#include "all_includes.hh" Quad::Quad() {} Quad::Quad(Vertex ne, Vertex se, Vertex sw, Vertex nw) { c[(int)NE] = ne; c[(int)SE] = se; c[(int)SW] = sw; c[(int)NW] = nw; } Quad Quad::inset(Cardinal side, float offset) const { Quad q = (*this) << int(side); Vertex offsetDirection = (q[NW]-q[NE]).perpendicularCw(); float distE = offset / offsetDirection.cosAngle(q[SE] - q[NE]); float distW = offset / offsetDirection.cosAngle(q[SW] - q[NW]); q[NE] = q[NE] + (q[SE] - q[NE]).setNorm(distE); q[NW] = q[NW] + (q[SW] - q[NW]).setNorm(distW); return q >> int(side); } Quad Quad::insetNESW(float offsetN, float offsetE, float offsetS, float offsetW) const { return (*this).inset(N,offsetN).inset(E,offsetE).inset(S,offsetS).inset(W,offsetW); } Quad Quad::insetNESW(float offset) const { return insetNESW(offset, offset, offset, offset); } Quad Quad::insetOpp(Cardinal side, float offset) const { Quad q = (*this) << int(side); Quad qb = (*this) << int(side); qb = qb.inset(N,offset); return Quad(q[NE],qb[NE],qb[NW],q[NW]); } Quad Quad::makeParallelogram() const { float l1, l2; Quad q(c[NE],c[SE],c[SW],c[NW]); if(length(N) < length(S)) { if((l1 = length(E)) < (l2 = length(W))) { q[SW] = Segment(q[NW],q[SW]).reduce(l1).v; q[SE] = q[SW] + (q[NE] - q[NW]); } else if((l1 = length(E)) > (l2 = length(W))) { q[SE] = Segment(q[NE],q[SE]).reduce(l2).v; q[SW] = q[SE] + (q[NW] - q[NE]); } } else { if((l1 = length(E)) < (l2 = length(W))) { q[NW] = Segment(q[SW],q[NW]).reduce(l1).v; q[NE] = q[NW] + (q[SE] - q[SW]); } else if((l1 = length(E)) > (l2 = length(W))) { q[NE] = Segment(q[SE],q[NE]).reduce(l2).v; q[NW] = q[NE] + (q[SW] - q[SE]); } } return q; } float Quad::length(Cardinal side) const { return Segment(c[NW+int(side)],c[NE+int(side)]).length(); } float Quad::minLengthNS() const { return std::min(length(N), length(S)); } float Quad::minLengthEW() const { return std::min(length(E), length(W)); } float Quad::maxLengthNS() const { return std::max(length(N), length(S)); } float Quad::maxLengthEW() const { return std::max(length(E), length(W)); } float Quad::minLength() const { return std::min(minLengthNS(), minLengthEW()); } float Quad::maxLength() const { return std::max(maxLengthNS(), maxLengthEW()); } float Quad::minAngle() const { float a = 370; // > 360. for (int i = 0; i < 4; i++) { a = std::min(a, Triangle(c[NE+i], c[SE+i], c[SW+i]).angle()); } return a; } float Quad::maxAngle() const { float a = 0; for (int i = 0; i < 4; i++) { a = std::max(a, Triangle(c[NE+i], c[SE+i], c[SW+i]).angle()); } return a; } Quad operator+(const Quad& q, const Vertex& v) { return Quad(q[NE] + v, q[SE] + v, q[SW] + v, q[NW] + v); } Vertex Quad::randomPoint(int seed, int n) const { Triangle ne(c[NW], c[NE], c[SE]); Triangle sw(c[SE], c[SW], c[NW]); float surfacene = ne.surface(); float surfacesw = sw.surface(); if (proba(seed, n, surfacene, surfacene + surfacesw)) { return ne.randomPoint(seed, hash2(n, 42)); } else { return sw.randomPoint(seed, hash2(n, 42)); } } float Quad::surface() const { Triangle ne(c[NW], c[NE], c[SE]); Triangle sw(c[SE], c[SW], c[NW]); return ne.surface() + sw.surface(); } Quad Quad::offsetNormal(float offset) const { return ((*this) + Triangle(c[NE], c[SE], c[SW]).normal().setNorm(offset)); }