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#include "meshkit/circumcenter.hpp"

#include <stdlib.h>
#include <stdio.h>

#include <iostream>
using namespace std;

//
//Let a, b, c, d, and m be vectors in R^3.  Let ax, ay, and az be the components
//of a, and likewise for b, c, and d.  Let |a| denote the Euclidean norm of a,
//and let a x b denote the cross product of a and b.  Then
//
//    |                                                                       |
//    | |d-a|^2 [(b-a)x(c-a)] + |c-a|^2 [(d-a)x(b-a)] + |b-a|^2 [(c-a)x(d-a)] |
//    |                                                                       |
//r = -------------------------------------------------------------------------,
//                              | bx-ax  by-ay  bz-az |
//                            2 | cx-ax  cy-ay  cz-az |
//                              | dx-ax  dy-ay  dz-az |
//
//and
//
//        |d-a|^2 [(b-a)x(c-a)] + |c-a|^2 [(d-a)x(b-a)] + |b-a|^2 [(c-a)x(d-a)]
//m = a + ---------------------------------------------------------------------.
//                                | bx-ax  by-ay  bz-az |
//                              2 | cx-ax  cy-ay  cz-az |
//                                | dx-ax  dy-ay  dz-az |
//
//Some notes on stability:
//
//- Note that the expression for r is purely a function of differences between
//  coordinates.  The advantage is that the relative error incurred in the
//  computation of r is also a function of the _differences_ between the
//  vertices, and is not influenced by the _absolute_ coordinates of the
//  vertices.  In most applications, vertices are usually nearer to each other
//  than to the origin, so this property is advantageous.  If someone gives you
//  a formula that doesn't have this property, be wary.
//
//  Similarly, the formula for m incurs roundoff error proportional to the
//  differences between vertices, but does not incur roundoff error proportional
//  to the absolute coordinates of the vertices until the final addition.

//- These expressions are unstable in only one case:  if the denominator is
//  close to zero.  This instability, which arises if the tetrahedron is nearly
//  degenerate, is unavoidable.  Depending on your application, you may want
//  to use exact arithmetic to compute the value of the determinant.
//  Fortunately, this determinant is the basis of the well-studied 3D orientation
//  test, and several fast algorithms for providing accurate approximations to
//  the determinant are available.  Some resources are available from the
//  "Numerical and algebraic computation" page of Nina Amenta's Directory of
//  Computational Geometry Software:

//  http://www.geom.umn.edu/software/cglist/alg.html

//  If you're using floating-point inputs (as opposed to integers), one
//  package that can estimate this determinant somewhat accurately is my own:

//  http://www.cs.cmu.edu/~quake/robust.html

//- If you want to be even more aggressive about stability, you might reorder
//  the vertices of the tetrahedron so that the vertex `a' (which is subtracted
//  from the other vertices) is, roughly speaking, the vertex at the center of
//  the minimum spanning tree of the tetrahedron's four vertices.  For more
//  information about this idea, see Steven Fortune, "Numerical Stability of
//  Algorithms for 2D Delaunay Triangulations," International Journal of
//  Computational Geometry & Applications 5(1-2):193-213, March-June 1995.

//For completeness, here are stable expressions for the circumradius and
//circumcenter of a triangle, in R^2 and in R^3.  Incidentally, the expressions
//given here for R^2 are better behaved in terms of relative error than the
//suggestions currently given in the Geometry Junkyard
//(http://www.ics.uci.edu/~eppstein/junkyard/triangulation.html).

//Triangle in R^2:
//
//     |b-a| |c-a| |b-c|            < Note: You only want to compute one sqrt, so
//r = ------------------,             use sqrt{ |b-a|^2 |c-a|^2 |b-c|^2 }
//      | bx-ax  by-ay |
//    2 | cx-ax  cy-ay |
//
//          | by-ay  |b-a|^2 |
//          | cy-ay  |c-a|^2 |
//mx = ax - ------------------,
//            | bx-ax  by-ay |
//          2 | cx-ax  cy-ay |
//
//          | bx-ax  |b-a|^2 |
//          | cx-ax  |c-a|^2 |
//my = ay + ------------------.
//            | bx-ax  by-ay |
//          2 | cx-ax  cy-ay |
//
//Triangle in R^3:
//
//    |                                                           |
//    | |c-a|^2 [(b-a)x(c-a)]x(b-a) + |b-a|^2 (c-a)x[(b-a)x(c-a)] |
//    |                                                           |
//r = -------------------------------------------------------------,
//                         2 | (b-a)x(c-a) |^2
//
//        |c-a|^2 [(b-a)x(c-a)]x(b-a) + |b-a|^2 (c-a)x[(b-a)x(c-a)]
//m = a + ---------------------------------------------------------.
//                           2 | (b-a)x(c-a) |^2
//
//Finally, here's some C code that computes the vector m-a (whose norm is r) in
//each of these three cases.  Notice the #ifdef statements, which allow you to
//choose whether or not to use my aforementioned package to approximate the
//determinant.  (No attempt is made here to reorder the vertices to improve
//stability.)

/*****************************************************************************/
/*                                                                           */
/*  tetcircumcenter()   Find the circumcenter of a tetrahedron.              */
/*                                                                           */
/*  The result is returned both in terms of xyz coordinates and xi-eta-zeta  */
/*  coordinates, relative to the tetrahedron's point `a' (that is, `a' is    */
/*  the origin of both coordinate systems).  Hence, the xyz coordinates      */
/*  returned are NOT absolute; one must add the coordinates of `a' to        */
/*  find the absolute coordinates of the circumcircle.  However, this means  */
/*  that the result is frequently more accurate than would be possible if    */
/*  absolute coordinates were returned, due to limited floating-point        */
/*  precision.  In general, the circumradius can be computed much more       */
/*  accurately.                                                              */
/*                                                                           */
/*  The xi-eta-zeta coordinate system is defined in terms of the             */
/*  tetrahedron.  Point `a' is the origin of the coordinate system.          */
/*  The edge `ab' extends one unit along the xi axis.  The edge `ac'         */
/*  extends one unit along the eta axis.  The edge `ad' extends one unit     */
/*  along the zeta axis.  These coordinate values are useful for linear      */
/*  interpolation.                                                           */
/*                                                                           */
/*  If `xi' is NULL on input, the xi-eta-zeta coordinates will not be        */
/*  computed.                                                                */
/*                                                                           */
/*****************************************************************************/

/*****************************************************************************/

void tetcircumcenter(double a[3], double b[3], double c[3], double d[3], 
                     double circumcenter[3], double *xi, double *eta, double *zeta)
{
  double xba, yba, zba, xca, yca, zca, xda, yda, zda;
  double balength, calength, dalength;
  double xcrosscd, ycrosscd, zcrosscd;
  double xcrossdb, ycrossdb, zcrossdb;
  double xcrossbc, ycrossbc, zcrossbc;
  double denominator;
  double xcirca, ycirca, zcirca;

  /* Use coordinates relative to point `a' of the tetrahedron. */
  xba = b[0] - a[0];
  yba = b[1] - a[1];
  zba = b[2] - a[2];
  xca = c[0] - a[0];
  yca = c[1] - a[1];
  zca = c[2] - a[2];
  xda = d[0] - a[0];
  yda = d[1] - a[1];
  zda = d[2] - a[2];
  /* Squares of lengths of the edges incident to `a'. */
  balength = xba * xba + yba * yba + zba * zba;
  calength = xca * xca + yca * yca + zca * zca;
  dalength = xda * xda + yda * yda + zda * zda;
  /* Cross products of these edges. */
  xcrosscd = yca * zda - yda * zca;
  ycrosscd = zca * xda - zda * xca;
  zcrosscd = xca * yda - xda * yca;
  xcrossdb = yda * zba - yba * zda;
  ycrossdb = zda * xba - zba * xda;
  zcrossdb = xda * yba - xba * yda;
  xcrossbc = yba * zca - yca * zba;
  ycrossbc = zba * xca - zca * xba;
  zcrossbc = xba * yca - xca * yba;

  /* Calculate the denominator of the formulae. */
#ifdef EXACT
  /* Use orient3d() from http://www.cs.cmu.edu/~quake/robust.html     */
  /*   to ensure a correctly signed (and reasonably accurate) result, */
  /*   avoiding any possibility of division by zero.                  */
  denominator = 0.5 / orient3d(b, c, d, a);
#else
  /* Take your chances with floating-point roundoff. */
  printf( " Warning: IEEE floating points used: Define -DEXACT in makefile \n");
  denominator = 0.5 / (xba * xcrosscd + yba * ycrosscd + zba * zcrosscd);
#endif

  /* Calculate offset (from `a') of circumcenter. */
  xcirca = (balength * xcrosscd + calength * xcrossdb + dalength * xcrossbc) *
           denominator;
  ycirca = (balength * ycrosscd + calength * ycrossdb + dalength * ycrossbc) *
           denominator;
  zcirca = (balength * zcrosscd + calength * zcrossdb + dalength * zcrossbc) *
           denominator;
  circumcenter[0] = xcirca;
  circumcenter[1] = ycirca;
  circumcenter[2] = zcirca;

  if (xi != (double *) NULL) {
    /* To interpolate a linear function at the circumcenter, define a    */
    /*   coordinate system with a xi-axis directed from `a' to `b',      */
    /*   an eta-axis directed from `a' to `c', and a zeta-axis directed  */
    /*   from `a' to `d'.  The values for xi, eta, and zeta are computed */
    /*   by Cramer's Rule for solving systems of linear equations.       */
    *xi = (xcirca * xcrosscd + ycirca * ycrosscd + zcirca * zcrosscd) *
          (2.0 * denominator);
    *eta = (xcirca * xcrossdb + ycirca * ycrossdb + zcirca * zcrossdb) *
           (2.0 * denominator);
    *zeta = (xcirca * xcrossbc + ycirca * ycrossbc + zcirca * zcrossbc) *
            (2.0 * denominator);
  }
}

/*****************************************************************************/
/*****************************************************************************/
/*                                                                           */
/*  tricircumcenter()   Find the circumcenter of a triangle.                 */
/*                                                                           */
/*  The result is returned both in terms of x-y coordinates and xi-eta       */
/*  coordinates, relative to the triangle's point `a' (that is, `a' is       */
/*  the origin of both coordinate systems).  Hence, the x-y coordinates      */
/*  returned are NOT absolute; one must add the coordinates of `a' to        */
/*  find the absolute coordinates of the circumcircle.  However, this means  */
/*  that the result is frequently more accurate than would be possible if    */
/*  absolute coordinates were returned, due to limited floating-point        */
/*  precision.  In general, the circumradius can be computed much more       */
/*  accurately.                                                              */
/*                                                                           */
/*  The xi-eta coordinate system is defined in terms of the triangle.        */
/*  Point `a' is the origin of the coordinate system.  The edge `ab' extends */
/*  one unit along the xi axis.  The edge `ac' extends one unit along the    */
/*  eta axis.  These coordinate values are useful for linear interpolation.  */
/*                                                                           */
/*  If `xi' is NULL on input, the xi-eta coordinates will not be computed.   */
/*                                                                           */
/*****************************************************************************/


/*****************************************************************************/
void tricircumcenter(double a[2], double b[2], double c[2], double circumcenter[2], 
		     double *xi, double *eta)
{
  double xba, yba, xca, yca;
  double balength, calength;
  double denominator;
  double xcirca, ycirca;

  /* Use coordinates relative to point `a' of the triangle. */
  xba = b[0] - a[0];
  yba = b[1] - a[1];
  xca = c[0] - a[0];
  yca = c[1] - a[1];
  /* Squares of lengths of the edges incident to `a'. */
  balength = xba * xba + yba * yba;
  calength = xca * xca + yca * yca;

  /* Calculate the denominator of the formulae. */
#ifdef EXACT
  /* Use orient2d() from http://www.cs.cmu.edu/~quake/robust.html     */
  /*   to ensure a correctly signed (and reasonably accurate) result, */
  /*   avoiding any possibility of division by zero.                  */
  denominator = 0.5 / orient2d(b, c, a);
#else
  /* Take your chances with floating-point roundoff. */
  denominator = 0.5 / (xba * yca - yba * xca);
#endif

  /* Calculate offset (from `a') of circumcenter. */
  xcirca = (yca * balength - yba * calength) * denominator;
  ycirca = (xba * calength - xca * balength) * denominator;
  circumcenter[0] = xcirca;
  circumcenter[1] = ycirca;

  if (xi != (double *) NULL) {
    /* To interpolate a linear function at the circumcenter, define a     */
    /*   coordinate system with a xi-axis directed from `a' to `b' and    */
    /*   an eta-axis directed from `a' to `c'.  The values for xi and eta */
    /*   are computed by Cramer's Rule for solving systems of linear      */
    /*   equations.                                                       */
    *xi = (xcirca * yca - ycirca * xca) * (2.0 * denominator);
    *eta = (ycirca * xba - xcirca * yba) * (2.0 * denominator);
  }
}

/****************************************************************************/

/*****************************************************************************/
/*                                                                           */
/*  tricircumcenter3d()   Find the circumcenter of a triangle in 3D.         */
/*                                                                           */
/*  The result is returned both in terms of xyz coordinates and xi-eta       */
/*  coordinates, relative to the triangle's point `a' (that is, `a' is       */
/*  the origin of both coordinate systems).  Hence, the xyz coordinates      */
/*  returned are NOT absolute; one must add the coordinates of `a' to        */
/*  find the absolute coordinates of the circumcircle.  However, this means  */
/*  that the result is frequently more accurate than would be possible if    */
/*  absolute coordinates were returned, due to limited floating-point        */
/*  precision.  In general, the circumradius can be computed much more       */
/*  accurately.                                                              */
/*                                                                           */
/*  The xi-eta coordinate system is defined in terms of the triangle.        */
/*  Point `a' is the origin of the coordinate system.  The edge `ab' extends */
/*  one unit along the xi axis.  The edge `ac' extends one unit along the    */
/*  eta axis.  These coordinate values are useful for linear interpolation.  */
/*                                                                           */
/*  If `xi' is NULL on input, the xi-eta coordinates will not be computed.   */
/*                                                                           */
/*****************************************************************************/
/*****************************************************************************/
void tricircumcenter3d(double a[3], double b[3], double c[3], double circumcenter[3], 
		       double *xi, double *eta)
{
  double xba, yba, zba, xca, yca, zca;
  double balength, calength;
  double xcrossbc, ycrossbc, zcrossbc;
  double denominator;
  double xcirca, ycirca, zcirca;

  /* Use coordinates relative to point `a' of the triangle. */
  xba = b[0] - a[0];
  yba = b[1] - a[1];
  zba = b[2] - a[2];
  xca = c[0] - a[0];
  yca = c[1] - a[1];
  zca = c[2] - a[2];
  /* Squares of lengths of the edges incident to `a'. */
  balength = xba * xba + yba * yba + zba * zba;
  calength = xca * xca + yca * yca + zca * zca;

  /* Cross product of these edges. */
#ifdef EXACT
  /* Use orient2d() from http://www.cs.cmu.edu/~quake/robust.html     */
  /*   to ensure a correctly signed (and reasonably accurate) result, */
  /*   avoiding any possibility of division by zero.                  */

  A[0] = b[1]; A[1] = b[2];
  B[0] = c[1]; B[1] = c[2];
  C[0] = a[1]; C[1] = a[2];
  xcrossbc = orient2d(A, B, C);

  A[0] = c[0]; A[1] = c[2];
  B[0] = b[0]; B[1] = b[2];
  C[0] = a[0]; C[1] = a[2];
  ycrossbc = orient2d(A, B, C);

  A[0] = b[0]; A[1] = b[1];
  B[0] = c[0]; B[1] = c[1];
  C[0] = a[0]; C[1] = a[1];
  zcrossbc = orient2d(A, B, C);

  /*
  xcrossbc = orient2d(b[1], b[2], c[1], c[2], a[1], a[2]);
  ycrossbc = orient2d(b[2], b[0], c[2], c[0], a[2], a[0]);
  zcrossbc = orient2d(b[0], b[1], c[0], c[1], a[0], a[1]);
  */
#else
  printf( " Warning: IEEE floating points used: Define -DEXACT in makefile \n");
  /* Take your chances with floating-point roundoff. */
  xcrossbc = yba * zca - yca * zba;
  ycrossbc = zba * xca - zca * xba;
  zcrossbc = xba * yca - xca * yba;
#endif

  /* Calculate the denominator of the formulae. */
  denominator = 0.5 / (xcrossbc * xcrossbc + ycrossbc * ycrossbc +
                       zcrossbc * zcrossbc);

  /* Calculate offset (from `a') of circumcenter. */
  xcirca = ((balength * yca - calength * yba) * zcrossbc -
            (balength * zca - calength * zba) * ycrossbc) * denominator;
  ycirca = ((balength * zca - calength * zba) * xcrossbc -
            (balength * xca - calength * xba) * zcrossbc) * denominator;
  zcirca = ((balength * xca - calength * xba) * ycrossbc -
            (balength * yca - calength * yba) * xcrossbc) * denominator;
  circumcenter[0] = xcirca;
  circumcenter[1] = ycirca;
  circumcenter[2] = zcirca;

  if (xi != (double *) NULL) {
    /* To interpolate a linear function at the circumcenter, define a     */
    /*   coordinate system with a xi-axis directed from `a' to `b' and    */
    /*   an eta-axis directed from `a' to `c'.  The values for xi and eta */
    /*   are computed by Cramer's Rule for solving systems of linear      */
    /*   equations.                                                       */

    /* There are three ways to do this calculation - using xcrossbc, */
    /*   ycrossbc, or zcrossbc.  Choose whichever has the largest    */
    /*   magnitude, to improve stability and avoid division by zero. */
    if (((xcrossbc >= ycrossbc) ^ (-xcrossbc > ycrossbc)) &&
        ((xcrossbc >= zcrossbc) ^ (-xcrossbc > zcrossbc))) {
      *xi = (ycirca * zca - zcirca * yca) / xcrossbc;
      *eta = (zcirca * yba - ycirca * zba) / xcrossbc;
    } else if ((ycrossbc >= zcrossbc) ^ (-ycrossbc > zcrossbc)) {
      *xi = (zcirca * xca - xcirca * zca) / ycrossbc;
      *eta = (xcirca * zba - zcirca * xba) / ycrossbc;
    } else {
      *xi = (xcirca * yca - ycirca * xca) / zcrossbc;
      *eta = (ycirca * xba - xcirca * yba) / zcrossbc;
    }
  }
}
/****************************************************************************/
void TriCircumCenter2D( double *a, double *b, double *c, double *result, 
			double *param)<--- The function 'TriCircumCenter2D' is never used.
{
   tricircumcenter(a, b, c, result, &param[0], &param[1]);

   result[0] += a[0];
   result[1] += a[1];
}
/****************************************************************************/
void TriCircumCenter3D( double *a, double *b, double *c, double *result, 
			 double *param)
{
   tricircumcenter3d(a, b, c, result, &param[0], &param[1]);
   result[0] += a[0];
   result[1] += a[1];
   result[2] += a[2];
}

/****************************************************************************/
void TriCircumCenter3D( double *a, double *b, double *c, double *result)
{
   double xi, eta;
   tricircumcenter3d(a, b, c, result, &xi, & eta);
   result[0] += a[0];
   result[1] += a[1];
   result[2] += a[2];
}
/****************************************************************************/
void TetCircumCenter( double *a, double *b, double *c, double *d, double *result, 
		      double *param)
{
   double orient = orient3d(a, b, c, d);

   if(orient < 0.0) 
      tetcircumcenter(a, c, b, d, result, &param[0], &param[1], &param[2]);
   else
      tetcircumcenter(a, b, c, d, result, &param[0], &param[1], &param[2]);

   result[0] += a[0];
   result[1] += a[1];
   result[2] += a[2];
}
/****************************************************************************/
int UnitTest:: test_tet_circumcenter()
{<--- The function 'test_tet_circumcenter' is never used.
      Point3D  a, b, c, d;
      Point3D  result, param;
      Array4D  dist;

      exactinit();
      for( int i = 0; i < 100; i++) {
           a[0] = -5.0 + 10*drand48();
           a[1] = -5.0 + 10*drand48();
           a[2] = -5.0 + 10*drand48();

           b[0] = -5.0 + 10*drand48();
           b[1] = -5.0 + 10*drand48();
           b[2] = -5.0 + 10*drand48();

           c[0] = -5.0 + 10*drand48();
           c[1] = -5.0 + 10*drand48();
           c[2] = -5.0 + 10*drand48();

           d[0] = -5.0 + 10*drand48();
           d[1] = -5.0 + 10*drand48();
           d[2] = -5.0 + 10*drand48();

           TetCircumCenter( &a[0], &b[0], &c[0], &d[0], &result[0], &param[0]);

           dist[0]  = Math::length(a, result);
           dist[1]  = Math::length(b, result);
           dist[2]  = Math::length(c, result);
           dist[3]  = Math::length(d, result);

           if( fabs(dist[1]-dist[0]) > 1.0E-05) {
               cout << "Info: Tet CircumCenter failed " << endl;
               return 1;
           }
           if( fabs(dist[2]-dist[0]) > 1.0E-05) {
               cout << "Info: Tet CircumCenter failed " << endl;
               return 1;
           }
           if( fabs(dist[3]-dist[0]) > 1.0E-05) {
               cout << "Info: Tet CircumCenter failed " << endl;
               return 1;
           }
      }

      cout << "Info: Tetrahedra Circumcenter tests passed " << endl;

      return 0;
}

int UnitTest:: test_tri3d_circumcenter()
{<--- The function 'test_tri3d_circumcenter' is never used.
      Point3D  a, b, c;
      Point3D  result, param;
      Array4D  dist;

      exactinit();
      for( int i = 0; i < 100; i++) {
           a[0] = -5.0 + 10*drand48();
           a[1] = -5.0 + 10*drand48();
           a[2] = -5.0 + 10*drand48();

           b[0] = -5.0 + 10*drand48();
           b[1] = -5.0 + 10*drand48();
           b[2] = -5.0 + 10*drand48();

           c[0] = -5.0 + 10*drand48();
           c[1] = -5.0 + 10*drand48();
           c[2] = -5.0 + 10*drand48();

           TriCircumCenter3D( &a[0], &b[0], &c[0], &result[0], &param[0]);

           dist[0]  = Math::length(a, result);
           dist[1]  = Math::length(b, result);
           dist[2]  = Math::length(c, result);

           if( fabs(dist[1]-dist[0]) > 1.0E-05) {
               cout << "Info: Tet CircumCenter failed " << endl;
               return 1;
           }

           if( fabs(dist[2]-dist[0]) > 1.0E-05) {
               cout << "Info: Tet CircumCenter failed " << endl;
               return 1;
           }

      }

      cout << "Info: 3D Triangle Circumcenter tests passed " << endl;

      return 0;
}