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/**
* \file
* \author Thomas Fischer
* \date 2010-01-13
* \brief Implementation of math helper functions.
*
* \copyright
* Copyright (c) 2013, OpenGeoSys Community (http://www.opengeosys.org)
* Distributed under a Modified BSD License.
* See accompanying file LICENSE.txt or
*/
#include "MathTools.h"
namespace MathLib
{
void crossProd(const double u[3], const double v[3], double r[3])
{
r[0] = u[1] * v[2] - u[2] * v[1];
r[1] = u[2] * v[0] - u[0] * v[2];
r[2] = u[0] * v[1] - u[1] * v[0];
}
double calcProjPntToLineAndDists(const double p[3], const double a[3],
const double b[3], double &lambda, double &d0)
{
// g (lambda) = a + lambda v, v = b-a
double v[3] = {b[0] - a[0], b[1] - a[1], b[2] - a[2]};
// orthogonal projection: (g(lambda)-p) * v = 0 => in order to compute lambda we define a help vector u
double u[3] = {p[0] - a[0], p[1] - a[1], p[2] - a[2]};
lambda = scalarProduct<double,3> (u, v) / scalarProduct<double,3> (v, v);
// compute projected point
double proj_pnt[3];
for (size_t k(0); k < 3; k++)
proj_pnt[k] = a[k] + lambda * v[k];
d0 = sqrt (sqrDist (proj_pnt, a));
return sqrt (sqrDist (p, proj_pnt));
}
double sqrDist(const double* p0, const double* p1)
{
const double v[3] = {p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]};
return scalarProduct<double,3>(v,v);
}
float normalize(float min, float max, float val)
{
return (val - min) / static_cast<float>(max - min);
}
double getAngle (const double p0[3], const double p1[3], const double p2[3])
{
const double v0[3] = {p0[0]-p1[0], p0[1]-p1[1], p0[2]-p1[2]};
const double v1[3] = {p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]};
// apply Cauchy Schwarz inequality
return acos (scalarProduct<double,3> (v0,v1) / (sqrt(scalarProduct<double,3>(v0,v0)) * sqrt(scalarProduct<double,3>(v1,v1))));
Karsten Rink
committed
double calcTetrahedronVolume(const double* x1, const double* x2, const double* x3, const double* x4)
{
return fabs((x1[0] - x4[0]) * ((x2[1] - x4[1]) * (x3[2] - x4[2]) - (x2[2] - x4[2]) * (x3[1] - x4[1]))
- (x1[1] - x4[1]) * ((x2[0] - x4[0]) * (x3[2] - x4[2]) - (x2[2] - x4[2]) * (x3[0] - x4[0]))
+ (x1[2] - x4[2]) * ((x2[0] - x4[0]) * (x3[1] - x4[1]) - (x2[1] - x4[1]) * (x3[0] - x4[0]))) / 6.0;
}