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#ifndef SURFACE_H
#define SURFACE_H

#include "fml.h"
#include "manifold.h"

namespace fml {
    /* All surfaces inherit this class */
    /* The exact meaning of d is surface-dependent (see class
     * definitions below); the limit of the calculated integral must
     * approach its true value as d->0. d must be > 0. */
    class Surface : public Manifold {
    public:
        const int dimension() const { return 2; }
    };

    class Plane : public Surface {
    private:
        /* The surface is specified by all points p = p0 + s v1 + t v2,
         * such that 0 <= {s, t} < 1
         *
         * v1 and v2 must NOT be parallel.
         *
         * v1 and v2 should (but do not have to be) be normal (this is
         * motivated primarily by usability; if the two vectors are indeed
         * normal, then m1 and m2 have the nice geometric meaning of side
         * length).
         *
         * d = ds = dt.
         * dA will be in the direction of v1 x v2.
         */
        vec3 p0, v1, v2;

    public:
        Plane(vec3 p, vec3 _v1, vec3 _v2) : p0(p), v1(_v1), v2(_v2) {};

        vec3 integrate(vec3 (*integrand)(vec3 s, vec3 dA), scalar d) const;
        const char *name() const { return "Plane"; }
    };

/* Flat, circular disk (of varying extent) */
    class Disk : public Surface {
    private:
        /* This represents a (possibly incomplete) circular disk in space,
         * with a center, radius, and normal vector as specified.
         *
         * `angle' specifies the extent of the disk; angle=2pi for a full
         * circle.
         *
         * We use:
         * d = dr.
         * d_theta = d / r.
         *
         * This makes it so that differential area elements on the edge of
         * the disk are square.
         *
         * dA will be in the direction of normal.
         */
        vec3 center, radius, normal;
        scalar angle;

    public:
        Disk(vec3 c, vec3 r, vec3 n, scalar a) : center(c), radius(r), normal(n), angle(a) {};

        vec3 integrate(vec3 (*integrand)(vec3 s, vec3 dA), scalar d) const;
        const char *name() const { return "Disk"; }
    };

/* Hollow, spherical shell */
    class Sphere : public Surface {
    private:
        /* d = dtheta = dphi */

        vec3 center;
        scalar radius;

    public:
        Sphere(vec3 c, scalar r) : center(c), radius(r) {};

        vec3 integrate(vec3 (*integrand)(vec3 s, vec3 dA), scalar d) const;
        const char *name() const { return "Sphere"; }
    };

/* Cylinder without end caps */
    class OpenCylinder : public Surface {
    private:
        /* Like this:
         *
         *         ___________________
         *        / \                 \
         *       origin ---------------> axis
         *        \_/_________________/
         *
         */

        vec3 origin, axis;
        scalar radius;

    public:
        OpenCylinder(vec3 o, vec3 a, scalar r) : origin(o), axis(a), radius(r) {}

        vec3 integrate(vec3 (*integrand)(vec3 s, vec3 dA), scalar d) const;
        const char *name() const { return "OpenCylinder"; }
    };

/* Capped cylinder */
    class ClosedCylinder : public OpenCylinder {
    private:
        Disk cap1, cap2;

    public:
        ClosedCylinder(vec3 o, vec3 a, scalar r) : OpenCylinder(o, a, r),
                                                   cap1(o, vec3::any_unit_normal(a), -a.normalize(), 2*M_PI),
                                                   cap2(o + a, vec3::any_unit_normal(a), a.normalize(), 2*M_PI) {}

        vec3 integrate(vec3 (*integrand)(vec3 s, vec3 dA), scalar d) const;
        const char *name() const { return "ClosedCylinder"; }
    };
}

#endif