
under the just-deselected coincident point when I'm working on batches, which really could have selected that underneath point. And always pwl curves to at least two line segments (and likewise retain at least one intermediate point when removing short edges), to avoid confusion when holes end up square. [git-p4: depot-paths = "//depot/solvespace/": change = 2070]
597 lines
17 KiB
C++
597 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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// Math on rational polynomial surfaces and curves, typically in Bezier
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// form. Evaluate, root-find (by Newton's methods), evaluate derivatives,
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// and so on.
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//-----------------------------------------------------------------------------
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#include "../solvespace.h"
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// Converge it to better than LENGTH_EPS; we want two points, each
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// independently projected into uv and back, to end up equal with the
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// LENGTH_EPS. Best case that requires LENGTH_EPS/2, but more is better
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// and convergence should be fast by now.
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#define RATPOLY_EPS (LENGTH_EPS/(1e2))
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static double Bernstein(int k, int deg, double t)
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{
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if(k > deg || k < 0) return 0;
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switch(deg) {
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case 0:
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return 1;
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break;
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case 1:
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if(k == 0) {
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return (1 - t);
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} else if(k = 1) {
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return t;
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}
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break;
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case 2:
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if(k == 0) {
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return (1 - t)*(1 - t);
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} else if(k == 1) {
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return 2*(1 - t)*t;
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} else if(k == 2) {
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return t*t;
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}
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break;
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case 3:
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if(k == 0) {
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return (1 - t)*(1 - t)*(1 - t);
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} else if(k == 1) {
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return 3*(1 - t)*(1 - t)*t;
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} else if(k == 2) {
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return 3*(1 - t)*t*t;
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} else if(k == 3) {
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return t*t*t;
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}
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break;
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}
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oops();
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}
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double BernsteinDerivative(int k, int deg, double t)
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{
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switch(deg) {
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case 0:
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return 0;
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break;
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case 1:
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if(k == 0) {
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return -1;
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} else if(k = 1) {
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return 1;
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}
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break;
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case 2:
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if(k == 0) {
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return -2 + 2*t;
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} else if(k == 1) {
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return 2 - 4*t;
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} else if(k == 2) {
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return 2*t;
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}
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break;
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case 3:
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if(k == 0) {
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return -3 + 6*t - 3*t*t;
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} else if(k == 1) {
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return 3 - 12*t + 9*t*t;
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} else if(k == 2) {
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return 6*t - 9*t*t;
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} else if(k == 3) {
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return 3*t*t;
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}
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break;
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}
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oops();
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}
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Vector SBezier::PointAt(double t) {
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Vector pt = Vector::From(0, 0, 0);
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double d = 0;
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int i;
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for(i = 0; i <= deg; i++) {
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double B = Bernstein(i, deg, t);
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pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
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d += weight[i]*B;
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}
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pt = pt.ScaledBy(1.0/d);
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return pt;
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}
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Vector SBezier::TangentAt(double t) {
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Vector pt = Vector::From(0, 0, 0), pt_p = Vector::From(0, 0, 0);
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double d = 0, d_p = 0;
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int i;
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for(i = 0; i <= deg; i++) {
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double B = Bernstein(i, deg, t),
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Bp = BernsteinDerivative(i, deg, t);
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pt = pt.Plus(ctrl[i].ScaledBy(B*weight[i]));
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d += weight[i]*B;
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pt_p = pt_p.Plus(ctrl[i].ScaledBy(Bp*weight[i]));
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d_p += weight[i]*Bp;
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}
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// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
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Vector ret;
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ret = (pt_p.ScaledBy(d)).Minus(pt.ScaledBy(d_p));
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ret = ret.ScaledBy(1.0/(d*d));
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return ret;
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}
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void SBezier::ClosestPointTo(Vector p, double *t, bool converge) {
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int i;
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double minDist = VERY_POSITIVE;
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*t = 0;
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double res = (deg <= 2) ? 7.0 : 20.0;
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for(i = 0; i < (int)res; i++) {
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double tryt = (i/res);
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Vector tryp = PointAt(tryt);
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double d = (tryp.Minus(p)).Magnitude();
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if(d < minDist) {
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*t = tryt;
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minDist = d;
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}
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}
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Vector p0;
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for(i = 0; i < (converge ? 15 : 5); i++) {
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p0 = PointAt(*t);
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if(p0.Equals(p, RATPOLY_EPS)) {
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return;
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}
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Vector dp = TangentAt(*t);
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Vector pc = p.ClosestPointOnLine(p0, dp);
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*t += (pc.Minus(p0)).DivPivoting(dp);
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}
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if(converge) {
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dbp("didn't converge (closest point on bezier curve)");
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}
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}
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bool SBezier::PointOnThisAndCurve(SBezier *sbb, Vector *p) {
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double ta, tb;
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this->ClosestPointTo(*p, &ta, false);
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sbb ->ClosestPointTo(*p, &tb, false);
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int i;
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for(i = 0; i < 20; i++) {
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Vector pa = this->PointAt(ta),
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pb = sbb ->PointAt(tb),
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da = this->TangentAt(ta),
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db = sbb ->TangentAt(tb);
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if(pa.Equals(pb, RATPOLY_EPS)) {
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*p = pa;
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return true;
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}
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double tta, ttb;
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Vector::ClosestPointBetweenLines(pa, da, pb, db, &tta, &ttb);
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ta += tta;
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tb += ttb;
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}
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return false;
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}
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void SBezier::SplitAt(double t, SBezier *bef, SBezier *aft) {
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Vector4 ct[4];
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int i;
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for(i = 0; i <= deg; i++) {
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ct[i] = Vector4::From(weight[i], ctrl[i]);
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}
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switch(deg) {
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case 1: {
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Vector4 cts = Vector4::Blend(ct[0], ct[1], t);
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*bef = SBezier::From(ct[0], cts);
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*aft = SBezier::From(cts, ct[1]);
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break;
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}
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case 2: {
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Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
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ct12 = Vector4::Blend(ct[1], ct[2], t),
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cts = Vector4::Blend(ct01, ct12, t);
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*bef = SBezier::From(ct[0], ct01, cts);
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*aft = SBezier::From(cts, ct12, ct[2]);
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break;
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}
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case 3: {
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Vector4 ct01 = Vector4::Blend(ct[0], ct[1], t),
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ct12 = Vector4::Blend(ct[1], ct[2], t),
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ct23 = Vector4::Blend(ct[2], ct[3], t),
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ct01_12 = Vector4::Blend(ct01, ct12, t),
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ct12_23 = Vector4::Blend(ct12, ct23, t),
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cts = Vector4::Blend(ct01_12, ct12_23, t);
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*bef = SBezier::From(ct[0], ct01, ct01_12, cts);
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*aft = SBezier::From(cts, ct12_23, ct23, ct[3]);
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break;
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}
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default: oops();
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}
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}
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void SBezier::MakePwlInto(SEdgeList *sel, double chordTol) {
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List<Vector> lv;
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ZERO(&lv);
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MakePwlInto(&lv, chordTol);
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int i;
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for(i = 1; i < lv.n; i++) {
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sel->AddEdge(lv.elem[i-1], lv.elem[i]);
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}
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lv.Clear();
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}
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void SBezier::MakePwlInto(List<SCurvePt> *l, double chordTol) {
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List<Vector> lv;
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ZERO(&lv);
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MakePwlInto(&lv, chordTol);
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int i;
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for(i = 0; i < lv.n; i++) {
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SCurvePt scpt;
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scpt.tag = 0;
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scpt.p = lv.elem[i];
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scpt.vertex = (i == 0) || (i == (lv.n - 1));
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l->Add(&scpt);
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}
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lv.Clear();
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}
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void SBezier::MakePwlInto(SContour *sc, double chordTol) {
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List<Vector> lv;
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ZERO(&lv);
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MakePwlInto(&lv, chordTol);
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int i;
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for(i = 0; i < lv.n; i++) {
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sc->AddPoint(lv.elem[i]);
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}
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lv.Clear();
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}
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void SBezier::MakePwlInto(List<Vector> *l, double chordTol) {
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if(chordTol == 0) {
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// Use the default chord tolerance.
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chordTol = SS.ChordTolMm();
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}
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l->Add(&(ctrl[0]));
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if(deg == 1) {
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l->Add(&(ctrl[1]));
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} else {
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// Never do fewer than one intermediate point; people seem to get
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// unhappy when their circles turn into squares, but maybe less
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// unhappy with octagons.
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MakePwlWorker(l, 0.0, 0.5, chordTol);
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MakePwlWorker(l, 0.5, 1.0, chordTol);
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}
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}
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void SBezier::MakePwlWorker(List<Vector> *l, double ta, double tb,
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double chordTol)
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{
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Vector pa = PointAt(ta);
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Vector pb = PointAt(tb);
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// Can't test in the middle, or certain cubics would break.
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double tm1 = (2*ta + tb) / 3;
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double tm2 = (ta + 2*tb) / 3;
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Vector pm1 = PointAt(tm1);
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Vector pm2 = PointAt(tm2);
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double d = max(pm1.DistanceToLine(pa, pb.Minus(pa)),
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pm2.DistanceToLine(pa, pb.Minus(pa)));
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double step = 1.0/SS.maxSegments;
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if((tb - ta) < step || d < chordTol) {
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// A previous call has already added the beginning of our interval.
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l->Add(&pb);
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} else {
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double tm = (ta + tb) / 2;
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MakePwlWorker(l, ta, tm, chordTol);
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MakePwlWorker(l, tm, tb, chordTol);
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}
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}
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Vector SSurface::PointAt(Point2d puv) {
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return PointAt(puv.x, puv.y);
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}
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Vector SSurface::PointAt(double u, double v) {
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Vector num = Vector::From(0, 0, 0);
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double den = 0;
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int i, j;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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double Bi = Bernstein(i, degm, u),
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Bj = Bernstein(j, degn, v);
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num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
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den += weight[i][j]*Bi*Bj;
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}
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}
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num = num.ScaledBy(1.0/den);
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return num;
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}
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void SSurface::TangentsAt(double u, double v, Vector *tu, Vector *tv) {
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Vector num = Vector::From(0, 0, 0),
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num_u = Vector::From(0, 0, 0),
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num_v = Vector::From(0, 0, 0);
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double den = 0,
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den_u = 0,
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den_v = 0;
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int i, j;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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double Bi = Bernstein(i, degm, u),
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Bj = Bernstein(j, degn, v),
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Bip = BernsteinDerivative(i, degm, u),
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Bjp = BernsteinDerivative(j, degn, v);
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num = num.Plus(ctrl[i][j].ScaledBy(Bi*Bj*weight[i][j]));
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den += weight[i][j]*Bi*Bj;
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num_u = num_u.Plus(ctrl[i][j].ScaledBy(Bip*Bj*weight[i][j]));
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den_u += weight[i][j]*Bip*Bj;
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num_v = num_v.Plus(ctrl[i][j].ScaledBy(Bi*Bjp*weight[i][j]));
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den_v += weight[i][j]*Bi*Bjp;
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}
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}
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// quotient rule; f(t) = n(t)/d(t), so f' = (n'*d - n*d')/(d^2)
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*tu = ((num_u.ScaledBy(den)).Minus(num.ScaledBy(den_u)));
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*tu = tu->ScaledBy(1.0/(den*den));
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*tv = ((num_v.ScaledBy(den)).Minus(num.ScaledBy(den_v)));
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*tv = tv->ScaledBy(1.0/(den*den));
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}
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Vector SSurface::NormalAt(Point2d puv) {
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return NormalAt(puv.x, puv.y);
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}
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Vector SSurface::NormalAt(double u, double v) {
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Vector tu, tv;
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TangentsAt(u, v, &tu, &tv);
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return tu.Cross(tv);
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}
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void SSurface::ClosestPointTo(Vector p, Point2d *puv, bool converge) {
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ClosestPointTo(p, &(puv->x), &(puv->y), converge);
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}
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void SSurface::ClosestPointTo(Vector p, double *u, double *v, bool converge) {
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// A few special cases first; when control points are coincident the
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// derivative goes to zero at the conrol points, and would result in
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// nonconvergence. We avoid that here, and also guarantee a consistent
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// (u, v) (of the infinitely many possible in one parameter).
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if(p.Equals(ctrl[0] [0] )) { *u = 0; *v = 0; return; }
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if(p.Equals(ctrl[degm][0] )) { *u = 1; *v = 0; return; }
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if(p.Equals(ctrl[degm][degn])) { *u = 1; *v = 1; return; }
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if(p.Equals(ctrl[0] [degn])) { *u = 0; *v = 1; return; }
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// And planes are trivial, so don't waste time iterating over those.
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if(degm == 1 && degn == 1) {
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Vector orig = ctrl[0][0],
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bu = (ctrl[1][0]).Minus(orig),
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bv = (ctrl[0][1]).Minus(orig);
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if((ctrl[1][1]).Equals(orig.Plus(bu).Plus(bv))) {
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Vector dp = p.Minus(orig);
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*u = dp.Dot(bu) / bu.MagSquared();
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*v = dp.Dot(bv) / bv.MagSquared();
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return;
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}
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}
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// Try whatever the previous guess was. This is likely to do something
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// good if we're working our way along a curve or something else where
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// we project successive points that are close to each other; something
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// like a 20% speedup empirically.
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if(converge) {
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double ut = cached.x, vt = cached.y;
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if(ClosestPointNewton(p, &ut, &vt, converge)) {
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cached.x = *u = ut;
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cached.y = *v = vt;
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return;
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}
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}
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// Search for a reasonable initial guess
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int i, j;
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double minDist = VERY_POSITIVE;
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int res = (max(degm, degn) == 2) ? 7 : 20;
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for(i = 0; i < res; i++) {
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for(j = 0; j < res; j++) {
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double tryu = (i + 0.5)/res, tryv = (j + 0.5)/res;
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Vector tryp = PointAt(tryu, tryv);
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double d = (tryp.Minus(p)).Magnitude();
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if(d < minDist) {
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*u = tryu;
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*v = tryv;
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minDist = d;
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}
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}
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}
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if(ClosestPointNewton(p, u, v, converge)) {
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cached.x = *u;
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cached.y = *v;
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return;
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}
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// If we failed to converge, then at least don't return NaN.
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if(isnan(*u) || isnan(*v)) {
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*u = *v = 0;
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}
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}
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bool SSurface::ClosestPointNewton(Vector p, double *u, double *v, bool converge)
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{
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// Initial guess is in u, v; refine by Newton iteration.
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Vector p0;
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for(int i = 0; i < (converge ? 25 : 5); i++) {
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p0 = PointAt(*u, *v);
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if(converge) {
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if(p0.Equals(p, RATPOLY_EPS)) {
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return true;
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}
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}
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Vector tu, tv;
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TangentsAt(*u, *v, &tu, &tv);
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// Project the point into a plane through p0, with basis tu, tv; a
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// second-order thing would converge faster but needs second
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// derivatives.
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Vector dp = p.Minus(p0);
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double du = dp.Dot(tu), dv = dp.Dot(tv);
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*u += du / (tu.MagSquared());
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*v += dv / (tv.MagSquared());
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}
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if(converge) {
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dbp("didn't converge");
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dbp("have %.3f %.3f %.3f", CO(p0));
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dbp("want %.3f %.3f %.3f", CO(p));
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dbp("distance = %g", (p.Minus(p0)).Magnitude());
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}
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return false;
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}
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bool SSurface::PointIntersectingLine(Vector p0, Vector p1, double *u, double *v)
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{
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int i;
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for(i = 0; i < 15; i++) {
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Vector pi, p, tu, tv;
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p = PointAt(*u, *v);
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TangentsAt(*u, *v, &tu, &tv);
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Vector n = (tu.Cross(tv)).WithMagnitude(1);
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double d = p.Dot(n);
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bool parallel;
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pi = Vector::AtIntersectionOfPlaneAndLine(n, d, p0, p1, ¶llel);
|
|
if(parallel) break;
|
|
|
|
// Check for convergence
|
|
if(pi.Equals(p, RATPOLY_EPS)) return true;
|
|
|
|
// Adjust our guess and iterate
|
|
Vector dp = pi.Minus(p);
|
|
double du = dp.Dot(tu), dv = dp.Dot(tv);
|
|
*u += du / (tu.MagSquared());
|
|
*v += dv / (tv.MagSquared());
|
|
}
|
|
// dbp("didn't converge (surface intersecting line)");
|
|
return false;
|
|
}
|
|
|
|
Vector SSurface::ClosestPointOnThisAndSurface(SSurface *srf2, Vector p) {
|
|
// This is untested.
|
|
int i, j;
|
|
Point2d puv[2];
|
|
SSurface *srf[2] = { this, srf2 };
|
|
|
|
for(j = 0; j < 2; j++) {
|
|
(srf[j])->ClosestPointTo(p, &(puv[j]), false);
|
|
}
|
|
|
|
for(i = 0; i < 10; i++) {
|
|
Vector tu[2], tv[2], cp[2], n[2];
|
|
double d[2];
|
|
|
|
for(j = 0; j < 2; j++) {
|
|
(srf[j])->TangentsAt(puv[j].x, puv[j].y, &(tu[j]), &(tv[j]));
|
|
|
|
cp[j] = (srf[j])->PointAt(puv[j]);
|
|
|
|
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
|
|
d[j] = (n[j]).Dot(cp[j]);
|
|
}
|
|
|
|
if((cp[0]).Equals(cp[1], RATPOLY_EPS)) break;
|
|
|
|
Vector p0 = Vector::AtIntersectionOfPlanes(n[0], d[0], n[1], d[1]),
|
|
dp = (n[0]).Cross(n[1]);
|
|
|
|
Vector pc = p.ClosestPointOnLine(p0, dp);
|
|
|
|
// Adjust our guess and iterate
|
|
for(j = 0; j < 2; j++) {
|
|
Vector dc = pc.Minus(cp[j]);
|
|
double du = dc.Dot(tu[j]), dv = dc.Dot(tv[j]);
|
|
puv[j].x += du / ((tu[j]).MagSquared());
|
|
puv[j].y += dv / ((tv[j]).MagSquared());
|
|
}
|
|
}
|
|
if(i >= 10) {
|
|
dbp("this and srf, didn't converge, d=%g",
|
|
(puv[0].Minus(puv[1])).Magnitude());
|
|
}
|
|
|
|
// If this converged, then the two points are actually equal.
|
|
return ((srf[0])->PointAt(puv[0])).Plus(
|
|
((srf[1])->PointAt(puv[1]))).ScaledBy(0.5);
|
|
}
|
|
|
|
void SSurface::PointOnSurfaces(SSurface *s1, SSurface *s2,
|
|
double *up, double *vp)
|
|
{
|
|
double u[3] = { *up, 0, 0 }, v[3] = { *vp, 0, 0 };
|
|
SSurface *srf[3] = { this, s1, s2 };
|
|
|
|
// Get initial guesses for (u, v) in the other surfaces
|
|
Vector p = PointAt(*u, *v);
|
|
(srf[1])->ClosestPointTo(p, &(u[1]), &(v[1]), false);
|
|
(srf[2])->ClosestPointTo(p, &(u[2]), &(v[2]), false);
|
|
|
|
int i, j;
|
|
for(i = 0; i < 20; i++) {
|
|
// Approximate each surface by a plane
|
|
Vector p[3], tu[3], tv[3], n[3];
|
|
double d[3];
|
|
for(j = 0; j < 3; j++) {
|
|
p[j] = (srf[j])->PointAt(u[j], v[j]);
|
|
(srf[j])->TangentsAt(u[j], v[j], &(tu[j]), &(tv[j]));
|
|
n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1);
|
|
d[j] = (n[j]).Dot(p[j]);
|
|
}
|
|
|
|
// If a = b and b = c, then does a = c? No, it doesn't.
|
|
if((p[0]).Equals(p[1], RATPOLY_EPS) &&
|
|
(p[1]).Equals(p[2], RATPOLY_EPS) &&
|
|
(p[2]).Equals(p[0], RATPOLY_EPS))
|
|
{
|
|
*up = u[0];
|
|
*vp = v[0];
|
|
return;
|
|
}
|
|
|
|
bool parallel;
|
|
Vector pi = Vector::AtIntersectionOfPlanes(n[0], d[0],
|
|
n[1], d[1],
|
|
n[2], d[2], ¶llel);
|
|
if(parallel) break;
|
|
|
|
for(j = 0; j < 3; j++) {
|
|
Vector dp = pi.Minus(p[j]);
|
|
double du = dp.Dot(tu[j]), dv = dp.Dot(tv[j]);
|
|
u[j] += du / (tu[j]).MagSquared();
|
|
v[j] += dv / (tv[j]).MagSquared();
|
|
}
|
|
}
|
|
dbp("didn't converge (three surfaces intersecting)");
|
|
}
|
|
|