TRUE if the point is inside // the quadrilateral or on its boundary, and FALSE otherwise. // { # define DIM_NUM 2 if ( anglei_rad_2d ( q+0*2, q+1*2, q+2*2 ) < anglei_rad_2d ( q+0*2, q+1*2, p ) ) { return false; } if ( anglei_rad_2d ( q+1*2, q+2*2, q+3*2 ) < anglei_rad_2d ( q+1*2, q+2*2, p ) ) { return false; } if ( anglei_rad_2d ( q+2*2, q+3*2, q+0*2 ) < anglei_rad_2d ( q+2*2, q+3*2, p ) ) { return false; } if ( anglei_rad_2d ( q+3*2, q+0*2, q+1*2 ) < anglei_rad_2d ( q+3*2, q+0*2, p ) ) { return false; } return true; # undef DIM_NUM } //****************************************************************************80 void quad_convex_random ( int &seed, double xy[] ) //****************************************************************************80 // // Purpose: // // QUAD_CONVEX_RANDOM returns a random convex quadrilateral. // // Description: // // The quadrilateral is constrained in that the vertices must all lie // with the unit square. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 June 2009 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number // generator. // // Output, double XY[2*NODE_NUM], the coordinates of the // nodes of the quadrilateral, given in counterclockwise order. // { int hull[4]; int hull_num; int i; int j; double *xy_random; for ( ; ; ) { // // Generate 4 random points. // xy_random = r8mat_uniform_01_new ( 2, 4, seed ); // // Determine the convex hull. // points_hull_2d ( 4, xy_random, &hull_num, hull ); // // If HULL_NUM < 4, then our convex hull is a triangle. // Try again. // if ( hull_num == 4 ) { break; } } // // Make an ordered copy of the random points. // for ( j = 0; j < 4; j++ ) { for ( i = 0; i < 2; i++ ) { xy[i+j*2] = xy_random[i+(hull[j]-1)*2]; } } delete [] xy_random; return; } //****************************************************************************80 double quad_point_dist_2d ( double q[2*4], double p[2] ) //****************************************************************************80 // // Purpose: // // QUAD_POINT_DIST_2D finds the distance from a point to a quadrilateral in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the vertices of the quadrilateral. // // Input, double P[2], the point to be checked. // // Output, double QUAD_POINT_DIST_2D, the distance from the point to the quadrilateral. // DIST is zero if the point lies exactly on the quadrilateral. // { # define DIM_NUM 2 double dist; double dist2; int j; int jp1; int side_num = 4; // // Find the distance to each of the line segments. // dist = r8_huge ( ); for ( j = 0; j < side_num; j++ ) { jp1 = i4_wrap ( j+1, 0, side_num-1 ); dist2 = segment_point_dist_2d ( q+j*2, q+jp1*2, p ); if ( dist2 < dist ) { dist = dist2; } } return dist; # undef DIM_NUM } //****************************************************************************80 double quad_point_dist_signed_2d ( double q[2*4], double p[2] ) //****************************************************************************80 // // Purpose: // // QUAD_POINT_DIST_SIGNED_2D: signed distanct ( quadrilateral, point ) in 2D. // // Discussion: // // The quadrilateral must be convex. DIST_SIGNED is actually the maximum // of the signed distances from the point to each of the four lines that // make up the quadrilateral. // // Essentially, if the point is outside the convex quadrilateral, // only one of the signed distances can be positive, or two can // be positive and equal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the vertices of the quadrilateral. // // Input, double P[2], the point which is to be checked. // // Output, double QUAD_POINT_DIST_SIGNED_2D, the signed distance from // the point to the convex quadrilateral. If the distance is // 0.0, the point is on the boundary; // negative, the point is in the interior; // positive, the point is in the exterior. // { # define DIM_NUM 2 double dis1; double dis2; double dist_signed; double pm[DIM_NUM]; // // Compare the signed distance from each line segment to the point, // with the signed distance to the midpoint of the opposite line. // // The signed distances should all be negative if the point is inside. // // Side 12 // dis1 = line_exp_point_dist_signed_2d ( q+0*2, q+1*2, p ); pm[0] = 0.5 * ( q[0+2*2] + q[0+3*2] ); pm[1] = 0.5 * ( q[1+2*2] + q[1+3*2] ); dis2 = line_exp_point_dist_signed_2d ( q+0*2, q+1*2, pm ); if ( 0.0 < dis2 ) { dis1 = -dis1; } dist_signed = dis1; // // Side 23 // dis1 = line_exp_point_dist_signed_2d ( q+1*2, q+2*2, p ); pm[0] = 0.5 * ( q[0+3*2] + q[0+0*2] ); pm[1] = 0.5 * ( q[1+3*2] + q[1+0*2] ); dis2 = line_exp_point_dist_signed_2d ( q+1*2, q+2*2, pm ); if ( 0.0 < dis2 ) { dis1 = -dis1; } dist_signed = r8_max ( dist_signed, dis1 ); // // Side 34 // dis1 = line_exp_point_dist_signed_2d ( q+2*2, q+3*2, p ); pm[0] = 0.5 * ( q[0+0*2] + q[0+1*2] ); pm[1] = 0.5 * ( q[1+0*2] + q[1+1*2] ); dis2 = line_exp_point_dist_signed_2d ( q+2*2, q+3*2, pm ); if ( 0.0 < dis2 ) { dis1 = -dis1; } dist_signed = r8_max ( dist_signed, dis1 ); // // Side 41 // dis1 = line_exp_point_dist_signed_2d ( q+3*2, q+0*2, p ); pm[0] = 0.5 * ( q[0+1*2] + q[0+2*2] ); pm[1] = 0.5 * ( q[1+1*2] + q[1+2*2] ); dis2 = line_exp_point_dist_signed_2d ( q+3*2, q+0*2, pm ); if ( 0.0 < dis2 ) { dis1 = -dis1; } dist_signed = r8_max ( dist_signed, dis1 ); return dist_signed; # undef DIM_NUM } //****************************************************************************80 void quad_point_near_2d ( double q[2*4], double p[2], double pn[2], double *dist ) //****************************************************************************80 // // Purpose: // // QUAD_POINT_NEAR_2D computes the nearest point on a quadrilateral in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[2*4], the quadrilateral vertices. // // Input, double P[2], the point whose nearest quadrilateral point // is to be determined. // // Output, double PN[2], the nearest point to P. // // Output, double *DIST, the distance from the point to the // quadrilateral. // { # define DIM_NUM 2 double dist2; int j; int jp1; double pn2[DIM_NUM]; int side_num = 4; double tval; *dist = r8_huge ( ); r8vec_zero ( DIM_NUM, pn ); for ( j = 0; j < side_num; j++ ) { jp1 = i4_wrap ( j+1, 0, side_num-1 ); segment_point_near_2d ( q+j*2, q+jp1*2, p, pn2, &dist2, &tval ); if ( dist2 < *dist ) { *dist = dist2; r8vec_copy ( DIM_NUM, pn2, pn ); } } return; # undef DIM_NUM } //****************************************************************************80 double *quat_conj ( double q[] ) //****************************************************************************80 // // Purpose: // // QUAT_CONJ conjugates a quaternion. // // Discussion: // // A quaternion is a quadruplet (A,B,C,D) of real numbers, which // may be written as // // Q = A + Bi + Cj + Dk. // // The conjugate of Q is // // conj ( Q ) = A - Bi - Cj - Dk. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[4], the quaternion to be conjugated. // // Output, double QUAT_CONJ[4], the conjugated quaternion. // { double *q2; q2 = new double[4]; q2[0] = q[0]; q2[1] = -q[1]; q2[2] = -q[2]; q2[3] = -q[3]; return q2; } //****************************************************************************80 double *quat_inv ( double q[] ) //****************************************************************************80 // // Purpose: // // QUAT_INV inverts a quaternion. // // Discussion: // // A quaternion is a quadruplet (A,B,C,D) of real numbers, which // may be written as // // Q = A + Bi + Cj + Dk. // // The inverse of Q is // // inverse ( Q ) = conjugate ( Q ) / ( norm ( Q ) )^2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[4], the quaternion to be inverted. // // Output, double QUAT_INV[4], the inverse of the input quaternion. // { double norm; double *q2; q2 = new double[4]; norm = q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]; q2[0] = q[0] / norm; q2[1] = -q[1] / norm; q2[2] = -q[2] / norm; q2[3] = -q[3] / norm; return q2; } //****************************************************************************80 double *quat_mul ( double q1[], double q2[] ) //****************************************************************************80 // // Purpose: // // QUAT_MUL multiplies two quaternions. // // Discussion: // // A quaternion is a quadruplet (A,B,C,D) of real numbers, which // may be written as // // Q = A + Bi + Cj + Dk. // // To multiply two quaternions, use the relationships: // // i * j = -j * i = k // j * k = -k * j = i // k * i = -i * k = j // i * i = j * j = k * k = -1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q1[4], Q2[4], the two quaternions to be multiplied. // // Output, double QUAT_MUL[4], the product of the two quaternions. // { double *q3; q3 = new double[4]; q3[0] = q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2] - q1[3] * q2[3]; q3[1] = q1[0] * q2[1] + q1[1] * q2[0] + q1[2] * q2[3] - q1[3] * q2[2]; q3[2] = q1[0] * q2[2] - q1[1] * q2[3] + q1[2] * q2[0] + q1[3] * q2[1]; q3[3] = q1[0] * q2[3] + q1[1] * q2[2] - q1[2] * q2[1] + q1[3] * q2[0]; return q3; } //****************************************************************************80 double quat_norm ( double q[] ) //****************************************************************************80 // // Purpose: // // QUAT_NORM computes the norm of a quaternion. // // Discussion: // // A quaternion is a quadruplet (A,B,C,D) of real numbers, which // may be written as // // Q = A + Bi + Cj + Dk. // // The norm of Q is // // norm(Q) = sqrt ( A * A + B * B + C * C + D * D ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[4], the quaternion. // // Output, double QUAT_NORM, the norm of the quaternion. // { double norm; norm = r8vec_norm ( 4, q ); return norm; } //****************************************************************************80 float r4_abs ( float x ) //****************************************************************************80 // // Purpose: // // R4_ABS returns the absolute value of an R4. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 December 2006 // // Author: // // John Burkardt // // Parameters: // // Input, float X, the quantity whose absolute value is desired. // // Output, float R4_ABS, the absolute value of X. // { float value; if ( 0.0 <= x ) { value = x; } else { value = -x; } return value; } //****************************************************************************80 int r4_nint ( float x ) //****************************************************************************80 // // Purpose: // // R4_NINT returns the nearest integer to an R4. // // Example: // // X R4_NINT // // 1.3 1 // 1.4 1 // 1.5 1 or 2 // 1.6 2 // 0.0 0 // -0.7 -1 // -1.1 -1 // -1.6 -2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 November 2006 // // Author: // // John Burkardt // // Parameters: // // Input, float X, the value. // // Output, int R4_NINT, the nearest integer to X. // { int value; if ( x < 0.0 ) { value = - ( int ) ( r4_abs ( x ) + 0.5 ); } else { value = ( int ) ( r4_abs ( x ) + 0.5 ); } return value; } //****************************************************************************80 double r8_acos ( double c ) //****************************************************************************80 // // Purpose: // // R8_ACOS computes the arc cosine function, with argument truncation. // // Discussion: // // If you call your system ACOS routine with an input argument that is // outside the range [-1.0, 1.0 ], you may get an unpleasant surprise. // This routine truncates arguments outside the range. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double C, the argument, the cosine of an angle. // // Output, double R8_ACOS, an angle whose cosine is C. // { # define PI 3.141592653589793 double value; if ( c <= -1.0 ) { value = PI; } else if ( 1.0 <= c ) { value = 0.0; } else { value = acos ( c ); } return value; # undef PI } //****************************************************************************80 double r8_asin ( double s ) //****************************************************************************80 // // Purpose: // // R8_ASIN computes the arc sine function, with argument truncation. // // Discussion: // // If you call your system ASIN routine with an input argument that is // outside the range [-1.0, 1.0 ], you may get an unpleasant surprise. // This routine truncates arguments outside the range. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double S, the argument, the sine of an angle. // // Output, double R8_ASIN, an angle whose sine is S. // { double angle; double pi = 3.141592653589793; if ( s <= -1.0 ) { angle = - pi / 2.0; } else if ( 1.0 <= s ) { angle = pi / 2.0; } else { angle = asin ( s ); } return angle; } //****************************************************************************80 double r8_cosd ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_COSD returns the cosine of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_COSD, the cosine of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = cos ( radians ); return value; } //****************************************************************************80 double r8_cotd ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_COTD returns the cotangent of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_COTD, the cotangent of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = cos ( radians ) / sin ( radians ); return value; } //****************************************************************************80 double r8_cscd ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_CSCD returns the cosecant of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_CSCD, the cosecant of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = 1.0 / sin ( radians ); return value; } //****************************************************************************80 double r8_epsilon ( ) //****************************************************************************80 // // Purpose: // // R8_EPSILON returns the R8 roundoff unit. // // Discussion: // // The roundoff unit is a number R which is a power of 2 with the // property that, to the precision of the computer's arithmetic, // 1 < 1 + R // but // 1 = ( 1 + R / 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2012 // // Author: // // John Burkardt // // Parameters: // // Output, double R8_EPSILON, the R8 round-off unit. // { const double value = 2.220446049250313E-016; return value; } //****************************************************************************80 double r8_huge ( ) //****************************************************************************80 // // Purpose: // // R8_HUGE returns a "huge" R8. // // Discussion: // // HUGE_VAL is the largest representable legal real number, and is usually // defined in math.h, or sometimes in stdlib.h. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 May 2003 // // Author: // // John Burkardt // // Parameters: // // Output, double R8_HUGE, a "huge" R8. // { return HUGE_VAL; } //****************************************************************************80 double r8_max ( double x, double y ) //****************************************************************************80 // // Purpose: // // R8_MAX returns the maximum of two R8s. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 January 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double X, Y, the quantities to compare. // // Output, double R8_MAX, the maximum of X and Y. // { double value; if ( y < x ) { value = x; } else { value = y; } return value; } //****************************************************************************80 double r8_min ( double x, double y ) //****************************************************************************80 // // Purpose: // // R8_MIN returns the minimum of two R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 May 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double X, Y, the quantities to compare. // // Output, double R8_MIN, the minimum of X and Y. // { double value; if ( y < x ) { value = y; } else { value = x; } return value; } //****************************************************************************80 double r8_modp ( double x, double y ) //****************************************************************************80 // // Purpose: // // R8_MODP returns the nonnegative remainder of R8 division. // // Discussion: // // If // REM = R8_MODP ( X, Y ) // RMULT = ( X - REM ) / Y // then // X = Y * RMULT + REM // where REM is always nonnegative. // // The MOD function computes a result with the same sign as the // quantity being divided. Thus, suppose you had an angle A, // and you wanted to ensure that it was between 0 and 360. // Then mod(A,360.0) would do, if A was positive, but if A // was negative, your result would be between -360 and 0. // // On the other hand, R8_MODP(A,360.0) is between 0 and 360, always. // // Example: // // I J MOD R8_MODP R8_MODP Factorization // // 107 50 7 7 107 = 2 * 50 + 7 // 107 -50 7 7 107 = -2 * -50 + 7 // -107 50 -7 43 -107 = -3 * 50 + 43 // -107 -50 -7 43 -107 = 3 * -50 + 43 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double X, the number to be divided. // // Input, double Y, the number that divides X. // // Output, double R8_MODP, the nonnegative remainder when X is divided by Y. // { double value; if ( y == 0.0 ) { cerr << "\n"; cerr << "R8_MODP - Fatal error!\n"; cerr << " R8_MODP ( X, Y ) called with Y = " << y << "\n"; exit ( 1 ); } value = x - ( ( double ) ( ( int ) ( x / y ) ) ) * y; if ( value < 0.0 ) { value = value + fabs ( y ); } return value; } //****************************************************************************80 int r8_nint ( double x ) //****************************************************************************80 // // Purpose: // // R8_NINT returns the nearest integer to an R8. // // Example: // // X R8_NINT // // 1.3 1 // 1.4 1 // 1.5 1 or 2 // 1.6 2 // 0.0 0 // -0.7 -1 // -1.1 -1 // -1.6 -2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double X, the real value. // // Output, int R8_NINT, the nearest integer to X. // { int s; if ( x < 0.0 ) { s = - 1; } else { s = + 1; } return ( s * ( int ) ( fabs ( x ) + 0.5 ) ); } //****************************************************************************80 double r8_normal_01 ( int &seed ) //****************************************************************************80 // // Purpose: // // R8_NORMAL_01 returns a unit pseudonormal R8. // // Discussion: // // The standard normal probability distribution function (PDF) has // mean 0 and standard deviation 1. // // The Box-Muller method is used, which is efficient, but // generates two values at a time. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 November 2004 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double R8_NORMAL_01, a normally distributed random value. // { double pi = 3.141592653589793; double r1; double r2; static int used = -1; static int seed2 = 0; double x; static double y = 0.0; if ( used == -1 ) { used = 0; } // // If we've used an even number of values so far, generate two more, return one, // and save one. // if ( ( used % 2 )== 0 ) { r1 = r8_uniform_01 ( seed ); if ( r1 == 0.0 ) { cerr << "\n"; cerr << "R8_NORMAL_01 - Fatal error!\n"; cerr << " R8_UNIFORM_01 returned a value of 0.\n"; exit ( 1 ); } seed2 = seed; r2 = r8_uniform_01 ( seed2 ); x = sqrt ( -2.0 * log ( r1 ) ) * cos ( 2.0 * pi * r2 ); y = sqrt ( -2.0 * log ( r1 ) ) * sin ( 2.0 * pi * r2 ); } // // Otherwise, return the second, saved, value and the corresponding // value of SEED. // else { x = y; seed = seed2; } used = used + 1; return x; } //****************************************************************************80 double r8_pi ( ) //****************************************************************************80 // // Purpose: // // R8_PI returns the value of pi. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Output, double R8_PI, the value of pi. // { double pi = 3.141592653589793; return pi; } //****************************************************************************80 double r8_secd ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_SECD returns the secant of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_SECD, the secant of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = 1.0 / cos ( radians ); return value; } //****************************************************************************80 double r8_sign ( double x ) //****************************************************************************80 // // Purpose: // // R8_SIGN returns the "sign" of an R8. // // Discussion: // // Negative arguments return -1, positive arguments +1. // There are reasonable claims that an argument of 0 should // return a 0 but instead they return +1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double X, the argument. // // Output, double R8_SIGN, the sign of X. // { double value; if ( x < 0.0 ) { value = - 1.0; } else { value = + 1.0; } return value; } //****************************************************************************80 bool r8_sign_opposite_strict ( double r1, double r2 ) //****************************************************************************80 // // Purpose: // // R8_SIGN_OPPOSITE_STRICT is TRUE if two R8's are strictly of opposite sign. // // Discussion: // // This test could be coded numerically as // // if ( r1 * r2 < 0.0 ) ... // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 June 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the values to check. // // Output, bool R8_SIGN_OPPOSITE_STRICT, is TRUE if ( R1 < 0 and 0 < R2 ) // or ( R2 < 0 and 0 < R1 ). // { bool value; value = ( r1 < 0.0 && 0.0 < r2 ) || ( r2 < 0.0 && 0.0 < r1 ); return value; } //****************************************************************************80 double r8_sind ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_SIND returns the sine of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_SIND, the sine of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = sin ( radians ); return value; } //****************************************************************************80 void r8_swap ( double *x, double *y ) //****************************************************************************80 // // Purpose: // // R8_SWAP switches two R8s. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 January 2002 // // Author: // // John Burkardt // // Parameters: // // Input/output, double *X, *Y. On output, the values of X and // Y have been interchanged. // { double z; z = *x; *x = *y; *y = z; return; } //****************************************************************************80 double r8_tand ( double degrees ) //****************************************************************************80 // // Purpose: // // R8_TAND returns the tangent of an angle given in degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 July 2014 // // Author: // // John Burkardt // // Parameters: // // Input, double DEGREES, the angle in degrees. // // Output, double R8_TAND, the tangent of the angle. // { const double r8_pi = 3.141592653589793; double radians; double value; radians = r8_pi * ( degrees / 180.0 ); value = sin ( radians ) / cos ( radians ); return value; } //****************************************************************************80 double r8_uniform ( double a, double b, int &seed ) //****************************************************************************80 // // Purpose: // // R8_UNIFORM returns a scaled pseudorandom R8. // // Discussion: // // The pseudorandom number should be uniformly distributed // between A and B. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 November 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, the limits of the interval. // // Input/output, int &SEED, the "seed" value, which should NOT be 0. // On output, SEED has been updated. // // Output, double R8_UNIFORM, a number strictly between A and B. // { double value; value = a + ( b - a ) * r8_uniform_01 ( seed ); return value; } //****************************************************************************80 double r8_uniform_01 ( int &seed ) //****************************************************************************80 // // Purpose: // // R8_UNIFORM_01 returns a unit pseudorandom R8. // // Discussion: // // This routine implements the recursion // // seed = 16807 * seed mod ( 2^31 - 1 ) // R8_uniform_01 = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // If the initial seed is 12345, then the first three computations are // // Input Output R8_UNIFORM_01 // SEED SEED // // 12345 207482415 0.096616 // 207482415 1790989824 0.833995 // 1790989824 2035175616 0.947702 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 August 2004 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation // edited by Jerry Banks, // Wiley Interscience, page 95, 1998. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input/output, int &SEED, the "seed" value. Normally, this // value should not be 0. On output, SEED has been updated. // // Output, double R8_UNIFORM_01, a new pseudorandom variate, strictly between // 0 and 1. // { int k; double r; k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } // // Although SEED can be represented exactly as a 32 bit integer, // it generally cannot be represented exactly as a 32 bit real number! // r = ( double ) ( seed ) * 4.656612875E-10; return r; } //****************************************************************************80 void r82vec_part_quick_a ( int n, double a[], int *l, int *r ) //****************************************************************************80 // // Purpose: // // R82VEC_PART_QUICK_A reorders an R82VEC as part of a quick sort. // // Discussion: // // The routine reorders the entries of A. Using A(1:2,1) as a // key, all entries of A that are less than or equal to the key will // precede the key, which precedes all entries that are greater than the key. // // Example: // // Input: // // N = 8 // // A = ( (2,4), (8,8), (6,2), (0,2), (10,6), (10,0), (0,6), (4,8) ) // // Output: // // L = 2, R = 4 // // A = ( (0,2), (0,6), (2,4), (8,8), (6,2), (10,6), (10,0), (4,8) ) // ----------- ---------------------------------- // LEFT KEY RIGHT // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries of A. // // Input/output, double A[N*2]. On input, the array to be checked. // On output, A has been reordered as described above. // // Output, int *L, *R, the indices of A that define the three segments. // Let KEY = the input value of A(1:2,1). Then // I <= L A(1:2,I) < KEY; // L < I < R A(1:2,I) = KEY; // R <= I A(1:2,I) > KEY. // { int i; int j; double key[2]; int ll; int m; int rr; // if ( n < 1 ) { cerr << "\n"; cerr << "R82VEC_PART_QUICK_A - Fatal error!\n"; cerr << " N < 1.\n"; exit ( 1 ); } if ( n == 1 ) { *l = 0; *r = 2; return; } key[0] = a[0+0*2]; key[1] = a[1+0*2]; m = 1; // // The elements of unknown size have indices between L+1 and R-1. // ll = 1; rr = n + 1; for ( i = 2; i <= n; i++ ) { if ( r8vec_gt ( 2, a+2*ll, key ) ) { rr = rr - 1; r8vec_swap ( 2, a+2*(rr-1), a+2*ll ); } else if ( r8vec_eq ( 2, a+2*ll, key ) ) { m = m + 1; r8vec_swap ( 2, a+2*(m-1), a+2*ll ); ll = ll + 1; } else if ( r8vec_lt ( 2, a+2*ll, key ) ) { ll = ll + 1; } } // // Now shift small elements to the left, and KEY elements to center. // for ( i = 0; i < ll - m; i++ ) { for ( j = 0; j < 2; j++ ) { a[2*i+j] = a[2*(i+m)+j]; } } ll = ll - m; for ( i = ll; i < ll+m; i++ ) { for ( j = 0; j < 2; j++ ) { a[2*i+j] = key[j]; } } *l = ll; *r = rr; return; } //****************************************************************************80 void r82vec_permute ( int n, double a[], int p[] ) //****************************************************************************80 // // Purpose: // // R82VEC_PERMUTE permutes an R82VEC in place. // // Discussion: // // This routine permutes an array of real "objects", but the same // logic can be used to permute an array of objects of any arithmetic // type, or an array of objects of any complexity. The only temporary // storage required is enough to store a single object. The number // of data movements made is N + the number of cycles of order 2 or more, // which is never more than N + N/2. // // Example: // // Input: // // N = 5 // P = ( 2, 4, 5, 1, 3 ) // A = ( 1.0, 2.0, 3.0, 4.0, 5.0 ) // (11.0, 22.0, 33.0, 44.0, 55.0 ) // // Output: // // A = ( 2.0, 4.0, 5.0, 1.0, 3.0 ) // ( 22.0, 44.0, 55.0, 11.0, 33.0 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 February 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of objects. // // Input/output, double A[2*N], the array to be permuted. // // Input, int P[N], the permutation. P(I) = J means // that the I-th element of the output array should be the J-th // element of the input array. P must be a legal permutation // of the integers from 1 to N, otherwise the algorithm will // fail catastrophically. // { double a_temp[2]; int i; int iget; int iput; int istart; if ( !perm_check ( n, p ) ) { cerr << "\n"; cerr << "R82VEC_PERMUTE - Fatal error!\n"; cerr << " The input array does not represent\n"; cerr << " a proper permutation.\n"; i4vec_print ( n, p, " The faulty permutation:" ); exit ( 1 ); } // // Search for the next element of the permutation that has not been used. // for ( istart = 1; istart <= n; istart++ ) { if ( p[istart-1] < 0 ) { continue; } else if ( p[istart-1] == istart ) { p[istart-1] = -p[istart-1]; continue; } else { a_temp[0] = a[0+(istart-1)*2]; a_temp[1] = a[1+(istart-1)*2]; iget = istart; // // Copy the new value into the vacated entry. // for ( ; ; ) { iput = iget; iget = p[iget-1]; p[iput-1] = -p[iput-1]; if ( iget < 1 || n < iget ) { cerr << "\n"; cerr << "R82VEC_PERMUTE - Fatal error!\n"; cerr << " Entry IPUT = " << iput << " of the permutation has\n"; cerr << " an illegal value IGET = " << iget << ".\n"; exit ( 1 ); } if ( iget == istart ) { a[0+(iput-1)*2] = a_temp[0]; a[1+(iput-1)*2] = a_temp[1]; break; } a[0+(iput-1)*2] = a[0+(iget-1)*2]; a[1+(iput-1)*2] = a[1+(iget-1)*2]; } } } // // Restore the signs of the entries. // for ( i = 0; i < n; i++ ) { p[i] = -p[i]; } return; } //****************************************************************************80 void r82vec_print ( int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R82VEC_PRINT prints an R82VEC. // // Discussion: // // A is a two dimensional array of order N by 2, stored as a vector // of rows: A(0,0), A(0,1), // A(1,0), A(1,1) // ... // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components of the vector. // // Input, double A[2*N], the vector to be printed. // // Input, string TITLE, a title. // { int i; cout << "\n"; cout << title << "\n"; cout << "\n"; for ( i = 0; i <= n-1; i++ ) { cout << setw(6) << i << ": " << setw(14) << a[0+i*2] << " " << setw(14) << a[1+i*2] << "\n"; } return; } //****************************************************************************80 int *r82vec_sort_heap_index_a ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R82VEC_SORT_HEAP_INDEX_A does an indexed heap ascending sort of an R82VEC. // // Discussion: // // The sorting is not actually carried out. Rather an index array is // created which defines the sorting. This array may be used to sort // or index the array, or to sort or index related arrays keyed on the // original array. // // Once the index array is computed, the sorting can be carried out // "implicitly: // // A(1:2,INDX(I)), I = 1 to N is sorted, // // or explicitly, by the call // // call R82VEC_PERMUTE ( N, A, INDX ) // // after which A(1:2,I), I = 1 to N is sorted. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 January 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input, double A[2*N], an array to be index-sorted. // // Output, int R82VEC_SORT_HEAP_INDEX_A[N], the sort index. The // I-th element of the sorted array is A(0:1,R82VEC_SORT_HEAP_INDEX_A(I-1)). // { double aval[2]; int i; int *indx; int indxt; int ir; int j; int l; if ( n < 1 ) { return NULL; } if ( n == 1 ) { indx = new int[1]; indx[0] = 1; return indx; } indx = i4vec_indicator_new ( n ); l = n / 2 + 1; ir = n; for ( ; ; ) { if ( 1 < l ) { l = l - 1; indxt = indx[l-1]; aval[0] = a[0+(indxt-1)*2]; aval[1] = a[1+(indxt-1)*2]; } else { indxt = indx[ir-1]; aval[0] = a[0+(indxt-1)*2]; aval[1] = a[1+(indxt-1)*2]; indx[ir-1] = indx[0]; ir = ir - 1; if ( ir == 1 ) { indx[0] = indxt; break; } } i = l; j = l + l; while ( j <= ir ) { if ( j < ir ) { if ( a[0+(indx[j-1]-1)*2] < a[0+(indx[j]-1)*2] || ( a[0+(indx[j-1]-1)*2] == a[0+(indx[j]-1)*2] && a[1+(indx[j-1]-1)*2] < a[1+(indx[j]-1)*2] ) ) { j = j + 1; } } if ( aval[0] < a[0+(indx[j-1]-1)*2] || ( aval[0] == a[0+(indx[j-1]-1)*2] && aval[1] < a[1+(indx[j-1]-1)*2] ) ) { indx[i-1] = indx[j-1]; i = j; j = j + j; } else { j = ir + 1; } } indx[i-1] = indxt; } return indx; } //****************************************************************************80 void r82vec_sort_quick_a ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R82VEC_SORT_QUICK_A ascending sorts an R82VEC using quick sort. // // Discussion: // // A is a two dimensional array of order N by 2, stored as a vector // of rows: A(0,0), A(0,1), // A(1,0), A(1,1) // ... // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input/output, double A[N*2]. // On input, the array to be sorted. // On output, the array has been sorted. // { # define LEVEL_MAX 25 int base; int l_segment; int level; int n_segment; int rsave[LEVEL_MAX]; int r_segment; if ( n < 1 ) { cerr << "\n"; cerr << "R82VEC_SORT_QUICK_A - Fatal error!\n"; cerr << " N < 1.\n"; exit ( 1 ); } if ( n == 1 ) { return; } level = 1; rsave[level-1] = n + 1; base = 1; n_segment = n; while ( 0 < n_segment ) { // // Partition the segment. // r82vec_part_quick_a ( n_segment, a+2*(base-1)+0, &l_segment, &r_segment ); // // If the left segment has more than one element, we need to partition it. // if ( 1 < l_segment ) { if ( LEVEL_MAX < level ) { cerr << "\n"; cerr << "R82VEC_SORT_QUICK_A - Fatal error!\n"; cerr << " Exceeding recursion maximum of " << LEVEL_MAX << "\n"; exit ( 1 ); } level = level + 1; n_segment = l_segment; rsave[level-1] = r_segment + base - 1; } // // The left segment and the middle segment are sorted. // Must the right segment be partitioned? // else if ( r_segment < n_segment ) { n_segment = n_segment + 1 - r_segment; base = base + r_segment - 1; } // // Otherwise, we back up a level if there is an earlier one. // else { for ( ; ; ) { if ( level <= 1 ) { n_segment = 0; break; } base = rsave[level-1]; n_segment = rsave[level-2] - rsave[level-1]; level = level - 1; if ( 0 < n_segment ) { break; } } } } return; # undef LEVEL_MAX } //****************************************************************************80 void r8mat_copy ( int m, int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8MAT_COPY copies one R8MAT to another. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 October 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A1[M*N], the matrix to be copied. // // Input, double A2[M*N], the copy of A1. // { int i; int j; for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { a2[i+j*m] = a1[i+j*m]; } } return; } //****************************************************************************80 double r8mat_det_2d ( double a[2*2] ) //****************************************************************************80 // // Purpose: // // R8MAT_DET_2D computes the determinant of a 2 by 2 R8MAT. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // The determinant of a 2 by 2 matrix is // // a11 * a22 - a12 * a21. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[2*2], the matrix whose determinant is desired. // // Output, double R8MAT_DET_2D, the determinant of the matrix. // { double det; det = a[0+0*2] * a[1+1*2] - a[0+1*2] * a[1+0*2]; return det; } //****************************************************************************80 double r8mat_det_3d ( double a[3*3] ) //****************************************************************************80 // // Purpose: // // R8MAT_DET_3D computes the determinant of a 3 by 3 R8MAT. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // The determinant of a 3 by 3 matrix is // // a11 * a22 * a33 - a11 * a23 * a32 // + a12 * a23 * a31 - a12 * a21 * a33 // + a13 * a21 * a32 - a13 * a22 * a31 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[3*3], the matrix whose determinant is desired. // // Output, double R8MAT_DET_3D, the determinant of the matrix. // { double det; det = a[0+0*3] * ( a[1+1*3] * a[2+2*3] - a[1+2*3] * a[2+1*3] ) + a[0+1*3] * ( a[1+2*3] * a[2+0*3] - a[1+0*3] * a[2+2*3] ) + a[0+2*3] * ( a[1+0*3] * a[2+1*3] - a[1+1*3] * a[2+0*3] ); return det; } //****************************************************************************80 double r8mat_det_4d ( double a[4*4] ) //****************************************************************************80 // // Purpose: // // R8MAT_DET_4D computes the determinant of a 4 by 4 R8MAT. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[4*4], the matrix whose determinant is desired. // // Output, double R8MAT_DET_4D, the determinant of the matrix. // { double det; det = a[0+0*4] * ( a[1+1*4] * ( a[2+2*4] * a[3+3*4] - a[2+3*4] * a[3+2*4] ) - a[1+2*4] * ( a[2+1*4] * a[3+3*4] - a[2+3*4] * a[3+1*4] ) + a[1+3*4] * ( a[2+1*4] * a[3+2*4] - a[2+2*4] * a[3+1*4] ) ) - a[0+1*4] * ( a[1+0*4] * ( a[2+2*4] * a[3+3*4] - a[2+3*4] * a[3+2*4] ) - a[1+2*4] * ( a[2+0*4] * a[3+3*4] - a[2+3*4] * a[3+0*4] ) + a[1+3*4] * ( a[2+0*4] * a[3+2*4] - a[2+2*4] * a[3+0*4] ) ) + a[0+2*4] * ( a[1+0*4] * ( a[2+1*4] * a[3+3*4] - a[2+3*4] * a[3+1*4] ) - a[1+1*4] * ( a[2+0*4] * a[3+3*4] - a[2+3*4] * a[3+0*4] ) + a[1+3*4] * ( a[2+0*4] * a[3+1*4] - a[2+1*4] * a[3+0*4] ) ) - a[0+3*4] * ( a[1+0*4] * ( a[2+1*4] * a[3+2*4] - a[2+2*4] * a[3+1*4] ) - a[1+1*4] * ( a[2+0*4] * a[3+2*4] - a[2+2*4] * a[3+0*4] ) + a[1+2*4] * ( a[2+0*4] * a[3+1*4] - a[2+1*4] * a[3+0*4] ) ); return det; } //****************************************************************************80 double r8mat_det_5d ( double a[5*5] ) //****************************************************************************80 // // Purpose: // // R8MAT_DET_5D computes the determinant of a 5 by 5 R8MAT. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[5*5], the matrix whose determinant is desired. // // Output, double R8MAT_DET_5D, the determinant of the matrix. // { double b[4*4]; double det; int i; int inc; int j; int k; double sign; // // Expand the determinant into the sum of the determinants of the // five 4 by 4 matrices created by dropping row 1, and column k. // det = 0.0; sign = 1.0; for ( k = 0; k < 5; k++ ) { for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { if ( j < k ) { inc = 0; } else { inc = 1; } b[i+j*4] = a[i+1+(j+inc)*5]; } } det = det + sign * a[0+k*5] * r8mat_det_4d ( b ); sign = -sign; } return det; } //****************************************************************************80 double *r8mat_inverse_2d ( double a[] ) //****************************************************************************80 // // Purpose: // // R8MAT_INVERSE_2D inverts a 2 by 2 R8MAT using Cramer's rule. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[2*2], the matrix to be inverted. // // Output, double R8MAT_INVERSE_2D[2*2], the inverse of the matrix A. // { double *b; double det; // // Compute the determinant of A. // det = a[0+0*2] * a[1+1*2] - a[0+1*2] * a[1+0*2]; // // If the determinant is zero, bail out. // if ( det == 0.0 ) { return NULL; } // // Compute the entries of the inverse matrix using an explicit formula. // b = new double[2*2]; b[0+0*2] = + a[1+1*2] / det; b[0+1*2] = - a[0+1*2] / det; b[1+0*2] = - a[1+0*2] / det; b[1+1*2] = + a[0+0*2] / det; return b; } //****************************************************************************80 double *r8mat_inverse_3d ( double a[] ) //****************************************************************************80 // // Purpose: // // R8MAT_INVERSE_3D inverts a 3 by 3 R8MAT using Cramer's rule. // // Discussion: // // The two dimensional array is stored as a one dimensional vector, // by COLUMNS. // // If the determinant is zero, A is singular, and does not have an // inverse. In that case, the output is set to NULL. // // If the determinant is nonzero, its value is an estimate // of how nonsingular the matrix A is. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[3*3], the matrix to be inverted. // // Output, double R8MAT3_INVERSE[3*3], the inverse of the matrix A. // { double *b; double det; // // Compute the determinant of A. // det = a[0+0*3] * ( a[1+1*3] * a[2+2*3] - a[1+2*3] * a[2+1*3] ) + a[0+1*3] * ( a[1+2*3] * a[2+0*3] - a[1+0*3] * a[2+2*3] ) + a[0+2*3] * ( a[1+0*3] * a[2+1*3] - a[1+1*3] * a[2+0*3] ); if ( det == 0.0 ) { return NULL; } b = new double[3*3]; b[0+0*3] = ( a[1+1*3] * a[2+2*3] - a[1+2*3] * a[2+1*3] ) / det; b[0+1*3] = - ( a[0+1*3] * a[2+2*3] - a[0+2*3] * a[2+1*3] ) / det; b[0+2*3] = ( a[0+1*3] * a[1+2*3] - a[0+2*3] * a[1+1*3] ) / det; b[1+0*3] = - ( a[1+0*3] * a[2+2*3] - a[1+2*3] * a[2+0*3] ) / det; b[1+1*3] = ( a[0+0*3] * a[2+2*3] - a[0+2*3] * a[2+0*3] ) / det; b[1+2*3] = - ( a[0+0*3] * a[1+2*3] - a[0+2*3] * a[1+0*3] ) / det; b[2+0*3] = ( a[1+0*3] * a[2+1*3] - a[1+1*3] * a[2+0*3] ) / det; b[2+1*3] = - ( a[0+0*3] * a[2+1*3] - a[0+1*3] * a[2+0*3] ) / det; b[2+2*3] = ( a[0+0*3] * a[1+1*3] - a[0+1*3] * a[1+0*3] ) / det; return b; } //****************************************************************************80 double *r8mat_mv ( int m, int n, double a[], double x[] ) //****************************************************************************80 // // Purpose: // // R8MAT_MV multiplies a matrix times a vector. // // Discussion: // // A R8MAT is a doubly dimensioned array of double precision values, which // may be stored as a vector in column-major order. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns of the matrix. // // Input, double A[M,N], the M by N matrix. // // Input, double X[N], the vector to be multiplied by A. // // Output, double R8MAT_MV[M], the product A*X. // { int i; int j; double *y; y = new double[m]; for ( i = 0; i < m; i++ ) { y[i] = 0.0; for ( j = 0; j < n; j++ ) { y[i] = y[i] + a[i+j*n] * x[j]; } } return y; } //****************************************************************************80 void r8mat_print ( int m, int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R8MAT_PRINT prints an R8MAT, with an optional title. // // Discussion: // // The doubly dimensioned array A is treated as a one dimensional vector, // stored by COLUMNS. Entry A(I,J) is stored as A[I+J*M] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows in A. // // Input, int N, the number of columns in A. // // Input, double A[M*N], the M by N matrix. // // Input, string TITLE, a title. // { r8mat_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void r8mat_print_some ( int m, int n, double a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // R8MAT_PRINT_SOME prints some of an R8MAT. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 April 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of the matrix. // M must be positive. // // Input, int N, the number of columns of the matrix. // N must be positive. // // Input, double A[M*N], the matrix. // // Input, int ILO, JLO, IHI, JHI, designate the first row and // column, and the last row and column to be printed. // // Input, string TITLE, a title. { # define INCX 5 int i; int i2hi; int i2lo; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; // // Print the columns of the matrix, in strips of 5. // for ( j2lo = jlo; j2lo <= jhi; j2lo = j2lo + INCX ) { j2hi = j2lo + INCX - 1; j2hi = i4_min ( j2hi, n ); j2hi = i4_min ( j2hi, jhi ); cout << "\n"; // // For each column J in the current range... // // Write the header. // cout << " Col: "; for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(7) << j << " "; } cout << "\n"; cout << " Row\n"; cout << "\n"; // // Determine the range of the rows in this strip. // i2lo = i4_max ( ilo, 1 ); i2hi = i4_min ( ihi, m ); for ( i = i2lo; i <= i2hi; i++ ) { // // Print out (up to) 5 entries in row I, that lie in the current strip. // cout << setw(5) << i << ": "; for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(12) << a[i-1+(j-1)*m] << " "; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 int r8mat_solve ( int n, int rhs_num, double a[] ) //****************************************************************************80 // // Purpose: // // R8MAT_SOLVE uses Gauss-Jordan elimination to solve an N by N linear system. // // Discussion: // // The doubly dimensioned array A is treated as a one dimensional vector, // stored by COLUMNS. Entry A(I,J) is stored as A[I+J*N] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the order of the matrix. // // Input, int RHS_NUM, the number of right hand sides. RHS_NUM // must be at least 0. // // Input/output, double A[N*(N+RHS_NUM)], contains in rows and columns 1 // to N the coefficient matrix, and in columns N+1 through // N+RHS_NUM, the right hand sides. On output, the coefficient matrix // area has been destroyed, while the right hand sides have // been overwritten with the corresponding solutions. // // Output, int R8MAT_SOLVE, singularity flag. // 0, the matrix was not singular, the solutions were computed; // J, factorization failed on step J, and the solutions could not // be computed. // { double apivot; double factor; int i; int ipivot; int j; int k; double temp; for ( j = 0; j < n; j++ ) { // // Choose a pivot row. // ipivot = j; apivot = a[j+j*n]; for ( i = j; i < n; i++ ) { if ( fabs ( apivot ) < fabs ( a[i+j*n] ) ) { apivot = a[i+j*n]; ipivot = i; } } if ( apivot == 0.0 ) { return j; } // // Interchange. // for ( i = 0; i < n + rhs_num; i++ ) { temp = a[ipivot+i*n]; a[ipivot+i*n] = a[j+i*n]; a[j+i*n] = temp; } // // A(J,J) becomes 1. // a[j+j*n] = 1.0; for ( k = j; k < n + rhs_num; k++ ) { a[j+k*n] = a[j+k*n] / apivot; } // // A(I,J) becomes 0. // for ( i = 0; i < n; i++ ) { if ( i != j ) { factor = a[i+j*n]; a[i+j*n] = 0.0; for ( k = j; k < n + rhs_num; k++ ) { a[i+k*n] = a[i+k*n] - factor * a[j+k*n]; } } } } return 0; } //****************************************************************************80 double *r8mat_solve_2d ( double a[], double b[], double *det ) //****************************************************************************80 // // Purpose: // // R8MAT_SOLVE_2D solves a 2 by 2 linear system using Cramer's rule. // // Discussion: // // If DET is zero, then A is singular, and does not have an // inverse. In that case, X is simply set to zero. // // If DET is nonzero, then its value is roughly an estimate // of how nonsingular the matrix A is. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 November 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double A[2*2], the matrix. // // Input, double B[2], the right hand side. // // Output, double *DET, the determinant of the system. // // Output, double R8MAT_SOLVE_2D[2], the solution of the system, if DET is nonzero. // Otherwise, the NULL vector. // { double *x; // // Compute the determinant. // *det = a[0+0*2] * a[1+1*2] - a[0+1*2] * a[1+0*2]; // // If the determinant is zero, bail out. // if ( *det == 0.0 ) { return NULL; } // // Compute the solution. // x = new double[2]; x[0] = ( a[1+1*2] * b[0] - a[0+1*2] * b[1] ) / ( *det ); x[1] = ( -a[1+0*2] * b[0] + a[0+0*2] * b[1] ) / ( *det ); return x; } //****************************************************************************80 void r8mat_transpose_print ( int m, int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R8MAT_TRANSPOSE_PRINT prints an R8MAT, transposed. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 August 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A[M*N], an M by N matrix to be printed. // // Input, string TITLE, a title. // { r8mat_transpose_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void r8mat_transpose_print_some ( int m, int n, double a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // R8MAT_TRANSPOSE_PRINT_SOME prints some of an R8MAT, transposed. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 August 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A[M*N], an M by N matrix to be printed. // // Input, int ILO, JLO, the first row and column to print. // // Input, int IHI, JHI, the last row and column to print. // // Input, string TITLE, a title. // { # define INCX 5 int i; int i2; int i2hi; int i2lo; int inc; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; for ( i2lo = i4_max ( ilo, 1 ); i2lo <= i4_min ( ihi, m ); i2lo = i2lo + INCX ) { i2hi = i2lo + INCX - 1; i2hi = i4_min ( i2hi, m ); i2hi = i4_min ( i2hi, ihi ); inc = i2hi + 1 - i2lo; cout << "\n"; cout << " Row: "; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(7) << i << " "; } cout << "\n"; cout << " Col\n"; cout << "\n"; j2lo = i4_max ( jlo, 1 ); j2hi = i4_min ( jhi, n ); for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(5) << j << ":"; for ( i2 = 1; i2 <= inc; i2++ ) { i = i2lo - 1 + i2; cout << setw(14) << a[(i-1)+(j-1)*m]; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 double *r8mat_uniform_new ( int m, int n, double a, double b, int &seed ) //****************************************************************************80 // // Purpose: // // R8MAT_UNIFORM_NEW returns a scaled pseudorandom R8MAT. // // Discussion: // // A R8MAT is a doubly dimensioned array of double precision values, which // may be stored as a vector in column-major order. // // This routine implements the recursion // // seed = 16807 * seed mod ( 2**31 - 1 ) // unif = seed / ( 2**31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 October 2005 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A, B, the limits of the pseudorandom values. // // Input/output, int &SEED, the "seed" value. Normally, this // value should not be 0, otherwise the output value of SEED // will still be 0, and r8_uniFORM will be 0. On output, SEED has // been updated. // // Output, double R8MAT_UNIFORM_NEW[M*N], a matrix of pseudorandom values. // { int i; int j; int k; double *r; r = new double[m*n]; for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } // // Although SEED can be represented exactly as a 32 bit integer, // it generally cannot be represented exactly as a 32 bit real number! // r[i+j*m] = a + ( b - a ) * ( double ) ( seed ) * 4.656612875E-10; } } return r; } //****************************************************************************80 void r8mat_uniform_01 ( int m, int n, int &seed, double r[] ) //****************************************************************************80 // // Purpose: // // R8MAT_UNIFORM_01 returns a unit pseudorandom R8MAT. // // Discussion: // // This routine implements the recursion // // seed = ( 16807 * seed ) mod ( 2^31 - 1 ) // u = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 October 2005 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Second Edition, // Springer, 1987, // ISBN: 0387964673, // LC: QA76.9.C65.B73. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, December 1986, pages 362-376. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation, // edited by Jerry Banks, // Wiley, 1998, // ISBN: 0471134031, // LC: T57.62.H37. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, Number 2, 1969, pages 136-143. // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input/output, int &SEED, the "seed" value. Normally, this // value should not be 0. On output, SEED has // been updated. // // Output, double R[M*N], a matrix of pseudorandom values. // { int i; int i4_huge = 2147483647; int j; int k; if ( seed == 0 ) { cerr << "\n"; cerr << "R8MAT_UNIFORM_01 - Fatal error!\n"; cerr << " Input value of SEED = 0.\n"; exit ( 1 ); } for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + i4_huge; } r[i+j*m] = ( double ) ( seed ) * 4.656612875E-10; } } return; } //****************************************************************************80 double *r8mat_uniform_01_new ( int m, int n, int &seed ) //****************************************************************************80 // // Purpose: // // R8MAT_UNIFORM_01_NEW returns a unit pseudorandom R8MAT. // // Discussion: // // This routine implements the recursion // // seed = ( 16807 * seed ) mod ( 2^31 - 1 ) // u = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 October 2005 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Second Edition, // Springer, 1987, // ISBN: 0387964673, // LC: QA76.9.C65.B73. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, December 1986, pages 362-376. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation, // edited by Jerry Banks, // Wiley, 1998, // ISBN: 0471134031, // LC: T57.62.H37. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, Number 2, 1969, pages 136-143. // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input/output, int &SEED, the "seed" value. Normally, this // value should not be 0. On output, SEED has // been updated. // // Output, double R8MAT_UNIFORM_01[M*N], a matrix of pseudorandom values. // { int i; int i4_huge = 2147483647; int j; int k; double *r; if ( seed == 0 ) { cerr << "\n"; cerr << "R8MAT_UNIFORM_01 - Fatal error!\n"; cerr << " Input value of SEED = 0.\n"; exit ( 1 ); } r = new double[m*n]; for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + i4_huge; } r[i+j*m] = ( double ) ( seed ) * 4.656612875E-10; } } return r; } //****************************************************************************80 double r8vec_angle_3d ( double u[], double v[] ) //****************************************************************************80 // // Purpose: // // R8VEC_ANGLE_3D computes the angle between two vectors in 3D. // // Modified: // // 07 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double U[3], V[3], the vectors. // // Output, double ANGLE, the angle between the two vectors. // { double angle; double angle_cos; double u_norm; double uv_dot; double v_norm; uv_dot = r8vec_dot_product ( 3, u, v ); u_norm = sqrt ( r8vec_dot_product ( 3, u, u ) ); v_norm = sqrt ( r8vec_dot_product ( 3, v, v ) ); angle_cos = uv_dot / u_norm / v_norm; angle = r8_acos ( angle_cos ); return angle; } //****************************************************************************80 double *r8vec_any_normal ( int dim_num, double v1[] ) //****************************************************************************80 // // Purpose: // // R8VEC_ANY_NORMAL returns some normal vector to V1. // // Discussion: // // If DIM_NUM < 2, then no normal vector can be returned. // // If V1 is the zero vector, then any unit vector will do. // // No doubt, there are better, more robust algorithms. But I will take // just about ANY reasonable unit vector that is normal to V1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double V1[DIM_NUM], the vector. // // Output, double R8VEC_ANY_NORMAL[DIM_NUM], a vector that is // normal to V2, and has unit Euclidean length. // { int i; int j; int k; double *v2; double vj; double vk; if ( dim_num < 2 ) { cerr << "\n"; cerr << "R8VEC_ANY_NORMAL - Fatal error!\n"; cerr << " Called with DIM_NUM < 2.\n"; exit ( 1 ); } v2 = new double[dim_num]; if ( r8vec_norm ( dim_num, v1 ) == 0.0 ) { r8vec_zero ( dim_num, v2 ); v2[0] = 1.0; return v2; } // // Seek the largest entry in V1, VJ = V1(J), and the // second largest, VK = V1(K). // // Since V1 does not have zero norm, we are guaranteed that // VJ, at least, is not zero. // j = -1; vj = 0.0; k = -1; vk = 0.0; for ( i = 0; i < dim_num; i++ ) { if ( fabs ( vk ) < fabs ( v1[i] ) || k == -1 ) { if ( fabs ( vj ) < fabs ( v1[i] ) || j == -1 ) { k = j; vk = vj; j = i; vj = v1[i]; } else { k = i; vk = v1[i]; } } } // // Setting V2 to zero, except that V2(J) = -VK, and V2(K) = VJ, // will just about do the trick. // r8vec_zero ( dim_num, v2 ); v2[j] = -vk / sqrt ( vk * vk + vj * vj ); v2[k] = vj / sqrt ( vk * vk + vj * vj ); return v2; } //****************************************************************************80 void r8vec_bracket ( int n, double x[], double xval, int *left, int *right ) //****************************************************************************80 // // Purpose: // // R8VEC_BRACKET searches a sorted R8VEC for successive brackets of a value. // // Discussion: // // If the values in the vector are thought of as defining intervals // on the real line, then this routine searches for the interval // nearest to or containing the given value. // // It is always true that RIGHT = LEFT+1. // // If XVAL < X[0], then LEFT = 1, RIGHT = 2, and // XVAL < X[0] < X[1]; // If X(1) <= XVAL < X[N-1], then // X[LEFT-1] <= XVAL < X[RIGHT-1]; // If X[N-1] <= XVAL, then LEFT = N-1, RIGHT = N, and // X[LEFT-1] <= X[RIGHT-1] <= XVAL. // // For consistency, this routine computes indices RIGHT and LEFT // that are 1-based, although it would be more natural in C and // C++ to use 0-based values. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 February 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, length of input array. // // Input, double X[N], an array that has been sorted into ascending order. // // Input, double XVAL, a value to be bracketed. // // Output, int *LEFT, *RIGHT, the results of the search. // { int i; for ( i = 2; i <= n - 1; i++ ) { if ( xval < x[i-1] ) { *left = i - 1; *right = i; return; } } *left = n - 1; *right = n; return; } //****************************************************************************80 void r8vec_copy ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_COPY copies an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], the vector to be copied. // // Input, double A2[N], the copy of A1. // { int i; for ( i = 0; i < n; i++ ) { a2[i] = a1[i]; } return; } //****************************************************************************80 double r8vec_cross_product_2d ( double v1[2], double v2[2] ) //****************************************************************************80 // // Purpose: // // R8VEC_CROSS_PRODUCT_2D finds the cross product of a pair of R8VEC's in 2D. // // Discussion: // // Strictly speaking, the vectors lie in the (X,Y) plane, and // the cross product here is a vector in the Z direction. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[2], V2[2], the vectors. // // Output, double R8VEC_CROSS_PRODUCT_2D, the Z component of the cross product // of V1 and V2. // { double value; value = v1[0] * v2[1] - v1[1] * v2[0]; return value; } //****************************************************************************80 double r8vec_cross_product_affine_2d ( double v0[2], double v1[2], double v2[2] ) //****************************************************************************80 // // Purpose: // // R8VEC_CROSS_PRODUCT_AFFINE_2D finds the affine cross product in 2D. // // Discussion: // // Strictly speaking, the vectors lie in the (X,Y) plane, and // the cross product here is a vector in the Z direction. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V0[2], the base vector. // // Input, double V1[2], V2[2], the vectors. // // Output, double R8VEC_CROSS_PRODUCT_AFFINE_2D, the Z component of the // cross product of V1 and V2. // { double value; value = ( v1[0] - v0[0] ) * ( v2[1] - v0[1] ) - ( v2[0] - v0[0] ) * ( v1[1] - v0[1] ); return value; } //****************************************************************************80 double *r8vec_cross_product_3d ( double v1[3], double v2[3] ) //****************************************************************************80 // // Purpose: // // R8VEC_CROSS_PRODUCT_3D computes the cross product of two R8VEC's in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], the coordinates of the vectors. // // Output, double R8VEC_CROSS_PRODUCT_3D[3], the cross product vector. // { double *v3; v3 = new double[3]; v3[0] = v1[1] * v2[2] - v1[2] * v2[1]; v3[1] = v1[2] * v2[0] - v1[0] * v2[2]; v3[2] = v1[0] * v2[1] - v1[1] * v2[0]; return v3; } //****************************************************************************80 double *r8vec_cross_product_affine_3d ( double v0[3], double v1[3], double v2[3] ) //****************************************************************************80 // // Purpose: // // R8VEC_CROSS_PRODUCT_AFFINE_3D computes the affine cross product in 3D. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V0[3], the base vector. // // Input, double V1[3], V2[3], the coordinates of the vectors. // // Output, double R8VEC_CROSS_PRODUCT_AFFINE_3D[3], the cross product vector. // { double *v3; v3 = ( double * ) malloc ( 3 * sizeof ( double ) ); v3[0] = ( v1[1] - v0[1] ) * ( v2[2] - v0[2] ) - ( v2[1] - v0[1] ) * ( v1[2] - v0[2] ); v3[1] = ( v1[2] - v0[2] ) * ( v2[0] - v0[0] ) - ( v2[2] - v0[2] ) * ( v1[0] - v0[0] ); v3[2] = ( v1[0] - v0[0] ) * ( v2[1] - v0[1] ) - ( v2[0] - v0[0] ) * ( v1[1] - v0[1] ); return v3; } //****************************************************************************80 double r8vec_distance ( int dim_num, double v1[], double v2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_DISTANCE returns the Euclidean distance between two R8VEC's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double V1[DIM_NUM], V2[DIM_NUM], the vectors. // // Output, double R8VEC_DISTANCE, the Euclidean distance // between the vectors. // { int i; double value; value = 0.0; for ( i = 0; i < dim_num; i++ ) { value = value + pow ( v1[i] - v2[i], 2 ); } value = sqrt ( value ); return value; } //****************************************************************************80 double r8vec_dot_product ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_DOT_PRODUCT computes the dot product of a pair of R8VEC's. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], A2[N], the two vectors to be considered. // // Output, double R8VEC_DOT_PRODUCT, the dot product of the vectors. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + a1[i] * a2[i]; } return value; } //****************************************************************************80 double r8vec_dot_product_affine ( int n, double v0[], double v1[], double v2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_DOT_PRODUCT_AFFINE computes the affine dot product. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double V0[N], the base vector. // // Input, double V1[N], V2[N], the two vectors to be considered. // // Output, double R8VEC_DOT_PRODUCT_AFFINE, the dot product of the vectors. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + ( v1[i] - v0[i] ) * ( v2[i] - v0[i] ); } return value; } //****************************************************************************80 bool r8vec_eq ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_EQ is true two R8VEC's are equal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], A2[N], two vectors to compare. // // Output, bool R8VEC_EQ. // R8VEC_EQ is TRUE if every pair of elements A1(I) and A2(I) are equal, // and FALSE otherwise. // { int i; for ( i = 0; i < n; i++ ) { if ( a1[i] != a2[i] ) { return false; } } return true; } //****************************************************************************80 bool r8vec_gt ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_GT == ( A1 > A2 ) for R8VEC's. // // Discussion: // // The comparison is lexicographic. // // A1 > A2 <=> A1(1) > A2(1) or // ( A1(1) == A2(1) and A1(2) > A2(2) ) or // ... // ( A1(1:N-1) == A2(1:N-1) and A1(N) > A2(N) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vectors. // // Input, double A1[N], A2[N], the vectors to be compared. // // Output, bool R8VEC_GT, is TRUE if and only if A1 > A2. // { int i; for ( i = 0; i < n; i++ ) { if ( a2[i] < a1[i] ) { return true; } else if ( a1[i] < a2[i] ) { return false; } } return false; } //****************************************************************************80 bool r8vec_lt ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_LT == ( A1 < A2 ) for R8VEC's. // // Discussion: // // The comparison is lexicographic. // // A1 < A2 <=> A1(1) < A2(1) or // ( A1(1) == A2(1) and A1(2) < A2(2) ) or // ... // ( A1(1:N-1) == A2(1:N-1) and A1(N) < A2(N) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vectors. // // Input, double A1[N], A2[N], the vectors to be compared. // // Output, bool R8VEC_LT, is TRUE if and only if A1 < A2. // { int i; for ( i = 0; i < n; i++ ) { if ( a1[i] < a2[i] ) { return true; } else if ( a2[i] < a1[i] ) { return false; } } return false; } //****************************************************************************80 double r8vec_max ( int n, double *r8vec ) //****************************************************************************80 // // Purpose: // // R8VEC_MAX returns the value of the maximum element in an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 15 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input, double *R8VEC, a pointer to the first entry of the array. // // Output, double R8VEC_MAX, the value of the maximum element. This // is set to 0.0 if N <= 0. // { int i; double rmax = 0.0; double *r8vec_pointer = NULL; if ( n <= 0 ) { rmax = 0.0; return rmax; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { rmax = *r8vec; r8vec_pointer = r8vec; } else { r8vec_pointer++; if ( rmax < *r8vec_pointer ) { rmax = *r8vec_pointer; } } } return rmax; } //****************************************************************************80 double r8vec_mean ( int n, double x[] ) //****************************************************************************80 // // Purpose: // // R8VEC_MEAN returns the mean of an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 May 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vector. // // Input, double X[N], the vector whose mean is desired. // // Output, double R8VEC_MEAN, the mean, or average, of the vector entries. // { int i; double mean; mean = 0.0; for ( i = 0; i < n; i++ ) { mean = mean + x[i]; } mean = mean / ( double ) n; return mean; } //****************************************************************************80 double r8vec_min ( int n, double *r8vec ) //****************************************************************************80 // // Purpose: // // R8VEC_MIN returns the value of the minimum element in an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 15 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input, double *R8VEC, a pointer to the first entry of the array. // // Output, double R8VEC_MIN, the value of the minimum element. This // is set to 0.0 if N <= 0. // { int i; double rmin = 0.0; double *r8vec_pointer = NULL; if ( n <= 0 ) { rmin = 0.0; return rmin; } for ( i = 0; i < n; i++ ) { if ( i == 0 ) { rmin = *r8vec; r8vec_pointer = r8vec; } else { r8vec_pointer++; if ( *r8vec_pointer < rmin ) { rmin = *r8vec_pointer; } } } return rmin; } //****************************************************************************80 bool r8vec_negative_strict ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NEGATIVE_STRICT: all entries of R8VEC are strictly negative. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 June 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vector. // // Input, double A[N], the vector. // // Output, bool R8VEC_NEGATIVE_STRICT, is TRUE if every entry of // A is strictly negative. // { int i; bool value; for ( i = 0; i < n; i++ ) { if ( 0 <= a[i] ) { value = false; return value; } } value = true; return value; } //****************************************************************************80 double r8vec_norm ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NORM returns the L2 norm of an R8VEC. // // Discussion: // // An R8VEC is a vector of R8's. // // The vector L2 norm is defined as: // // R8VEC_NORM = sqrt ( sum ( 1 <= I <= N ) A(I)^2 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 March 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in A. // // Input, double A[N], the vector whose L2 norm is desired. // // Output, double R8VEC_NORM, the L2 norm of A. // { int i; double v; v = 0.0; for ( i = 0; i < n; i++ ) { v = v + a[i] * a[i]; } v = sqrt ( v ); return v; } //****************************************************************************80 double r8vec_norm_affine ( int n, double v0[], double v1[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NORM_AFFINE returns the affine L2 norm of an R8VEC. // // Discussion: // // The affine vector L2 norm is defined as: // // R8VEC_NORM_AFFINE(V0,V1) // = sqrt ( sum ( 1 <= I <= N ) ( V1(I) - V0(I) )^2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vectors. // // Input, double V0[N], the base vector. // // Input, double V1[N], the vector whose affine L2 norm is desired. // // Output, double R8VEC_NORM_AFFINE, the affine L2 norm of V1. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + ( v1[i] - v0[i] ) * ( v1[i] - v0[i] ); } value = sqrt ( value ); return value; } //****************************************************************************80 double *r8vec_normal_01_new ( int n, int &seed ) //****************************************************************************80 // // Purpose: // // R8VEC_NORMAL_01_NEW returns a unit pseudonormal R8VEC. // // Discussion: // // The standard normal probability distribution function (PDF) has // mean 0 and standard deviation 1. // // This routine can generate a vector of values on one call. It // has the feature that it should provide the same results // in the same order no matter how we break up the task. // // Before calling this routine, the user may call RANDOM_SEED // in order to set the seed of the random number generator. // // The Box-Muller method is used, which is efficient, but // generates an even number of values each time. On any call // to this routine, an even number of new values are generated. // Depending on the situation, one value may be left over. // In that case, it is saved for the next call. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 February 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of values desired. If N is negative, // then the code will flush its internal memory; in particular, // if there is a saved value to be used on the next call, it is // instead discarded. This is useful if the user has reset the // random number seed, for instance. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double X(N), a sample of the standard normal PDF. // // Local parameters: // // Local, int MADE, records the number of values that have // been computed. On input with negative N, this value overwrites // the return value of N, so the user can get an accounting of // how much work has been done. // // Local, double R(N+1), is used to store some uniform random values. // Its dimension is N+1, but really it is only needed to be the // smallest even number greater than or equal to N. // // Local, int SAVED, is 0 or 1 depending on whether there is a // single saved value left over from the previous call. // // Local, int X_LO, X_HI, records the range of entries of // X that we need to compute. This starts off as 1:N, but is adjusted // if we have a saved value that can be immediately stored in X(1), // and so on. // // Local, double Y, the value saved from the previous call, if // SAVED is 1. // { int i; int m; static int made = 0; double pi = 3.141592653589793; double *r; static int saved = 0; double *x; int x_hi; int x_lo; static double y = 0.0; // // I'd like to allow the user to reset the internal data. // But this won't work properly if we have a saved value Y. // I'm making a crock option that allows the user to signal // explicitly that any internal memory should be flushed, // by passing in a negative value for N. // if ( n < 0 ) { made = 0; saved = 0; y = 0.0; return NULL; } else if ( n == 0 ) { return NULL; } x = new double[n]; // // Record the range of X we need to fill in. // x_lo = 1; x_hi = n; // // Use up the old value, if we have it. // if ( saved == 1 ) { x[0] = y; saved = 0; x_lo = 2; } // // Maybe we don't need any more values. // if ( x_hi - x_lo + 1 == 0 ) { } // // If we need just one new value, do that here to avoid null arrays. // else if ( x_hi - x_lo + 1 == 1 ) { r = r8vec_uniform_01_new ( 2, seed ); x[x_hi-1] = sqrt ( -2.0 * log ( r[0] ) ) * cos ( 2.0 * pi * r[1] ); y = sqrt ( -2.0 * log ( r[0] ) ) * sin ( 2.0 * pi * r[1] ); saved = 1; made = made + 2; delete [] r; } // // If we require an even number of values, that's easy. // else if ( ( x_hi - x_lo + 1 ) % 2 == 0 ) { m = ( x_hi - x_lo + 1 ) / 2; r = r8vec_uniform_01_new ( 2*m, seed ); for ( i = 0; i <= 2*m-2; i = i + 2 ) { x[x_lo+i-1] = sqrt ( -2.0 * log ( r[i] ) ) * cos ( 2.0 * pi * r[i+1] ); x[x_lo+i ] = sqrt ( -2.0 * log ( r[i] ) ) * sin ( 2.0 * pi * r[i+1] ); } made = made + x_hi - x_lo + 1; delete [] r; } // // If we require an odd number of values, we generate an even number, // and handle the last pair specially, storing one in X(N), and // saving the other for later. // else { x_hi = x_hi - 1; m = ( x_hi - x_lo + 1 ) / 2 + 1; r = r8vec_uniform_01_new ( 2*m, seed ); for ( i = 0; i <= 2*m-4; i = i + 2 ) { x[x_lo+i-1] = sqrt ( -2.0 * log ( r[i] ) ) * cos ( 2.0 * pi * r[i+1] ); x[x_lo+i ] = sqrt ( -2.0 * log ( r[i] ) ) * sin ( 2.0 * pi * r[i+1] ); } i = 2*m - 2; x[x_lo+i-1] = sqrt ( -2.0 * log ( r[i] ) ) * cos ( 2.0 * pi * r[i+1] ); y = sqrt ( -2.0 * log ( r[i] ) ) * sin ( 2.0 * pi * r[i+1] ); saved = 1; made = made + x_hi - x_lo + 2; delete [] r; } return x; } //****************************************************************************80 double r8vec_normsq ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NORMSQ returns the squared L2 norm of an R8VEC. // // Discussion: // // An R8VEC is a vector of R8's. // // The squared vector L2 norm is defined as: // // R8VEC_NORMSQ = sum ( 1 <= I <= N ) A(I)^2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the vector dimension. // // Input, double A[N], the vector. // // Output, double R8VEC_NORMSQ, the squared L2 norm. // { int i; double v; v = 0.0; for ( i = 0; i < n; i++ ) { v = v + a[i] * a[i]; } return v; } //****************************************************************************80 double r8vec_normsq_affine ( int n, double v0[], double v1[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NORMSQ_AFFINE returns the squared affine L2 norm of an R8VEC. // // Discussion: // // The squared affine vector L2 norm is defined as: // // R8VEC_NORMSQ_AFFINE(V0,V1) // = sum ( 1 <= I <= N ) ( V1(I) - V0(I) )^2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vectors. // // Input, double V0[N], the base vector. // // Input, double V1[N], the vector whose squared affine L2 norm is desired. // // Output, double R8VEC_NORMSQ_AFFINE, the squared affine L2 norm. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + ( v1[i] - v0[i] ) * ( v1[i] - v0[i] ); } return value; } //****************************************************************************80 bool r8vec_positive_strict ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R8VEC_POSITIVE_STRICT: all entries of R8VEC are strictly positive. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 24 June 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the dimension of the vector. // // Input, double A[N], the vector. // // Output, bool R8VEC_POSITIVE_STRICT, is TRUE if every entry of // A is strictly positive. // { int i; bool value; for ( i = 0; i < n; i++ ) { if ( a[i] <= 0.0 ) { value = false; return value; } } value = true; return value; } //****************************************************************************80 void r8vec_print ( int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R8VEC_PRINT prints an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components of the vector. // // Input, int A[N], the vector to be printed. // // Input, string TITLE, a title. // { int i; cout << "\n"; cout << title << "\n"; cout << "\n"; for ( i = 0; i <= n-1; i++ ) { cout << setw(6) << i << ": " << setw(10) << a[i] << "\n"; } return; } //****************************************************************************80 void r8vec_print_2d ( double x, double y, string title ) //****************************************************************************80 // // Purpose: // // R8VEC_PRINT_2D prints a 2D vector. // // Discussion: // // A format is used which suggests a coordinate pair: // // Example: // // Center : ( 1.23, 7.45 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double X, Y, the coordinates of the vector. // // Input, string TITLE, a title to be printed, or ' '. // { if ( s_len_trim ( title ) == 0 ) { cout << "(" << setw(10) << x << ", " << setw(10) << y << ")\n"; } else { cout << title << " : (" << setw(10) << x << ", " << setw(10) << y << ")\n"; } return; } //****************************************************************************80 void r8vec_print_3d ( double x, double y, double z, string title ) //****************************************************************************80 // // Purpose: // // R8VEC_PRINT_3D prints a 3D vector. // // Discussion: // // A format is used which suggests a coordinate triple: // // Example: // // Center : ( 1.23, 7.45, -3.12 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double X, Y, Z, the coordinates of the vector. // // Input, string TITLE, a title to be printed, or ' '. // { if ( s_len_trim ( title ) == 0 ) { cout << "( " << setw(10) << x << ", " << setw(10) << y << ", " << setw(10) << z << ")\n"; } else { cout << title << " : ( " << setw(10) << x << ", " << setw(10) << y << ", " << setw(10) << z << ")\n"; } return; } //****************************************************************************80 double r8vec_scalar_triple_product ( double v1[3], double v2[3], double v3[3] ) //****************************************************************************80 // // Purpose: // // R8VEC_SCALAR_TRIPLE_PRODUCT finds the scalar triple product in 3D. // // Discussion: // // [A,B,C] = A dot ( B cross C ) // = B dot ( C cross A ) // = C dot ( A cross B ) // // The volume of a parallelepiped, whose sides are given by // vectors A, B, and C, is abs ( A dot ( B cross C ) ). // // Three vectors are coplanar if and only if their scalar triple // product vanishes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 August 2005 // // Author: // // John Burkardt // // Reference: // // Eric Weisstein, // "Scalar Triple Product", // CRC Concise Encyclopedia of Mathematics, 1999 // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vectors. // // Output, double R8VEC_SCALAR_TRIPLE_PRODUCT, the scalar triple product. // { # define DIM_NUM 3 double *v4; double value; v4 = r8vec_cross_product_3d ( v2, v3 ); value = r8vec_dot_product ( DIM_NUM, v1, v4 ); delete [] v4; return value; # undef DIM_NUM } //****************************************************************************80 void r8vec_swap ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_SWAP swaps the entries of two R8VEC's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the arrays. // // Input/output, double A1[N], A2[N], the vectors to swap. // { int i; double temp; for ( i = 0; i < n; i++ ) { temp = a1[i]; a1[i] = a2[i]; a2[i] = temp; } return; } //****************************************************************************80 double *r8vec_uniform_new ( int n, double a, double b, int &seed ) //****************************************************************************80 // // Purpose: // // R8VEC_UNIFORM_NEW returns a scaled pseudorandom R8VEC. // // Discussion: // // This routine implements the recursion // // seed = 16807 * seed mod ( 2^31 - 1 ) // unif = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 January 2005 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input, int N, the number of entries in the vector. // // Input, double A, B, the lower and upper limits of the pseudorandom values. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double R8VEC_UNIFORM_NEW[N], the vector of pseudorandom values. // { int i; int k; double *r; r = new double[n]; for ( i = 0; i < n; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } r[i] = a + ( b - a ) * ( double ) ( seed ) * 4.656612875E-10; } return r; } //****************************************************************************80 double *r8vec_uniform_01_new ( int n, int &seed ) //****************************************************************************80 // // Purpose: // // R8VEC_UNIFORM_01_NEW returns a unit pseudorandom R8VEC. // // Discussion: // // This routine implements the recursion // // seed = 16807 * seed mod ( 2^31 - 1 ) // unif = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 August 2004 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Springer Verlag, pages 201-202, 1983. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, pages 362-376, 1986. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, pages 136-143, 1969. // // Parameters: // // Input, int N, the number of entries in the vector. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double R8VEC_UNIFORM_01_NEW[N], the vector of pseudorandom values. // { int i; int k; double *r; r = new double[n]; for ( i = 0; i < n; i++ ) { k = seed / 127773; seed = 16807 * ( seed - k * 127773 ) - k * 2836; if ( seed < 0 ) { seed = seed + 2147483647; } r[i] = ( double ) ( seed ) * 4.656612875E-10; } return r; } //****************************************************************************80 double *r8vec_uniform_unit_new ( int m, int &seed ) //****************************************************************************80 // // Purpose: // // R8VEC_UNIFORM_UNIT_NEW generates a random direction vector in ND. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double R8VEC_UNIFORM_UNIT_NEW[M], a random direction vector, with unit norm. // { double *a; int i; double norm; // // Take M random samples from the normal distribution. // a = r8vec_normal_01_new ( m, seed ); // // Compute the norm. // norm = 0.0; for ( i = 0; i < m; i++ ) { norm = norm + a[i] * a[i]; } norm = sqrt ( norm ); // // Normalize. // for ( i = 0; i < m; i++ ) { a[i] = a[i] / norm; } return a; } //****************************************************************************80 double r8vec_variance ( int n, double x[] ) //****************************************************************************80 // // Purpose: // // R8VEC_VARIANCE returns the variance of an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 May 1999 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vector. // // Input, double X[N], the vector whose variance is desired. // // Output, double R8VEC_VARIANCE, the variance of the vector entries. // { int i; double mean; double variance; mean = r8vec_mean ( n, x ); variance = 0.0; for ( i = 0; i < n; i++ ) { variance = variance + ( x[i] - mean ) * ( x[i] - mean ); } if ( 1 < n ) { variance = variance / ( double ) ( n - 1 ); } else { variance = 0.0; } return variance; } //****************************************************************************80 void r8vec_zero ( int n, double a1[] ) //****************************************************************************80 // // Purpose: // // R8VEC_ZERO zeroes an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Output, double A1[N], a vector of zeroes. // { int i; for ( i = 0; i < n; i++ ) { a1[i] = 0.0; } return; } //****************************************************************************80 double radec_distance_3d ( double ra1, double dec1, double ra2, double dec2 ) //****************************************************************************80 // // Purpose: // // RADEC_DISTANCE_3D - angular distance, astronomical units, sphere in 3D. // // Discussion: // // Right ascension is measured in hours, between 0 and 24, and // essentially measures longitude. // // Declination measures the angle from the equator towards the north pole, // and ranges from -90 (South Pole) to 90 (North Pole). // // On the unit sphere, the angular separation between two points is // equal to their geodesic or great circle distance. On any other // sphere, multiply the angular separation by the radius of the // sphere to get the geodesic or great circle distance. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double RA1, DEC1, RA2, DEC2, the right ascension and declination // of the two points. // // Output, double RADEC_DISTANCE_3D, the angular separation between the points, // in radians. // { # define DIM_NUM 3 double cos_theta; int i; double norm_v1; double norm_v2; double phi1; double phi2; double theta1; double theta2; double v1[DIM_NUM]; double v2[DIM_NUM]; double value; theta1 = degrees_to_radians ( 15.0 * ra1 ); phi1 = degrees_to_radians ( dec1 ); v1[0] = cos ( theta1 ) * cos ( phi1 ); v1[1] = sin ( theta1 ) * cos ( phi1 ); v1[2] = sin ( phi1 ); norm_v1 = r8vec_norm ( DIM_NUM, v1 ); theta2 = degrees_to_radians ( 15.0 * ra2 ); phi2 = degrees_to_radians ( dec2 ); v2[0] = cos ( theta2 ) * cos ( phi2 ); v2[1] = sin ( theta2 ) * cos ( phi2 ); v2[2] = sin ( phi2 ); norm_v2 = r8vec_norm ( DIM_NUM, v2 ); cos_theta = 0.0; for ( i = 0; i < 3; i++ ) { cos_theta = cos_theta + v2[i] * v2[i]; } cos_theta = sqrt ( cos_theta ); cos_theta = cos_theta / ( norm_v1 * norm_v2 ); value = r8_acos ( cos_theta ); return value; # undef DIM_NUM } //****************************************************************************80 double *radec_to_xyz ( double ra, double dec ) //****************************************************************************80 // // Purpose: // // RADEC_TO_XYZ converts right ascension/declination to (X,Y,Z) coordinates. // // Discussion: // // Right ascension is measured in hours, between 0 and 24, and // essentially measures longitude. // // Declination measures the angle from the equator towards the north pole, // and ranges from -90 (South Pole) to 90 (North Pole). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double RA, DEC, the right ascension and declination of a point. // // Output, double RADEC_TO_XYZ[3], the corresponding coordinates of a // point with radius 1. // { # define DIM_NUM 3 double *p; double phi; double theta; theta = degrees_to_radians ( 15.0 * ra ); phi = degrees_to_radians ( dec ); p = new double[DIM_NUM]; p[0] = cos ( theta ) * cos ( phi ); p[1] = sin ( theta ) * cos ( phi ); p[2] = sin ( phi ); return p; # undef DIM_NUM } //****************************************************************************80 double radians_to_degrees ( double angle ) //****************************************************************************80 // // Purpose: // // RADIANS_TO_DEGREES converts an angle from radians to degrees. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double ANGLE, an angle in radians. // // Output, double RADIANS_TO_DEGREES, the equivalent angle in degrees. // { double pi = 3.141592653589793; double value; value = ( angle / pi ) * 180.0; return value; } //****************************************************************************80 void radians_to_dms ( double radians, int *degrees, int *minutes, int *seconds ) //****************************************************************************80 // // Purpose: // // RADIANS_TO_DMS converts an angle from radians to degrees/minutes/seconds. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double RADIANS, the angle in radians. // // Output, int *DEGREES, *MINUTES, *SECONDS, the equivalent angle in // degrees, minutes, and seconds. // { double angle; double pi = 3.141592653589793; angle = 180.0 * fabs ( radians ) / pi; *degrees = ( int ) angle; angle = ( angle - ( ( double ) *degrees ) ) * 60.0; *minutes = ( int ) angle; angle = ( angle - ( ( double ) *minutes ) ) * 60.0; *seconds = ( int ) angle; if ( radians < 0.0 ) { *degrees = - *degrees; *minutes = - *minutes; *seconds = - *seconds; } return; } //****************************************************************************80 unsigned long random_initialize ( unsigned long seed ) //****************************************************************************80 // // Purpose: // // RANDOM_INITIALIZE initializes the RANDOM random number generator. // // Discussion: // // If you don't initialize RANDOM, the random number generator, // it will behave as though it were seeded with value 1. // This routine will either take a user-specified seed, or // (if the user passes a 0) make up a "random" one. In either // case, the seed is passed to the appropriate routine // to call when setting the seed for RANDOM. The seed is also // returned to the user as the value of the function. // // Depending on your system, the appropriate seed setting routine // might be SRAND or SRANDOM. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 May 2003 // // Author: // // John Burkardt // // Parameters: // // Input, unsigned long SEED, is either 0, which means that the user // wants this routine to come up with a seed, or nonzero, in which // case the user has supplied the seed. // // Output, unsigned long RANDOM_INITIALIZE, is the value of the seed // passed to the seed setting routine, which is either the user's input // value, or if that was zero, the value selected by this routine. // { if ( seed != 0 ) { cout << "\n"; cout << "RANDOM_INITIALIZE\n"; cout << " Initialize RANDOM with user SEED = " << seed << "\n"; } else { seed = get_seed ( ); cout << "\n"; cout << "RANDOM_INITIALIZE\n"; cout << " Initialize RANDOM with arbitrary SEED = " << seed << "\n"; } // // Now set the seed. // // srand ( seed ); // srandom ( seed ); return seed; } //****************************************************************************80 void rotation_axis_vector_3d ( double axis[3], double angle, double v[3], double w[3] ) //****************************************************************************80 // // Purpose: // // ROTATION_AXIS_VECTOR_3D rotates a vector around an axis vector in 3D. // // Discussion: // // Thanks to Cody Farnell for correcting some mistakes in an earlier // version of this routine. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 May 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double AXIS[3], the axis vector for the rotation. // // Input, double ANGLE, the angle, in radians, of the rotation. // // Input, double V[3], the vector to be rotated. // // Output, double W[3], the rotated vector. // { # define DIM_NUM 3 double axis_norm; double dot; double norm; double normal[DIM_NUM]; double normal_component; double *normal2; double parallel[DIM_NUM]; double rot[DIM_NUM]; double u[DIM_NUM]; // // Compute the length of the rotation axis. // r8vec_copy ( DIM_NUM, axis, u ); axis_norm = r8vec_norm ( DIM_NUM, u ); if ( axis_norm == 0.0 ) { r8vec_zero ( DIM_NUM, w ); return; } u[0] = u[0] / axis_norm; u[1] = u[1] / axis_norm; u[2] = u[2] / axis_norm; // // Compute the dot product of the vector and the unit rotation axis. // dot = r8vec_dot_product ( DIM_NUM, u, v ); // // Compute the parallel component of the vector. // parallel[0] = dot * u[0]; parallel[1] = dot * u[1]; parallel[2] = dot * u[2]; // // Compute the normal component of the vector. // normal[0] = v[0] - parallel[0]; normal[1] = v[1] - parallel[1]; normal[2] = v[2] - parallel[2]; normal_component = r8vec_norm ( DIM_NUM, normal ); if ( normal_component == 0.0 ) { r8vec_copy ( DIM_NUM, parallel, w ); return; } normal[0] = normal[0] / normal_component; normal[1] = normal[1] / normal_component; normal[2] = normal[2] / normal_component; // // Compute a second vector, lying in the plane, perpendicular // to V, and forming a right-handed system. // normal2 = r8vec_cross_product_3d ( u, normal ); norm = r8vec_norm ( DIM_NUM, normal2 ); normal2[0] = normal2[0] / norm; normal2[1] = normal2[1] / norm; normal2[2] = normal2[2] / norm; // // Rotate the normal component by the angle. // rot[0] = normal_component * ( cos ( angle ) * normal[0] + sin ( angle ) * normal2[0] ); rot[1] = normal_component * ( cos ( angle ) * normal[1] + sin ( angle ) * normal2[1] ); rot[2] = normal_component * ( cos ( angle ) * normal[2] + sin ( angle ) * normal2[2] ); delete [] normal2; // // The rotated vector is the parallel component plus the rotated component. // w[0] = parallel[0] + rot[0]; w[1] = parallel[1] + rot[1]; w[2] = parallel[2] + rot[2]; return; # undef DIM_NUM } //****************************************************************************80 void rotation_axis2mat_3d ( double axis[3], double angle, double a[3*3] ) //****************************************************************************80 // // Purpose: // // ROTATION_AXIS2MAT_3D converts a rotation from axis to matrix format in 3D. // // Discussion: // // The two dimensional array A is stored as a one dimensional vector, by columns. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double AXIS[3], the axis vector which remains unchanged by // the rotation. // // Input, double ANGLE, the angular measurement of the rotation about // the axis, in radians. // // Output, double A[3*3], the rotation matrix. // { # define DIM_NUM 3 double ca; double norm; double sa; double v1; double v2; double v3; v1 = axis[0]; v2 = axis[1]; v3 = axis[2]; norm = sqrt ( v1 * v1 + v2 * v2 + v3 * v3 ); if ( norm == 0.0 ) { return; } v1 = v1 / norm; v2 = v2 / norm; v3 = v3 / norm; ca = cos ( angle ); sa = sin ( angle ); a[0+0*3] = v1 * v1 + ca * ( 1.0 - v1 * v1 ); a[1+0*3] = ( 1.0 - ca ) * v2 * v1 + sa * v3; a[2+0*3] = ( 1.0 - ca ) * v3 * v1 - sa * v2; a[0+1*3] = ( 1.0 - ca ) * v1 * v2 - sa * v3; a[1+1*3] = v2 * v2 + ca * ( 1.0 - v2 * v2 ); a[2+1*3] = ( 1.0 - ca ) * v3 * v2 + sa * v1; a[0+2*3] = ( 1.0 - ca ) * v1 * v3 + sa * v2; a[1+2*3] = ( 1.0 - ca ) * v2 * v3 - sa * v1; a[2+2*3] = v3 * v3 + ca * ( 1.0 - v3 * v3 ); return; # undef DIM_NUM } //****************************************************************************80 void rotation_axis2quat_3d ( double axis[3], double angle, double q[4] ) //****************************************************************************80 // // Purpose: // // ROTATION_AXIS2QUAT_3D converts a rotation from axis to quaternion format in 3D. // // Discussion: // // A rotation quaternion Q has the form: // // Q = A + Bi + Cj + Dk // // where A, B, C and D are double numbers, and i, j, and k are to be regarded // as symbolic constant basis vectors, similar to the role of the "i" // in the representation of imaginary numbers. // // A is the cosine of half of the angle of rotation. (B,C,D) is a // unit vector pointing in the direction of the axis of rotation. // Rotation multiplication and inversion can be carried out using // this format and the usual rules for quaternion multiplication // and inversion. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double AXIS[3], the axis vector which remains unchanged by // the rotation. // // Input, double ANGLE, the angular measurement of the rotation about // the axis, in radians. // // Output, double Q[4], the quaternion representing the rotation. // { # define DIM_NUM 3 double norm; norm = r8vec_norm ( DIM_NUM, axis ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "ROTATION_AXIS2QUAT_3D - Fatal error!\n"; cerr << " The axis vector is null.\n"; exit ( 1 ); } q[0] = cos ( 0.5 * angle ); q[1] = axis[0] * sin ( 0.5 * angle ) / norm; q[2] = axis[1] * sin ( 0.5 * angle ) / norm; q[3] = axis[2] * sin ( 0.5 * angle ) / norm; return; # undef DIM_NUM } //****************************************************************************80 void rotation_mat_vector_3d ( double a[3*3], double v[3], double w[3] ) //****************************************************************************80 // // Purpose: // // ROTATION_MAT_VECTOR applies a marix rotation to a vector in 3d. // // Discussion: // // The two dimensional array A is stored as a one dimensional vector, by columns. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double A[3*3], the matrix defining the rotation. // // Input, double V[3], the vector to be rotated. // // Output, double W[3], the rotated vector. // { # define DIM_NUM 3 int i; int j; for ( i = 0; i < DIM_NUM; i++ ) { w[i] = 0.0; for ( j = 0; j < DIM_NUM; j++ ) { w[i] = w[i] + a[i+j*3] * v[j]; } } return; # undef DIM_NUM } //****************************************************************************80 void rotation_mat2axis_3d ( double a[3*3], double axis[3], double *angle ) //****************************************************************************80 // // Purpose: // // ROTATION_MAT2AXIS_3D converts a rotation from matrix to axis format in 3D. // // Discussion: // // The two dimensional array A is stored as a one dimensional vector, by columns. // // The computation is based on the fact that a rotation matrix must // have an eigenvector corresponding to the eigenvalue of 1, hence: // // ( A - I ) * v = 0. // // The eigenvector V is the axis of rotation. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // Jack Kuipers, // Quaternions and Rotation Sequences, // Princeton, 1998. // // Parameters: // // Input, double A[3*3], the rotation matrix. // // Output, double AXIS[3], the axis vector which remains unchanged by // the rotation. // // Output, double *ANGLE, the angular measurement of the rotation about // the axis, in radians. // { # define DIM_NUM 3 double norm; norm = sqrt ( ( a[2+1*3] - a[1+2*3] ) * ( a[2+1*3] - a[1+2*3] ) + ( a[0+2*3] - a[2+0*3] ) * ( a[0+2*3] - a[2+0*3] ) + ( a[1+0*3] - a[0+1*3] ) * ( a[1+0*3] - a[0+1*3] ) ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "ROTATION_MAT2AXIS_3D - Fatal error!\n"; cerr << " A is not a rotation matrix,\n"; cerr << " or there are multiple axes of rotation.\n"; exit ( 1 ); } axis[0] = ( a[2+1*3] - a[1+2*3] ) / norm; axis[1] = ( a[0+2*3] - a[2+0*3] ) / norm; axis[2] = ( a[1+0*3] - a[0+1*3] ) / norm; // // Find the angle. // *angle = r8_acos ( 0.5 * ( a[0+0*3] + a[1+1*3] + a[2+2*3] - 1.0 ) ); return; # undef DIM_NUM } //****************************************************************************80 void rotation_mat2quat_3d ( double a[3*3], double q[4] ) //****************************************************************************80 // // Purpose: // // ROTATION_MAT2QUAT_3D converts a rotation from matrix to quaternion format in 3D. // // Discussion: // // The two dimensional array A is stored as a one dimensional vector, by columns. // // The computation is based on the fact that a rotation matrix must // have an eigenvector corresponding to the eigenvalue of 1, hence: // // ( A - I ) * v = 0. // // The eigenvector V is the axis of rotation. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // Jack Kuipers, // Quaternions and Rotation Sequences, // Princeton, 1998. // // Parameters: // // Input, double A[3*3], the rotation matrix. // // Output, double Q[4], the quaternion representing the rotation. // { # define DIM_NUM 3 double angle; double cos_phi; double norm; double sin_phi; norm = sqrt ( ( a[2+1*3] - a[1+2*3] ) * ( a[2+1*3] - a[1+2*3] ) + ( a[0+2*3] - a[2+0*3] ) * ( a[0+2*3] - a[2+0*3] ) + ( a[1+0*3] - a[0+1*3] ) * ( a[1+0*3] - a[0+1*3] ) ); if ( norm == 0.0 ) { cerr << "\n"; cerr << "ROTATION_MAT2QUAT_3D - Fatal error!\n"; cerr << " A is not a rotation matrix,\n"; cerr << " or there are multiple axes of rotation.\n"; exit ( 1 ); } angle = r8_acos ( 0.5 * ( a[0+0*3] + a[1+1*3] + a[2+2*3] - 1.0 ) ); cos_phi = cos ( 0.5 * angle ); sin_phi = sqrt ( 1.0 - cos_phi * cos_phi ); q[0] = cos_phi; q[1] = sin_phi * ( a[2+1*3] - a[1+2*3] ) / norm; q[2] = sin_phi * ( a[0+2*3] - a[2+0*3] ) / norm; q[3] = sin_phi * ( a[1+0*3] - a[0+1*3] ) / norm; return; # undef DIM_NUM } //****************************************************************************80 void rotation_quat_vector_3d ( double q[4], double v[3], double w[3] ) //****************************************************************************80 // // Purpose: // // ROTATION_QUAT_VECTOR applies a quaternion rotation to a vector in 3d. // // Discussion: // // If Q is a unit quaternion that encodes a rotation of ANGLE // radians about the vector AXIS, then for an arbitrary real // vector V, the result W of the rotation on V can be written as: // // W = Q * V * Conj(Q) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[4], the quaternion defining the rotation. // // Input, double V[3], the vector to be rotated. // // Output, double W[3], the rotated vector. // { w[0] = ( 2.0 * ( q[0] * q[0] + q[1] * q[1] ) - 1.0 ) * v[0] + 2.0 * ( q[1] * q[2] - q[0] * q[3] ) * v[1] + 2.0 * ( q[1] * q[3] + q[0] * q[2] ) * v[2]; w[1] = 2.0 * ( q[1] * q[2] + q[0] * q[3] ) * v[0] + ( 2.0 * ( q[0] * q[0] + q[2] * q[2] ) - 1.0 ) * v[1] + 2.0 * ( q[2] * q[3] - q[0] * q[1] ) * v[2]; w[2] = 2.0 * ( q[1] * q[3] - q[0] * q[2] ) * v[0] + 2.0 * ( q[2] * q[3] + q[0] * q[1] ) * v[1] + ( 2.0 * ( q[0] * q[0] + q[3] * q[3] ) - 1.0 ) * v[2]; return; } //****************************************************************************80 void rotation_quat2axis_3d ( double q[4], double axis[3], double *angle ) //****************************************************************************80 // // Purpose: // // ROTATION_QUAT2AXIS_3D converts a rotation from quaternion to axis format in 3D. // // Discussion: // // A rotation quaternion Q has the form: // // Q = A + Bi + Cj + Dk // // where A, B, C and D are double numbers, and i, j, and k are to be regarded // as symbolic constant basis vectors, similar to the role of the "i" // in the representation of imaginary numbers. // // A is the cosine of half of the angle of rotation. (B,C,D) is a // vector pointing in the direction of the axis of rotation. // Rotation multiplication and inversion can be carried out using // this format and the usual rules for quaternion multiplication // and inversion. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double Q[4], the quaternion representing the rotation. // // Output, double AXIS[3], the axis vector which remains unchanged by // the rotation. // // Output, double *ANGLE, the angular measurement of the rotation about // the axis, in radians. // { # define DIM_NUM 3 double cos_phi; double sin_phi; sin_phi = r8vec_norm ( DIM_NUM, q ); cos_phi = q[0]; *angle = 2.0 * atan2 ( sin_phi, cos_phi ); if ( sin_phi == 0.0 ) { axis[0] = 1.0; axis[1] = 0.0; axis[2] = 0.0; } else { axis[0] = q[1] / sin_phi; axis[1] = q[2] / sin_phi; axis[2] = q[3] / sin_phi; } return; # undef DIM_NUM } //****************************************************************************80 void rotation_quat2mat_3d ( double q[4], double a[3*3] ) //****************************************************************************80 // // Purpose: // // ROTATION_QUAT2MAT_3D converts a rotation from quaternion to matrix format in 3D. // // Discussion: // // The two dimensional array A is stored as a one dimensional vector, by columns. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double Q[4], the quaternion representing the rotation. // // Output, double A[3*3], the rotation matrix. // { # define DIM_NUM 3 double angle; double ca; double cos_phi; double sa; double sin_phi; double v1; double v2; double v3; sin_phi = sqrt ( q[1] * q[1] + q[2] * q[2] + q[3] * q[3] ); cos_phi = q[0]; angle = 2.0 * atan2 ( sin_phi, cos_phi ); if ( sin_phi == 0.0 ) { v1 = 1.0; v2 = 0.0; v3 = 0.0; } else { v1 = q[1] / sin_phi; v2 = q[2] / sin_phi; v3 = q[3] / sin_phi; } ca = cos ( angle ); sa = sin ( angle ); a[0+0*3] = v1 * v1 + ca * ( 1.0 - v1 * v1 ); a[1+0*3] = ( 1.0 - ca ) * v2 * v1 + sa * v3; a[2+0*3] = ( 1.0 - ca ) * v3 * v1 - sa * v2; a[0+1*3] = ( 1.0 - ca ) * v1 * v2 - sa * v3; a[1+1*3] = v2 * v2 + ca * ( 1.0 - v2 * v2 ); a[2+1*3] = ( 1.0 - ca ) * v3 * v2 + sa * v1; a[0+2*3] = ( 1.0 - ca ) * v1 * v3 + sa * v2; a[1+2*3] = ( 1.0 - ca ) * v2 * v3 - sa * v1; a[2+2*3] = v3 * v3 + ca * ( 1.0 - v3 * v3 ); return; # undef DIM_NUM } //****************************************************************************80 void rtp_to_xyz ( double r, double theta, double phi, double xyz[3] ) //****************************************************************************80 // // Purpose: // // RTP_TO_XYZ converts (R,Theta,Phi) to (X,Y,Z) coordinates. // // Discussion: // // R measures the distance of the point to the origin. // // Theta measures the "longitude" of the point, between 0 and 2 PI. // // PHI measures the angle from the "north pole", between 0 and PI. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 July 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double R, THETA, PHI, the radius, longitude, and // declination of a point. // // Output, double XYZ[3], the corresponding Cartesian coordinates. // { xyz[0] = r * cos ( theta ) * sin ( phi ); xyz[1] = r * sin ( theta ) * sin ( phi ); xyz[2] = r * cos ( phi ); return; } //****************************************************************************80 int s_len_trim ( string s ) //****************************************************************************80 // // Purpose: // // S_LEN_TRIM returns the length of a string to the last nonblank. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, string S, a string. // // Output, int S_LEN_TRIM, the length of the string to the last nonblank. // If S_LEN_TRIM is 0, then the string is entirely blank. // { int n; n = s.length ( ); while ( 0 < n ) { if ( s[n-1] != ' ' ) { return n; } n = n - 1; } return n; } //****************************************************************************80 void segment_contains_point_1d ( double p1, double p2, double p3, double *u ) //****************************************************************************80 // // Purpose: // // SEGMENT_CONTAINS_POINT_1D reports if a line segment contains a point in 1D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double P1, P2, two points defining a line segment. // The line segment has origin at P1, and unit at P2. // // Input, double P3, a point to be tested. // // Output, double *U, the coordinate of P3 in units of (P2-P1). // The point P3 is contained in the line segment if 0 <= U <= 1. // { double unit; unit = p2 - p1; if ( unit == 0.0 ) { if ( p3 == p1 ) { *u = 0.5; } else if ( p3 < p1 ) { *u = -r8_huge ( ); } else if ( p1 < p3 ) { *u = r8_huge ( ); } } else { *u = ( p3 - p1 ) / unit; } return; } //****************************************************************************80 void segment_contains_point_2d ( double p1[2], double p2[2], double p3[2], double u[2] ) //****************************************************************************80 // // Purpose: // // SEGMENT_CONTAINS_POINT_2D reports if a line segment contains a point in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // In exact arithmetic, point P3 is on the line segment between // P1 and P2 if and only if 0 <= U(1) <= 1 and U(2) = 0. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the endpoints of a line segment. // // Input, double P3[2], a point to be tested. // // Output, double U[2], U[0] is the coordinate of P3 along the axis from // with origin at P1 and unit at P2, and U[1] is the magnitude of the off-axis // portion of the vector P3-P1, measured in units of (P2-P1). // { # define DIM_NUM 2 double t1; double t2; double unit; unit = sqrt ( ( p2[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p2[1] - p1[1] ) * ( p2[1] - p1[1] ) ); if ( unit == 0.0 ) { if ( r8vec_eq ( DIM_NUM, p1, p3 ) ) { u[0] = 0.5; u[1] = 0.0; } else { u[0] = 0.5; u[1] = r8_huge ( ); } } else { u[0] = ( ( p3[0] - p1[0] ) * ( p2[0] - p1[0] ) + ( p3[1] - p1[1] ) * ( p2[1] - p1[1] ) ) / ( unit * unit ); t1 = ( ( u[0] - 1.0 ) * p1[0] - u[0] * p2[0] + p3[0] ); t2 = ( ( u[0] - 1.0 ) * p1[1] - u[0] * p2[1] + p3[1] ); u[1] = sqrt ( t1 * t1 + t2 * t2 ) / unit; } return; # undef DIM_NUM } //****************************************************************************80 void segment_point_coords_2d ( double p1[2], double p2[2], double p[2], double *s, double *t ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_COORDS_2D: coordinates of a point on a line segment in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points P1 and P2. // // By the coordinates of a point P with respect to a line segment [P1,P2] // we mean numbers S and T such that S gives us the distance from the // point P to the nearest point PN on the line (not the line segment!), // and T gives us the position of PN relative to P1 and P2. // // If S is zero, then P lies on the line. // // If 0 <= T <= 1, then PN lies on the line segment. // // If both conditions hold, then P lies on the line segment. // // If E is the length of the line segment, then the distance of the // point to the line segment is: // // sqrt ( S^2 + T^2 * E^2 ) if T <= 0; // S if 0 <= T <= 1 // sqrt ( S^2 + (T-1)^2 * E62 ) if 1 <= T // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the endpoints of the line segment. // // Input, double P[2], the point to be considered. // // Output, double *S, the distance of P to the nearest point PN // on the line through P1 and P2. (S will always be nonnegative.) // // Output, double *T, the relative position of the point PN // to the points P1 and P2. // { # define DIM_NUM 2 double bot; int i; double pn[DIM_NUM]; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { *t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } *t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *t = *t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } *t = *t / bot; } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + ( *t ) * ( p2[i] - p1[i] ); } *s = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *s = *s + pow ( p[i] - pn[i], 2 ); } *s = sqrt ( *s ); return; # undef DIM_NUM } //****************************************************************************80 void segment_point_coords_3d ( double p1[3], double p2[3], double p[3], double *s, double *t ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_COORDS_3D: coordinates of a point on a line segment in 3D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points P1 and P2. // // By the coordinates of a point P with respect to a line segment [P1,P2] // we mean numbers S and T such that S gives us the distance from the // point P to the nearest point PN on the line (not the line segment!), // and T gives us the position of PN relative to P1 and P2. // // If S is zero, then P lies on the line. // // If 0 <= T <= 1, then PN lies on the line segment. // // If both conditions hold, then P lies on the line segment. // // If E is the length of the line segment, then the distance of the // point to the line segment is: // // sqrt ( S^2 + T^2 * E^2 ) if T <= 0; // S if 0 <= T <= 1 // sqrt ( S^2 + (T-1)^2 * E^2 ) if 1 <= T // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the endpoints of the line segment. // // Input, double P[3], the point to be considered. // // Output, double *S, the distance of P to the nearest point PN // on the line through P1 and P2. (S will always be nonnegative.) // // Output, double *T, the relative position of the point PN // to the points P1 and P2. // { # define DIM_NUM 3 double bot; int i; double pn[DIM_NUM]; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { *t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } *t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *t = *t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } *t = *t / bot; } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + ( *t ) * ( p2[i] - p1[i] ); } *s = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *s = *s + pow ( p[i] - pn[i], 2 ); } *s = sqrt ( *s ); return; # undef DIM_NUM } //****************************************************************************80 double segment_point_dist_2d ( double p1[2], double p2[2], double p[2] ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_DIST_2D: distance ( line segment, point ) in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // The nearest point will satisfy the condition // // PN = (1-T) * P1 + T * P2. // // T will always be between 0 and 1. // // Thanks to Kirill Speransky for pointing out that a previous version // of this routine was incorrect, 02 May 2006. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 May 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the endpoints of the line segment. // // Input, double P[2], the point whose nearest neighbor on the line // segment is to be determined. // // Output, double SEGMENT_POINT_DIST_2D, the distance from the point // to the line segment. // { # define DIM_NUM 2 double bot; double dist; int i; double t; double pn[DIM_NUM]; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { t = t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } t = t / bot; t = r8_max ( t, 0.0 ); t = r8_min ( t, 1.0 ); } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + t * ( p2[i] - p1[i] ); } dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dist = dist + pow ( p[i] - pn[i], 2 ); } dist = sqrt ( dist ); return dist; # undef DIM_NUM } //****************************************************************************80 double segment_point_dist_3d ( double p1[3], double p2[3], double p[3] ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_DIST_3D: distance ( line segment, point ) in 3D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // Thanks to Kirill Speransky for pointing out that a previous version // of this routine was incorrect, 02 May 2006. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 May 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the endpoints of the line segment. // // Input, double P[3], the point whose nearest neighbor on the line // segment is to be determined. // // Output, double SEGMENT_POINT_DIST_3D, the distance from the point // to the line segment. // { # define DIM_NUM 3 double bot; double dist; int i; double t; double pn[DIM_NUM]; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { t = t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } t = t / bot; t = r8_max ( t, 0.0 ); t = r8_min ( t, 1.0 ); } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + t * ( p2[i] - p1[i] ); } dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dist = dist + pow ( p[i] - pn[i], 2 ); } dist = sqrt ( dist ); return dist; # undef DIM_NUM } //****************************************************************************80 void segment_point_near_2d ( double p1[2], double p2[2], double p[2], double pn[2], double *dist, double *t ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_NEAR_2D finds the point on a line segment nearest a point in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // The nearest point will satisfy the condition: // // PN = (1-T) * P1 + T * P2. // // and T will always be between 0 and 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the two endpoints of the line segment. // // Input, double P[2], the point whose nearest neighbor // on the line segment is to be determined. // // Output, double PN[2], the point on the line segment which is nearest P. // // Output, double *DIST, the distance from the point to the nearest point // on the line segment. // // Output, double *T, the relative position of the point Pn to the // points P1 and P2. // { # define DIM_NUM 2 double bot; int i; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { *t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } *t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *t = *t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } *t = *t / bot; *t = r8_max ( *t, 0.0 ); *t = r8_min ( *t, 1.0 ); } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + *t * ( p2[i] - p1[i] ); } *dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *dist = *dist + pow ( p[i] - pn[i], 2 ); } *dist = sqrt ( *dist ); return; # undef DIM_NUM } //****************************************************************************80 void segment_point_near_3d ( double p1[3], double p2[3], double p[3], double pn[3], double *dist, double *t ) //****************************************************************************80 // // Purpose: // // SEGMENT_POINT_NEAR_3D finds the point on a line segment nearest a point in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the two endpoints of the line segment. // // Input, double P[3], the point whose nearest neighbor // on the line segment is to be determined. // // Output, double PN[3], the point on the line segment which is nearest to P. // // Output, double *DIST, the distance from the point to the nearest point // on the line segment. // // Output, double *T, the relative position of the nearest point // PN to the defining points P1 and P2. // // PN = (1-T)*P1 + T*P2. // // T will always be between 0 and 1. // // { # define DIM_NUM 3 double bot; int i; // // If the line segment is actually a point, then the answer is easy. // if ( r8vec_eq ( DIM_NUM, p1, p2 ) ) { *t = 0.0; } else { bot = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { bot = bot + pow ( p2[i] - p1[i], 2 ); } *t = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *t = *t + ( p[i] - p1[i] ) * ( p2[i] - p1[i] ); } *t = *t / bot; *t = r8_max ( *t, 0.0 ); *t = r8_min ( *t, 1.0 ); } for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + *t * ( p2[i] - p1[i] ); } *dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { *dist = *dist + pow ( p[i] - pn[i], 2 ); } *dist = sqrt ( *dist ); return; # undef DIM_NUM } //****************************************************************************80 double segments_curvature_2d ( double p1[2], double p2[2], double p3[2] ) //****************************************************************************80 // // Purpose: // // SEGMENTS_CURVATURE_2D computes the curvature of two line segments in 2D. // // Discussion: // // We assume that the segments [P1,P2] and [P2,P3] are given. // // We compute the circle that passes through P1, P2 and P3. // // The inverse of the radius of this circle is the local "curvature". // // If curvature is 0, the two line segments have the same slope, // and the three points are collinear. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 March 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], P3[2], the points. // // Output, double SEGMENTS_CURVATURE_2D, the local curvature. // { # define DIM_NUM 2 double curvature; double pc[DIM_NUM]; double r; circle_exp2imp_2d ( p1, p2, p3, &r, pc ); if ( 0.0 < r ) { curvature = 1.0 / r; } else { curvature = 0.0; } return curvature; # undef DIM_NUM } //****************************************************************************80 double segments_dist_2d ( double p1[2], double p2[2], double q1[2], double q2[2] ) //****************************************************************************80 // // Purpose: // // SEGMENTS_DIST_2D computes the distance between two line segments in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // If the lines through [P1,P2] and [Q1,Q2] intersect, and both // line segments include the point of intersection, then the distance // is zero and we are done. // // Therefore, we compute the intersection of the two lines, and // find the coordinates of that intersection point on each line. // This will tell us if the zero distance case has occurred. // // Otherwise, let PN and QN be points in [P1,P2] and [Q1,Q2] for which // the distance is minimal. If the lines do not intersect, then it // cannot be the case that both PN and QN are strictly interior to their // line segments, aside from the exceptional singular case when // the line segments overlap or are parallel. Even then, one of PN // and QN may be taken to be a segment endpoint. // // Therefore, our second computation finds the minimum of: // // Distance ( P1, [Q1,Q2] ); // Distance ( P2, [Q1,Q2] ); // Distance ( Q1, [P1,P2] ); // Distance ( Q2, [P1,P2] ); // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the endpoints of the first segment. // // Input, double Q1[2], Q2[2], the endpoints of the second segment. // // Output, double SEGMENTS_DIST_2D, the distance between the line segments. // { # define DIM_NUM 2 double dist; double dist2; int ival; double r[DIM_NUM]; double rps; double rpt; double rqs; double rqt; // // Determine whether and where the underlying lines intersect. // lines_exp_int_2d ( p1, p2, q1, q2, &ival, r ); // // If there is exactly one intersection point part of both lines, // check that it is part of both line segments. // if ( ival == 1 ) { segment_point_coords_2d ( p1, p2, r, &rps, &rpt ); segment_point_coords_2d ( q1, q2, r, &rqs, &rqt ); if ( 0.0 <= rpt && rpt <= 1.0 && 0.0 <= rqt && rqt <= 1.0 ) { dist = 0.0; return dist; } } // // If there is no intersection, or the intersection point is // not part of both line segments, then an endpoint of one // line segment achieves the minimum distance. // dist2 = segment_point_dist_2d ( q1, q2, p1 ); dist = dist2; dist2 = segment_point_dist_2d ( q1, q2, p2 ); dist = r8_min ( dist, dist2 ); dist2 = segment_point_dist_2d ( p1, p2, q1 ); dist = r8_min ( dist, dist2 ); dist2 = segment_point_dist_2d ( p1, p2, q2 ); dist = r8_min ( dist, dist2 ); return dist; # undef DIM_NUM } //****************************************************************************80 double segments_dist_3d ( double p1[3], double p2[3], double q1[3], double q2[3] ) //****************************************************************************80 // // Purpose: // // SEGMENTS_DIST_3D computes the distance between two line segments in 3D. // // Discussion: // // // NOTE: The special cases for identical and parallel lines have not been // worked out yet; those cases are exceptional, and so this code // is made available in a slightly unfinished form! // // // A line segment is the finite portion of a line that lies between // two points P1 and P2. // // Given two line segments, consider the underlying lines on which // they lie. // // A) If the lines are identical, then the distance between the line segments // is 0, if the segments overlap, or otherwise is attained by the // minimum of the distances between each endpoint and the opposing // line segment. // // B) If the lines are parallel, then the distance is either the distance // between the lines, if the projection of one line segment onto // the other overlaps, or otherwise is attained by the // minimum of the distances between each endpoint and the opposing // line segment. // // C) If the lines are not identical, and not parallel, then there are // unique points PN and QN which are the closest pair of points on the lines. // If PN is interior to [P1,P2] and QN is interior to [Q1,Q2], // then the distance between the two line segments is the distance // between PN and QN. Otherwise, the nearest distance can be computed // by taking the minimum of the distance from each endpoing to the // opposing line segment. // // Therefore, our computation first checks whether the lines are // identical, parallel, or other, and checks for the special case // where the minimum occurs in the interior. // // If that case is ruled out, it computes and returns the minimum of: // // Distance ( P1, [Q1,Q2] ); // Distance ( P2, [Q1,Q2] ); // Distance ( Q1, [P1,P2] ); // Distance ( Q2, [P1,P2] ); // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 August 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the endpoints of the first // segment. // // Input, double Q1[3], Q2[3], the endpoints of the second // segment. // // Output, double SEGMENTS_DIST_3D, the distance between the line segments. // { # define DIM_NUM 3 double a; double b; double c; double d; double det; double dist; double dist2; double e; int i; double pn[DIM_NUM]; double qn[DIM_NUM]; double sn; double tn; double u[DIM_NUM]; double v[DIM_NUM]; double w0[DIM_NUM]; // // The lines are identical. // THIS CASE NOT SET UP YET // // if ( lines_exp_equal_3d ( p1, p2, q1, q2 ) ) then // end if // // The lines are not identical, but parallel // THIS CASE NOT SET UP YET. // // if ( lines_exp_parallel_3d ( p1, p2, q1, q2 ) ) then // end if // // C: The lines are not identical, not parallel. // // // Let U = (P2-P1) and V = (Q2-Q1) be the direction vectors on // the two lines. // for ( i = 0; i < DIM_NUM; i++ ) { u[i] = p2[i] - p1[i]; } for ( i = 0; i < DIM_NUM; i++ ) { v[i] = q2[i] - q1[i]; } // // Let SN be the unknown coordinate of the nearest point PN on line 1, // so that PN = P(SN) = P1 + SN * (P2-P1). // // Let TN be the unknown coordinate of the nearest point QN on line 2, // so that QN = Q(TN) = Q1 + TN * (Q2-Q1). // // Let W0 = (P1-Q1). // for ( i = 0; i < DIM_NUM; i++ ) { w0[i] = p1[i] - q1[i]; } // // The vector direction WC = P(SN) - Q(TC) is unique (among directions) // perpendicular to both U and V, so // // U dot WC = 0 // V dot WC = 0 // // or, equivalently: // // U dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // V dot ( P1 + SN * (P2 - P1) - Q1 - TN * (Q2 - Q1) ) = 0 // // or, equivalently: // // (u dot u ) * sn - (u dot v ) tc = -u * w0 // (v dot u ) * sn - (v dot v ) tc = -v * w0 // // or, equivalently: // // ( a -b ) * ( sn ) = ( -d ) // ( b -c ) ( tc ) ( -e ) // a = r8vec_dot_product ( DIM_NUM, u, u ); b = r8vec_dot_product ( DIM_NUM, u, v ); c = r8vec_dot_product ( DIM_NUM, v, v ); d = r8vec_dot_product ( DIM_NUM, u, w0 ); e = r8vec_dot_product ( DIM_NUM, v, w0 ); // // Check the determinant. // det = - a * c + b * b; if ( det == 0.0 ) { sn = 0.0; if ( fabs ( b ) < fabs ( c ) ) { tn = e / c; } else { tn = d / b; } } else { sn = ( c * d - b * e ) / det; tn = ( b * d - a * e ) / det; } // // Now if both nearest points on the lines // also happen to lie inside their line segments, // then we have found the nearest points on the line segments. // if ( 0.0 <= sn && sn <= 1.0 && 0.0 <= tn && tn <= 1.0 ) { for ( i = 0; i < DIM_NUM; i++ ) { pn[i] = p1[i] + sn * ( p2[i] - p1[i] ); } for ( i = 0; i < DIM_NUM; i++ ) { qn[i] = q1[i] + tn * ( q2[i] - q1[i] ); } dist = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { dist = dist + pow ( pn[i] - qn[i], 2 ); } dist = sqrt ( dist ); return dist; } // // The nearest point did not occur in the interior. // Therefore it must be achieved at an endpoint. // dist2 = segment_point_dist_3d ( q1, q2, p1 ); dist = dist2; dist2 = segment_point_dist_3d ( q1, q2, p2 ); dist = r8_min ( dist, dist2 ); dist2 = segment_point_dist_3d ( p1, p2, q1 ); dist = r8_min ( dist, dist2 ); dist2 = segment_point_dist_3d ( p1, p2, q2 ); dist = r8_min ( dist, dist2 ); return dist; # undef DIM_NUM } //****************************************************************************80 double segments_dist_3d_old ( double p1[3], double p2[3], double p3[3], double p4[3] ) //****************************************************************************80 // // Purpose: // // SEGMENTS_DIST_3D_OLD computes the distance between two line segments in 3D. // // Discussion: // // A line segment is the portion of an infinite line that lies between // two given points. The behavior of the distance function is a bit // complicated. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 November 1998 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], the endpoints of the first segment. // // Input, double P3[3], P4[3], the endpoints of the second segment. // // Output, double SEGMENTS_DIST_3D, the distance between the line segments. // { # define DIM_NUM 3 double d1; double d2; double dist; double dl; double dm; double dr; double pn1[DIM_NUM]; double pn2[DIM_NUM]; double pt[DIM_NUM]; bool result; double t1; double t2; double tl; double tm; double tmin; double tr; // // Find the nearest points on line 2 to the endpoints of line 1. // segment_point_near_3d ( p3, p4, p1, pn1, &d1, &t1 ); segment_point_near_3d ( p3, p4, p2, pn2, &d2, &t2 ); if ( t1 == t2 ) { dist = segment_point_dist_3d ( p1, p2, pn1 ); return dist; } // // On line 2, over the interval between the points nearest to line 1, // the square of the distance of any point to line 1 is a quadratic function. // Evaluate it at three points, and seek its local minimum. // dl = segment_point_dist_3d ( p1, p2, pn1 ); pt[0] = 0.5 * ( pn1[0] + pn2[0] ); pt[1] = 0.5 * ( pn1[1] + pn2[1] ); pt[2] = 0.5 * ( pn1[2] + pn2[2] ); dm = segment_point_dist_3d ( p1, p2, pt ); dr = segment_point_dist_3d ( p1, p2, pn2 ); tl = 0.0; tm = 0.5; tr = 1.0; dl = dl * dl; dm = dm * dm; dr = dr * dr; result = minquad ( tl, dl, tm, dm, tr, dr, &tmin, &dist ); if ( !result ) { cerr << "\n"; cerr << "SEGMENTS_DIST_3D - Fatal error!\n"; cerr << " MINQUAD returned error condition.\n"; exit ( 1 ); } dist = sqrt ( dist ); return dist; # undef DIM_NUM } //****************************************************************************80 double segments_int_1d ( double p1, double p2, double q1, double q2, double *r1, double *r2 ) //****************************************************************************80 // // Purpose: // // SEGMENTS_INT_1D computes the intersection of two line segments in 1D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // In 1D, two line segments "intersect" if they overlap. // // Using a real number DIST to report overlap is preferable to // returning a TRUE/FALSE flag, since DIST is better able to // handle cases where the segments "almost" interlap. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double P1, P2, the endpoints of the first segment. // // Input, double Q1, Q2, the endpoints of the second segment. // // Output, double *R1, *R2, the endpoints of the intersection // segment. // If DIST < 0, then the interval [R1,R2] is the common intersection // of the two segments. // If DIST = 0, then R1 = R2 is the single common point of the two segments. // If DIST > 0, then (R1,R2) is an open interval separating the two // segments, which do not overlap at all. // // Output, double SEGMENTS_INT_1D, the "distance" DIST between the segments. // < 0, the segments overlap, and the overlap is DIST units long; // = 0, the segments overlap at a single point; // > 0, the segments do not overlap. The distance between the nearest // points is DIST units. // { double dist; *r1 = r8_max ( r8_min ( p1, p2 ), r8_min ( q1, q2 ) ); *r2 = r8_min ( r8_max ( p1, p2 ), r8_max ( q1, q2 ) ); dist = ( *r1 ) - ( *r2 ); return dist; } //****************************************************************************80 void segments_int_2d ( double p1[2], double p2[2], double p3[2], double p4[2], int *flag, double p5[2] ) //****************************************************************************80 // // Purpose: // // SEGMENTS_INT_2D computes the intersection of two line segments in 2D. // // Discussion: // // A line segment is the finite portion of a line that lies between // two points. // // In 2D, two line segments might not intersect, even though the // lines, of which they are portions, intersect. // // Thanks to Siavosh Bahrami for pointing out an error involving incorrect // indexing of the U array, 17 August 2005. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], P2[2], the endpoints of the first segment. // // Input, double P3[2], P4[2], the endpoints of the second segment. // // Output, int *FLAG, records the results. // 0, the line segments do not intersect. // 1, the line segments intersect. // // Output, double *P5[2]. // If FLAG = 0, P5 = 0. // If FLAG = 1, then P5 is a point of intersection. // { # define DIM_NUM 2 int ival; double tol = 0.001; double u[DIM_NUM]; // // Find the intersection of the two lines. // lines_exp_int_2d ( p1, p2, p3, p4, &ival, p5 ); if ( ival == 0 ) { *flag = 0; p5[0] = 0.0; p5[1] = 0.0; return; } // // Is the intersection point on the first line segment? // segment_contains_point_2d ( p1, p2, p5, u ); if ( u[0] < 0.0 || 1.0 < u[0] || tol < u[1] ) { *flag = 0; p5[0] = 0.0; p5[1] = 0.0; return; } // // Is the intersection point on the second line segment? // segment_contains_point_2d ( p3, p4, p5, u ); if ( u[0] < 0.0 || 1.0 < u[0] || tol < u[1] ) { *flag = 0; p5[0] = 0.0; p5[1] = 0.0; return; } *flag = 1; return; # undef DIM_NUM } //****************************************************************************80 double shape_point_dist_2d ( double pc[2], double p1[2], int side_num, double p[2] ) //****************************************************************************80 // // Purpose: // // SHAPE_POINT_DIST_2D: distance ( regular shape, point ) in 2D. // // Discussion: // // The "regular shape" is assumed to be an equilateral and equiangular // polygon, such as the standard square, pentagon, hexagon, and so on. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PC[2], the center of the shape. // // Input, double P1[2], the first vertex of the shape. // // Input, int SIDE_NUM, the number of sides. // // Input, double P[2], the point to be checked. // // Output, double SHAPE_POINT_DIST_2D, the distance from the point // to the shape. // { # define DIM_NUM 2 double angle; double angle2; double dist; double pa[DIM_NUM]; double pb[DIM_NUM]; double pi = 3.141592653589793; double radius; double sector_angle; int sector_index; // // Determine the angle subtended by a single side. // sector_angle = 360.0 / ( ( double ) side_num ); // // How long is the half-diagonal? // radius = sqrt ( pow ( p1[0] - pc[0], 2 ) + pow ( p1[1] - pc[1], 2 ) ); // // If the radius is zero, then the shape is a point and the computation is easy. // if ( radius == 0.0 ) { dist = sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) ); return dist; } // // If the test point is at the center, then the computation is easy. // The angle subtended by any side is ( 2 * PI / SIDE_NUM ) and the // nearest distance is the midpoint of any such side. // if ( sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) ) == 0.0 ) { dist = radius * cos ( pi / ( double ) side_num ); return dist; } // // Determine the angle between the ray to the first corner, // and the ray to the test point. // angle = angle_deg_2d ( p1, pc, p ); // // Determine the sector of the point. // sector_index = ( int ) ( angle / sector_angle ) + 1; // // Generate the two corner points that terminate the SECTOR-th side. // angle2 = ( ( double ) ( sector_index - 1 ) ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pa ); angle2 = ( ( double ) sector_index ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pb ); // // Determine the distance from the test point to the line segment that // is the SECTOR-th side. // dist = segment_point_dist_2d ( pa, pb, p ); return dist; # undef DIM_NUM } //****************************************************************************80 void shape_point_near_2d ( double pc[2], double p1[2], int side_num, double p[2], double pn[2], double *dist ) //****************************************************************************80 // // Purpose: // // SHAPE_POINT_NEAR_2D: nearest point ( regular shape, point ) in 2D. // // Discussion: // // The "regular shape" is assumed to be an equilateral and equiangular // polygon, such as the standard square, pentagon, hexagon, and so on. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double PC[2], the center of the shape. // // Input, double P1[2], the first vertex of the shape. // // Input, int SIDE_NUM, the number of sides. // // Input, double P[2], the point to be checked. // // Output, double PN[2], the point on the shape that is nearest // to the given point. // // Output, double *DIST, the distance between the points. // { # define DIM_NUM 2 double angle; double angle2; double pi = 3.141592653589793; double radius; double sector_angle; int sector_index; double t; double pa[DIM_NUM]; double pb[DIM_NUM]; double pd[DIM_NUM]; // // Determine the angle subtended by a single side. // sector_angle = 360.0 / ( ( double ) side_num ); // // How long is the half-diagonal? // radius = sqrt ( pow ( p1[0] - pc[0], 2 ) + pow ( p1[1] - pc[1], 2 ) ); // // If the radius is zero, then the shape is a point and the computation is easy. // if ( radius == 0.0 ) { r8vec_copy ( DIM_NUM, pc, pn ); *dist = sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) ); return; } // // If the test point is at the center, then the computation is easy. // The angle subtended by any side is ( 2 * PI / SIDE_NUM ) and the // nearest distance is the midpoint of any such side. // if ( sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) ) == 0.0 ) { angle = pi / ( ( double ) side_num ); pd[0] = ( p1[0] - pc[0] ) * cos ( angle ) + ( p1[1] - pc[1] ) * sin ( angle ); pd[1] = - ( p1[0] - pc[0] ) * sin ( angle ) + ( p1[1] - pc[1] ) * cos ( angle ); pn[0] = pc[0] + pd[0] * cos ( angle ); pn[1] = pc[1] + pd[1] * cos ( angle ); *dist = radius * cos ( angle ); return; } // // Determine the angle between the ray to the first corner, // and the ray to the test point. // angle = angle_deg_2d ( p1, pc, p ); // // Determine the sector of the point. // sector_index = ( ( int ) ( angle / sector_angle ) ) + 1; // // Generate the two corner points that terminate the SECTOR-th side. // angle2 = ( ( double ) ( sector_index - 1 ) ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pa ); angle2 = ( ( double ) sector_index ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pb ); // // Determine the point on the SECTOR-th side of the shape which is // nearest. // segment_point_near_2d ( pa, pb, p, pn, dist, &t ); return; # undef DIM_NUM } //****************************************************************************80 void shape_print_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // SHAPE_PRINT_3D prints information about a polyhedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 January 2007 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the number of vertices per face. // // Input, double POINT_COORD[DIM_NUM*POINT_NUM], the point coordinates. // // Input, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Input, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 int i; int j; cout << "\n"; cout << "SHAPE_PRINT_3D\n"; cout << " Information about a polytope.\n"; cout << "\n"; cout << " The number of vertices is " << point_num << "\n"; cout << "\n"; cout << " Vertices:\n"; cout << "\n"; cout << " Index X Y Z\n"; cout << "\n"; for ( j = 0; j < point_num; j++ ) { cout << " " << setw(8) << j + 1 << " "; for ( i = 0; i < DIM_NUM; i++ ) { cout << setprecision(8) << setw(16) << point_coord[i+j*DIM_NUM]; } cout << "\n"; } cout << "\n"; cout << " The number of faces is " << face_num << "\n"; cout << " The maximum order of any face is " << face_order_max << "\n"; cout << "\n"; cout << " Index Order Indices of Nodes in Face\n"; for ( j = 1; j <= face_order_max; j++ ) { cout << setw(8) << j; } cout << "\n"; cout << " "; cout << "\n"; for ( j = 0; j < face_num; j++ ) { cout << " " << setw(8) << j + 1 << " " << setw(8) << face_order[j] << " "; for ( i = 0; i < face_order[j]; i++ ) { cout << setw(8) << face_point[i+j*face_order_max]; } cout << "\n"; } return; # undef DIM_NUM } //****************************************************************************80 void shape_ray_int_2d ( double pc[2], double p1[2], int side_num, double pa[2], double pb[2], double pint[2] ) //****************************************************************************80 // // Purpose: // // SHAPE_RAY_INT_2D: intersection ( regular shape, ray ) in 2D. // // Discussion: // // The "regular shape" is assumed to be an equilateral and equiangular // polygon, such as the standard square, pentagon, hexagon, and so on. // // The origin of the ray is assumed to be inside the shape. This // guarantees that the ray will intersect the shape in exactly one point. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double PC[2], the center of the shape. // // Input, double P1[2], the first vertex of the shape. // // Input, int SIDE_NUM, the number of sides. // // Input, double PA[2], the origin of the ray. // // Input, double PB[2], a second point on the ray. // // Output, double PI[2], the point on the shape intersected by the ray. // { # define DIM_NUM 2 double angle2; bool inside; int ival; double pv1[DIM_NUM]; double pv2[DIM_NUM]; double radius; double sector_angle; int sector_index; // // Warning! // No check is made to ensure that the ray origin is inside the shape. // These calculations are not valid if that is not true! // // Determine the angle subtended by a single side. // sector_angle = 360.0 / ( ( double ) side_num ); // // How long is the half-diagonal? // radius = sqrt ( pow ( p1[0] - pc[0], 2 ) + pow ( p1[1] - pc[1], 2 ) ); // // If the radius is zero, refuse to continue. // if ( radius == 0.0 ) { cerr << "\n"; cerr << "SHAPE_RAY_INT_2D - Fatal error!\n"; cerr << " The shape has radius zero.\n"; exit ( 1 ); } // // Determine which sector side intersects the ray. // pv2[0] = 0.0; pv2[1] = 0.0; for ( sector_index = 1; sector_index <= side_num; sector_index++ ) { // // Determine the two vertices that define this sector. // if ( sector_index == 1 ) { angle2 = ( ( double ) sector_index - 1 ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pv1 ); } else { r8vec_copy ( DIM_NUM, pv2, pv1 ); } angle2 = ( ( double ) sector_index ) * sector_angle; angle2 = degrees_to_radians ( angle2 ); vector_rotate_base_2d ( p1, pc, angle2, pv2 ); // // Draw the angle from one vertex to the ray origin to the next vertex, // and see if that angle contains the ray. If so, then the ray // must intersect the shape side of that sector. // inside = angle_contains_ray_2d ( pv1, pa, pv2, pb ); if ( inside ) { // // Determine the intersection of the lines defined by the ray and the // sector side. (We're already convinced that the ray and sector line // segment intersect, so we can use the simpler code that treats them // as full lines). // lines_exp_int_2d ( pa, pb, pv1, pv2, &ival, pint ); return; } } // // If the calculation fell through the loop, then something's wrong. // cerr << "\n"; cerr << "SHAPE_RAY_INT_2D - Fatal error!\n"; cerr << " Cannot find intersection of ray and shape.\n"; exit ( 1 ); # undef DIM_NUM } //****************************************************************************80 void simplex_lattice_layer_point_next ( int n, int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // SIMPLEX_LATTICE_LAYER_POINT_NEXT: next simplex lattice layer point. // // Discussion: // // The simplex lattice layer L is bounded by the lines // // 0 <= X(1:N), // L - 1 < sum X(1:N) / C(1:N) <= L. // // In particular, layer L = 0 always contains just the origin. // // This function returns, one at a time, the points that lie within // a given simplex lattice layer. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the spatial dimension. // // Input, int C[N+1], coefficients defining the // lattice layer in entries 1 to N, and the laver index in C[N]. // The coefficients should be positive, and C[N] must be nonnegative. // // Input/output, int V[N]. On first call for a given layer, // the input value of V is not important. On a repeated call for the same // layer, the input value of V should be the output value from the previous // call. On output, V contains the next lattice layer point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given layer. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if the returned value V is a new point. // If the output value is FALSE, then no more points were found, // and V was reset to 0, and the lattice layer has been exhausted. // { int c1n; int i; int j; int lhs; int rhs1; int rhs2; // // Treat layer C[N] = 0 specially. // if ( c[n] == 0 ) { if ( !(*more) ) { for ( j = 0; j < n; j++ ) { v[j] = 0; } *more = true; } else { *more = false; } return; } // // Compute the first point. // if ( !(*more) ) { v[0] = ( c[n] - 1 ) * c[0] + 1; for ( j = 1; j < n; j++ ) { v[j] = 0; } *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs1 = c1n * ( c[n] - 1 ); rhs2 = c1n * c[n]; // // Try to increment component I. // for ( i = 0; i < n; i++ ) { v[i] = v[i] + 1; for ( j = 0; j < i; j++ ) { v[j] = 0; } if ( 0 < i ) { v[0] = rhs1; for ( j = 1; j < n; j++ ) { v[0] = v[0] - ( c1n / c[j] ) * v[j]; } v[0] = ( c[0] * v[0] ) / c1n; v[0] = i4_max ( v[0], 0 ); } lhs = 0; for ( j = 0; j < n; j++ ) { lhs = lhs + ( c1n / c[j] ) * v[j]; } if ( lhs <= rhs1 ) { v[0] = v[0] + 1; lhs = lhs + c1n / c[0]; } if ( lhs <= rhs2 ) { return; } } for ( j = 0; j < n; j++ ) { v[j] = 0; } *more = false; } return; } //****************************************************************************80 void simplex_lattice_point_next ( int n, int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // SIMPLEX_LATTICE_POINT_NEXT returns the next simplex lattice point. // // Discussion: // // The lattice simplex is defined by the vertices: // // (0,0,...,0), (C[N]/C[0],0,...,0), (0,C[N]/C[1],...,0) ... // (0,0,...C(N]/C[N-1]) // // The lattice simplex is bounded by the lines // // 0 <= V[0:N-1], // V[0] / C[0] + V[1] / C[1] + ... + V[N-1] / C[N-1] <= C[N] // // Lattice points are listed one at a time, starting at the origin, // with V[0] increasing first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the spatial dimension. // // Input, int C[N+1], coefficients defining the // lattice simplex. These should be positive. // // Input/output, int V[N]. On first call, the input // value is not important. On a repeated call, the input value should // be the output value from the previous call. On output, V contains // the next lattice point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given simplex. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if not only is the returned value V a lattice point, // but the routine can be called again for another lattice point. // If the output value is FALSE, then no more lattice points were found, // and V was reset to 0, and the routine should not be called further // for this simplex. // { int c1n; int i; int j; int lhs; int rhs; int term; if ( !(*more) ) { i4vec_zero ( n, v ); *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs = c1n * c[n]; lhs = 0; for ( i = 0; i < n; i++ ) { term = 1; for ( j = 0; j < n; j++ ) { if ( i == j ) { term = term * v[j]; } else { term = term * c[j]; } } lhs = lhs + term; } for ( i = 0; i < n; i++ ) { if ( lhs + c1n / c[i] <= rhs ) { v[i] = v[i] + 1; *more = true; return; } lhs = lhs - c1n * v[i] / c[i]; v[i] = 0; } *more = false; } return; } //****************************************************************************80 int simplex_unit_lattice_point_nd ( int d, int s ) //****************************************************************************80 // // Purpose: // // SIMPLEX_UNIT_LATTICE_POINT_ND: count lattice points. // // Discussion: // // The simplex is assumed to be the unit D-dimensional simplex: // // ( (0,0,...,0), (1,0,...,0), (0,1,...,0), ... (0,,0,...,1) ) // // or a copy of this simplex scaled by an integer S: // // ( (0,0,...,0), (S,0,...,0), (0,S,...,0), ... (0,,0,...,S) ) // // The routine returns the number of integer lattice points that appear // inside the simplex or on its boundary. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2009 // // Author: // // John Burkardt // // Reference: // // Matthias Beck, Sinai Robins, // Computing the Continuous Discretely, // Springer, 2006, // ISBN13: 978-0387291390, // LC: QA640.7.B43. // // Parameters: // // Input, int D, the spatial dimension. // // Input, int S, the scale factor. // // Output, int SIMPLEX_UNIT_LATTICE_POINT_ND, the number of lattice points. // { int i; int n; n = 1; for ( i = 1; i <= d; i++ ) { n = ( n * ( s + i ) ) / i; } return n; } //****************************************************************************80 double simplex_unit_volume_nd ( int dim_num ) //****************************************************************************80 // // Purpose: // // SIMPLEX_UNIT_VOLUME_ND computes the volume of the unit simplex in ND. // // Discussion: // // The formula is simple: volume = 1/DIM_NUM!. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Output, double SIMPLEX_UNIT_VOLUME_ND, the volume of the cone. // { int i; double volume; volume = 1.0; for ( i = 1; i <= dim_num; i++ ) { volume = volume / ( ( double ) i ); } return volume; } //****************************************************************************80 double simplex_volume_nd ( int dim_num, double a[] ) //****************************************************************************80 // // Purpose: // // SIMPLEX_VOLUME_ND computes the volume of a simplex in ND. // // Discussion: // // The formula is: // // volume = 1/DIM_NUM! * det ( A ) // // where A is the DIM_NUM by DIM_NUM matrix obtained by subtracting one // vector from all the others. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double A[DIM_NUM*(DIM_NUM+1)], the points that define the simplex. // // Output, double SIMPLEX_VOLUME_ND, the volume of the simplex. // { double *b; double det; int i; int info; int j; int *pivot; double volume; b = new double [ dim_num * dim_num ]; pivot = new int [dim_num]; for ( j = 0; j < dim_num; j++ ) { for ( i = 0; i < dim_num; i++ ) { b[i+j*dim_num] = a[i+j*dim_num] - a[i+dim_num*dim_num]; } } info = dge_fa ( dim_num, b, pivot ); if ( info != 0 ) { volume = -1.0; } else { det = dge_det ( dim_num, b, pivot ); volume = fabs ( det ); for ( i = 1; i <= dim_num; i++ ) { volume = volume / ( ( double ) i ); } } delete [] b; delete [] pivot; return volume; } //****************************************************************************80 double sin_power_int ( double a, double b, int n ) //****************************************************************************80 // // Purpose: // // SIN_POWER_INT evaluates the sine power integral. // // Discussion: // // The function is defined by // // SIN_POWER_INT(A,B,N) = Integral ( A <= T <= B ) ( sin ( t ))^n dt // // The algorithm uses the following fact: // // Integral sin^n ( t ) = (1/n) * ( // sin^(n-1)(t) * cos(t) + ( n-1 ) * Integral sin^(n-2) ( t ) dt ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters // // Input, double A, B, the limits of integration. // // Input, int N, the power of the sine function. // // Output, double SIN_POWER_INT, the value of the integral. // { double ca; double cb; int m; int mlo; double sa; double sb; double value; if ( n < 0 ) { cerr << "\n"; cerr << "SIN_POWER_INT - Fatal error!\n"; cerr << " Power N < 0.\n"; value = 0.0; exit ( 1 ); } sa = sin ( a ); sb = sin ( b ); ca = cos ( a ); cb = cos ( b ); if ( ( n % 2 ) == 0 ) { value = b - a; mlo = 2; } else { value = ca - cb; mlo = 3; } for ( m = mlo; m <= n; m = m + 2 ) { value = ( ( double ) ( m - 1 ) * value + pow ( sa, m - 1 ) * ca - pow ( sb, m - 1 ) * cb ) / ( double ) ( m ); } return value; } //****************************************************************************80 void soccer_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // SOCCER_SHAPE_3D describes a truncated icosahedron in 3D. // // Discussion: // // The shape is a truncated icosahedron, which is the design used // on a soccer ball. There are 12 pentagons and 20 hexagons. // // Call SOCCER_SIZE_3D to get the values of POINT_NUM, FACE_NUM, and // FACE_ORDER_MAX, so you can allocate space for the arrays. // // For each face, the face list must be of length FACE_ORDER_MAX. // In cases where a face is of lower than maximum order (the // 12 pentagons, in this case), the extra entries are listed as // "-1". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 August 2005 // // Author: // // John Burkardt // // Reference: // // http://mathworld.wolfram.com/TruncatedIcosahedron.html // // Parameters: // // Input, int POINT_NUM, the number of points (60). // // Input, int FACE_NUM, the number of faces (32). // // Input, int FACE_ORDER_MAX, the maximum order of any face (6). // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 static int face_order_save[32] = { 6, 6, 5, 6, 5, 6, 5, 6, 6, 6, 5, 6, 5, 6, 5, 6, 6, 6, 5, 6, 5, 5, 6, 6, 6, 5, 6, 5, 6, 6, 5, 6 }; static int face_point_save[6*32] = { 30, 43, 47, 41, 29, 23, 30, 23, 12, 9, 15, 27, 30, 27, 35, 45, 43, -1, 43, 45, 53, 59, 56, 47, 23, 29, 21, 11, 12, -1, 27, 15, 13, 22, 33, 35, 47, 56, 54, 44, 41, -1, 45, 35, 33, 42, 51, 53, 12, 11, 4, 1, 3, 9, 29, 41, 44, 37, 25, 21, 15, 9, 3, 6, 13, -1, 56, 59, 60, 58, 55, 54, 53, 51, 57, 60, 59, -1, 11, 21, 25, 19, 10, 4, 33, 22, 24, 36, 42, -1, 13, 6, 7, 17, 24, 22, 54, 55, 48, 39, 37, 44, 51, 42, 36, 40, 50, 57, 4, 10, 8, 2, 1, -1, 3, 1, 2, 5, 7, 6, 25, 37, 39, 28, 19, -1, 55, 58, 52, 46, 48, -1, 60, 57, 50, 49, 52, 58, 10, 19, 28, 26, 16, 8, 36, 24, 17, 20, 32, 40, 7, 5, 14, 20, 17, -1, 48, 46, 34, 26, 28, 39, 50, 40, 32, 38, 49, -1, 8, 16, 18, 14, 5, 2, 46, 52, 49, 38, 31, 34, 16, 26, 34, 31, 18, -1, 32, 20, 14, 18, 31, 38 }; static double point_coord_save[DIM_NUM*60] = { -1.00714, 0.153552, 0.067258, -0.960284, 0.0848813, -0.33629, -0.95172, -0.153552, 0.33629, -0.860021, 0.529326, 0.150394, -0.858, -0.290893, -0.470806, -0.849436, -0.529326, 0.201774, -0.802576, -0.597996, -0.201774, -0.7842, 0.418215, -0.502561, -0.749174, -0.0848813, 0.688458, -0.722234, 0.692896, -0.201774, -0.657475, 0.597996, 0.502561, -0.602051, 0.290893, 0.771593, -0.583675, -0.692896, 0.470806, -0.579632, -0.333333, -0.771593, -0.52171, -0.418215, 0.771593, -0.505832, 0.375774, -0.803348, -0.489955, -0.830237, -0.33629, -0.403548, 0., -0.937864, -0.381901, 0.925138, -0.201774, -0.352168, -0.666667, -0.688458, -0.317142, 0.830237, 0.502561, -0.271054, -0.925138, 0.33629, -0.227464, 0.333333, 0.937864, -0.224193, -0.993808, -0.067258, -0.179355, 0.993808, 0.150394, -0.165499, 0.608015, -0.803348, -0.147123, -0.375774, 0.937864, -0.103533, 0.882697, -0.502561, -0.0513806, 0.666667, 0.771593, 0.0000000, 0., 1.021, 0.0000000, 0., -1.021, 0.0513806, -0.666667, -0.771593, 0.103533, -0.882697, 0.502561, 0.147123, 0.375774, -0.937864, 0.165499, -0.608015, 0.803348, 0.179355, -0.993808, -0.150394, 0.224193, 0.993808, 0.067258, 0.227464, -0.333333, -0.937864, 0.271054, 0.925138, -0.33629, 0.317142, -0.830237, -0.502561, 0.352168, 0.666667, 0.688458, 0.381901, -0.925138, 0.201774, 0.403548, 0., 0.937864, 0.489955, 0.830237, 0.33629, 0.505832, -0.375774, 0.803348, 0.521710, 0.418215, -0.771593, 0.579632, 0.333333, 0.771593, 0.583675, 0.692896, -0.470806, 0.602051, -0.290893, -0.771593, 0.657475, -0.597996, -0.502561, 0.722234, -0.692896, 0.201774, 0.749174, 0.0848813, -0.688458, 0.784200, -0.418215, 0.502561, 0.802576, 0.597996, 0.201774, 0.849436, 0.529326, -0.201774, 0.858000, 0.290893, 0.470806, 0.860021, -0.529326, -0.150394, 0.951720, 0.153552, -0.33629, 0.960284, -0.0848813, 0.33629, 1.007140, -0.153552, -0.067258 }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void soccer_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // SOCCER_SIZE_3D gives "sizes" for a truncated icosahedron in 3D. // // Discussion: // // The shape is a truncated icosahedron, which is the design used // on a soccer ball. There are 12 pentagons and 20 hexagons. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Reference: // // http://polyhedra.wolfram.com/uniform/u25.html // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 60; *edge_num = 90; *face_num = 32; *face_order_max = 6; return; } //****************************************************************************80 void sort_heap_external ( int n, int *indx, int *i, int *j, int isgn ) //****************************************************************************80 // // Purpose: // // SORT_HEAP_EXTERNAL externally sorts a list of items into ascending order. // // Discussion: // // The actual list is not passed to the routine. Hence it may // consist of integers, reals, numbers, names, etc. The user, // after each return from the routine, will be asked to compare or // interchange two items. // // The current version of this code mimics the FORTRAN version, // so the values of I and J, in particular, are FORTRAN indices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 February 2004 // // Author: // // Original FORTRAN77 version by Albert Nijenhuis, Herbert Wilf. // C++ version by John Burkardt. // // Parameters: // // Input, int N, the length of the input list. // // Input/output, int *INDX. // The user must set INDX to 0 before the first call. // On return, // if INDX is greater than 0, the user must interchange // items I and J and recall the routine. // If INDX is less than 0, the user is to compare items I // and J and return in ISGN a negative value if I is to // precede J, and a positive value otherwise. // If INDX is 0, the sorting is done. // // Output, int *I, *J. On return with INDX positive, // elements I and J of the user's list should be // interchanged. On return with INDX negative, elements I // and J are to be compared by the user. // // Input, int ISGN. On return with INDX negative, the // user should compare elements I and J of the list. If // item I is to precede item J, set ISGN negative, // otherwise set ISGN positive. // { static int i_save = 0; static int j_save = 0; static int k = 0; static int k1 = 0; static int n1 = 0; // // INDX = 0: This is the first call. // if ( *indx == 0 ) { i_save = 0; j_save = 0; k = n / 2; k1 = k; n1 = n; } // // INDX < 0: The user is returning the results of a comparison. // else if ( *indx < 0 ) { if ( *indx == -2 ) { if ( isgn < 0 ) { i_save = i_save + 1; } j_save = k1; k1 = i_save; *indx = -1; *i = i_save; *j = j_save; return; } if ( 0 < isgn ) { *indx = 2; *i = i_save; *j = j_save; return; } if ( k <= 1 ) { if ( n1 == 1 ) { i_save = 0; j_save = 0; *indx = 0; } else { i_save = n1; j_save = 1; n1 = n1 - 1; *indx = 1; } *i = i_save; *j = j_save; return; } k = k - 1; k1 = k; } // // 0 < INDX: the user was asked to make an interchange. // else if ( *indx == 1 ) { k1 = k; } for ( ;; ) { i_save = 2 * k1; if ( i_save == n1 ) { j_save = k1; k1 = i_save; *indx = -1; *i = i_save; *j = j_save; return; } else if ( i_save <= n1 ) { j_save = i_save + 1; *indx = -2; *i = i_save; *j = j_save; return; } if ( k <= 1 ) { break; } k = k - 1; k1 = k; } if ( n1 == 1 ) { i_save = 0; j_save = 0; *indx = 0; *i = i_save; *j = j_save; } else { i_save = n1; j_save = 1; n1 = n1 - 1; *indx = 1; *i = i_save; *j = j_save; } return; } //****************************************************************************80 double sphere_cap_area_2d ( double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_AREA_2D computes the surface area of a spherical cap in 2D. // // Discussion: // // Draw any radius of the sphere and note the point P where the radius // intersects the sphere. Consider the point on the radius line which is // H units from P. Draw the circle that lies in the plane perpendicular to // the radius, and which intersects the sphere. The circle divides the sphere // into two pieces, and the corresponding disk divides the solid sphere into // two pieces. The spherical cap is the part of the solid sphere that // includes the point P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H, the "height" of the spherical cap. // H must be between 0 and 2 * R. // // Output, double SPHERE_CAP_AREA_2D, the area of the spherical cap. // { double area; double pi = 3.141592653589793; double theta; if ( h <= 0.0 ) { area = 0.0; } else if ( 2.0 * r <= h ) { area = 2.0 * pi * r; } else { theta = 2.0 * r8_asin ( sqrt ( r * r - ( r - h ) * ( r - h ) ) / r ); area = r * theta; if ( r <= h ) { area = 2.0 * pi * r - area; } } return area; } //****************************************************************************80 double sphere_cap_area_3d ( double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_AREA_3D computes the surface area of a spherical cap in 3D. // // Discussion: // // Draw any radius of the sphere and note the point P where the radius // intersects the sphere. Consider the point on the radius line which is // H units from P. Draw the circle that lies in the plane perpendicular to // the radius, and which intersects the sphere. The circle divides the sphere // into two pieces, and the corresponding disk divides the solid sphere into // two pieces. The spherical cap is the part of the solid sphere that // includes the point P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H, the "height" of the spherical cap. // H must be between 0 and 2 * R. // // Output, double SPHERE_CAP_AREA_3D, the area of the spherical cap. // { double area; double pi = 3.141592653589793; if ( h <= 0.0 ) { area = 0.0; } else if ( 2.0 * r <= h ) { area = 4.0 * pi * r * r; } else { area = 2.0 * pi * r * h; } return area; } //****************************************************************************80 double sphere_cap_area_nd ( int dim_num, double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_AREA_ND computes the area of a spherical cap in ND. // // Discussion: // // The spherical cap is a portion of the surface of the sphere: // // sum ( X(1:N)^2 ) = R^2 // // which is no more than H units from the uppermost point on the sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Reference: // // Thomas Ericson, Victor Zinoviev, // Codes on Euclidean Spheres, // Elsevier, 2001, pages 439-441. // QA166.7 E75 // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double R, the radius of the sphere. // // Input, double H, the "thickness" of the spherical cap, // which is normally between 0 and 2 * R. // // Output, double SPHERE_CAP_AREA_ND, the area of the spherical cap. // { double area; double area2; double haver_sine; int i; double theta; double ti; double tj; double tk; if ( h <= 0.0 ) { area = 0.0; return area; } if ( 2.0 * r <= h ) { area = sphere_imp_area_nd ( dim_num, r ); return area; } // // For cases where R < H < 2 * R, work with the complementary region. // haver_sine = sqrt ( ( 2.0 * r - h ) * h ); theta = r8_asin ( haver_sine / r ); if ( dim_num < 1 ) { area = -1.0; } else if ( dim_num == 1 ) { area = 0.0; } else if ( dim_num == 2 ) { area = 2.0 * theta * r; } else { ti = theta; tj = ti; ti = 1.0 - cos ( theta ); for ( i = 2; i <= dim_num-2; i++ ) { tk = tj; tj = ti; ti = ( ( double ) ( i - 1 ) * tk - cos ( theta ) * pow ( sin ( theta ), i - 1 ) ) / ( double ) ( i ); } area = sphere_k ( dim_num-1 ) * ti * pow ( r, dim_num - 1 ); } // // Adjust for cases where R < H < 2R. // if ( r < h ) { area2 = sphere_imp_area_nd ( dim_num, r ); area = area2 - area; } return area; } //****************************************************************************80 double sphere_cap_volume_2d ( double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_VOLUME_2D computes the volume of a spherical cap in 2D. // // Discussion: // // Draw any radius R of the circle and denote as P the point where the // radius intersects the circle. Now consider the point Q which lies // on the radius and which is H units from P. The line which is // perpendicular to the radius R and passes through Q divides the // circle into two pieces. The piece including the point P is the // spherical (circular) cap of height (or thickness) H. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H, the "height" of the spherical cap. H must // be between 0 and 2 * R. // // Output, double SPHERE_CAP_VOLUME_2D, the volume (area) of the spherical cap. // { double pi = 3.141592653589793; double theta; double volume; if ( h <= 0.0 ) { volume = 0.0; } else if ( 2.0 * r <= h ) { volume = pi * r * r; } else { theta = 2.0 * r8_asin ( sqrt ( r * r - ( r - h ) * ( r - h ) ) / r ); volume = r * r * ( theta - sin ( theta ) ) / 2.0; if ( r < h ) { volume = pi * r * r - volume; } } return volume; } //****************************************************************************80 double sphere_cap_volume_3d ( double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_VOLUME_3D computes the volume of a spherical cap in 3D. // // Discussion: // // Draw any radius of the sphere and note the point P where the radius // intersects the sphere. Consider the point on the radius line which is // H units from P. Draw the circle that lies in the plane perpendicular to // the radius, and which intersects the sphere. The circle divides the sphere // into two pieces, and the corresponding disk divides the solid sphere into // two pieces. The spherical cap is the part of the solid sphere that // includes the point P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H, the "height" of the spherical cap. H must be between // 0 and 2 * R. // // Output, double SPHERE_CAP_VOLUME_3D, the volume of the spherical cap. // { double pi = 3.141592653589793; if ( h <= 0.0 ) { return 0.0; } else if ( 2.0 * r <= h ) { return ( 4.0 / 3.0 ) * pi * r * r * r; } else { return ( 1.0 / 3.0 ) * pi * h * h * ( 3.0 * r - h ); } } //****************************************************************************80 double sphere_cap_volume_nd ( int dim_num, double r, double h ) //****************************************************************************80 // // Purpose: // // SPHERE_CAP_VOLUME_ND computes the volume of a spherical cap in ND. // // Discussion: // // The spherical cap is a portion of the surface and interior of the sphere: // // sum ( X(1:N)^2 ) <= R^2 // // which is no more than H units from some point P on the sphere. // // // The algorithm proceeds from the observation that the N-dimensional // sphere can be parameterized by a quantity RC that runs along the // radius from the center to the point P. The value of RC at the // base of the spherical cap is (R-H) and at P it is R. We intend to // use RC as our integration parameeter. // // The volume of the spherical cap is then the integral, as RC goes // from (R-H) to R, of the N-1 dimensional volume of the sphere // of radius RS, where RC^2 + RS^2 = R^2. // // The volume of the N-1 dimensional sphere of radius RS is simply // some constants times RS^(N-1). // // After factoring out the constant terms, and writing RC = R * cos ( T ), // and RS = R * sin ( T ), and letting // T_MAX = r8_asin ( sqrt ( ( 2.0 * r - h ) * h / r ) ), // the "interesting part" of our integral becomes // // constants * R^N * Integral ( T = 0 to T_MAX ) sin**N ( T ) dT // // The integral of sin^N ( T ) dT can be handled by recursion. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double R, the radius of the sphere. // // Input, double H, the "thickness" of the spherical cap, // which is normally between 0 and 2 * R. // // Output, double SPHERE_CAP_VOLUME_ND, the volume of the spherical cap. // { double angle; double arg; double factor1; double factor2; double volume; double volume2; if ( h <= 0.0 ) { volume = 0.0; return volume; } if ( 2.0 * r <= h ) { volume = sphere_imp_volume_nd ( dim_num, r ); return volume; } if ( dim_num < 1 ) { volume = -1.0; } else if ( dim_num == 1 ) { volume = h; } else { factor1 = sphere_unit_volume_nd ( dim_num - 1 ); angle = r8_asin ( sqrt ( ( 2.0 * r - h ) * h / r ) ); arg = 0.0; factor2 = sin_power_int ( arg, angle, dim_num ); volume = factor1 * factor2 * pow ( r, dim_num ); if ( r < h ) { volume2 = sphere_imp_volume_nd ( dim_num, r ); volume = volume2 - volume; } } return volume; } //****************************************************************************80 void sphere_dia2imp_3d ( double p1[3], double p2[3], double *r, double pc[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_DIA2IMP_3D converts a diameter to an implicit sphere in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], are the coordinates // of two points which form a diameter of the sphere. // // Output, double *R, the computed radius of the sphere. // // Output, double PC[3], the computed center of the sphere. // { *r = 0.5 * sqrt ( pow ( p1[0] - p2[0], 2 ) + pow ( p1[1] - p2[1], 2 ) + pow ( p1[2] - p2[2], 2 ) ); pc[0] = 0.5 * ( p1[0] + p2[0] ); pc[1] = 0.5 * ( p1[1] + p2[1] ); pc[2] = 0.5 * ( p1[2] + p2[2] ); return; } //****************************************************************************80 double sphere_distance_xyz ( double xyz1[3], double xyz2[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_DISTANCE_XYZ computes great circle distances on a sphere. // // Discussion: // // XYZ coordinates are used. // // We assume the points XYZ1 and XYZ2 lie on the same sphere. // // This computation is a special form of the Vincenty formula. // It should be less sensitive to errors associated with very small // or very large angular separations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double XYZ1[3], the coordinates of the first point. // // Input, double XYZ2[3], the coordinates of the second point. // // Output, double DIST, the great circle distance between the points. // { double bot; double dist; double lat1; double lat2; double lon1; double lon2; double r; double top; r = r8vec_norm ( 3, xyz1 ); lat1 = r8_asin ( xyz1[2] ); lon1 = r8_atan ( xyz1[1], xyz1[0] ); lat2 = r8_asin ( xyz2[2] ); lon2 = r8_atan ( xyz2[1], xyz2[0] ); top = pow ( cos ( lat2 ) * sin ( lon1 - lon2 ), 2 ) + pow ( cos ( lat1 ) * sin ( lat2 ) - sin ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ), 2 ); top = sqrt ( top ); bot = sin ( lat1 ) * sin ( lat2 ) + cos ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ); dist = r * atan2 ( top, bot ); return dist; } //****************************************************************************80 double sphere_distance1 ( double lat1, double lon1, double lat2, double lon2, double r ) //****************************************************************************80 // // Purpose: // // SPHERE_DISTANCE1 computes great circle distances on a sphere. // // Discussion: // // This computation is based on the law of cosines for spheres. // This formula can suffer from rounding errors when the angular // distances are small. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 February 2009 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double LAT1, LON1, the latitude and longitude of // the first point. // // Input, double LAT2, LON2, the latitude and longitude of // the second point. // // Input, double R, the radius of the sphere. // // Output, double DIST, the great circle distance between // the points, measured in the same units as R. // { double c; double dist; c = cos ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ) + sin ( lat1 ) * sin ( lat2 ); dist = r * acos ( c ); return dist; } //****************************************************************************80 double sphere_distance2 ( double lat1, double lon1, double lat2, double lon2, double r ) //****************************************************************************80 // // Purpose: // // SPHERE_DISTANCE2 computes great circle distances on a sphere. // // Discussion: // // This computation is written in terms of haversines, and can be more // accurate when measuring small angular distances. It can be somewhat // inaccurate when the two points are antipodal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 February 2009 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double LAT1, LON1, the latitude and longitude of // the first point. // // Input, double LAT2, LON2, the latitude and longitude of // the second point. // // Input, double R, the radius of the sphere. // // Output, double DIST, the great circle distance between // the points, measured in the same units as R. // { double dist; double s; s = pow ( sin ( ( lat1 - lat2 ) / 2.0 ), 2 ) + cos ( lat1 ) * cos ( lat2 ) * pow ( sin ( ( lon1 - lon2 ) / 2.0 ), 2 ); s = sqrt ( s ); dist = 2.0 * r * asin ( s ); return dist; } //****************************************************************************80 double sphere_distance3 ( double lat1, double lon1, double lat2, double lon2, double r ) //****************************************************************************80 // // Purpose: // // SPHERE_DISTANCE3 computes great circle distances on a sphere. // // Discussion: // // This computation is a special form of the Vincenty formula. // It should be less sensitive to errors associated with very small // or very large angular separations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 February 2009 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double LAT1, LON1, the latitude and longitude of // the first point. // // Input, double LAT2, LON2, the latitude and longitude of // the second point. // // Input, double R, the radius of the sphere. // // Output, double DIST, the great circle distance between // the points, measured in the same units as R. // { double bot; double dist; double top; top = pow ( cos ( lat2 ) * sin ( lon1 - lon2 ), 2 ) + pow ( cos ( lat1 ) * sin ( lat2 ) - sin ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ), 2 ); top = sqrt ( top ); bot = sin ( lat1 ) * sin ( lat2 ) + cos ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ); dist = r * atan2 ( top, bot ); return dist; } //****************************************************************************80 bool sphere_exp_contains_point_3d ( double p1[3], double p2[3], double p3[3], double p4[3], double p[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_EXP_CONTAINS_POINT_3D determines if an explicit sphere contains a point in 3D. // // Discussion: // // An explicit sphere in 3D is determined by four points, // which should be distinct, and not coplanar. // // The computation checks the determinant of: // // x1 y1 z1 x1^2+y1^2+z1^2 1 // x2 y2 z2 x2^2+y2^2+z2^2 1 // x3 y3 z3 x3^2+y3^2+z3^2 1 // x4 y4 z4 x4^2+y4^2+z4^2 1 // x y z x^2 +y^2 +z^2 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], P4[3], the coordinates of four points // that lie on a circle. // // Input, double P[3], the coordinates of a point, whose // position relative to the sphere is desired. // // Output, bool SPHERE_EXP_CONTAINS_POINT_3D, is TRUE if the point // is in the sphere, FALSE otherwise. // { double a[5*5]; // // Set up the matrix. // a[0+0*5] = p1[0]; a[1+0*5] = p2[0]; a[2+0*5] = p3[0]; a[3+0*5] = p4[0]; a[4+0*5] = p[0]; a[0+1*5] = p1[1]; a[1+1*5] = p2[1]; a[2+1*5] = p3[1]; a[3+1*5] = p4[1]; a[4+1*5] = p[1]; a[0+2*5] = p1[2]; a[1+2*5] = p2[2]; a[2+2*5] = p3[2]; a[3+2*5] = p4[2]; a[4+2*5] = p[2]; a[0+3*5] = p1[0] * p1[0] + p1[1] * p1[1] + p1[2] * p1[2]; a[1+3*5] = p2[0] * p2[0] + p2[1] * p2[1] + p2[2] * p2[2]; a[2+3*5] = p3[0] * p3[0] + p3[1] * p3[1] + p3[2] * p3[2]; a[3+3*5] = p4[0] * p4[0] + p4[1] * p4[1] + p4[2] * p4[2]; a[4+3*5] = p[0] * p[0] + p[1] * p[1] + p[2] * p[2]; a[0+4*5] = 1.0; a[1+4*5] = 1.0; a[2+4*5] = 1.0; a[3+4*5] = 1.0; a[4+4*5] = 1.0; if ( r8mat_det_5d ( a ) < 0.0 ) { return false; } else { return true; } } //****************************************************************************80 void sphere_exp_point_near_3d ( double p1[3], double p2[3], double p3[3], double p4[3], double p[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_EXP_POINT_NEAR_3D finds the nearest point on an explicit sphere to a point in 3D. // // Discussion: // // An explicit sphere in 3D is determined by four points, // which should be distinct, and not coplanar. // // If the center of the sphere is PC, and the point is P, then // the desired point lies at a positive distance R along the vector // P-PC unless P = PC, in which case any // point on the sphere is "nearest". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 27 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], P2[3], P3[3], P4[3], the coordinates of four points // that lie on a sphere. // // Input, double P[3], the coordinates of a point whose nearest point on the // sphere is desired. // // Output, double PN[3], the nearest point on the sphere. // { double norm; double r; double pc[3]; // // Find the center. // sphere_exp2imp_3d ( p1, p2, p3, p4, &r, pc ); // // If P = PC, bail out now. // norm = sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) + pow ( p[2] - pc[2], 2 ) ); if ( norm == 0.0 ) { pn[0] = pc[0] + r; pn[1] = pc[1]; pn[2] = pc[2]; return; } // // Compute the nearest point. // pn[0] = pc[0] + r * ( p[0] - pc[0] ) / norm; pn[1] = pc[1] + r * ( p[1] - pc[1] ) / norm; pn[2] = pc[2] + r * ( p[2] - pc[2] ) / norm; return; } //****************************************************************************80 void sphere_exp2imp_3d ( double p1[3], double p2[3], double p3[3], double p4[3], double *r, double pc[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_EXP2IMP_3D converts a sphere from explicit to implicit form in 3D. // // Discussion: // // An explicit sphere in 3D is determined by four points, // which should be distinct, and not coplanar. // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double P1[3], P2[3], P3[3], P4[3], the coordinates of four // distinct noncoplanar points on the sphere. // // Output, double *R, PC[3], the radius and coordinates of the // center of the sphere. If the linear system is // singular, then R = -1, PC[] = 0. // { # define DIM_NUM 3 double tet[DIM_NUM*4]; r8vec_copy ( DIM_NUM, p1, tet+0*3 ); r8vec_copy ( DIM_NUM, p2, tet+1*3 ); r8vec_copy ( DIM_NUM, p3, tet+2*3 ); r8vec_copy ( DIM_NUM, p4, tet+3*3 ); tetrahedron_circumsphere_3d ( tet, r, pc ); return; # undef DIM_NUM } //****************************************************************************80 void sphere_exp2imp_nd ( int n, double p[], double &r, double pc[] ) //****************************************************************************80 // // Purpose: // // SPHERE_EXP2IMP_ND finds an N-dimensional sphere through N+1 points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 26 July 2011 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the spatial dimension. // // Input, double P[N*(N+1)], the points. // // Output, double &R, the radius of the sphere. // // Output, double PC[N], the center of the sphere. // { double *a; int i; int info; int j; double t; // // Set up the linear system. // a = new double[n*(n+1)]; for ( j = 0; j < n; j++ ) { for ( i = 0; i < n; i++ ) { a[i+j*n] = p[j+(i+1)*n]; } } for ( j = 0; j < n; j++ ) { for ( i = 0; i < n; i++ ) { a[i+j*n] = a[i+j*n] - p[j+0*n]; } } for ( i = 0; i < n; i++ ) { t = 0.0; for ( j = 0; j < n; j++ ) { t = t + a[i+j*n] * a[i+j*n]; } a[i+n*n] = t; } // // Solve the linear system. // info = r8mat_solve ( n, 1, a ); // // If the system was singular, return a consolation prize. // if ( info != 0 ) { r = -1.0; for ( i = 0; i < n; i++ ) { pc[i] = 0.0; } delete [] a; return; } // // Compute the radius and center. // r = 0.0; for ( i = 0; i < n; i++ ) { r = r + a[i+n*n] * a[i+n*n]; } r = 0.5 * sqrt ( r ); for ( i = 0; i < n; i++ ) { pc[i] = p[i+0*n] + 0.5 * a[i+n*n]; } delete [] a; return; } //****************************************************************************80 double sphere_imp_area_3d ( double r ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_AREA_3D computes the surface area of an implicit sphere in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Output, double SPHERE_IMP_AREA_3D, the area of the sphere. // { double area; double pi = 3.141592653589793; area = 4.0 * pi * r * r; return area; } //****************************************************************************80 double sphere_imp_area_nd ( int dim_num, double r ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_AREA_ND computes the surface area of an implicit sphere in ND. // // Discussion: // // DIM_NUM Area // // 2 2 * PI * R // 3 4 * PI * R^2 // 4 2 * PI^2 * R^3 // 5 (8/3) * PI^2 * R^4 // 6 PI^3 * R^5 // 7 (16/15) * PI^3 * R^6 // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double R, the radius of the sphere. // // Output, double SPHERE_IMP_AREA_ND, the area of the sphere. // { double area; area = pow ( r, dim_num-1 ) * sphere_unit_area_nd ( dim_num ); return area; } //****************************************************************************80 bool sphere_imp_contains_point_3d ( double r, double pc[3], double p[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_CONTAINS_POINT_3D determines if an implicit sphere contains a point in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, double P[3], the point to be checked. // // Output, bool SPHERE_IMP_CONTAINS_POINT_3D, is TRUE if the point is inside or // on the sphere, FALSE otherwise. // { if ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) + pow ( p[2] - pc[2], 2 ) <= r * r ) { return true; } else { return false; } } //****************************************************************************80 void sphere_imp_grid_icos_size ( int factor, int *node_num, int *edge_num, int *triangle_num ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_GRID_ICOS_SIZE sizes an icosahedral grid on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces, 30 edges, and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces, 120 edges, and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces, 270 edges, and // 72 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces, 30 * FACTOR*FACTOR edges, and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Output, int *NODE_NUM, the number of nodes. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *TRIANGLE_NUM, the number of triangles. // { *node_num = 12 + 10 * 3 * ( factor - 1 ) + 10 * ( factor - 2 ) * ( factor - 1 ); *edge_num = 30 * factor * factor; *triangle_num = 20 * factor * factor; return; } //****************************************************************************80 void sphere_imp_gridfaces_3d ( int maxtri, int nlat, int nlong, int *ntri, int tri[] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_GRIDFACES_3D produces a grid of triangles on an implicit sphere in 3D. // // Discussion: // // The point numbering system is the same used in SPHERE_IMP_GRIDPOINTS_3D, // and that routine may be used to compute the coordinates of the points. // // The two dimensional array TRI[3,MAXTRI] is stored by columns. // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int MAXTRI, the maximum number of triangles. // // Input, int NLAT, NLONG, the number of latitude and longitude // lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so NLAT = 5, for instance, // will result in points along 7 lines of latitude. // // Output, int *NTRI, the number of triangles. // // Output, int TRI[3*MAXTRI], contains NTRI triples of point indices for // the triangles that make up the grid. // { int i; int j; int n; int n_max; int n_min; int ne; int nw; int s; int s_max; int s_min; int se; int sw; *ntri = 0; // // The first row. // n = 1; sw = 2; se = sw + 1; s_min = 2; s_max = nlong + 1; for ( j = 0; j <= nlong-1; j++ ) { if ( *ntri < maxtri ) { tri[0+(*ntri)*3] = sw; tri[1+(*ntri)*3] = se; tri[2+(*ntri)*3] = n; *ntri = *ntri + 1; } sw = se; if ( se == s_max ) { se = s_min; } else { se = se + 1; } } // // The intermediate rows. // for ( i = 1; i <= nlat; i++ ) { n_max = s_max; n_min = s_min; s_max = s_max + nlong; s_min = s_min + nlong; nw = n_min; ne = nw + 1; sw = s_min; se = sw + 1; for ( j = 0; j <= nlong - 1; j++ ) { if ( *ntri < maxtri ) { tri[0+(*ntri)*3] = sw; tri[1+(*ntri)*3] = se; tri[2+(*ntri)*3] = nw; *ntri = *ntri + 1; } if ( *ntri < maxtri ) { tri[0+(*ntri)*3] = ne; tri[1+(*ntri)*3] = nw; tri[2+(*ntri)*3] = se; *ntri = *ntri + 1; } sw = se; nw = ne; if ( se == s_max ) { se = s_min; } else { se = se + 1; } if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } } // // The last row. // n_max = s_max; n_min = s_min; s = n_max + 1; nw = n_min; ne = nw + 1; for ( j = 0; j <= nlong-1; j++ ) { if ( *ntri < maxtri ) { tri[0+(*ntri)*3] = ne; tri[1+(*ntri)*3] = nw; tri[2+(*ntri)*3] = s; *ntri = *ntri + 1; } nw = ne; if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } return; } //****************************************************************************80 int sphere_imp_line_project_3d ( double r, double pc[3], int n, double p[], int maxpnt2, double pp[], double thetamin, double thetamax ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_LINE_PROJECT_3D projects a line onto an implicit sphere in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // The line to be projected is specified as a sequence of points. // If two successive points subtend a small angle, then the second // point is essentially dropped. If two successive points subtend // a large angle, then intermediate points are inserted, so that // the projected line stays closer to the sphere. // // Note that if any P coincides with the center of the sphere, then // its projection is mathematically undefined. P will // be returned as PC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. If R is // zero, PP will be returned as PC, and if R is // negative, points will end up diametrically opposite from where // you would expect them for a positive R. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, int N, the number of points on the line that is // to be projected. // // Input, double P[3*N], the coordinates of the points // on the line that is to be projected. // // Input, int MAXPNT2, the maximum number of points on the projected // line. Even if the routine thinks that more points are needed, // no more than MAXPNT2 will be generated. // // Output, double PP[3*N2], the coordinates of the // points representing the projected line. The value N2 is returned // as the function value of this routine. These points lie on the // sphere. Successive points are separated by at least THETAMIN // radians, and by no more than THETAMAX radians. // // Input, double THETAMIN, THETAMAX, the minimum and maximum angular // projections allowed between successive projected points. // If two successive points on the original line have projections // separated by more than THETAMAX radians, then intermediate points // will be inserted, in an attempt to keep the line closer to the // sphere. If two successive points are separated by less than // THETAMIN radians, then the second point is dropped, and the // line from the first point to the next point is considered. // // Output, int SPHERE_IMP_LINE_PROJECT_3D, the number of points on // the projected line. This value can be zero, if the line has an // angular projection of less than THETAMIN radians. // { # define DIM_NUM 3 double alpha; double ang3d; double dot; int i; int j; int nfill; int n2; double tnorm; double p1[DIM_NUM]; double p2[DIM_NUM]; double pi[DIM_NUM]; // // Check the input. // if ( r == 0.0 ) { n2 = 0; return n2; } r8vec_copy ( DIM_NUM, pc, p1 ); r8vec_copy ( DIM_NUM, pc, p2 ); n2 = 0; for ( i = 0; i < n; i++ ) { if ( r8vec_eq ( DIM_NUM, p, pc ) ) { } else { r8vec_copy ( DIM_NUM, p2, p1 ); alpha = sqrt ( pow ( p[0+i*3] - pc[0], 2 ) + pow ( p[1+i*3] - pc[1], 2 ) + pow ( p[2+i*3] - pc[2], 2 ) ); p2[0] = pc[0] + r * ( p[0+i*3] - pc[0] ) / alpha; p2[1] = pc[1] + r * ( p[1+i*3] - pc[1] ) / alpha; p2[2] = pc[2] + r * ( p[2+i*3] - pc[2] ) / alpha; // // If we haven't gotten any points yet, take this point as our start. // if ( n2 == 0 ) { pp[0+n2*3] = p2[0]; pp[1+n2*3] = p2[1]; pp[2+n2*3] = p2[2]; n2 = n2 + 1; } // // Compute the angular projection of P1 to P2. // else if ( 1 <= n2 ) { dot = ( p1[0] - pc[0] ) * ( p2[0] - pc[0] ) + ( p1[1] - pc[1] ) * ( p2[1] - pc[1] ) + ( p1[2] - pc[2] ) * ( p2[2] - pc[2] ); ang3d = r8_acos ( dot / ( r * r ) ); // // If the angle is at least THETAMIN, (or it's the last point), // then we will draw a line segment. // if ( thetamin < fabs ( ang3d ) || i == n ) { // // Now we check to see if the line segment is too long. // if ( thetamax < fabs ( ang3d ) ) { nfill = ( int ) ( fabs ( ang3d ) / thetamax ); for ( j = 1; j < nfill; j++ ) { pi[0] = ( ( double ) ( nfill - j ) * ( p1[0] - pc[0] ) + ( double ) ( j ) * ( p2[0] - pc[0] ) ); pi[1] = ( ( double ) ( nfill - j ) * ( p1[1] - pc[1] ) + ( double ) ( j ) * ( p2[1] - pc[1] ) ); pi[2] = ( ( double ) ( nfill - j ) * ( p1[2] - pc[2] ) + ( double ) ( j ) * ( p2[2] - pc[2] ) ); tnorm = r8vec_norm ( DIM_NUM, pi ); if ( tnorm != 0.0 ) { pi[0] = pc[0] + r * pi[0] / tnorm; pi[1] = pc[1] + r * pi[1] / tnorm; pi[2] = pc[2] + r * pi[2] / tnorm; pp[0+n2*3] = pi[0]; pp[1+n2*3] = pi[1]; pp[2+n2*3] = pi[2]; n2 = n2 + 1; } } } // // Now tack on the projection of point 2. // pp[0+n2*3] = p2[0]; pp[1+n2*3] = p2[1]; pp[2+n2*3] = p2[2]; n2 = n2 + 1; } } } } return n2; # undef DIM_NUM } //****************************************************************************80 void sphere_imp_local2xyz_3d ( double r, double pc[3], double theta, double phi, double p[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_LOCAL2XYZ_3D converts local to XYZ coordinates on an implicit sphere in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // The "local" spherical coordinates of a point are two angles, THETA and PHI. // PHI measures the angle that the vector from the origin to the point // makes with the positive Z axis. THETA measures the angle that the // projection of the vector onto the XY plane makes with the positive X axis. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, double THETA, PHI, the local (THETA,PHI) spherical coordinates // of a point on the sphere. THETA and PHI are angles, measure in // radians. Usually, 0 <= THETA < 2 * PI, and 0 <= PHI <= PI. // // Output, double P[3], the XYZ coordinates of the point. // { p[0] = pc[0] + r * sin ( phi ) * cos ( theta ); p[1] = pc[1] + r * sin ( phi ) * sin ( theta ); p[2] = pc[2] + r * cos ( phi ); return; } //****************************************************************************80 void sphere_imp_point_near_3d ( double r, double pc[3], double p[3], double pn[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_POINT_NEAR_3D finds the nearest point on an implicit sphere to a point in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // If the center of the sphere is PC, and the point is P, then // the desired point lies at a positive distance R along the vector // P-PC unless P = PC, in which case any point // on the sphere is "nearest". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, double P[3], the coordinates of a point whose // nearest point on the sphere is desired. // // Output, double PN[3], the nearest point on the sphere. // { double norm; // // If P = PC, bail out now. // norm = sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) + pow ( p[2] - pc[2], 2 ) ); if ( norm == 0.0 ) { pn[0] = pc[0] + r; pn[1] = pc[1]; pn[2] = pc[2]; } // // Compute the nearest point. // else { pn[0] = pc[0] + r * ( p[0] - pc[0] ) / norm; pn[1] = pc[1] + r * ( p[1] - pc[1] ) / norm; pn[2] = pc[2] + r * ( p[2] - pc[2] ) / norm; } return; } //****************************************************************************80 void sphere_imp_point_project_3d ( double r, double pc[3], double p[3], double pp[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_POINT_PROJECT_3D projects a point onto an implicit sphere, in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, double P[3], the coordinates of a point. // // Output, double PP[3], the coordinates of the point as projected // onto the sphere from the center. // { # define DIM_NUM 3 double norm; if ( r == 0.0 ) { r8vec_copy ( DIM_NUM, pc, pp ); } else if ( r8vec_eq ( DIM_NUM, p, pc ) ) { pp[0] = pc[0]; pp[1] = pc[1]; pp[2] = pc[2] + r; } else { norm = sqrt ( pow ( p[0] - pc[0], 2 ) + pow ( p[1] - pc[1], 2 ) + pow ( p[2] - pc[2], 2 ) ); pp[0] = pc[0] + r * ( p[0] - pc[0] ) / norm; pp[1] = pc[1] + r * ( p[1] - pc[1] ) / norm; pp[2] = pc[2] + r * ( p[2] - pc[2] ) / norm; } return; # undef DIM_NUM } //****************************************************************************80 double sphere_imp_volume_3d ( double r ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_VOLUME_3D computes the volume of an implicit sphere in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Output, double SPHERE_IMP_VOLUME_3D, the volume of the sphere. // { double pi = 3.141592653589793; double volume; volume = 4.0 * pi * r * r * r / 3.0; return volume; } //****************************************************************************80 double sphere_imp_volume_nd ( int dim_num, double r ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_VOLUME_ND computes the volume of an implicit sphere in ND. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // DIM_NUM Volume // // 2 PI * R^2 // 3 (4/3) * PI * R^3 // 4 (1/2) * PI^2 * R^4 // 5 (8/15) * PI^2 * R^5 // 6 (1/6) * PI^3 * R^6 // 7 (16/105) * PI^3 * R^7 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input, double R, the radius of the sphere. // // Output, double SPHERE_IMP_VOLUME_ND, the volume of the sphere. // { double value; value = pow ( r, dim_num ) * sphere_unit_volume_nd ( dim_num ); return value; } //****************************************************************************80 double sphere_imp_zone_area_3d ( double r, double h1, double h2 ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_ZONE_AREA_3D computes the surface area of a spherical zone in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Draw any radius of the sphere and note the point P where the radius // intersects the sphere. Now choose two points on the radius line, a // distance H1 and H2 from the point P. Consider all the points on or within // the sphere whose projection onto the radius lies between these two points. // These points constitute the spherical zone, which can also be considered // the difference of two spherical caps. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H1, H2, the distances that define the thickness of the zone. // H1 and H2 must be between 0 and 2 * R. // // Output, double SPHERE_IMP_ZONE_AREA_3D, the area of the spherical zone. // { double h; double pi = 3.141592653589793; h = fabs ( h1 - h2 ); if ( h <= 0.0 ) { return 0.0; } else if ( 2.0 * r <= h ) { return 4.0 * pi * r * r; } else { return 2.0 * pi * r * h; } } //****************************************************************************80 double sphere_imp_zone_volume_3d ( double r, double h1, double h2 ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP_ZONE_VOLUME_3D computes the volume of a spherical zone in 3D. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Draw any radius of the sphere and note the point P where the radius // intersects the sphere. Now choose two points on the radius line, a // distance H1 and H2 from the point P. Consider all the points on or within // the sphere whose projection onto the radius lies between these two points. // These points constitute the spherical zone, which can also be considered // the difference of two spherical caps. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double H1, H2, the distances that define the thickness of the zone. // H1 and H2 must be between 0 and 2 * R. // // Output, double SPHERE_IMP_ZONE_VOLUME_3D, the volume of the spherical zone // { double h11; double h22; double pi = 3.141592653589793; h11 = r8_min ( h1, h2 ); h11 = r8_max ( h11, 0.0 ); if ( 2.0 * r <= h11 ) { return 0.0; } h22 = r8_max ( h1, h2 ); h22 = r8_min ( h22, 2.0 * r ); if ( h22 <= 0.0 ) { return 0.0; } return ( 1.0 / 3.0 ) * pi * ( h22 * h22 * ( 3.0 * r - h22 ) - h11 * h11 * ( 3.0 * r - h11 ) ); } //****************************************************************************80 void sphere_imp2exp_3d ( double r, double pc[3], double p1[3], double p2[3], double p3[3], double p4[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_IMP2EXP_3D converts a sphere from implicit to explicit form in 3D. // // Discussion: // // An implicit sphere in 3D satisfies the equation: // // sum ( ( P(1:DIM_NUM) - PC(1:DIM_NUM) )^2 ) = R^2 // // An explicit sphere in 3D is determined by four points, // which should be distinct, and not coplanar. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double R, PC[3], the radius and center of the sphere. // // Output, double P1[3], P2[3], P3[3], P4[3], // four distinct noncoplanar points on the sphere. // { # define DIM_NUM 3 double phi; double pi = 3.141592653589793; double theta; theta = 0.0; phi = 0.0; p1[0] = pc[0] + r * cos ( theta ) * sin ( phi ); p1[1] = pc[1] + r * sin ( theta ) * sin ( phi ); p1[2] = pc[2] + r * cos ( phi ); theta = 0.0; phi = 2.0 * pi / 3.0; p2[0] = pc[0] + r * cos ( theta ) * sin ( phi ); p2[1] = pc[1] + r * sin ( theta ) * sin ( phi ); p2[2] = pc[2] + r * cos ( phi ); theta = 2.0 * pi / 3.0; phi = 2.0 * pi / 3.0; p3[0] = pc[0] + r * cos ( theta ) * sin ( phi ); p3[1] = pc[1] + r * sin ( theta ) * sin ( phi ); p3[2] = pc[2] + r * cos ( phi ); theta = 4.0 * pi / 3.0; phi = 2.0 * pi / 3.0; p4[0] = pc[0] + r * cos ( theta ) * sin ( phi ); p4[1] = pc[1] + r * sin ( theta ) * sin ( phi ); p4[2] = pc[2] + r * cos ( phi ); return; # undef DIM_NUM } //****************************************************************************80 double sphere_k ( int dim_num ) //****************************************************************************80 // // Purpose: // // SPHERE_K computes a factor useful for spherical computations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Reference: // // Thomas Ericson, Victor Zinoviev, // Codes on Euclidean Spheres, // Elsevier, 2001, pages 439-441. // QA166.7 E75 // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Output, double SPHERE_K, the factor. // { double pi = 3.141592653589793; double value; if ( ( dim_num % 2 ) == 0 ) { value = pow ( 2.0 * pi, dim_num / 2 ); } else { value = 2.0 * pow ( 2.0 * pi, ( dim_num - 1 ) / 2 ); } value = value / ( double ) ( i4_factorial2 ( dim_num - 2 ) ); return value; } //****************************************************************************80 double sphere_triangle_angles_to_area ( double r, double a, double b, double c ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_ANGLES_TO_AREA computes the area of a spherical triangle. // // Discussion: // // A sphere centered at 0 in 3D satisfies the equation: // // X^2 + Y^2 + Z^2 = R^2 // // A spherical triangle is specified by three points on the surface // of the sphere. // // The area formula is known as Girard's formula. // // The area of a spherical triangle is: // // AREA = ( A + B + C - PI ) * R^2 // // where A, B and C are the (surface) angles of the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double A, B, C, the angles of the triangle. // // Output, double SPHERE_TRIANGLE_ANGLES_TO_AREA, the area of the spherical triangle. // { double area; double pi = 3.141592653589793; area = r * r * ( a + b + c - pi ); return area; } //****************************************************************************80 void sphere_triangle_sides_to_angles ( double r, double as, double bs, double cs, double &a, double &b, double &c ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_SIDES_TO_ANGLES computes spherical triangle angles. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double AS, BS, CS, the (geodesic) length of the sides of the // triangle. // // Output, double &A, &B, &C, the spherical angles of the triangle. // Angle A is opposite the side of length AS, and so on. // { double asu; double bsu; double csu; double ssu; double tan_a2; double tan_b2; double tan_c2; asu = as / r; bsu = bs / r; csu = cs / r; ssu = ( asu + bsu + csu ) / 2.0; tan_a2 = sqrt ( ( sin ( ssu - bsu ) * sin ( ssu - csu ) ) / ( sin ( ssu ) * sin ( ssu - asu ) ) ); a = 2.0 * atan ( tan_a2 ); tan_b2 = sqrt ( ( sin ( ssu - asu ) * sin ( ssu - csu ) ) / ( sin ( ssu ) * sin ( ssu - bsu ) ) ); b = 2.0 * atan ( tan_b2 ); tan_c2 = sqrt ( ( sin ( ssu - asu ) * sin ( ssu - bsu ) ) / ( sin ( ssu ) * sin ( ssu - csu ) ) ); c = 2.0 * atan ( tan_c2 ); return; } //****************************************************************************80 void sphere_triangle_vertices_to_angles ( double r, double v1[3], double v2[3], double v3[3], double &a, double &b, double &c ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_VERTICES_TO_ANGLES computes the angles of a spherical triangle. // // Discussion: // // A sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = R*R // // A spherical triangle is specified by three points on the surface // of the sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double &A, &B, &C, the angles of the spherical triangle. { double as; double bs; double cs; // // Compute the lengths of the sides of the spherical triangle. // sphere_triangle_vertices_to_sides ( r, v1, v2, v3, as, bs, cs ); // // Get the spherical angles. // sphere_triangle_sides_to_angles ( r, as, bs, cs, a, b, c ); return; } //****************************************************************************80 double sphere_triangle_vertices_to_area ( double r, double v1[3], double v2[3], double v3[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_VERTICES_TO_AREA computes the area of a spherical triangle. // // Discussion: // // A sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = R*R // // A spherical triangle is specified by three points on the surface // of the sphere. // // The area formula is known as Girard's formula. // // The area of a spherical triangle is: // // AREA = ( A + B + C - PI ) * R*R // // where A, B and C are the (surface) angles of the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double SPHERE_TRIANGLE_VERTICES_TO_AREA, the area of the // spherical triangle. { double area; double a; double as; double b; double bs; double c; double cs; // // Compute the lengths of the sides of the spherical triangle. // sphere_triangle_vertices_to_sides ( r, v1, v2, v3, as, bs, cs ); // // Get the spherical angles. // sphere_triangle_sides_to_angles ( r, as, bs, cs, a, b, c ); // // Get the area // area = sphere_triangle_angles_to_area ( r, a, b, c ); return area; } //****************************************************************************80 void sphere_triangle_vertices_to_centroid ( double r, double v1[3], double v2[3], double v3[3], double vs[] ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_VERTICES_TO_CENTROID gets a spherical triangle centroid. // // Discussion: // // A sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = R*R // // A spherical triangle is specified by three points on the sphere. // // The (true) centroid of a spherical triangle is the point // // VT = (XT,YT,ZT) = Integral ( X, Y, Z ) dArea / Integral 1 dArea // // Note that the true centroid does NOT, in general, lie on the sphere. // // The "flat" centroid VF is the centroid of the planar triangle defined by // the vertices of the spherical triangle. // // The "spherical" centroid VS of a spherical triangle is computed by // the intersection of the geodesic bisectors of the triangle angles. // The spherical centroid lies on the sphere. // // VF, VT and VS lie on a line through the center of the sphere. We can // easily calculate VF by averaging the vertices, and from this determine // VS by normalizing. // // (Of course, we still will not have actually computed VT, which lies // somewhere between VF and VS!) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double VS[3], the coordinates of the "spherical centroid" // of the spherical triangle. // { # define DIM_NUM 3 int i; double norm; for ( i = 0; i < DIM_NUM; i++ ) { vs[i] = ( v1[i] + v2[i] + v3[i] ) / 3.0; } norm = r8vec_norm ( DIM_NUM, vs ); for ( i = 0; i < DIM_NUM; i++ ) { vs[i] = r * vs[i] / norm; } return; # undef DIM_NUM } //****************************************************************************80 int sphere_triangle_vertices_to_orientation ( double a[], double b[], double c[] ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_VERTICES_TO_ORIENTATION seeks the orientation of a spherical triangle. // // Discussion: // // Three points on a sphere actually compute two triangles; typically // we are interested in the smaller of the two. // // As long as our triangle is "small", we can define an orientation // by comparing the direction of the centroid against the normal // vector (C-B) x (A-B). If the dot product of these vectors // is positive, we say the triangle has positive orientation. // // By using information from the triangle orientation, we can correctly // determine the area of a Voronoi polygon by summing up the pieces // of Delaunay triangles, even in the case when the Voronoi vertex // lies outside the Delaunay triangle. In that case, the areas of // some of the Delaunay triangle pieces must be formally negative. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 May 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double A[3], B[3], C[3], three points on a sphere. // // Output, int SPHERE_TRIANGLE_VERTICES_TO_ORIENTATION, is +1 if the spherical triangle // is judged to have positive orientation, and -1 otherwise. // { double cd[3]; double cp[3]; int i; int o; double v1[3]; double v2[3]; // // Centroid. // for ( i = 0; i < 3; i++ ) { cd[i] = ( a[i] + b[i] + c[i] ) / 3.0; } // // Cross product ( C - B ) x ( A - B ); // for ( i = 0; i < 3; i++ ) { v1[i] = c[i] - b[i]; v2[i] = a[i] - b[i]; } cp[0] = v1[1] * v2[2] - v1[2] * v2[1]; cp[1] = v1[2] * v2[0] - v1[0] * v2[2]; cp[2] = v1[0] * v2[1] - v1[1] * v2[0]; // // Compare the directions. // if ( r8vec_dot_product ( 3, cp, cd ) < 0.0 ) { o = - 1; } else { o = + 1; } return o; } //****************************************************************************80 void sphere_triangle_vertices_to_sides ( double r, double v1[3], double v2[3], double v3[3], double &as, double &bs, double &cs ) //****************************************************************************80 // // Purpose: // // SPHERE_TRIANGLE_VERTICES_TO_SIDES_3D computes spherical triangle sides. // // Discussion: // // We can use the ACOS system call here, but the ARC_COSINE routine // will automatically take care of cases where the input argument is // (usually slightly) out of bounds. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double V1[3], V2[3], V3[3], the vertices of the spherical // triangle. // // Output, double &AS, &BS, &CS, the (geodesic) length of the sides of the // triangle. // { as = r * r8_acos ( r8vec_dot_product ( 3, v2, v3 ) / ( r * r ) ); bs = r * r8_acos ( r8vec_dot_product ( 3, v3, v1 ) / ( r * r ) ); cs = r * r8_acos ( r8vec_dot_product ( 3, v1, v2 ) / ( r * r ) ); return; } //****************************************************************************80 double sphere_unit_area_nd ( int dim_num ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_AREA_ND computes the surface area of a unit sphere in ND. // // Discussion: // // The unit sphere in ND satisfies the equation: // // Sum ( 1 <= I <= DIM_NUM ) X(I) * X(I) = 1 // // DIM_NUM Area // // 2 2 * PI // 3 4 * PI // 4 ( 2 / 1) * PI^2 // 5 ( 8 / 3) * PI^2 // 6 ( 1 / 1) * PI^3 // 7 (16 / 15) * PI^3 // 8 ( 1 / 3) * PI^4 // 9 (32 / 105) * PI^4 // 10 ( 1 / 12) * PI^5 // // For the unit sphere, Area(DIM_NUM) = DIM_NUM * Volume(DIM_NUM) // // Sphere_Unit_Area ( DIM_NUM ) = 2 * PI^(DIM_NUM/2) / Gamma ( DIM_NUM / 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Output, double SPHERE_UNIT_AREA_ND, the area of the sphere. // { double area; int i; int m; double pi = 3.141592653589793; if ( ( dim_num % 2 ) == 0 ) { m = dim_num / 2; area = 2.0 * pow ( pi, m ); for ( i = 1; i <= m-1; i++ ) { area = area / ( ( double ) i ); } } else { m = ( dim_num - 1 ) / 2; area = pow ( 2.0, dim_num ) * pow ( pi, m ); for ( i = m+1; i <= 2*m; i++ ) { area = area / ( ( double ) i ); } } return area; } //****************************************************************************80 void sphere_unit_area_values ( int &n_data, int &n, double &area ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_AREA_VALUES returns some areas of the unit sphere in ND. // // Discussion: // // The formula for the surface area of the unit sphere in N dimensions is: // // Sphere_Unit_Area ( N ) = 2 * PI^(N/2) / Gamma ( N / 2 ) // // Some values of the function include: // // N Area // // 2 2 * PI // 3 ( 4 / ) * PI // 4 ( 2 / 1) * PI^2 // 5 ( 8 / 3) * PI^2 // 6 ( 1 / 1) * PI^3 // 7 (16 / 15) * PI^3 // 8 ( 1 / 3) * PI^4 // 9 (32 / 105) * PI^4 // 10 ( 1 / 12) * PI^5 // // For the unit sphere, Area(N) = N * Volume(N) // // In Mathematica, the function can be evaluated by: // // 2 * Pi^(n/2) / Gamma[n/2] // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 August 2004 // // Author: // // John Burkardt // // Reference: // // Stephen Wolfram, // The Mathematica Book, // Fourth Edition, // Cambridge University Press, 1999, // ISBN: 0-521-64314-7, // LC: QA76.95.W65. // // Parameters: // // Input/output, int &N_DATA. // On input, if N_DATA is 0, the first test data is returned, and // N_DATA is set to the index of the test data. On each subsequent // call, N_DATA is incremented and that test data is returned. When // there is no more test data, N_DATA is set to 0. // // Output, int &N, the spatial dimension. // // Output, double &AREA, the area of the unit sphere // in that dimension. // { # define N_MAX 20 static double area_vec[N_MAX] = { 0.2000000000000000E+01, 0.6283185307179586E+01, 0.1256637061435917E+02, 0.1973920880217872E+02, 0.2631894506957162E+02, 0.3100627668029982E+02, 0.3307336179231981E+02, 0.3246969701133415E+02, 0.2968658012464836E+02, 0.2550164039877345E+02, 0.2072514267328890E+02, 0.1602315322625507E+02, 0.1183817381218268E+02, 0.8389703410491089E+01, 0.5721649212349567E+01, 0.3765290085742291E+01, 0.2396678817591364E+01, 0.1478625959000308E+01, 0.8858104195716824E+00, 0.5161378278002812E+00 }; static int n_vec[N_MAX] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 }; if ( n_data < 0 ) { n_data = 0; } n_data = n_data + 1; if ( N_MAX < n_data ) { n_data = 0; n = 0; area = 0.0; } else { n = n_vec[n_data-1]; area = area_vec[n_data-1]; } return; # undef N_MAX } //****************************************************************************80 double *sphere_unit_sample_2d ( int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_2D picks a random point on the unit sphere (circle) in 2D. // // Discussion: // // The unit sphere in 2D satisfies the equation: // // X * X + Y * Y = 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_2D[2], the random point on the unit circle. // { double pi = 3.141592653589793; double u; double *x; u = r8_uniform_01 ( seed ); x = new double[2]; x[0] = cos ( 2.0 * pi * u ); x[1] = sin ( 2.0 * pi * u ); return x; } //****************************************************************************80 double *sphere_unit_sample_3d ( int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_3D picks a random point on the unit sphere in 3D. // // Discussion: // // The unit sphere in 3D satisfies the equation: // // X * X + Y * Y + Z * Z = 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_3D[3], the sample point. // { double phi; double pi = 3.141592653589793; double theta; double vdot; double *x; // // Pick a uniformly random VDOT, which must be between -1 and 1. // This represents the dot product of the random vector with the Z unit vector. // // this works because the surface area of the sphere between // Z and Z + dZ is independent of Z. So choosing Z uniformly chooses // a patch of area uniformly. // vdot = 2.0 * r8_uniform_01 ( seed ) - 1.0; phi = r8_acos ( vdot ); // // Pick a uniformly random rotation between 0 and 2 Pi around the // axis of the Z vector. // theta = 2.0 * pi * r8_uniform_01 ( seed ); x = new double[3]; x[0] = cos ( theta ) * sin ( phi ); x[1] = sin ( theta ) * sin ( phi ); x[2] = cos ( phi ); return x; } //****************************************************************************80 double *sphere_unit_sample_3d_2 ( int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_3D_2 is a BAD method for sampling the unit sphere in 3D. // // Discussion: // // The unit sphere in 3D satisfies the equation: // // X * X + Y * Y + Z * Z = 1 // // Points on the unit sphere have coordinates ( PHI, THETA ) where // PHI varies from 0 to PI, and THETA from 0 to 2 PI, so that: // // x = cos ( theta ) * sin ( phi ) // y = sin ( theta ) * sin ( phi ) // z = cos ( phi ) // // This routine implements a sampling of the sphere that simply // picks PHI and THETA uniformly at random from their ranges. // This is a uniform sampling on the cylinder, but it is NOT // a uniform sampling on the sphere. I implement it here just // so I can run some tests against the code in SPHERE_UNIT_SAMPLE_3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_3D_2[3], the sample point. // { double phi; double pi = 3.141592653589793; double theta; double *x; phi = pi * r8_uniform_01 ( seed ); theta = 2.0 * pi * r8_uniform_01 ( seed ); x = new double[3]; x[0] = cos ( theta ) * sin ( phi ); x[1] = sin ( theta ) * sin ( phi ); x[2] = cos ( phi ); return x; } //****************************************************************************80 double *sphere_unit_sample_nd ( int dim_num, int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_ND picks a random point on the unit sphere in ND. // // Discussion: // // The unit sphere in ND satisfies the equation: // // Sum ( 1 <= I <= DIM_NUM ) X(I) * X(I) = 1 // // DIM_NUM-1 random Givens rotations are applied to the point ( 1, 0, 0, ..., 0 ). // // The I-th Givens rotation is in the plane of coordinate axes I and I+1, // and has the form: // // [ cos ( theta ) - sin ( theta ) ] * x(i) = x'(i) // [ sin ( theta ) cos ( theta ) ] x(i+1) x'(i+1) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_ND[DIM_NUM], the random point. // { int i; double random_cosine; double random_sign; double random_sine; double *p; double pi; p = new double[dim_num]; p[0] = 1.0; for ( i = 1; i < dim_num; i++ ) { p[i] = 0.0; } for ( i = 0; i < dim_num-1; i++ ) { random_cosine = 2.0 * r8_uniform_01 ( seed ) - 1.0; random_sign = ( double ) ( 2 * ( int ) ( 2.0 * r8_uniform_01 ( seed ) ) - 1 ); random_sine = random_sign * sqrt ( 1.0 - random_cosine * random_cosine ); pi = p[i]; p[i ] = random_cosine * pi; p[i+1] = random_sine * pi; } return p; } //****************************************************************************80 double *sphere_unit_sample_nd_2 ( int dim_num, int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_ND_2 picks a random point on the unit sphere in ND. // // Discussion: // // The unit sphere in ND satisfies the equation: // // Sum ( 1 <= I <= DIM_NUM ) X(I) * X(I) = 1 // // DIM_NUM independent normally distributed random numbers are generated, // and then scaled to have unit norm. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_ND_2[DIM_NUM], the random point. // { int i; double norm; double *p; p = r8vec_normal_01_new ( dim_num, seed ); norm = r8vec_norm ( dim_num, p ); for ( i = 0; i < dim_num; i++ ) { p[i] = p[i] / norm; } return p; } //****************************************************************************80 double *sphere_unit_sample_nd_3 ( int dim_num, int &seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE_ND_3 picks a random point on the unit sphere in ND. // // Discussion: // // The unit sphere in ND satisfies the equation: // // Sum ( 1 <= I <= DIM_NUM ) X(I) * X(I) = 1 // // Points in the [-1,1] cube are generated. Points lying outside // the sphere are rejected. Points inside the unit sphere are normalized // to lie on the sphere. // // Because the volume of the unit sphere // relative to the unit cube decreases drastically in higher dimensions, // this routine becomes increasingly inefficient at higher DIM_NUM. // Above DIM_NUM = 5, this problem will become significant. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE_ND_3[DIM_NUM], the random point. // { int i; double norm; double *p; for ( ; ; ) { p = r8vec_uniform_01_new ( dim_num, seed ); for ( i = 0; i < dim_num; i++ ) { p[i] = 2.0 * p[i] - 1.0; } norm = r8vec_norm ( dim_num, p ); if ( norm <= 1.0 ) { for ( i = 0; i < dim_num; i++ ) { p[i] = p[i] / norm; } break; } delete [] p; } return p; } //****************************************************************************80 double sphere_unit_volume_nd ( int dim_num ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_VOLUME_ND computes the volume of a unit sphere in ND. // // Discussion: // // The unit sphere in ND satisfies the equation: // // Sum ( 1 <= I <= DIM_NUM ) X(I) * X(I) = 1 // // DIM_NUM Volume // // 1 2 // 2 1 * PI // 3 ( 4 / 3) * PI // 4 ( 1 / 2) * PI^2 // 5 ( 8 / 15) * PI^2 // 6 ( 1 / 6) * PI^3 // 7 (16 / 105) * PI^3 // 8 ( 1 / 24) * PI^4 // 9 (32 / 945) * PI^4 // 10 ( 1 / 120) * PI^5 // // For the unit sphere, Volume(N) = 2 * PI * Volume(N-2)/ N // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the space. // // Output, double SPHERE_UNIT_VOLUME_ND, the volume of the sphere. // { int i; int m; double pi = 3.141592653589793; double volume; if ( dim_num % 2== 0 ) { m = dim_num / 2; volume = 1.0; for ( i = 1; i <= m; i++ ) { volume = volume * pi / ( ( double ) i ); } } else { m = ( dim_num - 1 ) / 2; volume = pow ( pi, m ) * pow ( 2.0, dim_num ); for ( i = m + 1; i <= 2 * m + 1; i++ ) { volume = volume / ( ( double ) i ); } } return volume; } //****************************************************************************80 void sphere_unit_volume_values ( int &n_data, int &n, double &volume ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_VOLUME_VALUES returns some volumes of the unit sphere in ND. // // Discussion: // // The formula for the volume of the unit sphere in N dimensions is // // Volume(N) = 2 * PI^(N/2) / ( N * Gamma ( N / 2 ) ) // // This function satisfies the relationships: // // Volume(N) = 2 * PI * Volume(N-2) / N // Volume(N) = Area(N) / N // // Some values of the function include: // // N Volume // // 1 1 // 2 1 * PI // 3 ( 4 / 3) * PI // 4 ( 1 / 2) * PI^2 // 5 ( 8 / 15) * PI^2 // 6 ( 1 / 6) * PI^3 // 7 (16 / 105) * PI^3 // 8 ( 1 / 24) * PI^4 // 9 (32 / 945) * PI^4 // 10 ( 1 / 120) * PI^5 // // In Mathematica, the function can be evaluated by: // // 2 * Pi^(n/2) / ( n * Gamma[n/2] ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 August 2004 // // Author: // // John Burkardt // // Reference: // // Stephen Wolfram, // The Mathematica Book, // Fourth Edition, // Cambridge University Press, 1999, // ISBN: 0-521-64314-7, // LC: QA76.95.W65. // // Parameters: // // Input/output, int &N_DATA. // On input, if N_DATA is 0, the first test data is returned, and // N_DATA is set to the index of the test data. On each subsequent // call, N_DATA is incremented and that test data is returned. When // there is no more test data, N_DATA is set to 0. // // Output, int &N, the spatial dimension. // // Output, double &VOLUME, the volume of the unit // sphere in that dimension. // { # define N_MAX 20 static int n_vec[N_MAX] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 }; static double volume_vec[N_MAX] = { 0.2000000000000000E+01, 0.3141592653589793E+01, 0.4188790204786391E+01, 0.4934802200544679E+01, 0.5263789013914325E+01, 0.5167712780049970E+01, 0.4724765970331401E+01, 0.4058712126416768E+01, 0.3298508902738707E+01, 0.2550164039877345E+01, 0.1884103879389900E+01, 0.1335262768854589E+01, 0.9106287547832831E+00, 0.5992645293207921E+00, 0.3814432808233045E+00, 0.2353306303588932E+00, 0.1409811069171390E+00, 0.8214588661112823E-01, 0.4662160103008855E-01, 0.2580689139001406E-01 }; if ( n_data < 0 ) { n_data = 0; } n_data = n_data + 1; if ( N_MAX < n_data ) { n_data = 0; n = 0; volume = 0.0; } else { n = n_vec[n_data-1]; volume = volume_vec[n_data-1]; } return; # undef N_MAX } //****************************************************************************80 double sphere01_distance_xyz ( double xyz1[3], double xyz2[3] ) //****************************************************************************80 // // Purpose: // // SPHERE01_DISTANCE_XYZ computes great circle distances on a unit sphere. // // Discussion: // // XYZ coordinates are used. // // We assume the points XYZ1 and XYZ2 lie on the unit sphere. // // This computation is a special form of the Vincenty formula. // It should be less sensitive to errors associated with very small // or very large angular separations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double XYZ1[3], the coordinates of the first point. // // Input, double XYZ2[3], the coordinates of the second point. // // Output, double DIST, the great circle distance between the points. // { double bot; double dist; double lat1; double lat2; double lon1; double lon2; double r; double top; lat1 = r8_asin ( xyz1[2] ); lon1 = r8_atan ( xyz1[1], xyz1[0] ); lat2 = r8_asin ( xyz2[2] ); lon2 = r8_atan ( xyz2[1], xyz2[0] ); top = pow ( cos ( lat2 ) * sin ( lon1 - lon2 ), 2 ) + pow ( cos ( lat1 ) * sin ( lat2 ) - sin ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ), 2 ); top = sqrt ( top ); bot = sin ( lat1 ) * sin ( lat2 ) + cos ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ); dist = atan2 ( top, bot ); return dist; } //****************************************************************************80 double sphere01_polygon_area ( int n, double lat[], double lon[] ) //****************************************************************************80 // // Purpose: // // SPHERE01_POLYGON_AREA returns the area of a spherical polygon. // // Discussion: // // On a unit sphere, the area of a spherical polygon with N sides // is equal to the spherical excess: // // E = sum ( interior angles ) - ( N - 2 ) * pi. // // On a sphere with radius R, the area is the spherical excess multiplied // by R * R. // // The code was revised in accordance with suggestions in Carvalho // and Cavalcanti. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 August 2005 // // Author: // // Robert Miller // // Reference: // // Paulo Cezar Pinto Carvalho, Paulo Roma Cavalcanti, // Point in Polyhedron Testing Using Spherical Polygons, // Graphics Gems, Volume V, // Edited by Alan Paeth, // Academic Press, 1995, T385.G6975. // // Robert Miller, // Computing the Area of a Spherical Polygon, // Graphics Gems, Volume IV, pages 132-138, // Edited by Paul Heckbert, // Academic Press, 1994, T385.G6974. // // Eric Weisstein, // "Spherical Polygon", // CRC Concise Encyclopedia of Mathematics, // CRC Press, 1999. // // Parameters: // // Input, int N, the number of vertices. // // Input, double LAT[N], LON[N], the latitudes and longitudes of the vertices // of the spherical polygon. // // Output, double SPHERE01_POLYGON_AREA, the area of the spherical polygon // in spherical radians. // { double a = 0.0; double area = 0.0; double b = 0.0; double beta1 = 0.0; double beta2 = 0.0; double c = 0.0; double cos_b1 = 0.0; double cos_b2 = 0.0; double excess = 0.0; double hav_a = 0.0; int j; int k; double lam = 0.0; double lam1 = 0.0; double lam2 = 0.0; double pi = 3.141592653589793; double s; double t; area = 0.0; for ( j = 0; j <= n; j++ ) { if ( j == 0 ) { lam1 = lon[j]; beta1 = lat[j]; lam2 = lon[j+1]; beta2 = lat[j+1]; cos_b1 = cos ( beta1 ); cos_b2 = cos ( beta2 ); } else { k = ( j + 1 ) % ( n + 1 ); lam1 = lam2; beta1 = beta2; lam2 = lon[k]; beta2 = lat[k]; cos_b1 = cos_b2; cos_b2 = cos ( beta2 ); } if ( lam1 != lam2 ) { hav_a = haversine ( beta2 - beta1 ) + cos_b1 * cos_b2 * haversine ( lam2 - lam1 ); a = 2.0 * asin ( sqrt ( hav_a ) ); b = 0.5 * pi - beta2; c = 0.5 * pi - beta1; s = 0.5 * ( a + b + c ); // // Given the three sides of a spherical triangle, we can use a formula // to find the spherical excess. // t = tan ( s / 2.0 ) * tan ( ( s - a ) / 2.0 ) * tan ( ( s - b ) / 2.0 ) * tan ( ( s - c ) / 2.0 ); excess = fabs ( 4.0 * atan ( sqrt ( fabs ( t ) ) ) ); if ( lam1 < lam2 ) { lam = lam2 - lam1; } else { lam = lam2 - lam1 + 2.0 * pi; } if ( pi < lam ) { excess = - excess; } area = area + excess; } } if ( area < 0.0 ) { area = 4.0 * pi + area; } //area = fabs ( area ); return area; } //****************************************************************************80 double sphere01_polygon_area_karney ( int n, double lat[], double lon[] ) //****************************************************************************80 // // Purpose: // // SPHERE01_POLYGON_AREA_KARNEY returns the area of a spherical polygon. // // Discussion: // // On a unit sphere, the area of a spherical polygon with N sides // is equal to the spherical excess: // // E = sum ( interior angles ) - ( N - 2 ) * pi. // // On a sphere with radius R, the area is the spherical excess multiplied // by R * R. // // The text of this function was kindly supplied by the author. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // Charles Karney // // References: // // Charles Karney, // GeographicLib, // September 2010 // http://geographiclib.sf.net/html/geodesic.html#geodarea // // Isaac Todhunter, // Section 103, equation 2, // Spherical Trigonometry, // Macmillan, 1871, // http://books.google.com/books?id=3uBHAAAAIAAJ&pg=PA71 // // This routine gives the area for spherical polygons which do not include a // pole. A solution of this problem for ellipsoidal polygons which include // a pole is provided by the Planimeter utility of GeographicLib; see // http://geographiclib.sf.net/html/utilities.html#planimeter // // Parameters: // // Input, int N, the number of vertices. // // Input, double LAT[N], LON[N], the latitudes and longitudes of the // vertices of the spherical polygon, measured in radians. // // Output, double SPHERE01_POLYGON_AREA_KARNEY, the signed area of the // spherical polygon in spherical radians. Clockwise traversal yields a // positive result. // { double area; int j; double lam1; double lam2; double tbeta1; double tbeta2; area = 0.0; lam2 = lon[n-1]; tbeta2 = tan ( lat[n-1] / 2.0 ); for ( j = 0; j < n; j++ ) { lam1 = lam2; lam2 = lon[j]; tbeta1 = tbeta2; tbeta2 = tan ( lat[j] / 2.0 ); area = area + atan2 ( tan ( ( lam1 - lam2 ) / 2.0 ) * ( tbeta1 + tbeta2 ), ( 1.0 + tbeta1 * tbeta2 ) ); } area = 2.0 * area; return area; } //****************************************************************************80 double sphere01_triangle_angles_to_area ( double a, double b, double c ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_ANGLES_TO_AREA: area of a spherical triangle on the unit sphere. // // Discussion: // // A unit sphere centered at 0 in 3D satisfies the equation: // // X^2 + Y^2 + Z^2 = 1 // // A spherical triangle is specified by three points on the surface // of the sphere. // // The area formula is known as Girard's formula. // // The area of a spherical triangle on the unit sphere is: // // AREA = ( A + B + C - PI ) // // where A, B and C are the (surface) angles of the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double A, B, C, the angles of the triangle. // // Output, double SPHERE_TRIANGLE_ANGLES_TO_AREA, the area of the // spherical triangle. // { double area; double r8_pi = 3.141592653589793; area = a + b + c - r8_pi; return area; } //****************************************************************************80 void sphere01_triangle_sides_to_angles ( double as, double bs, double cs, double &a, double &b, double &c ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_SIDES_TO_ANGLES: angles of spherical triangle on unit sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double AS, BS, CS, the (geodesic) length of the sides of the // triangle. // // Output, double &A, &B, &C, the spherical angles of the triangle. // Angle A is opposite the side of length AS, and so on. // { double asu; double bsu; double csu; double ssu; double tan_a2; double tan_b2; double tan_c2; asu = as; bsu = bs; csu = cs; ssu = ( asu + bsu + csu ) / 2.0; tan_a2 = sqrt ( ( sin ( ssu - bsu ) * sin ( ssu - csu ) ) / ( sin ( ssu ) * sin ( ssu - asu ) ) ); a = 2.0 * atan ( tan_a2 ); tan_b2 = sqrt ( ( sin ( ssu - asu ) * sin ( ssu - csu ) ) / ( sin ( ssu ) * sin ( ssu - bsu ) ) ); b = 2.0 * atan ( tan_b2 ); tan_c2 = sqrt ( ( sin ( ssu - asu ) * sin ( ssu - bsu ) ) / ( sin ( ssu ) * sin ( ssu - csu ) ) ); c = 2.0 * atan ( tan_c2 ); return; } //****************************************************************************80 void sphere01_triangle_vertices_to_angles ( double v1[3], double v2[3], double v3[3], double &a, double &b, double &c ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_VERTICES_TO_ANGLES: angles of spherical triangle on unit sphere. // // Discussion: // // A unit sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = 1 // // A spherical triangle is specified by three points on the surface // of the sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double &A, &B, &C, the angles of the spherical triangle. { double as; double bs; double cs; // // Compute the lengths of the sides of the spherical triangle. // sphere01_triangle_vertices_to_sides ( v1, v2, v3, as, bs, cs ); // // Get the spherical angles. // sphere01_triangle_sides_to_angles ( as, bs, cs, a, b, c ); return; } //****************************************************************************80 double sphere01_triangle_vertices_to_area ( double v1[3], double v2[3], double v3[3] ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_VERTICES_TO_AREA: area of a spherical triangle on unit sphere. // // Discussion: // // A unit sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = 1 // // A spherical triangle is specified by three points on the surface // of the sphere. // // The area formula is known as Girard's formula. // // The area of a spherical triangle on the unit sphere is: // // AREA = A + B + C - PI // // where A, B and C are the (surface) angles of the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double SPHERE_TRIANGLE_VERTICES_TO_AREA, the area of the // spherical triangle. { double area; double a; double as; double b; double bs; double c; double cs; // // Compute the lengths of the sides of the spherical triangle. // sphere01_triangle_vertices_to_sides ( v1, v2, v3, as, bs, cs ); // // Get the spherical angles. // sphere01_triangle_sides_to_angles ( as, bs, cs, a, b, c ); // // Get the area // area = sphere01_triangle_angles_to_area ( a, b, c ); return area; } //****************************************************************************80 double *sphere01_triangle_vertices_to_centroid ( double v1[3], double v2[3], double v3[3] ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_VERTICES_TO_CENTROID: centroid of spherical triangle on unit sphere. // // Discussion: // // A sphere centered at 0 in 3D satisfies the equation: // // X*X + Y*Y + Z*Z = 1 // // A spherical triangle is specified by three points on the sphere. // // The (true) centroid of a spherical triangle is the point // // VT = (XT,YT,ZT) = Integral ( X, Y, Z ) dArea / Integral 1 dArea // // Note that the true centroid does NOT, in general, lie on the sphere. // // The "flat" centroid VF is the centroid of the planar triangle defined by // the vertices of the spherical triangle. // // The "spherical" centroid VS of a spherical triangle is computed by // the intersection of the geodesic bisectors of the triangle angles. // The spherical centroid lies on the sphere. // // VF, VT and VS lie on a line through the center of the sphere. We can // easily calculate VF by averaging the vertices, and from this determine // VS by normalizing. // // (Of course, we still will not have actually computed VT, which lies // somewhere between VF and VS!) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double SPHERE01_TRIANGLE_VERTICES_TO_CENTROID[3], the coordinates // of the "spherical centroid" of the spherical triangle. // { # define DIM_NUM 3 int i; double norm; double *vs; vs = new double[3]; for ( i = 0; i < DIM_NUM; i++ ) { vs[i] = ( v1[i] + v2[i] + v3[i] ) / 3.0; } norm = r8vec_norm ( DIM_NUM, vs ); for ( i = 0; i < DIM_NUM; i++ ) { vs[i] = vs[i] / norm; } return vs; # undef DIM_NUM } //****************************************************************************80 void sphere01_triangle_vertices_to_midpoints ( double v1[3], double v2[3], double v3[3], double m1[3], double m2[3], double m3[3] ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_VERTICES_TO_MIDPOINTS gets the midsides of a spherical triangle. // // Discussion: // // The points are assumed to lie on the unit sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vertices of the triangle. // // Output, double M1[3], M2[3], M3[3], the coordinates of // the midpoints of the sides of the spherical triangle. // { int i; double norm; for ( i = 0; i < 3; i++ ) { m1[i] = ( v1[i] + v2[i] ) / 2.0; } norm = r8vec_norm ( 3, m1 ); for ( i = 0; i < 3; i++ ) { m1[i] = m1[i] / norm; } for ( i = 0; i < 3; i++ ) { m2[i] = ( v2[i] + v3[i] ) / 2.0; } norm = r8vec_norm ( 3, m2 ); for ( i = 0; i < 3; i++ ) { m2[i] = m2[i] / norm; } for ( i = 0; i < 3; i++ ) { m3[i] = ( v3[i] + v1[i] ) / 2.0; } norm = r8vec_norm ( 3, m3 ); for ( i = 0; i < 3; i++ ) { m3[i] = m3[i] / norm; } return; } //****************************************************************************80 void sphere01_triangle_vertices_to_sides ( double v1[3], double v2[3], double v3[3], double &as, double &bs, double &cs ) //****************************************************************************80 // // Purpose: // // SPHERE01_TRIANGLE_VERTICES_TO_SIDES_3D: sides of spherical triangle on unit sphere. // // Discussion: // // We can use the ACOS system call here, but the ARC_COSINE routine // will automatically take care of cases where the input argument is // (usually slightly) out of bounds. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 23 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], V3[3], the vertices of the spherical // triangle. // // Output, double &AS, &BS, &CS, the (geodesic) length of the sides of the // triangle. // { as = r8_acos ( r8vec_dot_product ( 3, v2, v3 ) ); bs = r8_acos ( r8vec_dot_product ( 3, v3, v1 ) ); cs = r8_acos ( r8vec_dot_product ( 3, v1, v2 ) ); return; } //****************************************************************************80 void string_2d ( int vec_num, double p1[], double p2[], int *string_num, int order[], int string[] ) //****************************************************************************80 // // Purpose: // // STRING_2D groups line segments into connected lines in 2D. // // Discussion: // // The routine receives an unordered set of line segments, described by // pairs of coordinates P1 and P2, and tries to group them // into ordered lists that constitute connected jagged lines. // // This routine will not match two endpoints unless they are exactly equal. // // On input, line segment I has endpoints PI(I) and P2(I). // // On output, the order of the components may have been // switched. That is, for some I, P1(I) and P2(I) may have been swapped. // // More importantly, all the entries P1(I) and P2(I) // may have been swapped with another index J. // // The resulting coordinates will have been sorted in order // of the string to which they belong, and then by the order // of their traversal within that string. // // The array STRING(I) identifies the string to which segment I belongs. // // If two segments I and J have the same value of STRING, then // ORDER(I) and ORDER(J) give the relative order of the two segments // in the string. Thus if ORDER(I) = -3 and ORDER(J) = 2, then when // the string is traversed, segment I is traversed first, then four other // segments are traversed, and then segment J is traversed. // // For each string, the segment with ORDER(I) = 0 is the initial segment // from which the entire string was "grown" (with growth possible to both the // left and the right). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int VEC_NUM, the number of line segments to be analyzed. // // Input/output, double P1[2*VEC_NUM], P2[2*VEC_NUM], the line segments. // // Output, int *STRING_NUM, the number of strings created. // // Output, int ORDER[VEC_NUM], the order vector. // // Output, int STRING[VEC_NUM], the string to which each segment I belongs. // { int i; int indx; int isgn; int itemp; int j; int jval; int kval; int match; int seed; double temp; double x1val; double x2val; double y1val; double y2val; // // Mark STRING so that each segment is alone. // for ( i = 0; i < vec_num; i++ ) { order[i] = 0; string[i] = vec_num + i + 1; } // // Starting with the lowest numbered group of line segments, // see if any higher numbered groups belong. // seed = 0; *string_num = 1; string[seed] = *string_num; for ( ; ; ) { x1val = p1[0+seed*2]; x2val = p2[0+seed*2]; y1val = p1[1+seed*2]; y2val = p2[1+seed*2]; jval = order[seed]; kval = order[seed]; for ( ; ; ) { match = 0; for ( j = 0; j < vec_num; j++ ) { if ( *string_num < string[j] ) { if ( x1val == p1[0+j*2] && y1val == p1[1+j*2] ) { jval = jval - 1; order[j] = jval; string[j] = *string_num; x1val = p2[0+j*2]; y1val = p2[1+j*2]; match = match + 1; temp = p1[0+j*2]; p1[0+j*2] = p2[0+j*2]; p2[0+j*2] = temp; temp = p1[1+j*2]; p1[1+j*2] = p2[1+j*2]; p2[1+j*2] = temp; } else if ( x1val == p2[0+j*2] && y1val == p2[1+j*2] ) { jval = jval - 1; order[j] = jval; string[j] = *string_num; x1val = p1[0+j*2]; y1val = p1[1+j*2]; match = match + 1; } else if ( x2val == p1[0+j*2] && y2val == p1[1+j*2] ) { kval = kval + 1; order[j] = kval; string[j] = *string_num; x2val = p2[0+j*2]; y2val = p2[1+j*2]; match = match + 1; } else if ( x2val == p2[0+j*2] && y2val == p2[1+j*2] ) { kval = kval + 1; order[j] = kval; string[j] = *string_num; x2val = p1[0+j*2]; y2val = p1[1+j*2]; match = match + 1; temp = p1[0+j*2]; p1[0+j*2] = p2[0+j*2]; p2[0+j*2] = temp; temp = p1[1+j*2]; p1[1+j*2] = p2[1+j*2]; p2[1+j*2] = temp; } } } // // If the string has closed on itself, then we don't want to // look for any more matches for this string. // if ( x1val == x2val && y1val == y2val ) { break; } // // If we made no matches this pass, we're done. // if ( match <= 0 ) { break; } } // // This string is "exhausted". Are there any line segments we // haven't looked at yet? // seed = 0; for ( i = 0; i < vec_num; i++) { if ( *string_num < string[i] ) { seed = i; *string_num = *string_num + 1; string[i] = *string_num; break; } } if ( seed == 0 ) { break; } } // // There are no more line segments to look at. Renumber the // isolated segments. // // Question: Can this ever happen? // for ( i = 0; i < vec_num; i++ ) { if ( vec_num < string[i] ) { *string_num = *string_num + 1; string[i] = *string_num; } } // // Now sort the line segments by string and by order of traversal. // i = 0; isgn = 0; j = 0; indx = 0; for ( ; ; ) { sort_heap_external ( vec_num, &indx, &i, &j, isgn ); if ( 0 < indx ) { itemp = order[i-1]; order[i-1] = order[j-1]; order[j-1] = itemp; itemp = string[i-1]; string[i-1] = string[j-1]; string[j-1] = itemp; temp = p1[0+(i-1)*2]; p1[0+(i-1)*2] = p1[0+(j-1)*2]; p1[0+(j-1)*2] = temp; temp = p1[1+(i-1)*2]; p1[1+(i-1)*2] = p1[1+(j-1)*2]; p1[1+(j-1)*2] = temp; temp = p2[0+(i-1)*2]; p2[0+(i-1)*2] = p2[0+(j-1)*2]; p2[0+(j-1)*2] = temp; temp = p2[1+(i-1)*2]; p2[1+(i-1)*2] = p2[1+(j-1)*2]; p2[1+(j-1)*2] = temp; } else if ( indx < 0 ) { if ( ( string[i-1] < string[j-1] ) || ( string[i-1] == string[j-1] && order[i-1] < order[j-1] ) ) { isgn = -1; } else { isgn = +1; } } else if ( indx == 0 ) { break; } } return; } //****************************************************************************80 void super_ellipse_points_2d ( double pc[2], double r1, double r2, double expo, double psi, int n, double p[] ) //****************************************************************************80 // // Purpose: // // SUPER_ELLIPSE_POINTS_2D returns N points on a tilted superellipse in 2D. // // Discussion: // // The points are "equally spaced" in the angular sense. They are // not equally spaced along the perimeter. // // The parametric formula of the (untilted) superellipse is: // // X = R1 * cos**EXPO ( THETA ) // Y = R2 * sin**EXPO ( THETA ) // // An implicit form of the (untilted) superellipse is: // // (X/R1)**(2/EXPO) + (Y/R2)**(2/EXPO) = 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Reference: // // Martin Gardner, // The Mathematical Carnival, // Knopf, 1975, pages 240-254. // // Parameters: // // Input, double PC[2], the coordinates of the center of the superellipse. // // Input, double R1, R2, the "radius" of the superellipse in the major // and minor axis directions. A circle has these values equal. // // Input, double EXPO, the exponent of the superellipse. // 0 = a rectangle; // between 0 and 1, a "rounded" rectangle; // 1.0 = an ellipse; // 2.0 = a diamond; // > 2.0 a pinched shape. // // Input, double PSI, the angle that the major axis of the superellipse // makes with the X axis. A value of 0.0 means that the major and // minor axes of the superellipse will be the X and Y coordinate axes. // // Input, int N, the number of points desired. N must be at least 1. // // Output, double P[2*N], the coordinates of points on the superellipse. // { double act; double ast; int i; double pi = 3.141592653589793; double sct; double sst; double theta; for ( i = 0; i < n; i++ ) { theta = ( 2.0 * pi * ( double ) ( i ) ) / ( double ) ( n ); act = fabs ( cos ( theta ) ); sct = r8_sign ( cos ( theta ) ); ast = fabs ( sin ( theta ) ); sst = r8_sign ( sin ( theta ) ); p[0+i*2] = pc[0] + r1 * cos ( psi ) * sct * pow ( act, expo ) - r2 * sin ( psi ) * sst * pow ( ast, expo ); p[1+i*2] = pc[1] + r1 * sin ( psi ) * sct * pow ( act, expo ) + r2 * cos ( psi ) * sst * pow ( ast, expo ); } return; } //****************************************************************************80 double *tetrahedron_barycentric_3d ( double tetra[3*4], double p[3] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_BARYCENTRIC_3D returns the barycentric coordinates of a point in 3D. // // Discussion: // // The barycentric coordinates of a point P with respect to // a tetrahedron are a set of four values C(1:4), each associated // with a vertex of the tetrahedron. The values must sum to 1. // If all the values are between 0 and 1, the point is contained // within the tetrahedron. // // The barycentric coordinate of point X related to vertex A can be // interpreted as the ratio of the volume of the tetrahedron with // vertex A replaced by vertex X to the volume of the original // tetrahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Input, double P[3], the point to be checked. // // Output, double C[4], the barycentric coordinates of the point with // respect to the tetrahedron. // { # define N 3 # define RHS_NUM 1 double a[N*(N+RHS_NUM)]; double *c; int info; // // Set up the linear system // // ( X2-X1 X3-X1 X4-X1 ) C1 X - X1 // ( Y2-Y1 Y3-Y1 Y4-Y1 ) C2 = Y - Y1 // ( Z2-Z1 Z3-Z1 Z4-Z1 ) C3 Z - Z1 // // which is satisfied by the barycentric coordinates. // a[0+0*N] = tetra[0+1*3] - tetra[0+0*3]; a[1+0*N] = tetra[1+1*3] - tetra[1+0*3]; a[2+0*N] = tetra[2+1*3] - tetra[2+0*3]; a[0+1*N] = tetra[0+2*3] - tetra[0+0*3]; a[1+1*N] = tetra[1+2*3] - tetra[1+0*3]; a[2+1*N] = tetra[2+2*3] - tetra[2+0*3]; a[0+2*N] = tetra[0+3*3] - tetra[0+0*3]; a[1+2*N] = tetra[1+3*3] - tetra[1+0*3]; a[2+2*N] = tetra[2+3*3] - tetra[2+0*3]; a[0+3*N] = p[0] - tetra[0+0*3]; a[1+3*N] = p[1] - tetra[1+0*3]; a[2+3*N] = p[2] - tetra[2+0*3]; // // Solve the linear system. // info = r8mat_solve ( N, RHS_NUM, a ); if ( info != 0 ) { cerr << "\n"; cerr << "TETRAHEDRON_BARYCENTRIC_3D - Fatal error!\n"; cerr << " The linear system is singular.\n"; cerr << " The input data does not form a proper tetrahedron.\n"; exit ( 1 ); } c = new double[4]; c[1] = a[0+3*N]; c[2] = a[1+3*N]; c[3] = a[2+3*N]; c[0] = 1.0 - c[1] - c[2] - c[3]; return c; # undef N # undef RHS_NUM } //****************************************************************************80 double *tetrahedron_centroid_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_CENTROID_3D computes the centroid of a tetrahedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double TETRAHEDRON_CENTROID_3D[3], the coordinates of the centroid. // { # define DIM_NUM 3 double *centroid; centroid = new double[3]; centroid[0] = 0.25 * ( tetra[0+0*DIM_NUM] + tetra[0+1*DIM_NUM] + tetra[0+2*DIM_NUM] + tetra[0+3*DIM_NUM] ); centroid[1] = 0.25 * ( tetra[1+0*DIM_NUM] + tetra[1+1*DIM_NUM] + tetra[1+2*DIM_NUM] + tetra[1+3*DIM_NUM] ); centroid[2] = 0.25 * ( tetra[2+0*DIM_NUM] + tetra[2+1*DIM_NUM] + tetra[2+2*DIM_NUM] + tetra[2+3*DIM_NUM] ); return centroid; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_circumsphere_3d ( double tetra[3*4], double *r, double pc[3] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_CIRCUMSPHERE_3D computes the circumsphere of a tetrahedron in 3D. // // Discussion: // // The circumsphere, or circumscribed sphere, of a tetrahedron is the sphere that // passes through the four vertices. The circumsphere is not necessarily // the smallest sphere that contains the tetrahedron. // // Surprisingly, the diameter of the sphere can be found by solving // a 3 by 3 linear system. This is because the vectors P2 - P1, // P3 - P1 and P4 - P1 are secants of the sphere, and each forms a // right triangle with the diameter through P1. Hence, the dot product of // P2 - P1 with that diameter is equal to the square of the length // of P2 - P1, and similarly for P3 - P1 and P4 - P1. This determines // the diameter vector originating at P1, and hence the radius and // center. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 August 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double *R, PC[3], the coordinates of the center of the // circumscribed sphere, and its radius. If the linear system is // singular, then R = -1, PC[] = 0. // { # define DIM_NUM 3 # define RHS_NUM 1 double a[DIM_NUM*(DIM_NUM+RHS_NUM)]; int info; // // Set up the linear system. // a[0+0*3] = tetra[0+1*3] - tetra[0+0*3]; a[0+1*3] = tetra[1+1*3] - tetra[1+0*3]; a[0+2*3] = tetra[2+1*3] - tetra[2+0*3]; a[0+3*3] = pow ( tetra[0+1*3] - tetra[0+0*3], 2 ) + pow ( tetra[1+1*3] - tetra[1+0*3], 2 ) + pow ( tetra[2+1*3] - tetra[2+0*3], 2 ); a[1+0*3] = tetra[0+2*3] - tetra[0+0*3]; a[1+1*3] = tetra[1+2*3] - tetra[1+0*3]; a[1+2*3] = tetra[2+2*3] - tetra[2+0*3]; a[1+3*3] = pow ( tetra[0+2*3] - tetra[0+0*3], 2 ) + pow ( tetra[1+2*3] - tetra[1+0*3], 2 ) + pow ( tetra[2+2*3] - tetra[2+0*3], 2 ); a[2+0*3] = tetra[0+3*3] - tetra[0+0*3]; a[2+1*3] = tetra[1+3*3] - tetra[1+0*3]; a[2+2*3] = tetra[2+3*3] - tetra[2+0*3]; a[2+3*3] = pow ( tetra[0+3*3] - tetra[0+0*3], 2 ) + pow ( tetra[1+3*3] - tetra[1+0*3], 2 ) + pow ( tetra[2+3*3] - tetra[2+0*3], 2 ); // // Solve the linear system. // info = r8mat_solve ( DIM_NUM, RHS_NUM, a ); // // If the system was singular, return a consolation prize. // if ( info != 0 ) { *r = -1.0; r8vec_zero ( DIM_NUM, pc ); return; } // // Compute the radius and center. // *r = 0.5 * sqrt ( a[0+3*3] * a[0+3*3] + a[1+3*3] * a[1+3*3] + a[2+3*3] * a[2+3*3] ); pc[0] = tetra[0+0*3] + 0.5 * a[0+3*3]; pc[1] = tetra[1+0*3] + 0.5 * a[1+3*3]; pc[2] = tetra[2+0*3] + 0.5 * a[2+3*3]; return; # undef DIM_NUM # undef RHS_NUM } //****************************************************************************80 bool tetrahedron_contains_point_3d ( double tetra[3*4], double p[3] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_CONTAINS_POINT_3D: a tetrahedron contains a point in 3D. // // Discussion: // // Thanks to Saiful Akbar for pointing out that the array of barycentric // coordinated was not being deleted! 29 January 2006 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 January 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Input, double P[3], the point to be checked. // // Output, bool TETRAHEDRON_CONTAINS_POINT_3D, is TRUE if the point is inside // the tetrahedron or on its boundary, and FALSE otherwise. // { double *c; bool value; c = tetrahedron_barycentric_3d ( tetra, p ); // // If the point is in the tetrahedron, its barycentric coordinates // must be nonnegative. // value = 0.0 <= c[0] && 0.0 <= c[1] && 0.0 <= c[2] && 0.0 <= c[3]; delete [] c; return value; } //****************************************************************************80 double *tetrahedron_dihedral_angles_3d ( double tetra[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_DIHEDRAL_ANGLES_3D computes dihedral angles of a tetrahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, real ( kind = 8 ) TETRA(3,4), the vertices of the tetrahedron, // which can be labeled as A, B, C and D. // // Output, double TETRAHEDRON_DIHEDRAL_ANGLES_3D[6], the dihedral angles // along the axes AB, AC, AD, BC, BD and CD, respectively. // { double ab[3]; double *abc_normal; double *abd_normal; double ac[3]; double *acd_normal; double ad[3]; double *angle; double bc[3]; double *bcd_normal; double bd[3]; int i; double pi = 3.141592653589793; for ( i = 0; i < 3; i++ ) { ab[i] = tetra[i+1*3] - tetra[i+0*3]; ac[i] = tetra[i+2*3] - tetra[i+0*3]; ad[i] = tetra[i+3*3] - tetra[i+0*3]; bc[i] = tetra[i+2*3] - tetra[i+1*3]; bd[i] = tetra[i+3*3] - tetra[i+1*3]; } abc_normal = r8vec_cross_product_3d ( ac, ab ); abd_normal = r8vec_cross_product_3d ( ab, ad ); acd_normal = r8vec_cross_product_3d ( ad, ac ); bcd_normal = r8vec_cross_product_3d ( bc, bd ); angle = new double[6]; angle[0] = r8vec_angle_3d ( abc_normal, abd_normal ); angle[1] = r8vec_angle_3d ( abc_normal, acd_normal ); angle[2] = r8vec_angle_3d ( abd_normal, acd_normal ); angle[3] = r8vec_angle_3d ( abc_normal, bcd_normal ); angle[4] = r8vec_angle_3d ( abd_normal, bcd_normal ); angle[5] = r8vec_angle_3d ( acd_normal, bcd_normal ); for ( i = 0; i < 6; i++ ) { angle[i] = pi - angle[i]; } delete [] abc_normal; delete [] abd_normal; delete [] acd_normal; delete [] bcd_normal; return angle; } //****************************************************************************80 double *tetrahedron_edge_length_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_EDGE_LENGTH_3D returns edge lengths of a tetrahedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the tetrahedron vertices. // // Output, double EDGE_LENGTH[6], the length of the edges. // { # define DIM_NUM 3 double *edge_length; int i; int j1; int j2; int k; double v[DIM_NUM]; edge_length = new double[6]; k = 0; for ( j1 = 0; j1 < 3; j1++ ) { for ( j2 = j1 + 1; j2 < 4; j2++ ) { for ( i = 0; i < DIM_NUM; i++ ) { v[i] = tetra[i+j2*DIM_NUM] - tetra[i+j1*DIM_NUM]; } edge_length[k] = r8vec_norm ( DIM_NUM, v ); k = k + 1; } } return edge_length; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_face_angles_3d ( double tetra[], double angles[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_FACE_ANGLES_3D returns the 12 face angles of a tetrahedron 3D. // // Discussion: // // The tetrahedron has 4 triangular faces. This routine computes the // 3 planar angles associated with each face. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4] the tetrahedron vertices. // // Output, double ANGLES[3*4], the face angles. // { double *tri; tri = new double[3*3]; // // Face 123 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+1*3]; tri[1+1*3] = tetra[1+1*3]; tri[2+1*3] = tetra[2+1*3]; tri[0+2*3] = tetra[0+2*3]; tri[1+2*3] = tetra[1+2*3]; tri[2+2*3] = tetra[2+2*3]; triangle_angles_3d ( tri, angles ); // // Face 124 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+1*3]; tri[1+1*3] = tetra[1+1*3]; tri[2+1*3] = tetra[2+1*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; triangle_angles_3d ( tri, angles+3 ); // // Face 134 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+2*3]; tri[1+1*3] = tetra[1+2*3]; tri[2+1*3] = tetra[2+2*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; triangle_angles_3d ( tri, angles+6 ); // // Face 234 // tri[0+0*3] = tetra[0+1*3]; tri[1+0*3] = tetra[1+1*3]; tri[2+0*3] = tetra[2+1*3]; tri[0+1*3] = tetra[0+2*3]; tri[1+1*3] = tetra[1+2*3]; tri[2+1*3] = tetra[2+2*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; triangle_angles_3d ( tri, angles+9 ); delete [] tri; return; } //****************************************************************************80 void tetrahedron_face_areas_3d ( double tetra[], double areas[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_FACE_AREAS_3D returns the 4 face areas of a tetrahedron 3D. // // Discussion: // // The tetrahedron has 4 triangular faces. This routine computes the // areas associated with each face. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4] the tetrahedron vertices. // // Output, double AREAS[4], the face areas. // { double *tri; tri = new double[3*3]; // // Face 123 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+1*3]; tri[1+1*3] = tetra[1+1*3]; tri[2+1*3] = tetra[2+1*3]; tri[0+2*3] = tetra[0+2*3]; tri[1+2*3] = tetra[1+2*3]; tri[2+2*3] = tetra[2+2*3]; areas[0] = triangle_area_3d ( tri ); // // Face 124 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+1*3]; tri[1+1*3] = tetra[1+1*3]; tri[2+1*3] = tetra[2+1*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; areas[1] = triangle_area_3d ( tri ); // // Face 134 // tri[0+0*3] = tetra[0+0*3]; tri[1+0*3] = tetra[1+0*3]; tri[2+0*3] = tetra[2+0*3]; tri[0+1*3] = tetra[0+2*3]; tri[1+1*3] = tetra[1+2*3]; tri[2+1*3] = tetra[2+2*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; areas[2] = triangle_area_3d ( tri ); // // Face 234 // tri[0+0*3] = tetra[0+1*3]; tri[1+0*3] = tetra[1+1*3]; tri[2+0*3] = tetra[2+1*3]; tri[0+1*3] = tetra[0+2*3]; tri[1+1*3] = tetra[1+2*3]; tri[2+1*3] = tetra[2+2*3]; tri[0+2*3] = tetra[0+3*3]; tri[1+2*3] = tetra[1+3*3]; tri[2+2*3] = tetra[2+3*3]; areas[3] = triangle_area_3d ( tri ); delete [] tri; return; } //****************************************************************************80 void tetrahedron_insphere_3d ( double tetra[3*4], double *r, double pc[3] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_INSPHERE_3D finds the insphere of a tetrahedron in 3D. // // Discussion: // // The insphere of a tetrahedron is the inscribed sphere, which touches // each face of the tetrahedron at a single point. // // The points of contact are the centroids of the triangular faces // of the tetrahedron. Therefore, the point of contact for a face // can be computed as the average of the vertices of that face. // // The sphere can then be determined as the unique sphere through // the four given centroids. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 August 2005 // // Author: // // John Burkardt // // Reference: // // Philip Schneider, David Eberly, // Geometric Tools for Computer Graphics, // Elsevier, 2002, // ISBN: 1558605940, // LC: T385.G6974. // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double *R, PC[3], the radius and the center // of the sphere. // { # define DIM_NUM 3 double b[4*4]; double gamma; int i; int j; double l123; double l124; double l134; double l234; double *n123; double *n124; double *n134; double *n234; double v21[DIM_NUM]; double v31[DIM_NUM]; double v41[DIM_NUM]; double v32[DIM_NUM]; double v42[DIM_NUM]; double v43[DIM_NUM]; for ( i = 0; i < DIM_NUM; i++ ) { v21[i] = tetra[i+1*DIM_NUM] - tetra[i+0*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v31[i] = tetra[i+2*DIM_NUM] - tetra[i+0*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v41[i] = tetra[i+3*DIM_NUM] - tetra[i+0*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v32[i] = tetra[i+2*DIM_NUM] - tetra[i+1*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v42[i] = tetra[i+3*DIM_NUM] - tetra[i+1*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v43[i] = tetra[i+3*DIM_NUM] - tetra[i+2*DIM_NUM]; } n123 = r8vec_cross_product_3d ( v21, v31 ); n124 = r8vec_cross_product_3d ( v41, v21 ); n134 = r8vec_cross_product_3d ( v31, v41 ); n234 = r8vec_cross_product_3d ( v42, v32 ); l123 = r8vec_norm ( DIM_NUM, n123 ); l124 = r8vec_norm ( DIM_NUM, n124 ); l134 = r8vec_norm ( DIM_NUM, n134 ); l234 = r8vec_norm ( DIM_NUM, n234 ); delete [] n123; delete [] n124; delete [] n134; delete [] n234; for ( i = 0; i < DIM_NUM; i++ ) { pc[i] = ( l234 * tetra[i+0*DIM_NUM] + l134 * tetra[i+1*DIM_NUM] + l124 * tetra[i+2*DIM_NUM] + l123 * tetra[i+3*DIM_NUM] ) / ( l234 + l134 + l124 + l123 ); } for ( j = 0; j < 4; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { b[i+j*4] = tetra[i+j*DIM_NUM]; } b[3+j*4] = 1.0; } gamma = fabs ( r8mat_det_4d ( b ) ); *r = gamma / ( l234 + l134 + l124 + l123 ); return; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_lattice_layer_point_next ( int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_LATTICE_LAYER_POINT_NEXT: next tetrahedron lattice layer point. // // Discussion: // // The tetrahedron lattice layer L is bounded by the lines // // 0 <= X, // 0 <= Y, // 0 <= Z, // L - 1 < X / C[0] + Y / C[1] + Z/C[2] <= L. // // In particular, layer L = 0 always contains the single point (0,0). // // This function returns, one at a time, the points that lie within // a given tetrahedron lattice layer. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int C[4], coefficients defining the // lattice layer in the first 3 entries, and the laver index in C[3]. // The coefficients should be positive, and C[3] must be nonnegative. // // Input/output, int V[3]. On first call for a given layer, // the input value of V is not important. On a repeated call for the same // layer, the input value of V should be the output value from the previous // call. On output, V contains the next lattice layer point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given layer. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if the returned value V is a new point. // If the output value is FALSE, then no more points were found, // and V was reset to 0, and the lattice layer has been exhausted. // { int c1n; int lhs; int n = 3; int rhs1; int rhs2; // // Treat layer C[3] = 0 specially. // if ( c[3] == 0 ) { if ( !(*more) ) { v[0] = 0; v[1] = 0; v[2] = 0; *more = true; } else { *more = false; } return; } // // Compute the first point. // if ( !(*more) ) { v[0] = ( c[n] - 1 ) * c[0] + 1; v[1] = 0; v[2] = 0; *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs1 = c1n * ( c[n] - 1 ); rhs2 = c1n * c[n]; // // Can we simply increase X? // v[0] = v[0] + 1; lhs = ( c1n / c[0] ) * v[0] + ( c1n / c[1] ) * v[1] + ( c1n / c[2] ) * v[2]; if ( lhs <= rhs2 ) { } // // No. Increase Y, and set X so we just exceed RHS1, if possible. // else { v[1] = v[1] + 1; v[0] = ( c[0] * ( rhs1 - ( c1n / c[1] ) * v[1] - ( c1n / c[2] ) * v[2] ) ) / c1n; v[0] = i4_max ( v[0], 0 ); lhs = ( c1n / c[0] ) * v[0] + ( c1n / c[1] ) * v[1] + ( c1n / c[2] ) * v[2]; if ( lhs <= rhs1 ) { v[0] = v[0] + 1; lhs = lhs + c1n / c[0]; } // // We have increased Y by 1. Have we stayed below the upper bound? // if ( lhs <= rhs2 ) { } // // No. Increase Z, and set X so we just exceed RHS1, if possible. // else { v[2] = v[2] + 1; v[1] = 0; v[0] = ( c[0] * ( rhs1 - ( c1n / c[1] ) * v[1] - ( c1n / c[2] ) * v[2] ) ) / c1n; v[0] = i4_max ( v[0], 0 ); lhs = ( c1n / c[0] ) * v[0] + ( c1n / c[1] ) * v[1] + ( c1n / c[2] ) * v[2]; if ( lhs <= rhs1 ) { v[0] = v[0] + 1; lhs = lhs + c1n / c[0]; } if ( lhs <= rhs2 ) { } else { *more = false; v[0] = 0; v[1] = 0; v[2] = 0; } } } } return; } //****************************************************************************80 void tetrahedron_lattice_point_next ( int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_LATTICE_POINT_NEXT returns the next tetrahedron lattice point. // // Discussion: // // The lattice tetrahedron is defined by the vertices: // // (0,0,0), (C[3]/C[0],0,0), (0,C[3]/C[1],0) and (0,0,C[3]/C[2]) // // The lattice tetrahedron is bounded by the lines // // 0 <= X, // 0 <= Y // 0 <= Z, // X / C[0] + Y / C[1] + Z / C[2] <= C[3] // // Lattice points are listed one at a time, starting at the origin, // with X increasing first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int C[4], coefficients defining the // lattice tetrahedron. These should be positive. // // Input/output, int V[3]. On first call, the input // value is not important. On a repeated call, the input value should // be the output value from the previous call. On output, V contains // the next lattice point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given tetrahedron. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if not only is the returned value V a lattice point, // but the routine can be called again for another lattice point. // If the output value is FALSE, then no more lattice points were found, // and V was reset to 0, and the routine should not be called further // for this tetrahedron. // { int c1n; int lhs; int n = 3; int rhs; if ( !(*more) ) { v[0] = 0; v[1] = 0; v[2] = 0; *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs = c1n * c[n]; lhs = c[1] * c[2] * v[0] + c[0] * c[2] * v[1] + c[0] * c[1] * v[2]; if ( lhs + c1n / c[0] <= rhs ) { v[0] = v[0] + 1; } else { lhs = lhs - c1n * v[0] / c[0]; v[0] = 0; if ( lhs + c1n / c[1] <= rhs ) { v[1] = v[1] + 1; } else { lhs = lhs - c1n * v[1] / c[1]; v[1] = 0; if ( lhs + c1n / c[2] <= rhs ) { v[2] = v[2] + 1; } else { v[2] = 0; *more = false; } } } } return; } //****************************************************************************80 double tetrahedron_quality1_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_QUALITY1_3D: "quality" of a tetrahedron in 3D. // // Discussion: // // The quality of a tetrahedron is 3.0 times the ratio of the radius of // the inscribed sphere divided by that of the circumscribed sphere. // // An equilateral tetrahredron achieves the maximum possible quality of 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 September 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the tetrahedron vertices. // // Output, double TETRAHEDRON_QUALITY1_3D, the quality of the tetrahedron. // { # define DIM_NUM 3 double pc[DIM_NUM]; double quality; double r_in; double r_out; tetrahedron_circumsphere_3d ( tetra, &r_out, pc ); tetrahedron_insphere_3d ( tetra, &r_in, pc ); quality = 3.0 * r_in / r_out; return quality; # undef DIM_NUM } //****************************************************************************80 double tetrahedron_quality2_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_QUALITY2_3D: "quality" of a tetrahedron in 3D. // // Discussion: // // The quality measure #2 of a tetrahedron is: // // QUALITY2 = 2 * sqrt ( 6 ) * RIN / LMAX // // where // // RIN = radius of the inscribed sphere; // LMAX = length of longest side of the tetrahedron. // // An equilateral tetrahredron achieves the maximum possible quality of 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 August 2005 // // Author: // // John Burkardt // // Reference: // // Qiang Du, Desheng Wang, // The Optimal Centroidal Voronoi Tesselations and the Gersho's // Conjecture in the Three-Dimensional Space, // Computers and Mathematics with Applications, // Volume 49, 2005, pages 1355-1373. // // Parameters: // // Input, double TETRA[3*4], the tetrahedron vertices. // // Output, double TETRAHEDRON_QUALITY2_3D, the quality of the tetrahedron. // { # define DIM_NUM 3 double *edge_length; double l_max; double pc[DIM_NUM]; double quality2; double r_in; edge_length = tetrahedron_edge_length_3d ( tetra ); l_max = r8vec_max ( 6, edge_length ); tetrahedron_insphere_3d ( tetra, &r_in, pc ); quality2 = 2.0 * sqrt ( 6.0 ) * r_in / l_max; delete [] edge_length; return quality2; # undef DIM_NUM } //****************************************************************************80 double tetrahedron_quality3_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_QUALITY3_3D computes the mean ratio of a tetrahedron. // // Discussion: // // This routine computes QUALITY3, the eigenvalue or mean ratio of // a tetrahedron. // // QUALITY3 = 12 * ( 3 * volume )**(2/3) / (sum of square of edge lengths). // // This value may be used as a shape quality measure for the tetrahedron. // // For an equilateral tetrahedron, the value of this quality measure // will be 1. For any other tetrahedron, the value will be between // 0 and 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // Original FORTRAN77 version by Barry Joe. // C++ version by John Burkardt. // // Reference: // // Barry Joe, // GEOMPACK - a software package for the generation of meshes // using geometric algorithms, // Advances in Engineering Software, // Volume 13, pages 325-331, 1991. // // Parameters: // // Input, double TETRA(3,4), the vertices of the tetrahedron. // // Output, double TETRAHEDRON_QUALITY3_3D, the mean ratio of the tetrahedron. // { # define DIM_NUM 3 double ab[DIM_NUM]; double ac[DIM_NUM]; double ad[DIM_NUM]; double bc[DIM_NUM]; double bd[DIM_NUM]; double cd[DIM_NUM]; double denom; int i; double lab; double lac; double lad; double lbc; double lbd; double lcd; double quality3; double volume; // // Compute the vectors representing the sides of the tetrahedron. // for ( i = 0; i < DIM_NUM; i++ ) { ab[i] = tetra[i+1*DIM_NUM] - tetra[i+0*DIM_NUM]; ac[i] = tetra[i+2*DIM_NUM] - tetra[i+0*DIM_NUM]; ad[i] = tetra[i+3*DIM_NUM] - tetra[i+0*DIM_NUM]; bc[i] = tetra[i+2*DIM_NUM] - tetra[i+1*DIM_NUM]; bd[i] = tetra[i+3*DIM_NUM] - tetra[i+1*DIM_NUM]; cd[i] = tetra[i+3*DIM_NUM] - tetra[i+2*DIM_NUM]; } // // Compute the squares of the lengths of the sides. // lab = pow ( ab[0], 2 ) + pow ( ab[1], 2 ) + pow ( ab[2], 2 ); lac = pow ( ac[0], 2 ) + pow ( ac[1], 2 ) + pow ( ac[2], 2 ); lad = pow ( ad[0], 2 ) + pow ( ad[1], 2 ) + pow ( ad[2], 2 ); lbc = pow ( bc[0], 2 ) + pow ( bc[1], 2 ) + pow ( bc[2], 2 ); lbd = pow ( bd[0], 2 ) + pow ( bd[1], 2 ) + pow ( bd[2], 2 ); lcd = pow ( cd[0], 2 ) + pow ( cd[1], 2 ) + pow ( cd[2], 2 ); // // Compute the volume. // volume = fabs ( ab[0] * ( ac[1] * ad[2] - ac[2] * ad[1] ) + ab[1] * ( ac[2] * ad[0] - ac[0] * ad[2] ) + ab[2] * ( ac[0] * ad[1] - ac[1] * ad[0] ) ) / 6.0; denom = lab + lac + lad + lbc + lbd + lcd; if ( denom == 0.0 ) { quality3 = 0.0; } else { quality3 = 12.0 * pow ( 3.0 * volume, 2.0 / 3.0 ) / denom; } return quality3; # undef DIM_NUM } //****************************************************************************80 double tetrahedron_quality4_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_QUALITY4_3D computes the minimum solid angle of a tetrahedron. // // Discussion: // // This routine computes a quality measure for a tetrahedron, based // on the sine of half the minimum of the four solid angles. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // Original FORTRAN77 version by Barry Joe. // C++ version by John Burkardt. // // Reference: // // Barry Joe, // GEOMPACK - a software package for the generation of meshes // using geometric algorithms, // Advances in Engineering Software, // Volume 13, pages 325-331, 1991. // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double QUALITY4, the value of the quality measure. // { # define DIM_NUM 3 double ab[DIM_NUM]; double ac[DIM_NUM]; double ad[DIM_NUM]; double bc[DIM_NUM]; double bd[DIM_NUM]; double cd[DIM_NUM]; double denom; int i; double l1; double l2; double l3; double lab; double lac; double lad; double lbc; double lbd; double lcd; double quality4; double volume; // // Compute the vectors that represent the sides. // for ( i = 0; i < DIM_NUM; i++ ) { ab[i] = tetra[i+1*DIM_NUM] - tetra[i+0*DIM_NUM]; ac[i] = tetra[i+2*DIM_NUM] - tetra[i+0*DIM_NUM]; ad[i] = tetra[i+3*DIM_NUM] - tetra[i+0*DIM_NUM]; bc[i] = tetra[i+2*DIM_NUM] - tetra[i+1*DIM_NUM]; bd[i] = tetra[i+3*DIM_NUM] - tetra[i+1*DIM_NUM]; cd[i] = tetra[i+3*DIM_NUM] - tetra[i+2*DIM_NUM]; } // // Compute the lengths of the sides. // lab = r8vec_norm ( DIM_NUM, ab ); lac = r8vec_norm ( DIM_NUM, ac ); lad = r8vec_norm ( DIM_NUM, ad ); lbc = r8vec_norm ( DIM_NUM, bc ); lbd = r8vec_norm ( DIM_NUM, bd ); lcd = r8vec_norm ( DIM_NUM, cd ); // // Compute the volume. // volume = fabs ( ab[0] * ( ac[1] * ad[2] - ac[2] * ad[1] ) + ab[1] * ( ac[2] * ad[0] - ac[0] * ad[2] ) + ab[2] * ( ac[0] * ad[1] - ac[1] * ad[0] ) ) / 6.0; quality4 = 1.0; l1 = lab + lac; l2 = lab + lad; l3 = lac + lad; denom = ( l1 + lbc ) * ( l1 - lbc ) * ( l2 + lbd ) * ( l2 - lbd ) * ( l3 + lcd ) * ( l3 - lcd ); if ( denom <= 0.0 ) { quality4 = 0.0; } else { quality4 = r8_min ( quality4, 12.0 * volume / sqrt ( denom ) ); } l1 = lab + lbc; l2 = lab + lbd; l3 = lbc + lbd; denom = ( l1 + lac ) * ( l1 - lac ) * ( l2 + lad ) * ( l2 - lad ) * ( l3 + lcd ) * ( l3 - lcd ); if ( denom <= 0.0 ) { quality4 = 0.0; } else { quality4 = r8_min ( quality4, 12.0 * volume / sqrt ( denom ) ); } l1 = lac + lbc; l2 = lac + lcd; l3 = lbc + lcd; denom = ( l1 + lab ) * ( l1 - lab ) * ( l2 + lad ) * ( l2 - lad ) * ( l3 + lbd ) * ( l3 - lbd ); if ( denom <= 0.0 ) { quality4 = 0.0; } else { quality4 = r8_min ( quality4, 12.0 * volume / sqrt ( denom ) ); } l1 = lad + lbd; l2 = lad + lcd; l3 = lbd + lcd; denom = ( l1 + lab ) * ( l1 - lab ) * ( l2 + lac ) * ( l2 - lac ) * ( l3 + lbc ) * ( l3 - lbc ); if ( denom <= 0.0 ) { quality4 = 0.0; } else { quality4 = r8_min ( quality4, 12.0 * volume / sqrt ( denom ) ); } quality4 = quality4 * 1.5 * sqrt ( 6.0 ); return quality4; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_rhombic_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_RHOMBIC_SHAPE_3D describes a rhombic tetrahedron in 3D. // // Discussion: // // Call TETRAHEDRON_RHOMBIC_SIZE_3D first, to get dimension information. // // The tetrahedron is described using 10 nodes. If we label the vertices // P0, P1, P2 and P3, then the extra nodes lie halfway between vertices, // and have the labels P01, P02, P03, P12, P13 and P23. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 January 2007 // // Author: // // John Burkardt // // Reference: // // Anwei Liu, Barry Joe, // Quality Local Refinement of Tetrahedral Meshes Based // on 8-Subtetrahedron Subdivision, // Mathematics of Computation, // Volume 65, Number 215, July 1996, pages 1183-1200. // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices per face. // // Output, double POINT_COORD[3*POINT_NUM], the vertices. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices // for each face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { double a; double b; double c; double d; int face; double z = 0.0; a = 1.0 / sqrt ( 3.0 ); b = sqrt ( 2.0 ) / sqrt ( 3.0 ); c = sqrt ( 3.0 ) / 6.0; d = 1.0 / sqrt ( 6.0 ); // // Set the point coordinates. // point_coord[0+0*3] = -b; point_coord[1+0*3] = z; point_coord[2+0*3] = z; point_coord[0+1*3] = z; point_coord[1+1*3] = -a; point_coord[2+1*3] = z; point_coord[0+2*3] = z; point_coord[1+2*3] = a; point_coord[2+2*3] = z; point_coord[0+3*3] = z; point_coord[1+3*3] = z; point_coord[2+3*3] = b; point_coord[0+4*3] = -d; point_coord[1+4*3] = -c; point_coord[2+4*3] = z; point_coord[0+5*3] = -d; point_coord[1+5*3] = c; point_coord[2+5*3] = z; point_coord[0+6*3] = -d; point_coord[1+6*3] = z; point_coord[2+6*3] = d; point_coord[0+7*3] = z; point_coord[1+7*3] = z; point_coord[2+7*3] = z; point_coord[0+8*3] = z; point_coord[1+8*3] = -c; point_coord[2+8*3] = d; point_coord[0+9*3] = z; point_coord[1+9*3] = c; point_coord[2+9*3] = d; // // Set the face orders. // for ( face = 0; face < face_num; face++ ) { face_order[face] = 6; } // // Set faces. // face_point[0+0*face_order_max] = 1; face_point[1+0*face_order_max] = 5; face_point[2+0*face_order_max] = 2; face_point[3+0*face_order_max] = 9; face_point[4+0*face_order_max] = 4; face_point[5+0*face_order_max] = 7; face_point[0+1*face_order_max] = 2; face_point[1+1*face_order_max] = 8; face_point[2+1*face_order_max] = 3; face_point[3+1*face_order_max] = 10; face_point[4+1*face_order_max] = 4; face_point[5+1*face_order_max] = 9; face_point[0+2*face_order_max] = 3; face_point[1+2*face_order_max] = 6; face_point[2+2*face_order_max] = 1; face_point[3+2*face_order_max] = 7; face_point[4+2*face_order_max] = 4; face_point[5+2*face_order_max] = 10; face_point[0+3*face_order_max] = 1; face_point[1+3*face_order_max] = 6; face_point[2+3*face_order_max] = 3; face_point[3+3*face_order_max] = 8; face_point[4+3*face_order_max] = 2; face_point[5+3*face_order_max] = 5; return; } //****************************************************************************80 void tetrahedron_rhombic_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_RHOMBIC_SIZE_3D gives "sizes" for a rhombic tetrahedron in 3D. // // Discussion: // // Call this routine first, in order to learn the required dimensions // of arrays to be set up by TETRAHEDRON_RHOMBIC_SHAPE_3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of vertices. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 10; *edge_num = 6; *face_num = 4; *face_order_max = 6; return; } //****************************************************************************80 void tetrahedron_sample_3d ( double tetra[3*4], int n, int &seed, double p[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_SAMPLE_3D returns random points in a tetrahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 December 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the tetrahedron vertices. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double P[3*N], random points in the tetrahedron. // { # define DIM_NUM 3 double alpha; double beta; double gamma; int i; int j; int k; double *p12; double *p13; double r; double *t; p12 = new double[DIM_NUM]; p13 = new double[DIM_NUM]; t = new double[DIM_NUM*3]; for ( k = 0; k < n; k++ ) { r = r8_uniform_01 ( seed ); // // Interpret R as a percentage of the tetrahedron's volume. // // Imagine a plane, parallel to face 1, so that the volume between // vertex 1 and the plane is R percent of the full tetrahedron volume. // // The plane will intersect sides 12, 13, and 14 at a fraction // ALPHA = R^1/3 of the distance from vertex 1 to vertices 2, 3, and 4. // alpha = pow ( r, 1.0 / 3.0 ); // // Determine the coordinates of the points on sides 12, 13 and 14 intersected // by the plane, which form a triangle TR. // for ( i = 0; i < DIM_NUM; i++ ) { for ( j = 0; j < 3; j++ ) { t[i+j*3] = ( 1.0 - alpha ) * tetra[i+0*3] + alpha * tetra[i+(j+1)*3]; } } // // Now choose, uniformly at random, a point in this triangle. // r = r8_uniform_01 ( seed ); // // Interpret R as a percentage of the triangle's area. // // Imagine a line L, parallel to side 1, so that the area between // vertex 1 and line L is R percent of the full triangle's area. // // The line L will intersect sides 2 and 3 at a fraction // ALPHA = SQRT ( R ) of the distance from vertex 1 to vertices 2 and 3. // beta = sqrt ( r ); // // Determine the coordinates of the points on sides 2 and 3 intersected // by line L. // for ( i = 0; i < DIM_NUM; i++ ) { p12[i] = ( 1.0 - beta ) * t[i+0*3] + beta * t[i+1*3]; p13[i] = ( 1.0 - beta ) * t[i+0*3] + beta * t[i+2*3]; } // // Now choose, uniformly at random, a point on the line L. // gamma = r8_uniform_01 ( seed ); for ( i = 0; i < DIM_NUM; i++ ) { p[i+k*3] = gamma * p12[i] + ( 1.0 - gamma ) * p13[i]; } } delete [] p12; delete [] p13; delete [] t; return; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_SHAPE_3D describes a tetrahedron in 3D. // // Discussion: // // The vertices lie on the unit sphere. // // The dual of the tetrahedron is the tetrahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 October 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points. // // Input, int FACE_NUM, the number of faces. // // Input, int FACE_ORDER_MAX, the maximum number of vertices per face. // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices // for each face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 static int face_order_save[4] = { 3, 3, 3, 3 }; static int face_point_save[3*4] = { 1, 3, 2, 1, 2, 4, 1, 4, 3, 2, 3, 4 }; static double point_coord_save[3*4] = { 0.942809, 0.000000, -0.333333, -0.471405, 0.816497, -0.333333, -0.471405, -0.816497, -0.333333, 0.000000, 0.000000, 1.000000 }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void tetrahedron_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_SIZE_3D gives "sizes" for a tetrahedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 4; *edge_num = 12; *face_num = 4; *face_order_max = 3; return; } //****************************************************************************80 double *tetrahedron_solid_angles_3d ( double tetra[] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_SOLID_ANGLES_3D computes solid angles of a tetrahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double TETRAHEDRON_SOLID_ANGLES_3D[4], the solid angles. // { double *angle; double *dihedral_angles; double pi = 3.141592653589793; dihedral_angles = tetrahedron_dihedral_angles_3d ( tetra ); angle = new double[4]; angle[0] = dihedral_angles[0] + dihedral_angles[1] + dihedral_angles[2] - pi; angle[1] = dihedral_angles[0] + dihedral_angles[3] + dihedral_angles[4] - pi; angle[2] = dihedral_angles[1] + dihedral_angles[3] + dihedral_angles[5] - pi; angle[3] = dihedral_angles[2] + dihedral_angles[4] + dihedral_angles[5] - pi; delete [] dihedral_angles; return angle; } //****************************************************************************80 int tetrahedron_unit_lattice_point_num_3d ( int s ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_UNIT_LATTICE_POINT_NUM_3D: count lattice points. // // Discussion: // // The tetrahedron is assumed to be the unit tetrahedron: // // ( (0,0,0), (1,0,0), (0,1,0), (0,0,1) ) // // or a copy of this tetrahedron scaled by an integer S: // // ( (0,0,0), (S,0,0), (0,S,0), (0,0,S) ). // // The routine returns the number of integer lattice points that appear // inside the tetrahedron, or on its faces, edges or vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2009 // // Author: // // John Burkardt // // Reference: // // Matthias Beck, Sinai Robins, // Computing the Continuous Discretely, // Springer, 2006, // ISBN13: 978-0387291390, // LC: QA640.7.B43. // // Parameters: // // Input, int S, the scale factor. // // Output, int TETRAHEDRON_UNIT_LATTICE_POINT_NUM_3D, the number of lattice points. // { int n; n = ( ( s + 3 ) * ( s + 2 ) * ( s + 1 ) ) / 6; return n; } //****************************************************************************80 double tetrahedron_volume_3d ( double tetra[3*4] ) //****************************************************************************80 // // Purpose: // // TETRAHEDRON_VOLUME_3D computes the volume of a tetrahedron in 3D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double TETRA[3*4], the vertices of the tetrahedron. // // Output, double TETRAHEDRON_VOLUME_3D, the volume of the tetrahedron. // { double a[4*4]; int i; int j; double volume; for ( i = 0; i < 3; i++ ) { for ( j = 0; j < 4; j++ ) { a[i+j*4] = tetra[i+j*3]; } } i = 3; for ( j = 0; j < 4; j++ ) { a[i+j*4] = 1.0; } volume = fabs ( r8mat_det_4d ( a ) ) / 6.0; return volume; } //****************************************************************************80 void timestamp ( ) //****************************************************************************80 // // Purpose: // // TIMESTAMP prints the current YMDHMS date as a time stamp. // // Example: // // 31 May 2001 09:45:54 AM // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // None // { # define TIME_SIZE 40 static char time_buffer[TIME_SIZE]; const struct std::tm *tm_ptr; size_t len; std::time_t now; now = std::time ( NULL ); tm_ptr = std::localtime ( &now ); len = std::strftime ( time_buffer, TIME_SIZE, "%d %B %Y %I:%M:%S %p", tm_ptr ); std::cout << time_buffer << "\n"; return; # undef TIME_SIZE } //****************************************************************************80 void tmat_init ( double a[4*4] ) //****************************************************************************80 // // Purpose: // // TMAT_INIT initializes the geometric transformation matrix. // // Discussion: // // The geometric transformation matrix can be thought of as a 4 by 4 // matrix "A" having components: // // r11 r12 r13 t1 // r21 r22 r23 t2 // r31 r32 r33 t3 // 0 0 0 1 // // This matrix encodes the rotations, scalings and translations that // are applied to graphical objects. // // A point P = (x,y,z) is rewritten in "homogeneous coordinates" as // PH = (x,y,z,1). Then to apply the transformations encoded in A to // the point P, we simply compute A * PH. // // Individual transformations, such as a scaling, can be represented // by simple versions of the transformation matrix. If the matrix // A represents the current set of transformations, and we wish to // apply a new transformation B, { the original points are // transformed twice: B * ( A * PH ). The new transformation B can // be combined with the original one A, to give a single matrix C that // encodes both transformations: C = B * A. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the geometric transformation matrix. // { int i; int j; for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { if ( i == j ) { a[i+j*4] = 1.0; } else { a[i+j*4] = 0.0; } } } return; } //****************************************************************************80 void tmat_mxm ( double a[4*4], double b[4*4], double c[4*4] ) //****************************************************************************80 // // Purpose: // // TMAT_MXM multiplies two geometric transformation matrices. // // Discussion: // // The product is accumulated in a temporary array, and { assigned // to the result. Therefore, it is legal for any two, or all three, // of the arguments to share memory. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 October 1998 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the first geometric transformation matrix. // // Input, double B[4*4], the second geometric transformation matrix. // // Output, double C[4*4], the product A * B. // { double d[4*4]; int i; int j; int k; for ( i = 0; i < 4; i++ ) { for ( k = 0; k < 4; k++ ) { d[i+k*4] = 0.0; for ( j = 0; j < 4; j++ ) { d[i+k*4] = d[i+k*4] + a[i+j*4] * b[j+k*4]; } } } for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { c[i+j*4] = d[i+j*4]; } } return; } //****************************************************************************80 void tmat_mxp ( double a[4*4], double x[4], double y[4] ) //****************************************************************************80 // // Purpose: // // TMAT_MXP multiplies a geometric transformation matrix times a point. // // Discussion: // // The matrix will normally have the form // // xx xy xz tx // yx yy yz ty // zx zy zz tz // 0 0 0 1 // // where the 3x3 initial block controls rotations and scalings, // and the values [ tx, ty, tz ] implement a translation. // // The matrix is stored as a vector, by COLUMNS. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the geometric transformation matrix. // // Input, double X[3], the point to be multiplied. There is a // "theoretical" fourth component of X, which can be assumed to // equal 1. // // Output, double Y[3], the result of A*X. The product is accumulated in // a temporary vector, and assigned to the result. Therefore, it // is legal for X and Y to share memory. // { int i; int j; double z[3]; for ( i = 0; i < 3; i++ ) { z[i] = a[i+3*4]; for ( j = 0; j < 3; j++ ) { z[i] = z[i] + a[i+j*4] * x[j]; } } for ( i = 0; i < 3; i++ ) { y[i] = z[i]; } return; } //****************************************************************************80 void tmat_mxp2 ( double a[4*4], double p1[], double p2[], int n ) //****************************************************************************80 // // Purpose: // // TMAT_MXP2 multiplies a geometric transformation matrix times N points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the geometric transformation matrix. // // Input, double P1[3*N], the points to be multiplied. // // Output, double P2[3*N], the transformed points. Each product is // accumulated in a temporary vector, and assigned to the // result. Therefore, it is legal for X and Y to share memory. // { int i; int j; int k; for ( k = 0; k < n; k++ ) { for ( i = 0; i < 3; i++ ) { p2[i+k*3] = a[i+3*4]; for ( j = 0; j < 3; j++ ) { p2[i+k*3] = p2[i+k*3] + a[i+j*4] * p1[j+k*3]; } } } return; } //****************************************************************************80 void tmat_mxv ( double a[4*4], double x[4], double y[4] ) //****************************************************************************80 // // Purpose: // // TMAT_MXV multiplies a geometric transformation matrix times a vector. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the geometric transformation matrix. // // Input, double X[4], the vector to be multiplied. The fourth component // of X is implicitly assigned the value of 1. // // Output, double Y[4], the result of A*X. The product is accumulated in // a temporary vector, and assigned to the result. Therefore, it // is legal for X and Y to share memory. // { int i; int j; double z[4]; for ( i = 0; i < 3; i++ ) { z[i] = 0.0; for ( j = 0; j < 3; j++ ) { z[i] = z[i] + a[i+j*4] * x[j]; } z[i] = z[i] + a[i+3*4]; } for ( i = 0; i < 3; i++ ) { y[i] = z[i]; } return; } //****************************************************************************80 void tmat_rot_axis ( double a[4*4], double b[4*4], double angle, char axis ) //****************************************************************************80 // // Purpose: // // TMAT_ROT_AXIS applies an axis rotation to the geometric transformation matrix. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the current geometric transformation matrix. // // Output, double B[4*4], the modified geometric transformation matrix. // A and B may share the same memory. // // Input, double ANGLE, the angle, in degrees, of the rotation. // // Input, character AXIS, is 'X', 'Y' or 'Z', specifying the coordinate // axis about which the rotation occurs. // { double c[4*4]; double d[4*4]; int i; int j; double theta; theta = degrees_to_radians ( angle ); tmat_init ( c ); if ( axis == 'X' || axis == 'x' ) { c[1+1*4] = cos ( theta ); c[1+2*4] = - sin ( theta ); c[2+1*4] = sin ( theta ); c[2+2*4] = cos ( theta ); } else if ( axis == 'Y' || axis == 'y' ) { c[0+0*4] = cos ( theta ); c[0+2*4] = sin ( theta ); c[2+0*4] = - sin ( theta ); c[2+2*4] = cos ( theta ); } else if ( axis == 'Z' || axis == 'z' ) { c[0+0*4] = cos ( theta ); c[0+1*4] = - sin ( theta ); c[1+0*4] = sin ( theta ); c[1+1*4] = cos ( theta ); } else { cerr << "\n"; cerr << "TMAT_ROT_AXIS - Fatal error!\n"; cerr << " Illegal rotation axis: " << axis <<"\n"; cerr << " Legal choices are 'X', 'Y', or 'Z'.\n"; exit ( 1 ); } tmat_mxm ( c, a, d ); for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { b[i+j*4] = d[i+j*4]; } } return; } //****************************************************************************80 void tmat_rot_vector ( double a[4*4], double b[4*4], double angle, double v[3] ) //****************************************************************************80 // // Purpose: // // TMAT_ROT_VECTOR applies a rotation about a vector to the geometric transformation matrix. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the current geometric transformation matrix. // // Output, double B[4*4], the modified geometric transformation matrix. // A and B may share the same memory. // // Input, double ANGLE, the angle, in degrees, of the rotation. // // Input, double V[3], the coordinates of a (nonzero) // point defining a vector from the origin. The rotation will occur // about this axis. // { double c[4*4]; double ca; double d[4*4]; int i; int j; double sa; double theta; if ( pow ( v[0], 2 ) + pow ( v[1], 2 ) + pow ( v[2], 2 ) == 0.0 ) { return; } theta = degrees_to_radians ( angle ); tmat_init ( c ); ca = cos ( theta ); sa = sin ( theta ); c[0+0*4] = v[0] * v[0] + ca * ( 1.0 - v[0] * v[0] ); c[0+1*4] = ( 1.0 - ca ) * v[0] * v[1] - sa * v[2]; c[0+2*4] = ( 1.0 - ca ) * v[0] * v[2] + sa * v[1]; c[1+0*4] = ( 1.0 - ca ) * v[1] * v[0] + sa * v[2]; c[1+1*4] = v[1] * v[1] + ca * ( 1.0 - v[1] * v[1] ); c[1+2*4] = ( 1.0 - ca ) * v[1] * v[2] - sa * v[0]; c[2+0*4] = ( 1.0 - ca ) * v[2] * v[0] - sa * v[1]; c[2+1*4] = ( 1.0 - ca ) * v[2] * v[1] + sa * v[0]; c[2+2*4] = v[2] * v[2] + ca * ( 1.0 - v[2] * v[2] ); tmat_mxm ( c, a, d ); for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { b[i+j*4] = d[i+j*4]; } } return; } //****************************************************************************80 void tmat_scale ( double a[4*4], double b[4*4], double s[3] ) //****************************************************************************80 // // Purpose: // // TMAT_SCALE applies a scaling to the geometric transformation matrix. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the current geometric transformation matrix. // // Output, double B[4*4], the modified geometric transformation matrix. // A and B may share the same memory. // // Input, double S[3], the scalings to be applied to the coordinates. // { double c[4*4]; double d[4*4]; int i; int j; tmat_init ( c ); c[0+0*4] = s[0]; c[1+1*4] = s[1]; c[2+2*4] = s[2]; tmat_mxm ( c, a, d ); for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { b[i+j*4] = d[i+j*4]; } } return; } //****************************************************************************80 void tmat_shear ( double a[4*4], double b[4*4], string axis, double s ) //****************************************************************************80 // // Purpose: // // TMAT_SHEAR applies a shear to the geometric transformation matrix. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the current geometric transformation matrix. // // Output, double B[4*4], the modified geometric transformation matrix. // A and B may share the same memory. // // Input, string AXIS, is 'XY', 'XZ', 'YX', 'YZ', 'ZX' or 'ZY', // specifying the shear equation: // // XY: x' = x + s * y; // XZ: x' = x + s * z; // YX: y' = y + s * x; // YZ: y' = y + s * z; // ZX: z' = z + s * x; // ZY: z' = z + s * y. // // Input, double S, the shear coefficient. // { double c[4*4]; double d[4*4]; int i; int j; tmat_init ( c ); if ( axis == "XY" || axis == "xy" ) { c[0+1*4] = s; } else if ( axis == "XZ" || axis == "xz" ) { c[0+2*4] = s; } else if ( axis == "YX" || axis == "yx" ) { c[1+0*4] = s; } else if ( axis == "YZ" || axis == "yz" ) { c[1+2*4] = s; } else if ( axis == "ZX" || axis == "zx" ) { c[2+0*4] = s; } else if ( axis == "ZY" || axis == "zy" ) { c[2+1*4] = s; } else { cerr << "\n"; cerr << "TMAT_SHEAR - Fatal error!\n"; cerr << " Illegal shear axis: " << axis << "\n"; cerr << " Legal choices are XY, XZ, YX, YZ, ZX, or ZY.\n"; exit ( 1 ); } tmat_mxm ( c, a, d ); for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { b[i+j*4] = d[i+j*4]; } } return; } //****************************************************************************80 void tmat_trans ( double a[4*4], double b[4*4], double v[3] ) //****************************************************************************80 // // Purpose: // // TMAT_TRANS applies a translation to the geometric transformation matrix. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Reference: // // James Foley, Andries vanDam, Steven Feiner, John Hughes, // Computer Graphics, Principles and Practice, // Second Edition, // Addison Wesley, 1990. // // Parameters: // // Input, double A[4*4], the current geometric transformation matrix. // // Output, double B[4*4], the modified transformation matrix. // A and B may share the same memory. // // Input, double V[3], the translation. This may be thought of as the // point that the origin moves to under the translation. // { int i; int j; for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { b[i+j*4] = a[i+j*4]; } } b[0+3*4] = b[0+3*4] + v[0]; b[1+3*4] = b[1+3*4] + v[1]; b[2+3*4] = b[2+3*4] + v[2]; return; } //****************************************************************************80 double torus_area_3d ( double r1, double r2 ) //****************************************************************************80 // // Purpose: // // TORUS_AREA_3D returns the area of a torus in 3D. // // Discussion: // // A torus with radii R1 and R2 is the set of points satisfying: // // ( sqrt ( X^2 + Y^2 ) - R1 )^2 + Z^2 <= R2^2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the two radii that define the torus. // // Output, double TORUS_AREA_3D, the area of the torus. // { double area; double pi = 3.141592653589793; area = 4.0 * pi * pi * r1 * r2; return area; } //****************************************************************************80 double torus_volume_3d ( double r1, double r2 ) //****************************************************************************80 // // Purpose: // // TORUS_VOLUME_3D computes the volume of a torus in 3D. // // Discussion: // // A torus with radii R1 and R2 is the set of points satisfying: // // ( sqrt ( X^2 + Y^2 ) - R1 )^2 + Z^2 <= R2^2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 April 1999 // // Author: // // John Burkardt // // Parameters: // // Input, double R1, R2, the "inner" and "outer" radii of the torus. // // Output, double TORUS_VOLUME_3D, the volume of the torus. // { double pi = 3.141592653589793; double volume; volume = 2.0 * pi * pi * r1 * r2 * r2; return volume; } //****************************************************************************80 double *tp_to_xyz ( double theta, double phi ) //****************************************************************************80 // // Purpose: // // TP_TO_XYZ converts unit spherical TP coordinates to XYZ coordinates. // // Discussion: // // The point is assume to lie on the unit sphere centered at the origin. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double THETA, PHI, the angular coordinates of a point // on the unit sphere. // // Output, double TP_TO_XYZ[3], the XYZ coordinates. // { double *v; v = new double[3]; v[0] = cos ( theta ) * sin ( phi ); v[1] = sin ( theta ) * sin ( phi ); v[2] = cos ( phi ); return v; } //****************************************************************************80 void triangle_angles_2d ( double t[2*3], double angle[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ANGLES_2D computes the angles of a triangle in 2D. // // Discussion: // // The law of cosines is used: // // C * C = A * A + B * B - 2 * A * B * COS ( GAMMA ) // // where GAMMA is the angle opposite side C. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double ANGLE[3], the angles opposite // sides P1-P2, P2-P3 and P3-P1, in radians. // { double a; double b; double c; double pi = 3.141592653589793; a = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); b = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); c = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); // // Take care of a ridiculous special case. // if ( a == 0.0 && b == 0.0 && c == 0.0 ) { angle[0] = 2.0 * pi / 3.0; angle[1] = 2.0 * pi / 3.0; angle[2] = 2.0 * pi / 3.0; return; } if ( c == 0.0 || a == 0.0 ) { angle[0] = pi; } else { angle[0] = r8_acos ( ( c * c + a * a - b * b ) / ( 2.0 * c * a ) ); } if ( a == 0.0 || b == 0.0 ) { angle[1] = pi; } else { angle[1] = r8_acos ( ( a * a + b * b - c * c ) / ( 2.0 * a * b ) ); } if ( b == 0.0 || c == 0.0 ) { angle[2] = pi; } else { angle[2] = r8_acos ( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) ); } return; } //****************************************************************************80 double *triangle_angles_2d_new ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ANGLES_2D_NEW computes the angles of a triangle in 2D. // // Discussion: // // The law of cosines is used: // // C * C = A * A + B * B - 2 * A * B * COS ( GAMMA ) // // where GAMMA is the angle opposite side C. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_ANGLES_2D_NEW[3], the angles opposite // sides P1-P2, P2-P3 and P3-P1, in radians. // { double a; double *angle; double b; double c; double pi = 3.141592653589793; angle = new double[3]; a = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); b = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); c = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); // // Take care of a ridiculous special case. // if ( a == 0.0 && b == 0.0 && c == 0.0 ) { angle[0] = 2.0 * pi / 3.0; angle[1] = 2.0 * pi / 3.0; angle[2] = 2.0 * pi / 3.0; return angle; } if ( c == 0.0 || a == 0.0 ) { angle[0] = pi; } else { angle[0] = r8_acos ( ( c * c + a * a - b * b ) / ( 2.0 * c * a ) ); } if ( a == 0.0 || b == 0.0 ) { angle[1] = pi; } else { angle[1] = r8_acos ( ( a * a + b * b - c * c ) / ( 2.0 * a * b ) ); } if ( b == 0.0 || c == 0.0 ) { angle[2] = pi; } else { angle[2] = r8_acos ( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) ); } return angle; } //****************************************************************************80 void triangle_angles_3d ( double t[3*3], double angle[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ANGLES_3D computes the angles of a triangle in 3D. // // Discussion: // // The law of cosines is used: // // C * C = A * A + B * B - 2 * A * B * COS ( GAMMA ) // // where GAMMA is the angle opposite side C. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the triangle vertices. // // Output, double ANGLE[3], the angles opposite // sides P1-P2, P2-P3 and P3-P1, in radians. // { # define DIM_NUM 3 double a; double b; double c; double pi = 3.141592653589793; a = sqrt ( pow ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM], 2 ) + pow ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM], 2 ) + pow ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM], 2 ) ); b = sqrt ( pow ( t[0+2*DIM_NUM] - t[0+1*DIM_NUM], 2 ) + pow ( t[1+2*DIM_NUM] - t[1+1*DIM_NUM], 2 ) + pow ( t[2+2*DIM_NUM] - t[2+1*DIM_NUM], 2 ) ); c = sqrt ( pow ( t[0+0*DIM_NUM] - t[0+2*DIM_NUM], 2 ) + pow ( t[1+0*DIM_NUM] - t[1+2*DIM_NUM], 2 ) + pow ( t[2+0*DIM_NUM] - t[2+2*DIM_NUM], 2 ) ); // // Take care of a ridiculous special case. // if ( a == 0.0 && b == 0.0 && c == 0.0 ) { angle[0] = 2.0 * pi / 3.0; angle[1] = 2.0 * pi / 3.0; angle[2] = 2.0 * pi / 3.0; return; } if ( c == 0.0 || a == 0.0 ) { angle[0] = pi; } else { angle[0] = r8_acos ( ( c * c + a * a - b * b ) / ( 2.0 * c * a ) ); } if ( a == 0.0 || b == 0.0 ) { angle[1] = pi; } else { angle[1] = r8_acos ( ( a * a + b * b - c * c ) / ( 2.0 * a * b ) ); } if ( b == 0.0 || c == 0.0 ) { angle[2] = pi; } else { angle[2] = r8_acos ( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) ); } return; # undef DIM_NUM } //****************************************************************************80 double *triangle_angles_3d_new ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ANGLES_3D_NEW computes the angles of a triangle in 3D. // // Discussion: // // The law of cosines is used: // // C * C = A * A + B * B - 2 * A * B * COS ( GAMMA ) // // where GAMMA is the angle opposite side C. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 September 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the triangle vertices. // // Output, double TRIANGLE_ANGLES_3D_NEW[3], the angles opposite // sides P1-P2, P2-P3 and P3-P1, in radians. // { # define DIM_NUM 3 double a; double *angle; double b; double c; double pi = 3.141592653589793; angle = new double[3]; a = sqrt ( pow ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM], 2 ) + pow ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM], 2 ) + pow ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM], 2 ) ); b = sqrt ( pow ( t[0+2*DIM_NUM] - t[0+1*DIM_NUM], 2 ) + pow ( t[1+2*DIM_NUM] - t[1+1*DIM_NUM], 2 ) + pow ( t[2+2*DIM_NUM] - t[2+1*DIM_NUM], 2 ) ); c = sqrt ( pow ( t[0+0*DIM_NUM] - t[0+2*DIM_NUM], 2 ) + pow ( t[1+0*DIM_NUM] - t[1+2*DIM_NUM], 2 ) + pow ( t[2+0*DIM_NUM] - t[2+2*DIM_NUM], 2 ) ); // // Take care of a ridiculous special case. // if ( a == 0.0 && b == 0.0 && c == 0.0 ) { angle[0] = 2.0 * pi / 3.0; angle[1] = 2.0 * pi / 3.0; angle[2] = 2.0 * pi / 3.0; return angle; } if ( c == 0.0 || a == 0.0 ) { angle[0] = pi; } else { angle[0] = r8_acos ( ( c * c + a * a - b * b ) / ( 2.0 * c * a ) ); } if ( a == 0.0 || b == 0.0 ) { angle[1] = pi; } else { angle[1] = r8_acos ( ( a * a + b * b - c * c ) / ( 2.0 * a * b ) ); } if ( b == 0.0 || c == 0.0 ) { angle[2] = pi; } else { angle[2] = r8_acos ( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) ); } return angle; # undef DIM_NUM } //****************************************************************************80 double triangle_area_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_2D computes the area of a triangle in 2D. // // Discussion: // // If the triangle's vertices are given in counter clockwise order, // the area will be positive. If the triangle's vertices are given // in clockwise order, the area will be negative! // // An earlier version of this routine always returned the absolute // value of the computed area. I am convinced now that that is // a less useful result! For instance, by returning the signed // area of a triangle, it is possible to easily compute the area // of a nonconvex polygon as the sum of the (possibly negative) // areas of triangles formed by node 1 and successive pairs of vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 October 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the vertices of the triangle. // // Output, double TRIANGLE_AREA_2D, the area of the triangle. // { double area; area = 0.5 * ( t[0+0*2] * ( t[1+1*2] - t[1+2*2] ) + t[0+1*2] * ( t[1+2*2] - t[1+0*2] ) + t[0+2*2] * ( t[1+0*2] - t[1+1*2] ) ); return area; } //****************************************************************************80 double triangle_area_3d ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_3D computes the area of a triangle in 3D. // // Discussion: // // This routine uses the fact that the norm of the cross product vector // is the area of the parallelogram they form. The triangle they // form has half that area. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 October 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[3*3], the vertices of the triangle. // // Output, double TRIANGLE_AREA_3D, the area of the triangle. // { # define DIM_NUM 3 double area; double *cross; int i; // // Compute the cross product vector. // cross = new double[DIM_NUM]; cross[0] = ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ) * ( t[2+2*DIM_NUM] - t[2+0*DIM_NUM] ) - ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ) * ( t[1+2*DIM_NUM] - t[1+0*DIM_NUM] ); cross[1] = ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ) * ( t[0+2*DIM_NUM] - t[0+0*DIM_NUM] ) - ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ) * ( t[2+2*DIM_NUM] - t[2+0*DIM_NUM] ); cross[2] = ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ) * ( t[1+2*DIM_NUM] - t[1+0*DIM_NUM] ) - ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ) * ( t[0+2*DIM_NUM] - t[0+0*DIM_NUM] ); area = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { area = area + pow ( cross[i], 2 ); } area = 0.5 * sqrt ( area ); delete [] cross; return area; # undef DIM_NUM } //****************************************************************************80 double triangle_area_3d_2 ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_3D_2 computes the area of a triangle in 3D. // // Discussion: // // This routine computes the area "the hard way". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the vertices of the triangle. // // Output, double TRIANGLE_AREA_3D_2, the area of the triangle. // { # define DIM_NUM 3 double alpha; double area; double base; double dot; double height; double ph[DIM_NUM]; // // Find the projection of (P3-P1) onto (P2-P1). // dot = ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ) * ( t[0+2*DIM_NUM] - t[0+0*DIM_NUM] ) + ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ) * ( t[1+2*DIM_NUM] - t[1+0*DIM_NUM] ) + ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ) * ( t[2+2*DIM_NUM] - t[2+0*DIM_NUM] ); base = sqrt ( pow ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM], 2 ) + pow ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM], 2 ) + pow ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM], 2 ) ); // // The height of the triangle is the length of (P3-P1) after its // projection onto (P2-P1) has been subtracted. // if ( base == 0.0 ) { height = 0.0; } else { alpha = dot / ( base * base ); ph[0] = t[0+0*DIM_NUM] + alpha * ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ); ph[1] = t[1+0*DIM_NUM] + alpha * ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ); ph[2] = t[2+0*DIM_NUM] + alpha * ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ), height = sqrt ( pow ( ph[0] - t[0+2*DIM_NUM], 2 ) + pow ( ph[1] - t[1+2*DIM_NUM], 2 ) + pow ( ph[2] - t[2+2*DIM_NUM], 2 ) ); } area = 0.5 * base * height; return area; # undef DIM_NUM } //****************************************************************************80 double triangle_area_3d_3 ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_3D_3 computes the area of a triangle in 3D. // // Discussion: // // This routine uses Heron's formula // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[3*3], the triangle vertices. // // Output, double AREA, the area of the triangle. // { # define DIM_NUM 3 double area; int i; int j; int jp1; double s[DIM_NUM]; for ( j = 0; j < DIM_NUM; j++ ) { jp1 = ( j + 1 ) % DIM_NUM; s[j] = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { s[j] = s[j] + pow ( t[i+j*DIM_NUM] - t[i+jp1*DIM_NUM], 2 ); } s[j] = sqrt ( s[j] ); } area = ( s[0] + s[1] + s[2] ) * ( - s[0] + s[1] + s[2] ) * ( s[0] - s[1] + s[2] ) * ( s[0] + s[1] - s[2] ); if ( area < 0.0 ) { area = -1.0; return area; } area = 0.25 * sqrt ( area ); return area; # undef DIM_NUM } //****************************************************************************80 double triangle_area_heron ( double s[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_HERON computes the area of a triangle using Heron's formula. // // Discussion: // // The formula is valid for any spatial dimension, depending only // on the lengths of the sides, and not the coordinates of the vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double S[3], the lengths of the three sides. // // Output, double TRIANGLE_AREA_HERON, the area of the triangle, or -1.0 if the // sides cannot constitute a triangle. // { double area; area = ( s[0] + s[1] + s[2] ) * ( - s[0] + s[1] + s[2] ) * ( s[0] - s[1] + s[2] ) * ( s[0] + s[1] - s[2] ); if ( area < 0.0 ) { area = -1.0; return area; } area = 0.25 * sqrt ( area ); return area; } //****************************************************************************80 double *triangle_area_vector_3d ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_AREA_VECTOR_3D computes the area vector of a triangle in 3D. // // Discussion: // // The "area vector" of a triangle is simply a cross product of, // for instance, the vectors (V2-V1) and (V3-V1), where V1, V2 // and V3 are the vertices of the triangle. // // The norm of the cross product vector of two vectors is the area // of the parallelogram they form. // // Therefore, the area of the triangle is half of the norm of the // area vector: // // area = 0.5 * sqrt ( sum ( area_vector(1:3)^2 ) ) // // The reason for looking at the area vector rather than the area // is that this makes it possible to compute the area of a flat // polygon in 3D by summing the areas of the triangles that form // a decomposition of the polygon, while allowing for both positive // and negative areas. (Sum the vectors, THEN take the norm and // multiply by 1/2). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[3*3], the vertices of the triangle. // // Output, double TRIANGLE_AREA_VECTOR_3D[3], the area vector of the triangle. // { # define DIM_NUM 3 double *cross; // // Compute the cross product vector. // cross = new double[DIM_NUM]; cross[0] = ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ) * ( t[2+2*DIM_NUM] - t[2+0*DIM_NUM] ) - ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ) * ( t[1+2*DIM_NUM] - t[1+0*DIM_NUM] ); cross[1] = ( t[2+1*DIM_NUM] - t[2+0*DIM_NUM] ) * ( t[0+2*DIM_NUM] - t[0+0*DIM_NUM] ) - ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ) * ( t[2+2*DIM_NUM] - t[2+0*DIM_NUM] ); cross[2] = ( t[0+1*DIM_NUM] - t[0+0*DIM_NUM] ) * ( t[1+2*DIM_NUM] - t[1+0*DIM_NUM] ) - ( t[1+1*DIM_NUM] - t[1+0*DIM_NUM] ) * ( t[0+2*DIM_NUM] - t[0+0*DIM_NUM] ); return cross; # undef DIM_NUM } //****************************************************************************80 double *triangle_barycentric_2d ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_BARYCENTRIC_2D finds the barycentric coordinates of a point in 2D. // // Discussion: // // The barycentric coordinate of point X related to vertex A can be // interpreted as the ratio of the area of the triangle with // vertex A replaced by vertex X to the area of the original // triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the vertices of the triangle. // // Input, double P[2], the point to be checked. // // Output, double C[3], the barycentric coordinates of the point with respect // to the triangle. // { # define N 2 # define RHS_NUM 1 double a[N*(N+RHS_NUM)]; double *c; int info; // // Set up the linear system // // ( X2-X1 X3-X1 ) C1 = X-X1 // ( Y2-Y1 Y3-Y1 ) C2 Y-Y1 // // which is satisfied by the barycentric coordinates. // a[0+0*N] = t[0+1*2] - t[0+0*2]; a[1+0*N] = t[1+1*2] - t[1+0*2]; a[0+1*N] = t[0+2*2] - t[0+0*2]; a[1+1*N] = t[1+2*2] - t[1+0*2]; a[0+2*N] = p[0] - t[0+0*2]; a[1+2*N] = p[1] - t[1+0*2]; // // Solve the linear system. // info = r8mat_solve ( N, RHS_NUM, a ); if ( info != 0 ) { cerr << "\n"; cerr << "TRIANGLE_BARYCENTRIC_2D - Fatal error!\n"; cerr << " The linear system is singular.\n"; cerr << " The input data does not form a proper triangle.\n"; exit ( 1 ); } c = new double[3]; c[0] = a[0+2*N]; c[1] = a[1+2*N]; c[2] = 1.0 - c[0] - c[1]; return c; # undef N # undef RHS_NUM } //****************************************************************************80 double *triangle_centroid_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CENTROID_2D computes the centroid of a triangle in 2D. // // Discussion: // // The centroid of a triangle can also be considered the center // of gravity, assuming that the triangle is made of a thin uniform // sheet of massy material. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the vertices of the triangle. // // Output, double TRIANGLE_CENTROID_2D[2], the coordinates of the centroid of the triangle. // { # define DIM_NUM 2 double *centroid; centroid = new double[DIM_NUM]; centroid[0] = ( t[0+0*DIM_NUM] + t[0+1*DIM_NUM] + t[0+2*DIM_NUM] ) / 3.0; centroid[1] = ( t[1+0*DIM_NUM] + t[1+1*DIM_NUM] + t[1+2*DIM_NUM] ) / 3.0; return centroid; # undef DIM_NUM } //****************************************************************************80 double *triangle_centroid_3d ( double t[3*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CENTROID_3D computes the centroid of a triangle in 3D. // // Discussion: // // The centroid of a triangle can also be considered the center // of gravity, assuming that the triangle is made of a thin uniform // sheet of massy material. // // Thanks to Gordon Griesel for pointing out a typographical // error in an earlier version of this program, and for pointing // out a second oversight, as well. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 October 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the vertices of the triangle. // // Output, double TRIANGLE_CENTROID_3D[3], the coordinates of the centroid. // { # define DIM_NUM 3 double *centroid; centroid = new double[DIM_NUM]; centroid[0] = ( t[0+0*DIM_NUM] + t[0+1*DIM_NUM] + t[0+2*DIM_NUM] ) / 3.0; centroid[1] = ( t[1+0*DIM_NUM] + t[1+1*DIM_NUM] + t[1+2*DIM_NUM] ) / 3.0; centroid[2] = ( t[2+0*DIM_NUM] + t[2+1*DIM_NUM] + t[2+2*DIM_NUM] ) / 3.0; return centroid; # undef DIM_NUM } //****************************************************************************80 double *triangle_circumcenter_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMCENTER_2D computes the circumcenter of a triangle in 2D. // // Discussion: // // The circumcenter of a triangle is the center of the circumcircle, the // circle that passes through the three vertices of the triangle. // // The circumcircle contains the triangle, but it is not necessarily the // smallest triangle to do so. // // If all angles of the triangle are no greater than 90 degrees, then // the center of the circumscribed circle will lie inside the triangle. // Otherwise, the center will lie outside the triangle. // // The circumcenter is the intersection of the perpendicular bisectors // of the sides of the triangle. // // In geometry, the circumcenter of a triangle is often symbolized by "O". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 February 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double *TRIANGLE_CIRCUMCENTER_2D[2], the circumcenter. // { # define DIM_NUM 2 double asq; double bot; double *pc; double csq; double top1; double top2; pc = new double[DIM_NUM]; asq = ( t[0+1*2] - t[0+0*2] ) * ( t[0+1*2] - t[0+0*2] ) + ( t[1+1*2] - t[1+0*2] ) * ( t[1+1*2] - t[1+0*2] ); csq = ( t[0+2*2] - t[0+0*2] ) * ( t[0+2*2] - t[0+0*2] ) + ( t[1+2*2] - t[1+0*2] ) * ( t[1+2*2] - t[1+0*2] ); top1 = ( t[1+1*2] - t[1+0*2] ) * csq - ( t[1+2*2] - t[1+0*2] ) * asq; top2 = - ( t[0+1*2] - t[0+0*2] ) * csq + ( t[0+2*2] - t[0+0*2] ) * asq; bot = ( t[1+1*2] - t[1+0*2] ) * ( t[0+2*2] - t[0+0*2] ) - ( t[1+2*2] - t[1+0*2] ) * ( t[0+1*2] - t[0+0*2] ); pc[0] = t[0+0*2] + 0.5 * top1 / bot; pc[1] = t[1+0*2] + 0.5 * top2 / bot; return pc; # undef DIM_NUM } //****************************************************************************80 double *triangle_circumcenter_2d_2 ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMCENTER_2D_2 computes the circumcenter of a triangle in 2D. // // Discussion: // // The circumcenter of a triangle is the center of the circumcircle, the // circle that passes through the three vertices of the triangle. // // The circumcircle contains the triangle, but it is not necessarily the // smallest triangle to do so. // // If all angles of the triangle are no greater than 90 degrees, then // the center of the circumscribed circle will lie inside the triangle. // Otherwise, the center will lie outside the triangle. // // The circumcenter is the intersection of the perpendicular bisectors // of the sides of the triangle. // // Surprisingly, the diameter of the circle can be found by solving // a 2 by 2 linear system. If we label the vertices of the triangle // P1, P2 and P3, then the vectors P2 - P1 and P3 - P1 are secants of // the circle, and each forms a right triangle with the diameter. // Hence, the dot product of P2 - P1 with the diameter vector is equal // to the square of the length of P2 - P1, and similarly for P3 - P1. // This determines the diameter vector originating at P1. // // In geometry, the circumcenter of a triangle is often symbolized by "O". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2003 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double *TRIANGLE_CIRCUMCENTER_2D[2], the circumcenter. // { # define N 2 # define RHS_NUM 1 double a[N*(N+RHS_NUM)]; double *pc; int info; // // Set up the linear system. // a[0+0*N] = t[0+1*2] - t[0+0*2]; a[0+1*N] = t[1+1*2] - t[1+0*2]; a[0+2*N] = pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ); a[1+0*N] = t[0+2*2] - t[0+0*2]; a[1+1*N] = t[1+2*2] - t[1+0*2]; a[1+2*N] = pow ( t[0+2*2] - t[0+0*2], 2 ) + pow ( t[1+2*2] - t[1+0*2], 2 ); // // Solve the linear system. // info = r8mat_solve ( N, RHS_NUM, a ); // // Compute the center. // pc = new double[2]; if ( info != 0 ) { pc[0] = 0.0; pc[1] = 0.0; } else { pc[0] = t[0+0*2] + 0.5 * a[0+N*N]; pc[1] = t[1+0*2] + 0.5 * a[1+N*N]; } return pc; # undef N # undef RHS_NUM } //****************************************************************************80 double *triangle_circumcenter ( int n, double t[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMCENTER computes the circumcenter of a triangle in ND. // // Discussion: // // Three ND points A, B and C lie on a circle. // // The circumcenter P has the formula // // P = ( Area ( PBC ) * A + Area ( APC) * B + Area ( ABP ) * C ) // / ( Area ( PBC ) + Area ( APC ) + Area ( ABP ) ) // // The details of the formula rely on information supplied // by Oscar Lanzi III. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 October 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the spatial dimension. // // Input, double T[N*3], the triangle vertices. // // Output, double TRIANGLE_CIRCUMCENTER[N], the circumcenter. // { double a; double abp; double apc; double b; double c; int i; double *p; double pbc; a = r8vec_normsq_affine ( n, t+1*n, t+2*n ); b = r8vec_normsq_affine ( n, t+2*n, t+0*n ); c = r8vec_normsq_affine ( n, t+0*n, t+1*n ); pbc = a * ( - a + b + c ); apc = b * ( a - b + c ); abp = c * ( a + b - c ); p = new double[n]; for ( i = 0; i < n; i++ ) { p[i] = ( pbc * t[i+0*n] + apc * t[i+1*n] + abp * t[i+2*n] ) / ( pbc + apc + abp ); } return p; } //****************************************************************************80 void triangle_circumcircle_2d ( double t[2*3], double *r, double pc[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMCIRCLE_2D computes the circumcircle of a triangle in 2D. // // Discussion: // // The circumcenter of a triangle is the center of the circumcircle, the // circle that passes through the three vertices of the triangle. // // The circumcircle contains the triangle, but it is not necessarily the // smallest triangle to do so. // // If all angles of the triangle are no greater than 90 degrees, then // the center of the circumscribed circle will lie inside the triangle. // Otherwise, the center will lie outside the triangle. // // The circumcenter is the intersection of the perpendicular bisectors // of the sides of the triangle. // // In geometry, the circumcenter of a triangle is often symbolized by "O". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double *R, PC[2], the circumradius, and the coordinates of the // circumcenter of the triangle. // { # define DIM_NUM 2 double a; double b; double bot; double c; double top1; double top2; // // Circumradius. // a = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); b = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); c = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); bot = ( a + b + c ) * ( - a + b + c ) * ( a - b + c ) * ( a + b - c ); if ( bot <= 0.0 ) { *r = -1.0; pc[0] = 0.0; pc[1] = 0.0; return; } *r = a * b * c / sqrt ( bot ); // // Circumcenter. // top1 = ( t[1+1*2] - t[1+0*2] ) * c * c - ( t[1+2*2] - t[1+0*2] ) * a * a; top2 = ( t[0+1*2] - t[0+0*2] ) * c * c - ( t[0+2*2] - t[0+0*2] ) * a * a; bot = ( t[1+1*2] - t[1+0*2] ) * ( t[0+2*2] - t[0+0*2] ) - ( t[1+2*2] - t[1+0*2] ) * ( t[0+1*2] - t[0+0*2] ); pc[0] = t[0+0*2] + 0.5 * top1 / bot; pc[1] = t[1+0*2] - 0.5 * top2 / bot; return; # undef DIM_NUM } //****************************************************************************80 void triangle_circumcircle_2d_2 ( double t[2*3], double *r, double pc[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMCIRCLE_2D_2 computes the circumcircle of a triangle in 2D. // // Discussion: // // The circumscribed circle of a triangle is the circle that passes through // the three vertices of the triangle. The circumscribed circle contains // the triangle, but it is not necessarily the smallest triangle to do so. // // Surprisingly, the diameter of the circle can be found by solving // a 2 by 2 linear system. This is because the vectors P2 - P1 // and P3 - P1 are secants of the circle, and each forms a right // triangle with the diameter. Hence, the dot product of // P2 - P1 with the diameter is equal to the square of the length // of P2 - P1, and similarly for P3 - P1. This determines the // diameter vector originating at P1. // // If all angles of the triangle are no greater than 90 degrees, then // the center of the circumscribed circle will lie inside the triangle. // Otherwise, the center will lie outside the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double *R, PC[2], the radius and coordinates of the center of the // circumscribed circle. If the linear system is // singular, then R = -1, PC = 0. // { # define DIM_NUM 2 # define N 2 # define RHS_NUM 1 double a[N*(N+RHS_NUM)]; int info; // // Set up the linear system. // a[0+0*N] = t[0+1*2] - t[0+0*2]; a[1+0*N] = t[0+2*2] - t[0+0*2]; a[0+1*N] = t[1+1*2] - t[1+0*2]; a[1+1*N] = t[1+2*2] - t[1+0*2]; a[0+2*N] = pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ); a[1+2*N] = pow ( t[0+2*2] - t[0+0*2], 2 ) + pow ( t[1+2*2] - t[1+0*2], 2 ); // // Solve the linear system. // info = r8mat_solve ( N, RHS_NUM, a ); // // If the system was singular, return a consolation prize. // if ( info != 0 ) { *r = -1.0; pc[0] = 0.0; pc[1] = 0.0; return; } // // Compute the radius and center. // *r = 0.5 * sqrt ( a[0+N*N] * a[0+N*N] + a[1+N*N] * a[1+N*N] ); pc[0] = t[0+0*2] + 0.5 * a[0+N*N]; pc[1] = t[1+0*2] + 0.5 * a[1+N*N]; return; # undef DIM_NUM # undef N # undef RHS_NUM } //****************************************************************************80 double triangle_circumradius_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CIRCUMRADIUS_2D computes the circumradius of a triangle in 2D. // // Discussion: // // The circumscribed circle of a triangle is the circle that passes through // the three vertices of the triangle. The circumscribed circle contains // the triangle, but it is not necessarily the smallest triangle to do so. // // The circumradius of a triangle is the radius of the circumscribed // circle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_CIRCUMRADIUS_2D, the circumradius of the // circumscribed circle. // { # define DIM_NUM 2 double a; double b; double bot; double c; double r; a = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); b = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); c = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); bot = ( a + b + c ) * ( - a + b + c ) * ( a - b + c ) * ( a + b - c ); if ( bot <= 0.0 ) { r = -1.0; return r; } r = a * b * c / sqrt ( bot ); return r; # undef DIM_NUM } //****************************************************************************80 void triangle_contains_line_exp_3d ( double t[3*3], double p1[3], double p2[3], bool *inside, double pint[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CONTAINS_LINE_EXP_3D finds if a line is inside a triangle in 3D. // // Discussion: // // A line will "intersect" the plane of a triangle in 3D if // * the line does not lie in the plane of the triangle // (there would be infinitely many intersections), AND // * the line does not lie parallel to the plane of the triangle // (there are no intersections at all). // // Therefore, if a line intersects the plane of a triangle, it does so // at a single point. We say the line is "inside" the triangle if, // regarded as 2D objects, the intersection point of the line and the plane // is inside the triangle. // // The explicit form of a line in 3D is: // // the line through the points P1, P2. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2005 // // Author: // // John Burkardt // // Reference: // // Steve Marschner, Cornell University, // CS465 Notes: Simple Ray-Triangle Intersection // // Parameters: // // Input, double T[3*3], the triangle vertices. // The vertices should be given in counter clockwise order. // // Input, double P1[3], P2[3], two points on the line. // // Output, bool INSIDE, is TRUE if the line is inside the triangle. // // Output, double PINT[3], the point where the line // intersects the plane of the triangle. // { # define DIM_NUM 3 int i; int ival; double normal[DIM_NUM]; double normal2[DIM_NUM]; double temp; double v1[DIM_NUM]; double v2[DIM_NUM]; // // Make sure the line is not degenerate. // if ( line_exp_is_degenerate_nd ( DIM_NUM, p1, p2 ) ) { cerr << "\n"; cerr << "TRIANGLE_CONTAINS_LINE_EXP_3D - Fatal error!\n"; cerr << " The explicit line is degenerate.\n"; exit ( 1 ); } // // Make sure the triangle is not degenerate. // if ( triangle_is_degenerate_nd ( DIM_NUM, t ) ) { cerr << "\n"; cerr << "TRIANGLE_CONTAINS_LINE_EXP_3D - Fatal error!\n"; cerr << " The triangle is degenerate.\n"; exit ( 1 ); } // // Determine a unit normal vector associated with the plane of // the triangle. // for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = t[i+1*DIM_NUM] - t[i+0*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = t[i+2*DIM_NUM] - t[i+0*DIM_NUM]; } normal[0] = v1[1] * v2[2] - v1[2] * v2[1]; normal[1] = v1[2] * v2[0] - v1[0] * v2[2]; normal[2] = v1[0] * v2[1] - v1[1] * v2[0]; temp = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { temp = temp + pow ( normal[i], 2 ); } temp = sqrt ( temp ); for ( i = 0; i < DIM_NUM; i++ ) { normal[i] = normal[i] / temp; } // // Find the intersection of the plane and the line. // ival = plane_normal_line_exp_int_3d ( t, normal, p1, p2, pint ); if ( ival == 0 ) { *inside = false; for ( i = 0; i < DIM_NUM; i++ ) { pint[i] = r8_huge ( ); } return; } else if ( ival == 2 ) { *inside = false; r8vec_copy ( DIM_NUM, p1, pint ); return; } // // Now, check that all three triangles made by two vertices and // the intersection point have the same "clock sense" as the // triangle's normal vector. // for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = t[i+1*DIM_NUM] - t[i+0*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = pint[i] - t[i+0*DIM_NUM]; } normal2[0] = v1[1] * v2[2] - v1[2] * v2[1]; normal2[1] = v1[2] * v2[0] - v1[0] * v2[2]; normal2[2] = v1[0] * v2[1] - v1[1] * v2[0]; if ( r8vec_dot_product ( DIM_NUM, normal, normal2 ) < 0.0 ) { *inside = false; return; } for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = t[i+2*DIM_NUM] - t[i+1*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = pint[i] - t[i+1*DIM_NUM]; } normal2[0] = v1[1] * v2[2] - v1[2] * v2[1]; normal2[1] = v1[2] * v2[0] - v1[0] * v2[2]; normal2[2] = v1[0] * v2[1] - v1[1] * v2[0]; if ( r8vec_dot_product ( DIM_NUM, normal, normal2 ) < 0.0 ) { *inside = false; return; } for ( i = 0; i < DIM_NUM; i++ ) { v1[i] = t[i+0*DIM_NUM] - t[i+2*DIM_NUM]; } for ( i = 0; i < DIM_NUM; i++ ) { v2[i] = pint[i] - t[i+2*DIM_NUM]; } normal2[0] = v1[1] * v2[2] - v1[2] * v2[1]; normal2[1] = v1[2] * v2[0] - v1[0] * v2[2]; normal2[2] = v1[0] * v2[1] - v1[1] * v2[0]; if ( r8vec_dot_product ( DIM_NUM, normal, normal2 ) < 0.0 ) { *inside = false; return; } *inside = true; return; # undef DIM_NUM } //****************************************************************************80 void triangle_contains_line_par_3d ( double t[], double p0[], double pd[], bool *inside, double p[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CONTAINS_LINE_PAR_3D: finds if a line is inside a triangle in 3D. // // Discussion: // // A line will "intersect" the plane of a triangle in 3D if // * the line does not lie in the plane of the triangle // (there would be infinitely many intersections), AND // * the line does not lie parallel to the plane of the triangle // (there are no intersections at all). // // Therefore, if a line intersects the plane of a triangle, it does so // at a single point. We say the line is "inside" the triangle if, // regarded as 2D objects, the intersection point of the line and the plane // is inside the triangle. // // A triangle in 3D is determined by three points: // // T(1:3,1), T(1:3,2) and T(1:3,3). // // The parametric form of a line in 3D is: // // P(1:3) = P0(1:3) + PD(1:3) * T // // We can normalize by requiring PD to have euclidean norm 1, // and the first nonzero entry positive. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 12 February 2007 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983, page 111. // // Parameters: // // Input, double T[3*3], the three points that define // the triangle. // // Input, double P0[3], PD(3], parameters that define the // parametric line. // // Output, bool *INSIDE, is TRUE if (the intersection point of) // the line is inside the triangle. // // Output, double P[3], is the point of intersection of the line // and the plane of the triangle, unless they are parallel. // { # define DIM_NUM 3 double a; double angle_sum; double b; double c; double d; double denom; int dim; bool intersect; double norm; double norm1; double norm2; double pi = 3.141592653589793; double t_int; double tol = 0.00001; double v1[DIM_NUM]; double v2[DIM_NUM]; double v3[DIM_NUM]; // // Determine the implicit form (A,B,C,D) of the plane containing the // triangle. // a = ( t[1+1*3] - t[1+0*3] ) * ( t[2+2*3] - t[2+0*3] ) - ( t[2+1*3] - t[2+0*3] ) * ( t[1+2*3] - t[1+0*3] ); b = ( t[2+1*3] - t[2+0*3] ) * ( t[0+2*3] - t[0+0*3] ) - ( t[0+1*3] - t[0+0*3] ) * ( t[2+2*3] - t[2+0*3] ); c = ( t[0+1*3] - t[0+0*3] ) * ( t[1+2*3] - t[1+0*3] ) - ( t[1+1*3] - t[1+0*3] ) * ( t[0+2*3] - t[0+0*3] ); d = - t[0+1*3] * a - t[1+1*3] * b - t[2+1*3] * c; // // Make sure the plane is well-defined. // norm1 = sqrt ( a * a + b * b + c * c ); if ( norm1 == 0.0 ) { cerr << "\n"; cerr << "TRIANGLE_LINE_PAR_INT_3D - Fatal error!\n"; cerr << " The plane normal vector is null.\n"; *inside = false; r8vec_zero ( DIM_NUM, p ); exit ( 1 ); } // // Make sure the implicit line is well defined. // norm2 = r8vec_norm ( DIM_NUM, pd ); if ( norm2 == 0.0 ) { cerr << "\n"; cerr << "TRIANGLE_LINE_PAR_INT_3D - Fatal error!\n"; cerr << " The line direction vector is null.\n"; *inside = false; r8vec_zero ( DIM_NUM, p ); exit ( 1 ); } // // Determine the denominator of the parameter in the // implicit line definition that determines the intersection // point. // denom = a * pd[0] + b * pd[1] + c * pd[2]; // // If DENOM is zero, or very small, the line and the plane may be // parallel or almost so. // if ( fabs ( denom ) < tol * norm1 * norm2 ) { // The line may actually lie in the plane. We're not going // to try to address this possibility. // if ( a * p0[0] + b * p0[1] + c * p0[2] + d == 0.0 ) { intersect = true; *inside = false; r8vec_copy ( DIM_NUM, p0, p ); } // // The line and plane are parallel and disjoint. // else { intersect = false; *inside = false; r8vec_zero ( DIM_NUM, p ); } } // // The line and plane intersect at a single point P. // else { intersect = true; t_int = - ( a * p0[0] + b * p0[1] + c * p0[2] + d ) / denom; for ( dim = 0; dim < DIM_NUM; dim++ ) { p[dim] = p0[dim] + t_int * pd[dim]; } // // To see if P is included in the triangle, sum the angles // formed by P and pairs of the vertices. If the point is in the // triangle, we get a total 360 degree view. Otherwise, we // get less than 180 degrees. // for ( dim = 0; dim < DIM_NUM; dim++ ) { v1[dim] = t[dim+0*3] - p[dim]; } for ( dim = 0; dim < DIM_NUM; dim++ ) { v2[dim] = t[dim+1*3] - p[dim]; } for ( dim = 0; dim < DIM_NUM; dim++ ) { v3[dim] = t[dim+2*3] - p[dim]; } norm = r8vec_norm ( DIM_NUM, v1 ); if ( norm == 0.0 ) { *inside = true; return; } for ( dim = 0; dim < DIM_NUM; dim++ ) { v1[dim] = v1[dim] / norm; } norm = r8vec_norm ( DIM_NUM, v2 ); if ( norm == 0.0 ) { *inside = true; return; } for ( dim = 0; dim < DIM_NUM; dim++ ) { v2[dim] = v2[dim] / norm; } norm = r8vec_norm ( DIM_NUM, v3 ); if ( norm == 0.0 ) { *inside = true; return; } for ( dim = 0; dim < DIM_NUM; dim++ ) { v3[dim] = v3[dim] / norm; } angle_sum = r8_acos ( r8vec_dot_product ( DIM_NUM, v1, v2 ) ) + r8_acos ( r8vec_dot_product ( DIM_NUM, v2, v3 ) ) + r8_acos ( r8vec_dot_product ( DIM_NUM, v3, v1 ) ); if ( r8_nint ( angle_sum / pi ) == 2 ) { *inside = true; } else { *inside = false; } } return; # undef DIM_NUM } //****************************************************************************80 bool triangle_contains_point_2d_1 ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CONTAINS_POINT_2D_1 finds if a point is inside a triangle in 2D. // // Discussion: // // It is conventional to list the triangle vertices in counter clockwise // order. However, this routine does not require a particular order // for the vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double P[2], the point to be checked. // // Output, bool TRIANGLE_CONTAINS_POINT_2D_1, is TRUE if the points // is inside the triangle or on its boundary, and FALSE otherwise. // { double *c; int i; bool value; c = triangle_barycentric_2d ( t, p ); value = true; for ( i = 0; i < 3; i++ ) { if ( c[i] < 0.0 ) { value = false; } } delete [] c; return value; } //****************************************************************************80 bool triangle_contains_point_2d_2 ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CONTAINS_POINT_2D_2 finds if a point is inside a triangle in 2D. // // Discussion: // // The routine assumes that the vertices are given in counter clockwise // order. If the triangle vertices are actually given in clockwise // order, this routine will behave as though the triangle contains // no points whatsoever! // // The routine determines if P is "to the right of" each of the lines // that bound the triangle. It does this by computing the cross product // of vectors from a vertex to its next vertex, and to P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 June 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // The vertices should be given in counter clockwise order. // // Input, double P[2], the point to be checked. // // Output, bool TRIANGLE_CONTAINS_POINT_2D_2, is TRUE if P is inside // the triangle or on its boundary. // { # define DIM_NUM 2 int j; int k; for ( j = 0; j < 3; j++ ) { k = ( j + 1 ) % 3; if ( 0.0 < ( p[0] - t[0+j*2] ) * ( t[1+k*2] - t[1+j*2] ) - ( p[1] - t[1+j*2] ) * ( t[0+k*2] - t[0+j*2] ) ) { return false; } } return true; # undef DIM_NUM } //****************************************************************************80 bool triangle_contains_point_2d_3 ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_CONTAINS_POINT_2D_3 finds if a point is inside a triangle in 2D. // // Discussion: // // This routine is the same as TRIANGLE_CONTAINS_POINT_2D_2, except // that it does not assume an ordering of the points. It should // work correctly whether the vertices of the triangle are listed // in clockwise or counter clockwise order. // // The routine determines if a point P is "to the right of" each of the lines // that bound the triangle. It does this by computing the cross product // of vectors from a vertex to its next vertex, and to P. // // The point is inside the triangle if it is to the right of all // the lines, or to the left of all the lines. // // This version was suggested by Paulo Ernesto of Maptek Brasil. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 June 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double P[2], the point to be checked. // // Output, bool TRIANGLE_CONTAINS_POINT_2D_3, is TRUE if P is inside // the triangle or on its boundary. // { # define DIM_NUM 2 double dir_new; double dir_old; int j; int k; dir_old = 0.0; for ( j = 0; j < 3; j++ ) { k = ( j + 1 ) % 3; dir_new = ( p[0] - t[0+j*2] ) * ( t[1+k*2] - t[1+j*2] ) - ( p[1] - t[1+j*2] ) * ( t[0+k*2] - t[0+j*2] ); if ( dir_new * dir_old < 0.0 ) { return false; } if ( dir_new != 0.0 ) { dir_old = dir_new; } } return true; # undef DIM_NUM } //****************************************************************************80 double triangle_diameter_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_DIAMETER_2D computes the diameter of a triangle in 2D. // // Discussion: // // The diameter of a triangle is the diameter of the smallest circle // that can be drawn around the triangle. At least two of the vertices // of the triangle will intersect the circle, but not necessarily // all three! // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_DIAMETER_2D, the diameter of the triangle. // { # define DIM_NUM 2 double a; double b; double c; double diam; // // Compute the (squares of) the lengths of the sides. // a = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); b = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); c = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); // // Take care of a zero side. // if ( a == 0.0 ) { return sqrt ( b ); } else if ( b == 0.0 ) { return sqrt ( c ); } else if ( c == 0.0 ) { return sqrt ( a ); } // // Make A the largest. // if ( a < b ) { r8_swap ( &a, &b ); } if ( a < c ) { r8_swap ( &a, &c ); } // // If A is very large... // if ( b + c < a ) { diam = sqrt ( a ); } else { a = sqrt ( a ); b = sqrt ( b ); c = sqrt ( c ); diam = 2.0 * a * b * c / sqrt ( ( a + b + c ) * ( - a + b + c ) * ( a - b + c ) * ( a + b - c ) ); } return diam; # undef DIM_NUM } //****************************************************************************80 double *triangle_edge_length_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_EDGE_LENGTH_2D returns edge lengths of a triangle in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2009 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_EDGE_LENGTH[3], the length of the edges. // { double *edge_length; int j1; int j2; edge_length = new double[3]; for ( j1 = 0; j1 < 3; j1++ ) { j2 = i4_wrap ( j1 + 1, 0, 2 ); edge_length[j1] = sqrt ( pow ( t[0+j2*2] - t[0+j1*2], 2 ) + pow ( t[1+j2*2] - t[1+j1*2], 2 ) ); } return edge_length; } //****************************************************************************80 void triangle_gridpoints_2d ( double t[2*3], int sub_num, int grid_max, int *grid_num, double p[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_GRIDPOINTS_2D computes gridpoints within a triangle in 2D. // // Discussion: // // The gridpoints are computed by repeated halving of the triangle. // The 0-th set of grid points is the vertices themselves. // The first set of grid points is the midpoints of the sides. // These points can be used to draw 4 triangles that make up the original // triangle. The second set of grid points is the side midpoints and centers // of these four triangles. // // SUB_NUM GRID_NUM // ----- ----- // 0 1 = 1 (centroid) // 1 1 + 2 = 3 (vertices) // 2 1 + 2 + 3 = 6 // 3 1 + 2 + 3 + 4 = 10 // 4 1 + 2 + 3 + 4 + 5 = 15 // // GRID_NUM is the sum of the integers from 1 to SUB_NUM+1 or // // GRID_NUM = (SUB_NUM+1) * (SUB_NUM+2) / 2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, int SUB_NUM, the number of subdivisions. // // Input, int GRID_MAX, the maximum number of grid points. // // Output, int *GRID_NUM, the number of grid points returned. // // Output, double P[2*(*GRID_NUM)], coordinates of the grid points. // { # define DIM_NUM 2 int i; int j; *grid_num = 0; // // Special case, SUB_NUM = 0. // if ( sub_num == 0 ) { if ( *grid_num + 1 <= grid_max ) { p[0+(*grid_num)*2] = ( t[0+0*2] + t[0+1*2] + t[0+2*2] ) / 3.0; p[1+(*grid_num)*2] = ( t[1+0*2] + t[1+1*2] + t[1+2*2] ) / 3.0; *grid_num = *grid_num + 1; } return; } for ( i = 0; i <= sub_num; i++ ) { for ( j = 0; j <= sub_num - i; j++ ) { if ( grid_max <= *grid_num ) { return; } p[0+(*grid_num)*2] = ( ( double ) i * t[0+0*2] + ( double ) j * t[0+1*2] + ( double ) ( sub_num - i - j )* t[0+2*2] ) / ( ( double ) sub_num ); p[1+(*grid_num)*2] = ( ( double ) i * t[1+0*2] + ( double ) j * t[1+1*2] + ( double ) ( sub_num - i - j )* t[1+2*2] ) / ( ( double ) sub_num ); *grid_num = *grid_num + 1; } } return; # undef DIM_NUM } //****************************************************************************80 void triangle_incenter_2d ( double t[2*3], double pc[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_INCENTER_2D computes the incenter of a triangle in 2D. // // Discussion: // // The incenter of a triangle is the center of the inscribed circle. // // The inscribed circle of a triangle is the largest circle that can // be drawn inside the triangle. // // The inscribed circle is tangent to all three sides of the triangle. // // The angle bisectors of the triangle intersect at the center of the // inscribed circle. // // In geometry, the incenter is often represented by "I". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double PC[2], the coordinates of the center of the // inscribed circle. // { # define DIM_NUM 2 double perim; double s12; double s23; double s31; s12 = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); s23 = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); s31 = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); perim = s12 + s23 + s31; if ( perim == 0.0 ) { pc[0] = t[0+0*2]; pc[1] = t[1+0*2]; } else { pc[0] = ( s23 * t[0+0*2] + s31 * t[0+1*2] + s12 * t[0+2*2] ) / perim; pc[1] = ( s23 * t[1+0*2] + s31 * t[1+1*2] + s12 * t[1+2*2] ) / perim; } return; # undef DIM_NUM } //****************************************************************************80 void triangle_incircle_2d ( double t[2*3], double pc[2], double *r ) //****************************************************************************80 // // Purpose: // // TRIANGLE_INCIRCLE_2D computes the inscribed circle of a triangle in 2D. // // Discussion: // // The inscribed circle of a triangle is the largest circle that can // be drawn inside the triangle. It is tangent to all three sides, // and the lines from its center to the vertices bisect the angles // made by each vertex. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double PC[2], *R, the center of the inscribed circle, and its radius. // { # define DIM_NUM 2 double perim; double s12; double s23; double s31; s12 = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); s23 = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); s31 = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); perim = s12 + s23 + s31; if ( perim == 0.0 ) { *r = 0.0; pc[0] = t[0+0*2]; pc[1] = t[1+0*2]; } else { pc[0] = ( s23 * t[0+0*2] + s31 * t[0+1*2] + s12 * t[0+2*2] ) / perim; pc[1] = ( s23 * t[1+0*2] + s31 * t[1+1*2] + s12 * t[1+2*2] ) / perim; *r = 0.5 * sqrt ( ( - s12 + s23 + s31 ) * ( + s12 - s23 + s31 ) * ( + s12 + s23 - s31 ) / perim ); } return; # undef DIM_NUM } //****************************************************************************80 double triangle_inradius_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_INRADIUS_2D computes the inradius of a triangle in 2D. // // Discussion: // // The inscribed circle of a triangle is the largest circle that can // be drawn inside the triangle. It is tangent to all three sides, // and the lines from its center to the vertices bisect the angles // made by each vertex. // // The inradius is the radius of the inscribed circle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 July 2005 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_INRADIUS_2D, the inradius. // { # define DIM_NUM 2 double perim; double r; double s12; double s23; double s31; s12 = sqrt ( pow ( t[0+1*2] - t[0+0*2], 2 ) + pow ( t[1+1*2] - t[1+0*2], 2 ) ); s23 = sqrt ( pow ( t[0+2*2] - t[0+1*2], 2 ) + pow ( t[1+2*2] - t[1+1*2], 2 ) ); s31 = sqrt ( pow ( t[0+0*2] - t[0+2*2], 2 ) + pow ( t[1+0*2] - t[1+2*2], 2 ) ); perim = s12 + s23 + s31; if ( perim == 0.0 ) { r = 0.0; } else { r = 0.5 * sqrt ( ( - s12 + s23 + s31 ) * ( + s12 - s23 + s31 ) * ( + s12 + s23 - s31 ) / perim ); } return r; # undef DIM_NUM } //****************************************************************************80 bool triangle_is_degenerate_nd ( int dim_num, double t[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_IS_DEGENERATE_ND finds if a triangle is degenerate in ND. // // Discussion: // // A triangle in ND is described by the coordinates of its 3 vertices. // // A triangle in ND is degenerate if any two vertices are equal. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double T[DIM_NUM*3], the triangle vertices. // // Output, bool TRIANGLE_IS_DEGENERATE_ND, is TRUE if the // triangle is degenerate. // { bool value; value = r8vec_eq ( dim_num, t+0*dim_num, t+1*dim_num ) || r8vec_eq ( dim_num, t+1*dim_num, t+2*dim_num ) || r8vec_eq ( dim_num, t+2*dim_num, t+0*dim_num ); return value; } //****************************************************************************80 void triangle_lattice_layer_point_next ( int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // TRIANGLE_LATTICE_LAYER_POINT_NEXT: next triangle lattice layer point. // // Discussion: // // The triangle lattice layer L is bounded by the lines // // 0 <= X, // 0 <= Y, // L - 1 < X / C[0] + Y / C[1] <= L. // // In particular, layer L = 0 always contains the single point (0,0). // // This function returns, one at a time, the points that lie within // a given triangle lattice layer. // // Thus, if we set C[0] = 2, C[1] = 3, then we get the following layers: // // L = 0: (0,0) // L = 1: (1,0), (2,0), (0,1), (1,1), (0,2), (0,3) // L = 2: (3,0), (4,0), (2,1), (3,1), (1,2), (2,2), (1,3), (2,3), // (0,4), (1,4), (0,5), (0,6). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int C[3], coefficients defining the // lattice layer. Entry C[2] contains the layer index. // C[0] and C[1] should be positive, and C[2] must be nonnegative. // // Input/output, int V[2]. On first call for a given layer, // the input value of V is not important. On a repeated call for the same // layer, the input value of V should be the output value from the previous // call. On output, V contains the next lattice layer point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given layer. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if the returned value V is a new point. // If the output value is FALSE, then no more points were found, // and V was reset to 0, and the lattice layer has been exhausted. // { int c1n; int n = 2; int rhs1; int rhs2; // // Treat layer C[N] = 0 specially. // if ( c[n] == 0 ) { if ( !(*more) ) { v[0] = 0; v[1] = 0; *more = true; } else { *more = false; } return; } // // Compute first point. // if ( !(*more) ) { v[0] = ( c[n] - 1 ) * c[0] + 1; v[1] = 0; *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs1 = c1n * ( c[n] - 1 ); rhs2 = c1n * c[n]; if ( c[1] * ( v[0] + 1 ) + c[0] * v[1] <= rhs2 ) { v[0] = v[0] + 1; } else { v[0] = ( rhs1 - c[0] * ( v[1] + 1 ) ) / c[1]; v[0] = i4_max ( v[0], 0 ); v[1] = v[1] + 1; if ( c[1] * v[0] + c[0] * v[1] <= rhs1 ) { v[0] = v[0] + 1; } if ( c[1] * v[0] + c[0] * v[1] <= rhs2 ) { } else { v[0] = 0; v[1] = 0; *more = false; } } } return; } //****************************************************************************80 void triangle_lattice_point_next ( int c[], int v[], bool *more ) //****************************************************************************80 // // Purpose: // // TRIANGLE_LATTICE_POINT_NEXT returns the next triangle lattice point. // // Discussion: // // The lattice triangle is defined by the vertices: // // (0,0), (C[2]/C[0], 0) and (0,C[2]/C[1]) // // The lattice triangle is bounded by the lines // // 0 <= X, // 0 <= Y // X / C[0] + Y / C[1] <= C[2] // // Lattice points are listed one at a time, starting at the origin, // with X increasing first. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int C[3], coefficients defining the // lattice triangle. These should be positive. // // Input/output, int V[2]. On first call, the input // value is not important. On a repeated call, the input value should // be the output value from the previous call. On output, V contains // the next lattice point. // // Input/output, bool *MORE. On input, set MORE to FALSE to indicate // that this is the first call for a given triangle. Thereafter, the input // value should be the output value from the previous call. On output, // MORE is TRUE if the returned value V is a new lattice point. // If the output value is FALSE, then no more lattice points were found, // and V was reset to 0, and the routine should not be called further // for this triangle. // { int c1n; int n = 2; int rhs; if ( !(*more) ) { v[0] = 0; v[1] = 0; *more = true; } else { c1n = i4vec_lcm ( n, c ); rhs = c1n * c[n]; if ( c[1] * ( v[0] + 1 ) + c[0] * v[1] <= rhs ) { v[0] = v[0] + 1; } else { v[0] = 0; if ( c[1] * v[0] + c[0] * ( v[1] + 1 ) <= rhs ) { v[1] = v[1] + 1; } else { v[1] = 0; *more = false; } } } return; } //****************************************************************************80 void triangle_line_imp_int_2d ( double t[2*3], double a, double b, double c, int *int_num, double pint[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_LINE_IMP_INT_2D finds where an implicit line intersects a triangle in 2D. // // Discussion: // // An implicit line is the set of points P satisfying // // A * P[0] + B * P[1] + C = 0 // // where at least one of A and B is not zero. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double A, B, C, determine the equation of the line: // A*X + B*Y + C = 0. // // Output, int *INT_NUM, the number of points of intersection // of the line with the triangle. INT_NUM may be 0, 1, 2 or 3. // // Output, double PINT[3*3], contains the intersection points. // { # define DIM_NUM 2 double a1; double b1; double c1; int ival; int n; double p[DIM_NUM]; int r; int s; double test1; double test2; n = 0; for ( r = 0; r < 3; r++ ) { s = i4_wrap ( r+1, 0, 2 ); // // Get the implicit form of the line through vertices R and R+1. // line_exp2imp_2d ( t+0+r*2, t+0+s*2, &a1, &b1, &c1 ); // // Seek an intersection with the original line. // lines_imp_int_2d ( a, b, c, a1, b1, c1, &ival, p ); // // If there is an intersection, then determine if it happens between // the two vertices. // if ( ival == 1 ) { test1 = ( p[0] - t[0+r*2] ) * ( t[0+s*2] - t[0+r*2] ) + ( p[1] - t[1+r*2] ) * ( t[1+s*2] - t[1+r*2] ); test2 = ( t[0+s*2] - t[0+r*2] ) * ( t[0+s*2] - t[0+r*2] ) + ( t[1+s*2] - t[1+r*2] ) * ( t[1+s*2] - t[1+r*2] ); if ( 0 <= test1 && test1 <= test2 ) { pint[0+n*2] = p[0]; pint[1+n*2] = p[1]; n = n + 1; } } } *int_num = n; return; # undef DIM_NUM } //****************************************************************************80 int triangle_orientation_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ORIENTATION_2D determines the orientation of a triangle in 2D. // // Discussion: // // Three distinct non-colinear points in the plane define a circle. // If the points are visited in the order (x1,y1), (x2,y2), and then // (x3,y3), this motion defines a clockwise or counter clockwise // rotation along the circle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, int TRIANGLE_ORIENTATION_2D, reports if the three points lie // clockwise on the circle that passes through them. The possible // return values are: // 0, the points are distinct, noncolinear, and lie counter clockwise // on their circle. // 1, the points are distinct, noncolinear, and lie clockwise // on their circle. // 2, the points are distinct and colinear. // 3, at least two of the points are identical. // { # define DIM_NUM 2 double det; int value = 0; if ( r8vec_eq ( 2, t+0*2, t+1*2 ) || r8vec_eq ( 2, t+1*2, t+2*2 ) || r8vec_eq ( 2, t+2*2, t+0*2 ) ) { value = 3; return value; } det = ( t[0+0*2] - t[0+2*2] ) * ( t[1+1*2] - t[1+2*2] ) - ( t[0+1*2] - t[0+2*2] ) * ( t[1+0*2] - t[1+2*2] ); if ( det == 0.0 ) { value = 2; } else if ( det < 0.0 ) { value = 1; } else if ( 0.0 < det ) { value = 0; } return value; # undef DIM_NUM } //****************************************************************************80 void triangle_orthocenter_2d ( double t[2*3], double p[2], bool *flag ) //****************************************************************************80 // // Purpose: // // TRIANGLE_ORTHOCENTER_2D computes the orthocenter of a triangle in 2D. // // Discussion: // // The orthocenter is defined as the intersection of the three altitudes // of a triangle. // // An altitude of a triangle is the line through a vertex of the triangle // and perpendicular to the opposite side. // // In geometry, the orthocenter of a triangle is often symbolized by "H". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2009 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double P[2], the coordinates of the orthocenter of the triangle. // // Output, bool *FLAG, is TRUE if the value could not be computed. // { # define DIM_NUM 2 int ival; double *p23; double *p31; // // Determine a point P23 common to the line through P2 and P3 and // its perpendicular through P1. // p23 = line_exp_perp_2d ( t+1*2, t+2*2, t+0*2, flag ); if ( *flag ) { p[0] = r8_huge ( ); p[1] = r8_huge ( ); delete [] p23; } // // Determine a point P31 common to the line through P3 and P1 and // its perpendicular through P2. // p31 = line_exp_perp_2d ( t+2*2, t+0*2, t+1*2, flag ); if ( *flag ) { p[0] = r8_huge ( ); p[1] = r8_huge ( ); delete [] p23; delete [] p31; } // // Determine P, the intersection of the lines through P1 and P23, and // through P2 and P31. // lines_exp_int_2d ( t+0*2, p23, t+1*2, p31, &ival, p ); if ( ival != 1 ) { p[0] = r8_huge ( ); p[1] = r8_huge ( ); *flag = true; delete [] p23; delete [] p31; return; } delete [] p23; delete [] p31; return; # undef DIM_NUM } //****************************************************************************80 double triangle_point_dist_2d ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_POINT_DIST_2D: distance ( triangle, point ) in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double P[2], the point which is to be checked. // // Output, double TRIANGLE_POINT_DIST_2D, the distance from the point to the triangle. // DIST is zero if the point lies exactly on the triangle. // { # define DIM_NUM 2 double value; value = segment_point_dist_2d ( t+0*DIM_NUM, t+1*DIM_NUM, p ); value = r8_min ( value, segment_point_dist_2d ( t+1*DIM_NUM, t+2*DIM_NUM, p ) ); value = r8_min ( value, segment_point_dist_2d ( t+2*DIM_NUM, t+0*DIM_NUM, p ) ); return value; # undef DIM_NUM } //****************************************************************************80 double triangle_point_dist_3d ( double t[3*3], double p[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_POINT_DIST_3D: distance ( triangle, point ) in 3D. // // Discussion: // // Thanks to Gordon Griesel for pointing out that a triangle in 3D // has to have coordinates in 3D as well. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 21 October 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[3*3], the triangle vertices. // // Input, double P[3], the point which is to be checked. // // Output, double TRIANGLE_POINT_DIST_3D, the distance from the point // to the triangle. // { # define DIM_NUM 3 double value; value = segment_point_dist_3d ( t+0*DIM_NUM, t+1*DIM_NUM, p ); value = r8_min ( value, segment_point_dist_3d ( t+1*DIM_NUM, t+2*DIM_NUM, p ) ); value = r8_min ( value, segment_point_dist_3d ( t+2*DIM_NUM, t+0*DIM_NUM, p ) ); return value; # undef DIM_NUM } //****************************************************************************80 double triangle_point_dist_signed_2d ( double t[2*3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_POINT_DIST_SIGNED_2D: signed distance ( triangle, point ) in 2D. // // Discussion: // // If the signed distance is: // 0, the point is on the boundary of the triangle; // negative, the point is in the triangle; // positive, the point is outside the triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // These should be given in counter clockwise order. // // Input, double P[2], the point which is to be checked. // // Output, double TRIANGLE_POINT_DIST_SIGNED_2D, the signed distance from the // point to the triangle. // { # define DIM_NUM 2 double dis12; double dis23; double dis31; double value; // // Compute the signed line-distances to the point. // dis12 = line_exp_point_dist_signed_2d ( t+0*2, t+1*2, p ); dis23 = line_exp_point_dist_signed_2d ( t+1*2, t+2*2, p ); dis31 = line_exp_point_dist_signed_2d ( t+2*2, t+0*2, p ); // // If the point is inside the triangle, all the line-distances are negative. // The largest (negative) line-distance has the smallest magnitude, // and is the signed triangle-distance. // if ( dis12 <= 0.0 && dis23 <= 0.0 && dis31 <= 0.0 ) { value = dis12; value = r8_max ( value, dis23 ); value = r8_max ( value, dis31 ); } // // If the point is outside the triangle, then we have to compute // the (positive) line-segment distances and take the minimum. // else { value = segment_point_dist_2d ( t+0*2, t+1*2, p ); value = r8_min ( value, segment_point_dist_2d ( t+1*2, t+2*2, p ) ); value = r8_min ( value, segment_point_dist_2d ( t+2*2, t+0*2, p ) ); } return value; # undef DIM_NUM } //****************************************************************************80 void triangle_point_near_2d ( double t[2*3], double p[2], double pn[2], double *dist ) //****************************************************************************80 // // Purpose: // // TRIANGLE_POINT_NEAR_2D computes the nearest triangle point to a point in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double P[2], the point whose nearest neighbor // on the line is to be determined. // // Output, double PN[2], the nearest point to P. // // Output, double *DIST, the distance from the point to the triangle. // { # define DIM_NUM 2 double dist12; double dist23; double dist31; double tval; double pn12[DIM_NUM]; double pn23[DIM_NUM]; double pn31[DIM_NUM]; // // Find the distance to each of the line segments that make up the edges // of the triangle. // segment_point_near_2d ( t+0*DIM_NUM, t+1*DIM_NUM, p, pn12, &dist12, &tval ); segment_point_near_2d ( t+1*DIM_NUM, t+2*DIM_NUM, p, pn23, &dist23, &tval ); segment_point_near_2d ( t+2*DIM_NUM, t+0*DIM_NUM, p, pn31, &dist31, &tval ); if ( dist12 <= dist23 && dist12 <= dist31 ) { *dist = dist12; r8vec_copy ( DIM_NUM, pn12, pn ); } else if ( dist23 <= dist12 && dist23 <= dist31 ) { *dist = dist23; r8vec_copy ( DIM_NUM, pn23, pn ); } else { *dist = dist31; r8vec_copy ( DIM_NUM, pn31, pn ); } return; # undef DIM_NUM } //****************************************************************************80 double triangle_quality_2d ( double t[2*3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_QUALITY_2D: "quality" of a triangle in 2D. // // Discussion: // // The quality of a triangle is 2 times the ratio of the radius of the // inscribed circle divided by that of the circumscribed circle. An // equilateral triangle achieves the maximum possible quality of 1. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 July 2009 // // Author: // // John Burkardt // // Reference: // // Adrian Bowyer, John Woodwark, // A Programmer's Geometry, // Butterworths, 1983. // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Output, double TRIANGLE_QUALITY_2D, the quality of the triangle. // { # define DIM_NUM 2 double a; double b; double c; int i; double value; // // Compute the length of each side. // a = 0.0; b = 0.0; c = 0.0; for ( i = 0; i < DIM_NUM; i++ ) { a = a + pow ( t[i+0*DIM_NUM] - t[i+1*DIM_NUM], 2 ); b = b + pow ( t[i+1*DIM_NUM] - t[i+2*DIM_NUM], 2 ); c = c + pow ( t[i+2*DIM_NUM] - t[i+0*DIM_NUM], 2 ); } a = sqrt ( a ); b = sqrt ( b ); c = sqrt ( c ); if ( a * b * c == 0.0 ) { value = 0.0; } else { value = ( - a + b + c ) * ( a - b + c ) * ( a + b - c ) / ( a * b * c ); } return value; # undef DIM_NUM } //****************************************************************************80 int triangle_right_lattice_point_num_2d ( int a, int b ) //****************************************************************************80 // // Purpose: // // TRIANGLE_RIGHT_LATTICE_POINT_NUM_2D: count lattice points. // // Discussion: // // The triangle is assumed to be a right triangle which, without loss // of generality, has the coordinates: // // ( (0,0), (a,0), (0,b) ) // // The routine returns the number of integer lattice points that appear // inside the triangle or on its edges or vertices. // // The formula for this function occurred to me (JVB) after some thought, // on 06 July 2009. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 06 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int A, B, define the vertices. // // Output, int N, the number of lattice points. // { int n; n = ( ( a + 1 ) * ( b + 1 ) + i4_gcd ( a, b ) + 1 ) / 2; return n; } //****************************************************************************80 void triangle_sample ( double t[2*3], int n, int &seed, double p[] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_SAMPLE returns random points in a triangle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 January 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, int N, the number of points to sample. // // Input/output, int &SEED, a seed for the random number generator. // // Output, double P[2*N], a random point in the triangle. // { # define DIM_NUM 2 double alpha; double beta; int j; double r; double p12[DIM_NUM]; double p13[DIM_NUM]; for ( j = 0; j < n; j++ ) { r = r8_uniform_01 ( seed ); // // Interpret R as a percentage of the triangle's area. // // Imagine a line L, parallel to side 1, so that the area between // vertex 1 and line L is R percent of the full triangle's area. // // The line L will intersect sides 2 and 3 at a fraction // ALPHA = SQRT ( R ) of the distance from vertex 1 to vertices 2 and 3. // alpha = sqrt ( r ); // // Determine the coordinates of the points on sides 2 and 3 intersected // by line L. // p12[0] = ( 1.0 - alpha ) * t[0+0*2] + alpha * t[0+1*2]; p12[1] = ( 1.0 - alpha ) * t[1+0*2] + alpha * t[1+1*2]; p13[0] = ( 1.0 - alpha ) * t[0+0*2] + alpha * t[0+2*2];; p13[1] = ( 1.0 - alpha ) * t[1+0*2] + alpha * t[1+2*2];; // // Now choose, uniformly at random, a point on the line L. // beta = r8_uniform_01 ( seed ); p[0+j*2] = ( 1.0 - beta ) * p12[0] + beta * p13[0]; p[1+j*2] = ( 1.0 - beta ) * p12[1] + beta * p13[1]; } return; # undef DIM_NUM } //****************************************************************************80 int triangle_unit_lattice_point_num_2d ( int s ) //****************************************************************************80 // // Purpose: // // TRIANGLE_UNIT_LATTICE_POINT_NUM_2D: count lattice points. // // Discussion: // // The triangle is assumed to be the unit triangle: // // ( (0,0), (1,0), (0,1) ) // // or a copy of this triangle scaled by an integer S: // // ( (0,0), (S,0), (0,S) ). // // The routine returns the number of integer lattice points that appear // inside the triangle or on its edges or vertices. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2009 // // Author: // // John Burkardt // // Reference: // // Matthias Beck, Sinai Robins, // Computing the Continuous Discretely, // Springer, 2006, // ISBN13: 978-0387291390, // LC: QA640.7.B43. // // Parameters: // // Input, int S, the scale factor. // // Output, int TRIANGLE_UNIT_LATTICE_POINT_NUM_2D, the number of lattice points. // { int n; n = ( ( s + 2 ) * ( s + 1 ) ) / 2; return n; } //****************************************************************************80 void triangle_xsi_to_xy_2d ( double t[2*3], double xsi[3], double p[2] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_XSI_TO_XY_2D converts from barycentric to XY coordinates in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double XSI[3], the barycentric coordinates of a point. // // Output, double P[2], the Cartesian coordinates of the point. // { # define DIM_NUM 2 p[0] = xsi[0] * t[0+0*2] + xsi[1] * t[0+1*2] + xsi[2] * t[0+2*2]; p[1] = xsi[0] * t[1+0*2] + xsi[1] * t[1+1*2] + xsi[2] * t[1+2*2]; return; # undef DIM_NUM } //****************************************************************************80 void triangle_xy_to_xsi_2d ( double t[2*3], double p[2], double xsi[3] ) //****************************************************************************80 // // Purpose: // // TRIANGLE_XY_TO_XSI_2D converts from XY to barycentric in 2D. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double T[2*3], the triangle vertices. // // Input, double P[2], the XY coordinates of a point. // // Output, double XSI[3], the barycentric coordinates of the point. // { # define DIM_NUM 2 double det; det = ( t[0+0*2] - t[0+2*2] ) * ( t[1+1*2] - t[1+2*2] ) - ( t[0+1*2] - t[0+2*2] ) * ( t[1+0*2] - t[1+2*2] ); xsi[0] = ( ( t[1+1*2] - t[1+2*2] ) * ( p[0] - t[0+2*2] ) - ( t[0+1*2] - t[0+2*2] ) * ( p[1] - t[1+2*2] ) ) / det; xsi[1] = ( - ( t[1+0*2] - t[1+2*2] ) * ( p[0] - t[0+2*2] ) + ( t[0+0*2] - t[0+2*2] ) * ( p[1] - t[1+2*2] ) ) / det; xsi[2] = 1.0 - xsi[0] - xsi[1]; return; # undef DIM_NUM } //****************************************************************************80 void truncated_octahedron_shape_3d ( int point_num, int face_num, int face_order_max, double point_coord[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // TRUNCATED_OCTAHEDRON_SHAPE_3D describes a truncated octahedron in 3D. // // Discussion: // // The shape is a truncated octahedron. There are 8 hexagons and 6 // squares. // // The truncated octahedron is an interesting shape because it // is "space filling". In other words, all of 3D space can be // filled by a regular lattice of these shapes. // // Call TRUNCATED_OCTAHEDRON_SIZE_3D to get the values of POINT_NUM, // FACE_NUM, and FACE_ORDER_MAX, so you can allocate space for the arrays. // // For each face, the face list must be of length FACE_ORDER_MAX. // In cases where a face is of lower than maximum order (the // squares, in this case), the extra entries are listed as "-1". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 15 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points (24). // // Input, int FACE_NUM, the number of faces (14). // // Input, int FACE_ORDER_MAX, the maximum order of any face (6). // // Output, double POINT_COORD[3*POINT_NUM], the vertices. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. // { # define DIM_NUM 3 static int face_order_save[14] = { 4, 4, 4, 4, 4, 4, 6, 6, 6, 6, 6, 6, 6, 6 }; static int face_point_save[6*14] = { 17, 11, 9, 15, -1, -1, 14, 8, 10, 16, -1, -1, 22, 24, 21, 18, -1, -1, 12, 5, 2, 6, -1, -1, 13, 19, 23, 20, -1, -1, 4, 1, 3, 7, -1, -1, 19, 13, 7, 3, 8, 14, 15, 9, 4, 7, 13, 20, 16, 10, 5, 12, 18, 21, 22, 18, 12, 6, 11, 17, 20, 23, 24, 22, 17, 15, 14, 16, 21, 24, 23, 19, 9, 11, 6, 2, 1, 4, 3, 1, 2, 5, 10, 8 }; static double point_coord_save[DIM_NUM*24] = { -1.5, -0.5, 0.0, -1.5, 0.5, 0.0, -1.0, -1.0, -0.70710677, -1.0, -1.0, 0.70710677, -1.0, 1.0, -0.70710677, -1.0, 1.0, 0.70710677, -0.5, -1.5, 0.0, -0.5, -0.5, -1.4142135, -0.5, -0.5, 1.4142135, -0.5, 0.5, -1.4142135, -0.5, 0.5, 1.4142135, -0.5, 1.5, 0.0, 0.5, -1.5, 0.0, 0.5, -0.5, -1.4142135, 0.5, -0.5, 1.4142135, 0.5, 0.5, -1.4142135, 0.5, 0.5, 1.4142135, 0.5, 1.5, 0.0, 1.0, -1.0, -0.70710677, 1.0, -1.0, 0.70710677, 1.0, 1.0, -0.70710677, 1.0, 1.0, 0.70710677, 1.5, -0.5, 0.0, 1.5, 0.5, 0.0 }; i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max*face_num, face_point_save, face_point ); r8vec_copy ( DIM_NUM*point_num, point_coord_save, point_coord ); return; # undef DIM_NUM } //****************************************************************************80 void truncated_octahedron_size_3d ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // TRUNCATED_OCTAHEDRON_SIZE_3D gives "sizes" for a truncated octahedron in 3D. // // Discussion: // // The truncated octahedron is "space-filling". // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 24; *edge_num = 36; *face_num = 14; *face_order_max = 6; return; } //****************************************************************************80 void tube_2d ( double dist, int n, double p[], double p1[], double p2[] ) //****************************************************************************80 // // Purpose: // // TUBE_2D constructs a "tube" of given width around a path in 2D. // // Discussion: // // The routine is given a sequence of N points, and a distance DIST. // // It returns the coordinates of the corners of the top and bottom // of a tube of width 2*DIST, which envelopes the line connecting // the points. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 05 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double DIST, the radius of the tube. // // Input, int N, the number of points defining the line. // N must be at least 2. // // Input, double P[2*N], the points which comprise the broken // line which is to be surrounded by the tube. Points should // not be immediately repeated. // // Output, double P1[N], P2[N], the points P1 // form one side of the tube, and P2 the other. // { # define DIM_NUM 2 double a; double b; double c; double dis1; double dis2; int j; double *pi; double *pim1; double *pip1; double p4[DIM_NUM]; double p5[DIM_NUM]; double temp; // // Check that N is at least 3. // if ( n < 3 ) { cerr << "\n"; cerr << "TUBE_2D - Fatal error!\n"; cerr << " N must be at least 3\n"; cerr << " but your input value was N = " << n << "\n"; exit ( 1 ); } // // Check that consecutive points are distinct. // for ( j = 0; j < n-1; j++ ) { if ( r8vec_eq ( DIM_NUM, p+j*DIM_NUM, p+(j+1)*DIM_NUM ) ) { cerr << "\n"; cerr << "TUBE_2D - Fatal error!\n"; cerr << " P[1:2,J] = P[1:2,J+1] for J = " << j << "\n"; cerr << " P[0,J] = " << p[0+j*DIM_NUM] << "\n"; cerr << " P[1,J] = " << p[1+j*DIM_NUM] << "\n"; exit ( 1 ); } } for ( j = 1; j <= n; j++ ) { if ( j == 1 ) { pim1 = p + (j-1) * DIM_NUM; } else { pim1 = p + (j-2) * DIM_NUM; } pi = p + (j-1) * DIM_NUM; if ( j < n ) { pip1 = p + j * DIM_NUM; } else { pip1 = p + ( j-1 ) * DIM_NUM; } angle_box_2d ( dist, pim1, pi, pip1, p4, p5 ); p1[0+(j-1)*DIM_NUM] = p4[0]; p1[1+(j-1)*DIM_NUM] = p4[1]; p2[0+(j-1)*DIM_NUM] = p5[0]; p2[1+(j-1)*DIM_NUM] = p5[1]; // // On the first and last steps, translate the corner points DIST units // along the line, to make an extra buffer. // if ( j == 1 ) { temp = sqrt ( pow ( p[0+1*DIM_NUM] - p[0+0*DIM_NUM], 2 ) + pow ( p[1+1*DIM_NUM] - p[1+0*DIM_NUM], 2 ) ); p1[0+0*DIM_NUM] = p1[0+0*DIM_NUM] - dist * ( p[0+1*DIM_NUM] - p[0+0*DIM_NUM] ) / temp; p1[1+0*DIM_NUM] = p1[1+0*DIM_NUM] - dist * ( p[1+1*DIM_NUM] - p[1+0*DIM_NUM] ) / temp; p2[0+0*DIM_NUM] = p2[0+0*DIM_NUM] - dist * ( p[0+1*DIM_NUM] - p[0+0*DIM_NUM] ) / temp; p2[1+0*DIM_NUM] = p2[1+0*DIM_NUM] - dist * ( p[1+1*DIM_NUM] - p[1+0*DIM_NUM] ) / temp; } else if ( j == n ) { temp = sqrt ( pow ( p[0+(n-1)*DIM_NUM] - p[0+(n-2)*DIM_NUM], 2 ) + pow ( p[1+(n-1)*DIM_NUM] - p[1+(n-2)*DIM_NUM], 2 ) ); p1[0+(n-1)*DIM_NUM] = p1[0+(n-1)*DIM_NUM] + dist * ( p[0+(n-1)*DIM_NUM] - p[0+(n-2)*DIM_NUM] ) / temp; p1[1+(n-1)*DIM_NUM] = p1[1+(n-1)*DIM_NUM] + dist * ( p[1+(n-1)*DIM_NUM] - p[1+(n-2)*DIM_NUM] ) / temp; p2[0+(n-1)*DIM_NUM] = p2[0+(n-1)*DIM_NUM] + dist * ( p[0+(n-1)*DIM_NUM] - p[0+(n-2)*DIM_NUM] ) / temp; p2[1+(n-1)*DIM_NUM] = p2[1+(n-1)*DIM_NUM] + dist * ( p[1+(n-1)*DIM_NUM] - p[1+(n-2)*DIM_NUM] ) / temp; } // // The new points may need to be swapped. // // Compute the signed distance from the points to the line. // if ( 1 < j ) { a = p[1+(j-2)*DIM_NUM] - p[1+(j-1)*DIM_NUM]; b = p[0+(j-1)*DIM_NUM] - p[0+(j-2)*DIM_NUM]; c = p[0+(j-2)*DIM_NUM] * p[1+(j-1)*DIM_NUM] - p[0+(j-1)*DIM_NUM] * p[1+(j-2)*DIM_NUM]; dis1 = ( a * p1[0+(j-2)*DIM_NUM] + b * p1[1+(j-2)*DIM_NUM] + c ) / sqrt ( a * a + b * b ); dis2 = ( a * p1[0+(j-1)*DIM_NUM] + b * p1[1+(j-1)*DIM_NUM] + c ) / sqrt ( a * a + b * b ); if ( r8_sign ( dis1 ) != r8_sign ( dis2 ) ) { temp = p1[0+(j-1)*DIM_NUM]; p1[0+(j-1)*DIM_NUM] = p2[0+(j-1)*DIM_NUM]; p2[0+(j-1)*DIM_NUM] = temp; temp = p1[1+(j-1)*DIM_NUM]; p1[1+(j-1)*DIM_NUM] = p2[1+(j-1)*DIM_NUM]; p2[1+(j-1)*DIM_NUM] = temp; } } } return; # undef DIM_NUM } //****************************************************************************80 void tuple_next2 ( int n, int xmin[], int xmax[], int x[], int *rank ) //****************************************************************************80 // // Purpose: // // TUPLE_NEXT2 computes the next element of an integer tuple space. // // Discussion: // // The elements X are N vectors. // // Each entry X(I) is constrained to lie between XMIN(I) and XMAX(I). // // The elements are produced one at a time. // // The first element is // (XMIN(1), XMIN(2), ..., XMIN(N)), // the second is (probably) // (XMIN(1), XMIN(2), ..., XMIN(N)+1), // and the last element is // (XMAX(1), XMAX(2), ..., XMAX(N)) // // Intermediate elements are produced in a lexicographic order, with // the first index more important than the last, and the ordering of // values at a fixed index implicitly defined by the sign of // XMAX(I) - XMIN(I). // // Example: // // N = 2, // XMIN = (/ 1, 10 /) // XMAX = (/ 3, 8 /) // // RANK X // ---- ----- // 1 1 10 // 2 1 9 // 3 1 8 // 4 2 10 // 5 2 9 // 6 2 8 // 7 3 10 // 8 3 9 // 9 3 8 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 April 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components. // // Input, int XMIN[N], XMAX[N], the "minimum" and "maximum" entry values. // These values are minimum and maximum only in the sense of the lexicographic // ordering. In fact, XMIN(I) may be less than, equal to, or greater // than XMAX(I). // // Input/output, int X[N], on input the previous tuple. // On output, the next tuple. // // Input/output, int *RANK, the rank of the item. On first call, // set RANK to 0 to start up the sequence. On return, if RANK is zero, // there are no more items in the sequence. // { int i; int test; if ( *rank < 0 ) { cerr << "\n"; cerr << "TUPLE_NEXT2 - Fatal error!\n"; cerr << " Illegal value of RANK = " << *rank << "\n"; exit ( 1 ); } test = 1; for ( i = 0; i < n; i++ ) { test = test * ( 1 + abs ( xmax[i] - xmin[i] ) ); } if ( test < *rank ) { cerr << "\n"; cerr << "TUPLE_NEXT2 - Fatal error!\n"; cerr << " Illegal value of RANK = " << *rank << "\n"; exit ( 1 ); } if ( *rank == 0 ) { for ( i = 0; i < n; i++ ) { x[i] = xmin[i]; } *rank = 1; return; } *rank = *rank + 1; i = n - 1; for ( ; ; ) { if ( x[i] != xmax[i] ) { if ( xmin[i] < xmax[i] ) { x[i] = x[i] + 1; } else { x[i] = x[i] - 1; } break; } x[i] = xmin[i]; if ( i == 0 ) { *rank = 0; break; } i = i - 1; } return; } //****************************************************************************80 void vector_directions_nd ( int dim_num, double v[], double angle[] ) //****************************************************************************80 // // Purpose: // // VECTOR_DIRECTIONS_ND returns the direction angles of a vector in ND. // // Discussion: // // Let V be the vector, and let E(I) be the I-th unit coordinate axis vector. // The I-th direction angle is the angle between V and E(I), which is // the angle whose cosine is equal to the direction cosine: // // Direction_Cosine(I) = V dot E(I) / |V|. // // If V is the null or zero vector, then the direction cosines and // direction angles are undefined, and this routine simply returns // zeroes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, double V[DIM_NUM], the vector. // // Output, double ANGLE[DIM_NUM], the direction angles, in radians, // that the vector V makes with the coordinate axes. // { int i; double vnorm; // // Get the norm of the vector. // vnorm = r8vec_norm ( dim_num, v ); if ( vnorm == 0.0 ) { r8vec_zero ( dim_num, angle ); return; } for ( i = 0; i < dim_num; i++ ) { angle[i] = acos ( v[i] / vnorm ); } return; } //****************************************************************************80 void vector_rotate_2d ( double v1[2], double angle, double v2[2] ) //****************************************************************************80 // // Purpose: // // VECTOR_ROTATE_2D rotates a vector around the origin in 2D. // // Discussion: // // To see why this formula is so, consider that the original point // has the form ( R cos Theta, R sin Theta ), and the rotated point // has the form ( R cos ( Theta + Angle ), R sin ( Theta + Angle ) ). // Now use the addition formulas for cosine and sine to relate // the new point to the old one: // // ( X2 ) = ( cos Angle - sin Angle ) * ( X1 ) // ( Y2 ) ( sin Angle cos Angle ) ( Y1 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[2], the vector to be rotated. // // Input, double ANGLE, the angle, in radians, of the rotation to be // carried out. A positive angle rotates the vector in the // counter clockwise direction. // // Output, double V2[2], the rotated vector. // { v2[0] = cos ( angle ) * v1[0] - sin ( angle ) * v1[1]; v2[1] = sin ( angle ) * v1[0] + cos ( angle ) * v1[1]; return; } //****************************************************************************80 void vector_rotate_3d ( double p1[3], double pa[3], double angle, double p2[3] ) //****************************************************************************80 // // Purpose: // // VECTOR_ROTATE_3D rotates a vector around an axis vector in 3D. // // Discussion: // // Thanks to Cody Farnell for correcting some errors in a previous // version of this routine! // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 May 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[3], the components of the vector to be rotated. // // Input, double PA[3], the vector about which the rotation is to // be carried out. // // Input, double ANGLE, the angle, in radians, of the rotation to be // carried out. // // Output, double P2[3], the rotated vector. // { # define DIM_NUM 3 double axis_norm; double dot; double normn; double pn[DIM_NUM]; double *pn2; double pp[DIM_NUM]; double pr[DIM_NUM]; // // Compute the length of the rotation axis. // axis_norm = r8vec_norm ( DIM_NUM, pa ); if ( axis_norm == 0.0 ) { r8vec_copy ( DIM_NUM, p1, p2 ); return; } // // Compute the dot product of the vector and the (unit) rotation axis. // dot = r8vec_dot_product ( DIM_NUM, p1, pa ) / axis_norm; // // Compute the parallel component of the vector. // pp[0] = dot * pa[0] / axis_norm; pp[1] = dot * pa[1] / axis_norm; pp[2] = dot * pa[2] / axis_norm; // // Compute the normal component of the vector. // pn[0] = p1[0] - pp[0]; pn[1] = p1[1] - pp[1]; pn[2] = p1[2] - pp[2]; normn = r8vec_norm ( DIM_NUM, pn ); if ( normn == 0.0 ) { r8vec_copy ( DIM_NUM, pp, p2 ); return; } vector_unit_nd ( 3, pn ); // // Compute a second vector, lying in the plane, perpendicular // to P1, and forming a right-handed system... // pn2 = r8vec_cross_product_3d ( pa, pn ); vector_unit_nd ( 3, pn2 ); // // Rotate the normal component by the angle. // pr[0] = normn * ( cos ( angle ) * pn[0] + sin ( angle ) * pn2[0] ); pr[1] = normn * ( cos ( angle ) * pn[1] + sin ( angle ) * pn2[1] ); pr[2] = normn * ( cos ( angle ) * pn[2] + sin ( angle ) * pn2[2] ); delete [] pn2; // // The rotated vector is the parallel component plus the rotated // component. // p2[0] = pp[0] + pr[0]; p2[1] = pp[1] + pr[1]; p2[2] = pp[2] + pr[2]; return; # undef DIM_NUM } //****************************************************************************80 void vector_rotate_base_2d ( double p1[2], double pb[2], double angle, double p2[2] ) //****************************************************************************80 // // Purpose: // // VECTOR_ROTATE_BASE_2D rotates a vector around a base point in 2D. // // Discussion: // // The original vector is assumed to be P1-PB, and the // rotated vector is P2-PB. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P1[2], the endpoint of the original vector. // // Input, double PB[2], the location of the base point. // // Input, double ANGLE, the angle, in radians, of the rotation to be // carried out. A positive angle rotates the vector in the // counter clockwise direction. // // Output, double P2[2], the endpoint of the rotated vector. // { p2[0] = pb[0] + cos ( angle ) * ( p1[0] - pb[0] ) - sin ( angle ) * ( p1[1] - pb[1] ); p2[1] = pb[1] + sin ( angle ) * ( p1[0] - pb[0] ) + cos ( angle ) * ( p1[1] - pb[1] ); return; } //****************************************************************************80 double vector_separation_2d ( double v1[], double v2[] ) //****************************************************************************80 // // Purpose: // // VECTOR_SEPARATION_2D finds the angular separation between vectors in 2D. // // Discussion: // // Any two vectors lie in a plane, and are separated by a plane angle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[2], V2[2], the two vectors. // // Output, double VECTOR_SEPARATION_2D, the angle between the two vectors. // { # define DIM_NUM 2 double cos_theta; double v1_norm; double v2_norm; v1_norm = r8vec_norm ( DIM_NUM, v1 ); v2_norm = r8vec_norm ( DIM_NUM, v2 ); cos_theta = r8vec_dot_product ( DIM_NUM, v1, v2 ) / ( v1_norm * v2_norm ); return ( r8_acos ( cos_theta ) ); # undef DIM_NUM } //****************************************************************************80 double vector_separation_3d ( double v1[], double v2[] ) //****************************************************************************80 // // Purpose: // // VECTOR_SEPARATION_3D finds the angular separation between vectors in 3D. // // Discussion: // // Any two vectors lie in a plane, and are separated by a plane angle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double V1[3], V2[3], the two vectors. // // Output, double VECTOR_SEPARATION_3D, the angle between the two vectors. // { # define DIM_NUM 3 double cos_theta; double v1_norm; double v2_norm; v1_norm = r8vec_norm ( DIM_NUM, v1 ); v2_norm = r8vec_norm ( DIM_NUM, v2 ); cos_theta = r8vec_dot_product ( DIM_NUM, v1, v2 ) / ( v1_norm * v2_norm ); return ( r8_acos ( cos_theta ) ); # undef DIM_NUM } //****************************************************************************80 double vector_separation_nd ( int dim_num, double v1[], double v2[] ) //****************************************************************************80 // // Purpose: // // VECTOR_SEPARATION_ND finds the angular separation between vectors in ND. // // Discussion: // // Any two vectors lie in a plane, and are separated by a plane angle. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 07 September 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the vectors. // // Input, double V1[DIM_NUM], V2[DIM_NUM], the two vectors. // // Output, double VECTOR_SEPARATION_ND, the angle between the two vectors. // { double cos_theta; double v1_norm; double v2_norm; v1_norm = r8vec_norm ( dim_num, v1 ); v2_norm = r8vec_norm ( dim_num, v2 ); cos_theta = r8vec_dot_product ( dim_num, v1, v2 ) / ( v1_norm * v2_norm ); return ( r8_acos ( cos_theta ) ); } //****************************************************************************80 void vector_unit_nd ( int dim_num, double p[] ) //****************************************************************************80 // // Purpose: // // VECTOR_UNIT_ND normalizes a vector in ND. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the dimension of the vector. // // Input/output, double P[DIM_NUM], the vector to be normalized. On output, // the vector should have unit Euclidean norm. // However, if the input vector has zero Euclidean norm, it is // not altered. // { int i; double norm; norm = r8vec_norm ( dim_num, p ); if ( norm != 0.0 ) { for ( i = 0; i < dim_num; i++ ) { p[i] = p[i] / norm; } } return; } //****************************************************************************80 int voxels_dist_l1_3d ( int v1[3], int v2[3] ) //****************************************************************************80 // // Purpose: // // VOXELS_DIST_L1_3D computes the L1 distance between voxels in 3D. // // Discussion: // // We can imagine that, in traveling from (X1,Y1,Z1) to (X2,Y2,Z2), // we are allowed to increment or decrement just one coordinate at // at time. The minimum number of such changes required is the // L1 distance. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int V1[3], the voxel that begins the line. // // Input, int V2[3], the voxel that ends the line. // // Output, int VOXELS_DIST_L1_3D, the L1 distance between the voxels. // { int value; value = ( abs ( v1[0] - v2[0] ) + abs ( v1[1] - v2[1] ) + abs ( v1[2] - v2[2] ) ); return value; } //****************************************************************************80 int voxels_dist_l1_nd ( int dim_num, int v1[], int v2[] ) //****************************************************************************80 // // Purpose: // // VOXELS_DIST_L1_ND computes the L1 distance between voxels in ND. // // Discussion: // // A voxel is generally a point in 3D space with integer coordinates. // There's no reason to stick with 3D, so this routine will handle // any dimension. // // We can imagine that, in traveling from V1 to V2, we are allowed to // increment or decrement just one coordinate at a time. The minimum number // of such changes required is the L1 distance. // // More formally, // // DIST_L1 ( V1, V2 ) = sum ( 1 <= I <= N ) | V1(I) - V2(I) | // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int DIM_NUM, the spatial dimension. // // Input, int V1[DIM_NUM], the voxel that begins the line. // // Input, int V2[DIM_NUM], the voxel that ends the line. // // Output, int VOXELS_DIST_L1_ND, the L1 distance between the voxels. // { int i; int value; value = 0; for ( i = 0; i < dim_num; i++ ) { value = value + abs ( v1[i] - v2[i] ); } return value; } //****************************************************************************80 void voxels_line_3d ( int v1[3], int v2[3], int n, int v[] ) //****************************************************************************80 // // Purpose: // // VOXELS_LINE_3D computes voxels along a line in 3D. // // Discussion: // // The line itself is defined by two voxels. The line will begin // at the first voxel, and move towards the second. If the value of // N is equal to the L1 distance between the two voxels, then the // line will "almost" reach the second voxel. Depending on the // direction, 1, 2 or 3 more steps may be needed. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Reference: // // Daniel Cohen, // Voxel Traversal along a 3D Line, // Graphics Gems IV, // edited by Paul Heckbert, // AP Professional, 1994, T385.G6974. // // Parameters: // // Input, int V1[3], the voxel that begins the line. // // Input, int V2[3], the voxel that ends the line. // // Input, int N, the number of voxels to compute. // // Output, int V[3*N], a sequence of voxels, whose // first value is V1 and which proceeds towards V2. // { # define DIM_NUM 3 int a[DIM_NUM]; int exy; int exz; int ezy; int i; int j; int s[DIM_NUM]; if ( n <= 0 ) { return; } // // Determine the number of voxels on the line. // for ( i = 0; i < DIM_NUM; i++ ) { if ( v2[i] < v1[i] ) { s[i] = -1; } else { s[i] = +1; } a[i] = abs ( v2[i] - v1[i] ); } exy = a[1] - a[0]; exz = a[2] - a[0]; ezy = a[1] - a[2]; // // We start at the starting point. // for ( i = 0; i < DIM_NUM; i++ ) { v[i+0*DIM_NUM] = v1[i]; } for ( j = 1; j < n; j++ ) { for ( i = 0; i < DIM_NUM; i++ ) { v[i+j*DIM_NUM] = v[i+(j-1)*DIM_NUM]; } if ( exy < 0 ) { if ( exz < 0 ) { v[0+j*DIM_NUM] = v[0+j*DIM_NUM] + s[0]; exy = exy + 2 * a[1]; exz = exz + 2 * a[2]; } else { v[2+j*DIM_NUM] = v[2+j*DIM_NUM] + s[2]; exz = exz - 2 * a[0]; ezy = ezy + 2 * a[1]; } } else if ( ezy < 0 ) { v[2+j*DIM_NUM] = v[2+j*DIM_NUM] + s[2]; exz = exz - 2 * a[0]; ezy = ezy + 2 * a[1]; } else { v[1+j*DIM_NUM] = v[1+j*DIM_NUM] + s[1]; exy = exy - 2 * a[0]; ezy = ezy - 2 * a[2]; } } return; # undef DIM_NUM } //****************************************************************************80 void voxels_region_3d ( int list_max, int nx, int ny, int nz, int ishow[], int *list_num, int list[], int *region_num ) //****************************************************************************80 // // Purpose: // // VOXELS_REGION_3D arranges a set of voxels into contiguous regions in 3D. // // Discussion: // // On input, the ISHOW array contains zero and nonzero values. The nonzero // values are taken to be active voxels. On output, the zero voxels remain // zero, and all the active voxels have been assigned a value which now // indicates membership in a region, or group of contiguous voxels. // // On output, the array LIST contains information about the regions. // The last used element of LIST is LIST_NUM. // // The number of elements in region REGION_NUM is NELEM = LIST(LIST_NUM). // The (I,J,K) indices of the last element in this region are in // LIST(LIST_NUM-3) through LIST(LIST_NUM-1), and the first element is // listed in LIST(LIST_NUM-3*NELEM), LIST(LIST_NUM-3*NELEM+1), // LIST(LIST_NUM-3*NELEM+2). // // The number of elements in REGION_NUM-1 is listed in LIST(LIST_NUM-3*NELEM-1), // and the (I,J,K) indices of the these elements are listed there. // // Picture: // // Input: // // 0 2 0 0 17 0 3 // 0 0 3 0 1 0 4 // 1 0 4 8 8 0 7 // 3 0 6 45 0 0 0 // 3 17 0 5 9 2 5 // // Output: // // 0 1 0 0 2 0 3 // 0 0 2 0 2 0 3 // 4 0 2 2 2 0 3 // 4 0 2 2 0 0 0 // 4 4 0 2 2 2 2 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input/output, int ISHOW[NX*NY*NZ]. On input, the only significance to // the entries is whether they are zero or nonzero. On output, the nonzero // entries have now been revalued so that contiguous entries have the same // value, indicating a grouping into a region. // // Output, int LIST[LIST_MAX], contains, in stack form, a list // of the indices of the elements in each region. // // Input, int LIST_MAX, the maximum length of the array used to // list the elements of the regions. // // Output, int *LIST_NUM, the number of entries of LIST that were used. // However, if LIST_MAX < LIST_NUM, then there was not enough space in // LIST to store the data properly, and LIST should not be used, // although the data in ISHOW should be correct. // // Output, int *REGION_NUM, the number of regions discovered. // // Input, int NX, NY, NZ, the number of voxels in the X, Y and // Z directions. // { # define STACK_MAX 100 int i; int i2; int ibase; int ihi; int ilo; int j; int j2; int jbase; int jhi; int jlo; int k; int k2; int kbase; int khi; int klo; int nabes; int ncan; int nelements; int nstack; int stack[STACK_MAX]; // // Reset all nonzero entries of ISHOW to -1. // for ( k = 0; k < nz; k++ ) { for ( j = 0; j < ny; j++ ) { for ( i = 0; i < nx; i++ ) { if ( ishow[i+nx*(j+ny*k)] != 0 ) { ishow[i+nx*(j+ny*k)] = -1; } } } } // // Start the number of items in the region list at 0. // *list_num = 0; // // Start the number of regions at 0. // *region_num = 0; // // The stack begins empty. // nstack = 0; // // Search for an unused "ON" voxel from which we can "grow" a new region. // for ( k = 1; k <= nz; k++ ) { for ( j = 1; j <= ny; j++ ) { for ( i = 1; i <= nx; i++ ) { // // We found a voxel that is "ON", and does not belong to any region. // if ( ishow[i-1+nx*(j-1+ny*(k-1))] == -1 ) { // // Increase the number of regions. // *region_num = *region_num + 1; // // Add this voxel to the region. // ishow[i-1+nx*(j-1+ny*(k-1))] = *region_num; // // Add this voxel to the stack. // if ( STACK_MAX < nstack + 4 ) { cerr << "\n"; cerr << "VOXELS_REGION - Fatal error!\n"; cerr << " The internal stack overflowed.\n"; cerr << " The algorithm has failed.\n"; exit ( 1 ); } stack[nstack+1-1] = i; stack[nstack+2-1] = j; stack[nstack+3-1] = k; stack[nstack+4-1] = 1; nstack = nstack + 4; // // Add this voxel to the description of the region. // nelements = 1; if ( *list_num + 3 <= list_max ) { list[*list_num+1-1] = i; list[*list_num+2-1] = j; list[*list_num+3-1] = k; } *list_num = *list_num + 3; for ( ; ; ) { // // Find all neighbors of BASE that are "ON" but unused. // Mark them as belonging to this region, and stack their indices. // ibase = stack[nstack-3-1]; jbase = stack[nstack-2-1]; kbase = stack[nstack-1-1]; ilo = i4_max ( ibase-1, 1 ); ihi = i4_min ( ibase+1, nx ); jlo = i4_max ( jbase-1, 1 ); jhi = i4_min ( jbase+1, ny ); klo = i4_max ( kbase-1, 1 ); khi = i4_min ( kbase+1, nz ); nabes = 0; for ( k2 = klo; k2 <= khi; k2++ ) { for ( j2 = jlo; j2 <= jhi; j2++ ) { for ( i2 = ilo; i2 <= ihi; i2++ ) { // // We found a neighbor to our current search point, which is "ON" and unused. // if ( ishow[i2-1+nx*(j2-1+ny*(k2-1))] == -1 ) { // // Increase the number of neighbors. // nabes = nabes + 1; // // Mark the neighbor as belonging to the region. // ishow[i2-1+nx*(j2-1+ny*(k2-1))] = *region_num; // // Add the neighbor to the stack. // if ( STACK_MAX < nstack + 3 ) { cerr << "\n"; cerr << "VOXELS_REGION - Fatal error!\n"; cerr << " The internal stack overflowed.\n"; cerr << " The algorithm has failed.\n"; exit ( 1 ); } stack[nstack+1-1] = i2; stack[nstack+2-1] = j2; stack[nstack+3-1] = k2; nstack = nstack + 3; // // Add the neighbor to the description of the region. // nelements = nelements + 1; if ( *list_num+3 <= list_max ) { list[*list_num+1-1] = i2; list[*list_num+2-1] = j2; list[*list_num+3-1] = k2; } *list_num = *list_num + 3; } } } } // // If any new neighbors were found, take the last one as the basis // for a deeper search. // if ( 0 < nabes ) { if ( STACK_MAX < nstack + 1 ) { cerr << "\n"; cerr << "VOXELS_REGION - Fatal error!\n"; cerr << " The internal stack overflowed.\n"; cerr << " The algorithm has failed.\n"; exit ( 1 ); } stack[nstack+1-1] = nabes; nstack = nstack + 1; continue; } // // If the current search point had no new neighbors, drop it from the stack. // ncan = stack[nstack-1] - 1; nstack = nstack - 3; stack[nstack-1] = ncan; // // If there are still any unused candidates at this level, take the // last one as the basis for a deeper search. // if ( 0 < stack[nstack-1] ) { continue; } // // If there are no more unused candidates at this level, then we need // to back up a level in the stack. If there are any candidates at // that earlier level, then we can still do more searching. // nstack = nstack - 1; if ( nstack <= 0 ) { break; } } // // If we have exhausted the stack, we have completed this region. // Tag the number of elements to the end of the region description list. // *list_num = *list_num + 1; if ( *list_num <= list_max ) { list[*list_num-1] = nelements; } } } } } // // Print some warnings. // if ( list_max < *list_num ) { cout << "\n"; cout << "VOXELS_REGION - Warning!\n"; cout << " LIST_MAX was too small to list the regions.\n"; cout << " Do not try to use the LIST array!\n"; cout << " The ISHOW data is OK, however.\n"; } return; # undef STACK_MAX } //****************************************************************************80 void voxels_step_3d ( int v1[3], int v2[3], int inc, int jnc, int knc, int v3[3] ) //****************************************************************************80 // // Purpose: // // VOXELS_STEP_3D computes voxels along a line from a given point in 3D. // // Discussion: // // If you input INC = JNC = KNC, then no movement is possible, // and none is made. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 August 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int V1[3], the coordinates of the base voxel from // which the line begins. // // Input, int V2[3], the coordinates of the current voxel on the // line. For the first call, these might be equal to V1. // // Input, int INC, JNC, KNC, the increments to the voxels. // These values define the direction along which the line proceeds. // However, the voxels on the line will typically be incremented // by a fractional value of the vector (INC,JNC,KNC), and the // result is essentially rounded. // // Output, int V3[3], the coordinates of the next voxel along // the line. // { # define DIM_NUM 3 double alpha = 0.0; double alphai = 0.0; double alphaj = 0.0; double alphak = 0.0; i4vec_copy ( DIM_NUM, v2, v3 ); // // Assuming for the moment that (I,J,K) can take on real values, // points on the line have the form: // // I = V1[0] + alpha * inc // J = V1[1] + alpha * jnc // K = V1[2] + alpha * knc // if ( inc == 0 && jnc == 0 && knc == 0 ) { return; } alpha = 0.0; // // Compute the smallest ALPHA that will change I2, J2 or K2 by +-0.5. // if ( 0 < inc ) { alphai = ( ( double ) ( v2[0] - v1[0] ) + 0.5 ) / ( ( double ) inc ); } else if ( inc < 0 ) { alphai = ( ( double ) ( v2[0] - v1[0] ) - 0.5 ) / ( ( double ) inc ); } else { alphai = r8_huge ( ); } if ( 0 < jnc ) { alphaj = ( ( double ) ( v2[1] - v1[1] ) + 0.5 ) / ( ( double ) jnc ); } else if ( jnc < 0 ) { alphaj = ( ( double ) ( v2[1] - v1[1] ) - 0.5 ) / ( ( double ) jnc ); } else { alphaj = r8_huge ( ); } if ( 0 < knc ) { alphak = ( ( double ) ( v2[2] - v1[2] ) + 0.5 ) / ( ( double ) knc ); } else if ( knc < 0 ) { alphak = ( ( double ) ( v2[2] - v1[2] ) - 0.5 ) / ( ( double ) knc ); } else { alphaj = r8_huge ( ); } // // The ALPHA of smallest positive magnitude represents the closest next voxel. // alpha = r8_huge ( ); if ( 0.0 < alphai ) { alpha = r8_min ( alpha, alphai ); } if ( 0.0 < alphaj ) { alpha = r8_min ( alpha, alphaj ); } if ( 0.0 < alphak ) { alpha = r8_min ( alpha, alphak ); } // // Move to the new voxel. Whichever index just made the half // step must be forced to take a whole step. // if ( alpha == alphai ) { v3[0] = v2[0] + i4_sign ( inc ); v3[1] = v1[1] + r8_nint ( alpha * ( double ) jnc ); v3[2] = v1[2] + r8_nint ( alpha * ( double ) knc ); } else if ( alpha == alphaj ) { v3[0] = v1[0] + r8_nint ( alpha * ( double ) inc ); v3[1] = v2[1] + i4_sign ( jnc ); v3[2] = v1[2] + r8_nint ( alpha * ( double ) knc ); } else if ( alpha == alphak ) { v3[0] = v1[0] + r8_nint ( alpha * ( double ) inc ); v3[1] = v1[1] + r8_nint ( alpha * ( double ) jnc ); v3[2] = v2[2] + i4_sign ( knc ); } return; # undef DIM_NUM } //****************************************************************************80 void xy_to_polar ( double xy[2], double *r, double *t ) //****************************************************************************80 // // Purpose: // // XY_TO_POLAR converts XY coordinates to polar coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 January 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double XY[2], the Cartesian coordinates. // // Output, double *R, *T, the radius and angle (in radians). // { *r = sqrt ( xy[0] * xy[0] + xy[1] * xy[1] ); if ( *r == 0.0 ) { *t = 0.0; } else { *t = atan2 ( xy[0], xy[1] ); } return; } //****************************************************************************80 void xyz_to_radec ( double p[3], double *ra, double *dec ) //****************************************************************************80 // // Purpose: // // XYZ_TO_RADEC converts (X,Y,Z) to right ascension/declination coordinates. // // Discussion: // // Given an XYZ point, compute its distance R from the origin, and // regard it as lying on a sphere of radius R, whose axis is the Z // axis. // // The right ascension of the point is the "longitude", measured in hours, // between 0 and 24, with the X axis having right ascension 0, and the // Y axis having right ascension 6. // // Declination measures the angle from the equator towards the north pole, // and ranges from -90 (South Pole) to 90 (North Pole). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 June 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double P[3], the coordinates of a point in 3D. // // Output, double *RA, *DEC, the corresponding right ascension // and declination. // { # define DIM_NUM 3 double norm_v; double phi; double theta; norm_v = r8vec_norm ( DIM_NUM, p ); phi = asin ( p[2] / norm_v ); if ( cos ( phi ) == 0.0 ) { theta = 0.0; } else { theta = r8_atan ( p[1], p[0] ); } *dec = radians_to_degrees ( phi ); *ra = radians_to_degrees ( theta ) / 15.0; return; # undef DIM_NUM } //****************************************************************************80 void xyz_to_rtp ( double xyz[3], double *r, double *theta, double *phi ) //****************************************************************************80 // // Purpose: // // XYZ_TO_RTP converts (X,Y,Z) to (R,Theta,Phi) coordinates. // // Discussion: // // Given an XYZ point, compute its distance R from the origin, and // regard it as lying on a sphere of radius R, whose axis is the Z // axis. // // Theta measures the "longitude" of the point, between 0 and 2 PI. // // PHI measures the angle from the "north pole", between 0 and PI. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 17 January 2007 // // Author: // // John Burkardt // // Parameters: // // Input, double XYZ[3], the coordinates of a point in 3D. // // Output, double *R, *THETA, *PHI, the radius, longitude and // declination of the point. // { *r = sqrt ( pow ( xyz[0], 2 ) + pow ( xyz[1], 2 ) + pow ( xyz[2], 2 ) ); if ( *r == 0.0 ) { *theta = 0.0; *phi = 0.0; return; } *phi = r8_acos ( xyz[2] / *r ); *theta = r8_atan ( xyz[1], xyz[0] ); return; } //****************************************************************************80 void xyz_to_tp ( double xyz[3], double *theta, double *phi ) //****************************************************************************80 // // Purpose: // // XYZ_TO_TP converts (X,Y,Z) to (Theta,Phi) coordinates. // // Discussion: // // Given an XYZ point, regard it as lying on a sphere of radius R, // centered at the origin, whose axis is the Z axis. // // We assume that the actual value of R is of no interest, and do // not report it. This is especially appropriate if the point is // expected to lie on the unit sphere, for instance. // // THETA measures the "longitude" of the point, between 0 and 2 PI. // // PHI measures the angle from the "north pole", between 0 and PI. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 September 2010 // // Author: // // John Burkardt // // Parameters: // // Input, double XYZ[3], the coordinates of a point in 3D. // // Output, double *THETA, *PHI, the longitude and declination of the point. // { double r; r = sqrt ( pow ( xyz[0], 2 ) + pow ( xyz[1], 2 ) + pow ( xyz[2], 2 ) ); if ( r == 0.0 ) { *theta = 0.0; *phi = 0.0; return; } *phi = r8_acos ( xyz[2] / r ); *theta = r8_atan ( xyz[1], xyz[0] ); return; }