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opennurbs_convex_poly.cpp
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opennurbs_convex_poly.cpp
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/* $NoKeywords: $ */
/*
//
// Copyright (c) 1993-2012 Robert McNeel & Associates. All rights reserved.
// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert
// McNeel & Associates.
//
// THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY.
// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF
// MERCHANTABILITY ARE HEREBY DISCLAIMED.
//
// For complete openNURBS copyright information see <http://www.opennurbs.org>.
//
////////////////////////////////////////////////////////////////
*/
#include "opennurbs.h"
#if !defined(ON_COMPILING_OPENNURBS)
// This check is included in all opennurbs source .c and .cpp files to insure
// ON_COMPILING_OPENNURBS is defined when opennurbs source is compiled.
// When opennurbs source is being compiled, ON_COMPILING_OPENNURBS is defined
// and the opennurbs .h files alter what is declared and how it is declared.
#error ON_COMPILING_OPENNURBS must be defined when compiling opennurbs
#endif
ON_3dSimplex::ON_3dSimplex() { m_n = 0; }
/* this function checks the validity of ClosetPoint results*/
bool ClosestPointIsValid(const ON_ConvexPoly& AHull, const ON_ConvexPoly& BHull,
ON_4dex Adex, ON_4dex Bdex, ON_4dPoint ABBary, double atmost, ON_TextLog* log = nullptr);
ON_3dSimplex::ON_3dSimplex(const ON_3dPoint& a) { m_n = 1; m_V[0] = a; }
ON_3dSimplex::ON_3dSimplex(const ON_3dPoint& a, const ON_3dPoint& b) { m_n = 2; m_V[0] = a; m_V[1] = b; }
ON_3dSimplex::ON_3dSimplex(const ON_3dPoint& a, const ON_3dPoint& b, const ON_3dPoint& c) { m_n = 3; m_V[0] = a; m_V[1] = b; m_V[2] = c; }
ON_3dSimplex::ON_3dSimplex(const ON_3dPoint& a, const ON_3dPoint& b, const ON_3dPoint& c, const ON_3dPoint& d) { m_n = 4; m_V[0] = a; m_V[1] = b; m_V[2] = c; m_V[3] = d; }
int ON_3dSimplex::Count() const { return m_n; };
bool ON_3dSimplex::IsValid(double eps) const // true if the Verticies are affinely independent
{
bool rc = true;
if (m_n >= 2)
{
ON_3dVector V = m_V[1] - m_V[0];
if( m_n==2)
rc = ( V.Length() > eps );
else
{
ON_3dVector W = m_V[2] - m_V[0];
ON_3dVector X = ON_CrossProduct(V, W);
// TODO put something smart here....
if( m_n==3)
rc = (X.Length() > eps);
else
{
// TODO and here....
double triple = X * (m_V[3] - m_V[0]);
rc = (fabs(triple) > eps);
}
}
}
return rc;
}
const ON_3dPoint& ON_3dSimplex::operator[](int i) const {
return *reinterpret_cast<const ON_3dPoint*>(m_V + i);
}
ON_3dPoint& ON_3dSimplex::operator[](int i) {
return *reinterpret_cast<ON_3dPoint*>(m_V + i);
}
ON_3dPoint ON_3dSimplex::Vertex(int i) const { return ON_3dPoint(m_V[i]); }
ON_3dPoint& ON_3dSimplex::Vertex(int i) { return *reinterpret_cast<ON_3dPoint*>(&m_V[i]); }
ON_3dPoint ON_3dSimplex::Evaluate(const double* b) const
{
ON_3dVector p(0, 0, 0);
for (int i = 0; i < m_n; i++)
p += b[i] * m_V[i];
return p;
}
ON_3dPoint ON_3dSimplex::Evaluate(const ON_4dPoint& b) const { return Evaluate(&b.x); }
double ON_3dSimplex::Volume() const
{
double vol = 0.0;
int n = Count();
if (n >= 2)
{
ON_3dVector V = m_V[1] - m_V[0];
if (n == 2)
vol = V.Length();
else
{
ON_3dVector X = ON_CrossProduct(V, m_V[2]-m_V[0]);
if (n == 3)
vol = 0.5 * X.Length();
else
vol = 1.0/6.0 * fabs(X*(m_V[3] - m_V[0]));
}
}
return vol;
}
double ON_3dSimplex::SignedVolume() const
{
double vol = ON_UNSET_VALUE;
if (Count() == 3)
{
ON_3dVector V = m_V[1] - m_V[0];
ON_3dVector X = ON_CrossProduct(V, m_V[2] - m_V[0]);
vol = 1.0 / 6.0 * (X*(m_V[3] - m_V[0]));
}
return vol;
}
double ON_3dSimplex::MaximumCoordinate() const
{
double max = 0.0;
for (int i = 0; i < Count(); i++)
{
double m = m_V[i].MaximumCoordinate();
if (m > max)
max = m;
}
return max;
}
ON_BoundingBox ON_3dSimplex::BoundingBox() const
{
ON_BoundingBox box;
box.Set(3, false, m_n, 3, m_V[0], false);
return box;
}
bool ON_3dSimplex::GetBoundingBox(
ON_BoundingBox& bbox, int bGrowBox ) const
{
return bbox.Set(3, false, m_n, 3, m_V[0], bGrowBox);
}
bool ON_3dSimplex::GetTightBoundingBox(
ON_BoundingBox& tight_bbox, bool bGrowBox,
const ON_Xform* xform ) const
{
if (bGrowBox && !tight_bbox.IsValid())
{
bGrowBox = false;
}
if (!bGrowBox)
{
tight_bbox.Destroy();
}
int i;
for (i = 0; i < m_n; i++)
{
if (ON_GetPointListBoundingBox(3, 0, m_n, 3, m_V[i], tight_bbox, bGrowBox, xform))
bGrowBox = true;
}
return bGrowBox ? true : false;
}
bool ON_3dSimplex::Transform(
const ON_Xform& xform)
{
for (int i = 0; i < m_n; i++)
m_V[i].Transform(xform);
return true;
}
bool ON_3dSimplex::Rotate(
double sin_angle,
double cos_angle,
const ON_3dVector& axis_of_rotation,
const ON_3dPoint& center_of_rotation)
{
ON_Xform R;
R.Rotation(sin_angle, cos_angle, axis_of_rotation, center_of_rotation);
return Transform(R);
}
bool ON_3dSimplex::Rotate(
double angle_in_radians,
const ON_3dVector& axis_of_rotation,
const ON_3dPoint& center_of_rotation )
{
ON_Xform R;
R.Rotation(angle_in_radians, axis_of_rotation, center_of_rotation);
return Transform(R);
}
bool ON_3dSimplex::Translate( const ON_3dVector& delta )
{
ON_Xform T = ON_Xform::TranslationTransformation(delta);
return Transform(T);
}
bool ON_3dSimplex::RemoveVertex(int i)
{
bool rc = false;
if (i < m_n)
{
m_n--;
for (/**/; i < m_n; i++)
m_V[i] = m_V[i + 1];
}
return rc;
}
bool ON_3dSimplex::AddVertex(const ON_3dPoint& P)
{
bool rc = false;
if (m_n < 4)
{
m_V[m_n++] = P;
}
return rc;
}
bool ON_3dSimplex::SetVertex(int i, ON_3dPoint P0)
{
bool rc = false;
if (i >= 0 && i < Count())
{
m_V[i] = P0;
// todo clear any cashed data
rc = true;
}
return rc;
}
ON_3dVector ON_3dSimplex::Edge(int e0, int e1) const
{
ON_3dVector V = ON_3dVector::UnsetVector;
if (e0 < Count() && e1 < Count())
{
V = Vertex(e1) - Vertex(e0);
}
return V;
}
/*
This is a carefull implementation of cross product that tries to get an accurate result
*/
ON_3dVector ON_CrossProductwCare(const ON_3dVector& A, ON_3dVector& B)
{
double norm[3];
norm[0] = A.MaximumCoordinate();
norm[1] = B.MaximumCoordinate();
ON_3dVector AxB = ON_CrossProduct(A, B);
const double thresh = 1.0e-8; // sin(A,B) ~< thresh^(1/2)
double ab = norm[0] * norm[1];
double ab2 = ab * ab;
if (AxB.LengthSquared() < ab2*thresh)
{
// TODO - this is a good start but we could do something better...
ON_3dVector V[3] = { A, B, A - B };
norm[2] = V[2].MaximumCoordinate();
int maxi = (norm[0] > norm[1]) ? 0 : 1;
if (norm[2] < norm[maxi]) // else C is longest so we are done.
{
AxB = ON_CrossProduct(V[(maxi + 1) % 3], V[(maxi + 2) % 3]);
if (maxi == 0)
AxB = - AxB;
}
}
return AxB;
}
ON_3dVector ON_3dSimplex::FaceNormal(int noti) const
{
ON_3dVector N = ON_3dVector::UnsetVector;
if (Count() == 3 || (Count() == 4 && noti <= 3 && noti >= 0))
{
int ind[3] = { 0,1,2 };
if (Count() == 4 && noti < 3)
{
for (int ii = 0; ii < 3; ii++)
ind[ii] = (noti + 1 + ii) % 4;
}
ON_3dVector A = Vertex(ind[1]) - Vertex(ind[0]);
ON_3dVector B = Vertex(ind[2]) - Vertex(ind[0]);
N = ON_CrossProductwCare(A, B );
}
return N;
}
ON_3dVector ON_3dSimplex::FaceUnitNormal(int noti) const
{
ON_3dVector N = FaceNormal(noti);
if (N != ON_3dVector::UnsetVector && N != ON_3dVector::ZeroVector)
N.Unitize();
return N;
}
bool ON_3dSimplex::GetClosestPoint(const ON_3dPoint& P0, ON_4dPoint& Bary, double atmost) const
{
ON_3dVector V = P0;
ON_3dSimplex Trans;
bool toofar = ((atmost <= 0.0) ? false : true);
bool rval = false;
for (int i = 0; i < Count(); i++)
{
Trans.AddVertex(Vertex(i) - V);
if (toofar && Trans[i].MaximumCoordinate() < .5 * atmost)
toofar = false;
}
if (!toofar)
{
rval = Trans.GetClosestPointToOrigin(Bary);
if (rval && atmost >= 0)
{
ON_3dVector CP = Trans.Evaluate(Bary);
if (CP.LengthSquared() > atmost*atmost)
rval = false;
}
}
return rval;
}
bool ON_3dSimplex::GetClosestPointToOrigin(ON_4dPoint& Bary) const
{
bool rc = false;
if (m_n == 4)
rc = Closest3plex(Bary);
else if (m_n == 3)
rc = Closest2plex(Bary);
else if (m_n == 2)
rc = Closest1plex(Bary);
else if (m_n == 1)
{
Bary = ON_4dPoint(1.0, 0, 0, 0);
rc = true;
}
return rc;
}
// return true if a and b are non zero and of same sign
static bool SameSign(double a, double b)
{
return (a*b) > 0;
}
// closest point to a 1-simplex
bool ON_3dSimplex::Closest1plex(ON_4dPoint& Bary) const
{
bool rc = false;
ON_3dVector Del = m_V[1] - m_V[0];
double Del2 = Del.LengthSquared();
if (Del2 > 0.0)
{
rc = true;
double dot = -m_V[0] * Del;
if (dot >= Del2)
Bary = ON_4dPoint(0, 1, 0, 0);
else if (dot <= 0)
Bary = ON_4dPoint(1, 0, 0, 0);
else
{
double b0 = dot / Del2;
b0 = 1 - (1 - b0); // ensure b0 + ( 1- b0) == 1.0 without rounding
Bary = ON_4dPoint(1 - b0, b0, 0, 0);
}
}
return rc;
}
// Rounds barycentric coordinates so that the coordinates sum to 1.0 in exact arithmetic.
bool ON_3dSimplex::RoundBarycentricCoordinate(ON_4dPoint& Bary)
{
int mini = -1;
double minc = ON_UNSET_VALUE;
for (int i = 0; i < 4; i++)
{
if (Bary[i] == 0.0) continue;
Bary[i] = 1 - (1 - Bary[i]);
if (mini < 0 || Bary[i] < minc)
{
mini = i;
minc = Bary[i];
}
}
if (mini >= 0)
{
Bary[mini] = 1.0 - (Bary[(mini + 1) % 4] + Bary[(mini + 2) % 4] + Bary[(mini + 3) % 4]);
}
return true;
}
// closest point to origin for a 2-simplex
bool ON_3dSimplex::Closest2plex(ON_4dPoint& Bary) const
{
bool rc = false;
ON_3dVector N = FaceNormal();
double N2 = N.LengthSquared();
if (N2 > 0)
{
ON_3dPoint P3 = (m_V[0] * N)*N / N2; // origin projected to Affine_Span < V_0, V_1, V_2 >
int J = N.MaximumCoordinateIndex();
ON_3dPoint Planar[3]; // We reduce to a planar closest point to origin problem
for (int i = 0; i < 3; i++)
Planar[i] = Vertex(i) - P3;
// Finding the barycentric coordintes of the origin will guild the rest of the algorithm
// We simplify this by projecting to Not J plane
double DetM = 0.0;
double C3[3];
int j0 = (J + 1) % 3;
int j1 = (J + 2) % 3;
for (int i = 0; i < 3; i++)
{
int i0 = (i + 1) % 3;
int i1 = (i + 2) % 3;
C3[i] = Planar[i0][j0] * Planar[i1][j1] - Planar[i1][j0] * Planar[i0][j1];
DetM += C3[i];
}
if (DetM != 0.0)
{
bool interior = true;
for (int j = 0; interior && j < 3; j++)
interior = SameSign(DetM, C3[j]);
Bary[3] = 0.0;
if (interior)
{
for (int i = 0; i < 3; i++)
Bary[i] = C3[i] / DetM;
RoundBarycentricCoordinate(Bary);
rc = true;
}
else
{
for (int j = 0; j < 3; j++)
{
if (!SameSign(DetM, C3[j]))
{
ON_3dSimplex S(Planar[(j + 1) % 3], Planar[(j + 2) % 3]); // S is a 1-simplex
ON_4dPoint bary;
if (S.GetClosestPointToOrigin(bary))
{
rc = true;
bool OnEnd = (bary[0] == 1.0 || bary[1] == 1.0);
Bary[j] = 0.0;
Bary[3] = 0.0;
for (int i = 0; i < 2; i++)
Bary[(j + 1 + i) % 3] = bary[i];
if (!OnEnd)
break;
}
}
}
}
}
}
return rc;
}
// closest point to a 3-simplex
bool ON_3dSimplex::Closest3plex(ON_4dPoint& Bary) const
{
bool rc = false;
// Solving
// [ V_0 V_1 V_2 V_3 ] [ 0 ]
// M*B = [ 1 1 1 1 ] * B = [ 1 ]
int ind[3] = { 1,2,3 };
double detM = 0.0;
double C4[4]; // C4[j] = C_{4,j} is a cofactor of M
double sign = 1.0;
for (int j = 0; j < 4; j++)
{
C4[j] = sign * ON_TripleProduct(m_V[ind[0]], m_V[ind[1]], m_V[ind[2]]);
if (j < 3)
{
ind[j] = j; // {1,2,3}, {0,2,3}, {0,1,3}, {0,1,2}
sign *= -1.0;
}
detM += C4[j];
}
if (detM != 0.0)
{
bool interior = true;
int j = 0;
for (j = 0; interior && j < 4; j++)
interior = SameSign(detM, C4[j]);
if (interior)
{
for (int i = 0; i < 4; i++)
Bary[i] = C4[i] / detM;
RoundBarycentricCoordinate(Bary);
rc = true;
}
else
{
j--;
double D2 = ON_DBL_MAX; // best answer so far
int N = 5; // size of support
do
{
if (!SameSign(detM, C4[j]))
{
ON_3dSimplex S = (*this);
S.RemoveVertex(j);
ON_4dPoint bary;
if (S.Closest2plex(bary))
{
int n = 0; // size of support
for (int i = 0; i < 3; i++) if (bary[i] > 0)n++;
if (n == 3)
{
for (int i = 3; i > j; i--)
bary[i] = bary[i - 1];
bary[j] = 0.0;
Bary = bary;
rc = true;
break;
}
else
{
ON_3dVector cp = S.Evaluate(bary);
double d2 = cp.LengthSquared();
if (d2 < D2 || d2 == D2 && n < N)
{
D2 = d2;
N = n;
for (int i = 3; i > j; i--)
bary[i] = bary[i - 1];
bary[j] = 0.0;
rc = true;
Bary = bary;
}
}
}
else
rc = false;
}
} while (++j < 4);
}
}
return rc;
}
bool ON_ConvexPoly::Standardize(ON_4dex& dex, ON_4dPoint& B)
{
bool rc = true;
ON_4dex rdex = { -1,-1,-1,-1 }; // results
ON_4dPoint rB(0, 0, 0, 0);
int ri = 0; // index into result
for (int ii = 0; ii < 4; ii++) // index in input
{
while ((dex[ii] < 0 || B[ii] == 0.0) && ii < 4) ii++;
if (ii == 4)
break;
int j = 0;
while (j < ri && rdex[j] != dex[ii]) j++;
if (j == ri)
{
rdex[ri] = dex[ii];
rB[ri++] = 0.0;
}
rB[j] += B[ii];
}
if (rc)
{
dex = rdex;
B = rB;
}
return rc;
}
void ON_ConvexHullRef::Initialize(const ON_3dVector* V0, int n)
{
m_n = n;
m_v = *V0;
m_is_rat = false;
m_stride = 3;
}
void ON_ConvexHullRef::Initialize(const ON_4dPoint* V0, int n)
{
m_n = n;
m_v = *V0;
m_is_rat = true;
m_stride = 4;
}
// style must be either not_rational or homogeneous_rational = 2,
void ON_ConvexHullRef::Initialize(const double* V0, ON::point_style style, int count)
{
if (style == ON::homogeneous_rational)
Initialize(reinterpret_cast<const ON_4dPoint*>(V0), count);
else
Initialize(reinterpret_cast<const ON_3dVector*>(V0), count);
}
ON_ConvexHullRef::ON_ConvexHullRef(const ON_3dVector* V0, int n)
{
m_n = n;
m_v = *V0;
m_is_rat = false;
m_stride = 3;
}
ON_ConvexHullRef::ON_ConvexHullRef(const ON_3dPoint* P0, int n)
{
m_n = n;
m_v = *P0;
m_is_rat = false;
m_stride = 3;
}
ON_ConvexHullRef::ON_ConvexHullRef(const ON_4dPoint* V0, int n)
{
m_n = n;
m_v = *V0;
m_is_rat = true;
m_stride = 4;
}
ON_ConvexHullRef::ON_ConvexHullRef(const double* V0, bool is_rat, int n)
{
m_n = n;
m_v = V0;
m_is_rat = is_rat;
m_stride = is_rat ? 4 : 3;
}
ON_ConvexHullRef::ON_ConvexHullRef(const double* V0, bool is_rat, int n, int stride)
{
m_n = n;
m_v = V0;
m_is_rat = is_rat;
m_stride = stride;
}
ON_3dVector ON_ConvexHullRef::Vertex(int j) const
{
ON_3dVector v;
if (m_is_rat)
{
ON_4dPoint hv = *(reinterpret_cast<const ON_4dPoint*>(m_v + m_stride*j));
v = ON_3dVector(hv.EuclideanX(), hv.EuclideanY(), hv.EuclideanZ());
}
else
{
v = *(reinterpret_cast<const ON_3dVector*>(m_v + m_stride*j));
}
return v;
}
int ON_ConvexHullRef::SupportIndex(ON_3dVector W, int) const
{
int j0 = 0;
double dot = Vertex(0)*W;
for (int j = 1; j < m_n; j++)
{
ON_3dVector v = Vertex(j);
double d = v * W;
if (d > dot)
{
dot = d;
j0 = j;
}
}
return j0;
}
double ON_ConvexHullRef::MaximumCoordinate() const
{
return ON_MaximumCoordinate(m_v, 3, m_is_rat, m_n);
}
int ON_ConvexHullPoint2::AppendVertex(const ON_3dPoint& P) // return index of new vertex. must set Adjacent Indicies.
{
m_Vert.Append(P);
Ref.Initialize(m_Vert, m_Vert.Count());
return m_Vert.Count()-1;
}
void ON_ConvexHullPoint2::Empty()
{
Ref.Initialize(m_Vert, 0);
m_Vert.Empty();
}
double ON_ConvexHullPoint2::MaximumCoordinate() const
{
return ON_MaximumCoordinate(m_Vert[0], 3, false, m_Vert.Count());
}
bool ON_ConvexPoly::GetClosestPointSeeded(ON_3dPoint P0,
ON_4dex& dex, ON_4dPoint& Bary, double atmost ) const
{
ON_ConvexHullRef CvxPt(&P0, 1);
// Set pdex to match the support of dex
ON_4dex pdex = dex;
for (int i = 0; i < 4; i++)
{
if (dex[i] >= 0)
pdex[i] = 0;
}
bool rc = GetClosestPointSeeded(CvxPt, dex, pdex, Bary, atmost);
ON_ConvexPoly::Standardize(dex, Bary);
return rc;
}
// MatchingSupport(A, B) retuns a positive number if
// A[i]<0 iff B[i]<0 and at least one coordinate pair has valid indicies A[i]>=0 and B[i]>=0.
static int MatchingSupport(const ON_4dex& A, const ON_4dex& B)
{
int nsup = 0;
int i =0;
for (; i < 4; i++)
{
if ((A[i] < 0) != (B[i] < 0))
break;
if (A[i] >= 0)
nsup++;
}
return (i == 4) ? nsup : -1;
}
// Gilbert Johnson Keerthi algorithm
bool ON_ConvexPoly::GetClosestPoint(const ON_ConvexPoly& B,
ON_4dex& Adex, ON_4dex& Bdex, ON_4dPoint& bary,
double maximum_distance) const
{
Adex = Bdex = ON_4dex::Unset;
return GetClosestPointSeeded(B, Adex, Bdex, bary, maximum_distance);
};
bool ON_ConvexPoly::GetClosestPoint(ON_3dPoint P0,
ON_4dex& dex, ON_4dPoint& bary,
double maximum_distance ) const
{
dex = ON_4dex::Unset;
return GetClosestPointSeeded(P0, dex, bary, maximum_distance);
}
// Class for a pair of simplicies from a pair of ON_ConvexPoly's
class GJK_Simplex
{
public:
ON_3dSimplex Simp; // Minkowski sum simplex A - B
ON_4dPoint Bary = ON_4dPoint::Zero; // represents a point in Simp
int Aind[4] = { -1,-1,-1,-1 };
int Bind[4] = { -1,-1,-1,-1 };
// Append new vertex at end
bool AddVertex(const ON_3dVector& v, int aind, int bind);
bool RemoveVertex(int i); // index of vertex pair to remove
bool Includes(int aind, int bind); // true if (aind, bind) is a vertex pair in this simplex
};
bool GJK_Simplex::AddVertex(const ON_3dVector& v, int aind, int bind)
{
bool rc = false;
int n0 = Simp.Count();
if (n0 < 4)
{
Simp.AddVertex(v);
Aind[n0] = aind;
Bind[n0] = bind;
if (n0 > 0)
Bary[n0] = 0.0;
else
Bary[n0] = 1.0;
rc = true;
}
return rc;
}
bool GJK_Simplex::RemoveVertex(int i)
{
bool rc = false;
int n0 = Simp.Count();
if (i < n0)
{
Simp.RemoveVertex(i);
for (int j = i; j < n0-1; j++)
{
Bary[j] = Bary[j + 1];
Aind[j] = Aind[j + 1];
Bind[j] = Bind[j + 1];
}
Bary[n0-1] = 0.0;
Aind[n0-1] = Bind[n0-1] = -1;
}
return rc;
}
bool GJK_Simplex::Includes(int aind, int bind) // true if (aind, bind) is a vertex pair in this simplex
{
int n0 = Simp.Count();
for (int i = 0; i < n0; i++)
if (Aind[i] == aind && Bind[i] == bind)
return true;
return false;
}
// To supply an inital seed simplex Adex and Bdex must be valid and
// have matching support specifically
// Adex[i]<A.Count() and Bdex[i]<B.Count() for all i
// Adex[i]<0 iff Bdex[i]<0 for all i
// Adex[i]>=0 for some i for some i
// By satisfying this condition Adex and Bdex will define a simplex in A - B
// Note the result of a ClosestPoint calculation Adex and Bdex satisfy these conditions
bool ON_ConvexPoly::GetClosestPointSeeded(const ON_ConvexPoly& B,
ON_4dex& Adex, ON_4dex& Bdex, ON_4dPoint& Bary,
double atmost) const
{
const ON_ConvexPoly& A = *this;
bool rc = false;
if (Count() == 0 || B.Count() == 0)
return false;
GJK_Simplex GJK;
ON_3dVector v(0,0,0);
// If Adex and Bdex are valid on entry we use them as an inital
// seed for the trial simplex. This case is indicated by setting
// bFirstPass
bool bFirstPass = false;
if (A.IsValid4Dex(Adex) && B.IsValid4Dex(Bdex) && MatchingSupport(Adex, Bdex)>0 )
{
// Set the initial condition for GJK from Adex and Bdex
int i = 0;
for (i = 0; i < 4; i++)
{
if (Adex[i] < 0 || Bdex[i] < 0)
continue;
if (GJK.Includes(Adex[i], Bdex[i]))
break;
ON_3dVector vert = Vertex(Adex[i]) - B.Vertex(Bdex[i]);
GJK.AddVertex(vert, Adex[i], Bdex[i]);
}
bFirstPass = (i==4);
}
bool done = false;
double vlen = ON_DBL_MAX;
double vlenlast = ON_DBL_MAX;
while (!done)
{
if (!bFirstPass)
{
// Default initial simplex is a point A.Vertex(0) - B.Vertex(0);
v = A.Vertex(0) - B.Vertex(0);
GJK.AddVertex(v, 0, 0);
GJK.Bary[0] = 1.0;
vlenlast = ON_DBL_MAX;
vlen = v.Length();
}
double mu = 0.0;
const double epsilon = 10000.0 * ON_EPSILON;
int wA = 0, wB = 0;
while (!done && (bFirstPass || vlen > 0))
{
ON_3dVector W;
if (!bFirstPass)
{
wA = A.SupportIndex(-v, wA);
wB = B.SupportIndex(v, wB);
W = A.Vertex(wA) - B.Vertex(wB);
ON_3dVector unit_v = 1 / vlen * v;
double del = unit_v * W ; // this is lower bound on the distance
if (del > mu)
mu = del;
// 18-July-19 Considered Adding vlen>=vlenlast to ensure distance is decreasing
// See RH-47044 for a case that got hung up here
// See RH-30343 for a case where the 2.0 factor is needed
// WRONG!!! RH-30343 again. the 2.0 factor doest't work either
// TODO: testing... If the support vertex is already in simplex were done
done = GJK.Simp.Count() == 4 || GJK.Includes(wA, wB);
// See 100818MatchPoints.3dm if Bary>0 then we are done since closest point is
// in the interior of a Simplex
double SimpNorm = GJK.Simp.MaximumCoordinate();
// RH-59237. 24-June-20 Add term ||Simp||*epsilon to allow for roundoff error in Simp evaluation
// RH-59494. 13-Aug-20 Added a factor of 4.0 to ||Simp||*epsilon term.
// RH-59494.CSXBugB 19-Aug-20 increased a factor of 20.0 to ||Simp||*epsilon term.
if(!done)
done = ((vlen - mu) <= 2.0* mu *epsilon + SimpNorm*20.0*ON_EPSILON ) || mu > atmost || vlen >= vlenlast ;
}
if (!done)
{
if (!bFirstPass)
GJK.AddVertex(W, wA, wB);
// The key to the implemetation of this algorithm is contained in Simplex::GetClosestPointToOrigin()
if (GJK.Simp.GetClosestPointToOrigin(GJK.Bary))
{
bFirstPass = false;
v = GJK.Simp.Evaluate(GJK.Bary);
vlenlast = vlen;
vlen = v.Length();
if (true)
{
for (int i = GJK.Simp.Count() - 1; i >= 0; i--)
{
if (GJK.Bary[i] == 0.0)
GJK.RemoveVertex(i);
}
}
else
{
/* this is error recovery code. it is currenly DISABLED
// The last step resulted in crap lets undo it and set done
int n = GJK.Simp.Count() - 1;
GJK.RemoveVertex(n);
GJK.Simp.GetClosestPointToOrigin(GJK.Bary);
v = GJK.Simp.Evaluate(GJK.Bary);
vlen = v.Length();
done = true;
*/
}
}
else
{
// In this case I am going to terminte the iteration. If this was a FirstPass with user supplied initial guess
// then we restart the algorithm without the initial guess.
break;
}
}
}
if (!done)
{
if (bFirstPass)
bFirstPass = false;
else
done = true;
}
/* TODO
RH-54751
vlen is nearly 0. but it should be 0.0
If (0,0,0) s in the interior of A-B then solution is vlen == 0.0
*/
if (GJK.Simp.Count() == 4 && GJK.Simp.Volume() > ON_SQRT_EPSILON)
{
vlen = 0.0;
}
rc = (vlen <= atmost);
if (rc)
{
if (GJK.Simp.Count() > 0)
{
for (int i = GJK.Simp.Count(); i < 4; i++)
{
GJK.Bary[i] = 0.0;
GJK.Aind[i] = GJK.Bind[i] = -1;
}
}
Adex = ON_4dex(GJK.Aind[0], GJK.Aind[1], GJK.Aind[2], GJK.Aind[3]);
Bdex = ON_4dex(GJK.Bind[0], GJK.Bind[1], GJK.Bind[2], GJK.Bind[3]);
Bary = GJK.Bary;