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/////////////////////////////////////////////////////////////
// //
// Copyright (c) 2003-2011 by The University of Queensland //
// Earth Systems Science Computational Centre (ESSCC) //
// http://www.uq.edu.au/esscc //
// //
// Primary Business: Brisbane, Queensland, Australia //
// Licensed under the Open Software License version 3.0 //
// http://www.opensource.org/licenses/osl-3.0.php //
// //
/////////////////////////////////////////////////////////////
#include "Geometry/RectPatch.h"
// --- system includes ---
#include <cmath> // for fabs
using std::fabs;
/*!
construct a axis aligned rectangular patch in the x-z plane
\param xmin min. x-pos
\param xmax max. x-pos
\param zmin min. z-pos
\param zmax max. z-pos
\param z0 z-pos
\param dz "roughness" parameter
*/
RectPatch::RectPatch(double xmin,double xmax,double zmin,double zmax,double y0,double dy)
{
m_xmin=xmin;
m_xmax=xmax;
m_zmin=zmin;
m_zmax=zmax;
m_y0=y0;
m_dy=dy;
}
/*!
Get (perpendicular) distance from given point.
If projection of point onto plane is outside patch return -1
\param P the point
*/
double RectPatch::sep(const Vec3& P)
{
double res;
// check if inside
if((P.X()>=m_xmin) && (P.X()<=m_xmax) && (P.Z()>=m_zmin) && (P.Z()<=m_zmax)){
res=fabs(P.Y()-m_y0)+m_dy;
} else {
res=-1;
}
return res;
}
/*!
Get distance from given point to closest point of patch.
\param P the point
*/
double RectPatch::dist(const Vec3& P)
{
return sep(P);
}
/*!
check if line between 2 points intersects patch
\param P1 1st point
\param P2 2nd point
*/
bool RectPatch::intersect(const Vec3& P1,const Vec3& P2)
{
bool res;
// check if patch is in z-range of line
double dy1=P1.Y()-m_y0;
double dy2=P2.Y()-m_y0;
if(dy1*dy2<0.0){
// get intersection point
Vec3 P=P1+(dy1/(dy1+dy2))*(P2-P1);
// check inside
res=((P.X()>=m_xmin) && (P.X()<=m_xmax) && (P.Z()>=m_zmin) && (P.Z()<=m_zmax));
} else {
res=false;
}
return res;
}
/*!
get the plane further away from the given point
*/
Plane RectPatch::getPlane(const Vec3& P)
{
Vec3 normal=(P.Y()>m_y0) ? Vec3(0.0,1.0,0.0) : Vec3(0.0,-1.0,0.0);
Vec3 pos=(P.Y()>m_y0) ? Vec3(m_xmin,m_y0-m_dy,m_zmin) : Vec3(m_xmin,m_y0+m_dy,m_zmin) ;
return Plane(normal,pos);
}
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