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<title>Boost Polygon Library: Isotropy</title>
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<h3 class="navbar">Contents</h3>
<ul>
<li><a href="index.htm">Boost.Polygon Main Page</a></li>
<li><a href="gtl_design_overview.htm">Design Overview</a></li>
<li>Isotropy</li>
<li><a href="gtl_coordinate_concept.htm">Coordinate Concept</a></li>
<li><a href="gtl_interval_concept.htm">Interval Concept</a></li>
<li><a href="gtl_point_concept.htm">Point Concept</a></li>
<li><a href="gtl_rectangle_concept.htm">Rectangle Concept</a></li>
<li><a href="gtl_polygon_90_concept.htm">Polygon 90 Concept</a></li>
<li><a href="gtl_polygon_90_with_holes_concept.htm">Polygon 90 With Holes Concept</a></li>
<li><a href="gtl_polygon_45_concept.htm">Polygon 45 Concept</a></li>
<li><a href="gtl_polygon_45_with_holes_concept.htm">Polygon 45 With Holes Concept</a></li>
<li><a href="gtl_polygon_concept.htm">Polygon Concept</a></li>
<li><a href="gtl_polygon_with_holes_concept.htm">Polygon With Holes Concept</a></li>
<li><a href="gtl_polygon_90_set_concept.htm">Polygon 90 Set Concept</a></li>
<li><a href="gtl_polygon_45_set_concept.htm">Polygon 45 Set Concept</a></li>
<li><a href="gtl_polygon_set_concept.htm">Polygon Set Concept</a></li>
<li><a href="gtl_connectivity_extraction_90.htm">Connectivity Extraction 90</a></li>
<li><a href="gtl_connectivity_extraction_45.htm">Connectivity Extraction 45</a></li>
<li><a href="gtl_connectivity_extraction.htm">Connectivity Extraction</a></li>
<li><a href="gtl_property_merge_90.htm">Property Merge 90</a></li>
<li><a href="gtl_property_merge_45.htm">Property Merge 45</a></li>
<li><a href="gtl_property_merge.htm">Property Merge</a></li>
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<h3 class="navbar">Other Resources</h3>
<ul>
<li><a href="GTL_boostcon2009.pdf">GTL Boostcon 2009 Paper</a></li>
<li><a href="GTL_boostcon_draft03.pdf">GTL Boostcon 2009
Presentation</a></li>
<li><a href="analysis.htm">Performance Analysis</a></li>
<li><a href="gtl_tutorial.htm">Layout Versus Schematic Tutorial</a></li>
<li><a href="gtl_minkowski_tutorial.htm">Minkowski Sum Tutorial</a></li>
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<br>
<p>
</p><h1>Isotropy</h1>
<p>
<p align="left">What is isotropy?</p>
<P:COLORSCHEME
colors="#ffffff,#000000,#808080,#000000,#bbe0e3,#333399,#009999,#99cc00" />
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<p style="TEXT-ALIGN: left">
<span style="mso-bidi-font-family: Arial">Isotropy - Function: <i>adjective</i> Etymology: International
Scientific Vocabulary<br>
<b>:</b> exhibiting properties (as velocity of light transmission) with the
same values when measured along axes in all directions &lt;an <i>isotropic</i>
crystal&gt;</span></div>
<p align="left">In computational geometry things are often symmetric and
invariant to direction and orientation.&nbsp; This invariance to direction is
called isotropy.&nbsp; In such situations it is convenient to parameterize
direction or orientation and write code that is invariant to the direction or
orientation in which it is applied.&nbsp; To do this effectively we provide an
internally consistent set of isotropic data types to represent program
data that describes orientations and directions.&nbsp; These data types are:</p>
<ul>
<li>direction_1d - has one of the following 2 states: LOW, HIGH </li>
<li>orientation_2d - has one of the following 2 states: HORIZONTAL,
VERTICAL</li>
<li>direction_2d - has one of the following 4 states: WEST, EAST, SOUTH,
NORTH</li>
<li>orientation_3d - has one of the following 3 states: HORIZONTAL,
VERTICAL, PROXIMAL</li>
<li>direction_3d - has one of the following 6 states: WEST, EAST, SOUTH,
NORTH, DOWN, UP</li>
</ul>
<p align="left">The isotropic types create a system and interact with each other
in various ways, such as casting.&nbsp; Together they create a language for
describing isotropic situations programmatically.&nbsp; For instance, to get the
positive direction_2d from an orientation_2d you would call a member function of
orientation_2d and pass a direction_1d:</p>
<p align="left"><font face="Courier New">orientation_2d orient = HORIZONTAL;<br>
direction_2d dir = orient.get_direction(direction_1d(HIGH));<br>
assert(dir == EAST);</font></p>
<p align="left">The motivation for providing isotropic data types is to
encourage programming at a higher level of abstraction where program behavior is
controlled by program data passed into function calls rather than flow control
syntax.&nbsp; Isotropic programming style is particularly applicable to working
with points, intervals and rectangles.&nbsp; Often times the implementation of
such logic is identical when implemented for the x or y coordinates, except that
the names of functions and data members are changed in a mechanical way leading
to code duplication and bloat that results in copy-paste programming errors and
maintenance problems where changes made to a given code block relating to x
coordiantes are not duplicated to the code block that refers to y.&nbsp;
Isotropy therefore represents an opportunity to refactor and improve the quality
of low level geometry code especially in regard to inter-relating coordinates,
points, intervals and rectangles.</p>
<h2>direction_1d</h2>
<p>
<p align="left">The direction_1d data type has two possible states.&nbsp; These
are the positive and negative directions on a continuum such as the number line.&nbsp;&nbsp;
These states can be described by one of several direction_1d_enum values:&nbsp;
We make clockwise and counterclockwise winding orientation of polygons a
direction 1d value instead of providing a separate winding_orientation data
type.&nbsp; This is because winding orientation can be thought of as positive
and negative directions in a 1d (although cyclic) space.&nbsp; We assign
counterclockwise to be the positive direction of travel in the 1d cyclic space
to conform with the mathematical convention frequently described as the &quot;right
hand rule&quot; which assigns positive normal value to counterclockwise and negative
normal value to clockwise as well as the common convention that counterclockwise
polygon winding corresponds to positive polygonal regions where as clockwise
polygon winding corresponds to hole (negative) polygonal regions.</p>
<p align="left"><font face="Courier New">enum direction_1d_enum {LOW = 0, HIGH =
1,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
LEFT = 0, RIGHT = 1,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
CLOCKWISE = 0, COUNTERCLOCKWISE = 1,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
REVERSE = 0, FORWARD = 1,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
NEGATIVE = 0, POSITIVE = 1 };</font></p>
<h2>Member Functions</h2>
<table border="1" width="100%" id="table1">
<tr>
<td width="586"><font face="Courier New"><b>direction_1d</b>(direction_1d_enum
val = LOW)</font></td>
<td>Constructor defaults to LOW. </td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_1d</font></b><font face="Courier New">(const
direction_1d&amp; that)</font></td>
<td>Copy construct.</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_1d</font></b><font face="Courier New">(const
direction_2d&amp; that)</font></td>
<td>Down cast direction_2d, extracting out whether positive or negative</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_1d</font></b><font face="Courier New">(const
direction_3d&amp; that)</font></td>
<td>Down cast direction_3d, extracting out whether positive or negative</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator=</b>(const direction_1d dir)</font></td>
<td>Assignment</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator==</b>(const direction_1d dir)
const</font></td>
<td>Equivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator!=</b>(const direction_1d dir)
const</font></td>
<td>Inequivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">unsigned int <b>to_int</b>() const</font></td>
<td>Convert to the integer enum value of current state to use as index.&nbsp;
Auto-cast to int is disallowed for type safety reasons.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>backward</b>()</font></td>
<td>Inverts direction.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_sign</b>() const</font></td>
<td>Returns positive 1 if positive direction and negative one if
negative direction.</td>
</tr>
</table>
<h2>orientation_2d</h2>
<p>
<p align="left">The orientation_2d data type has two possible states.&nbsp;
These are the horizontal and vertical axis of a 2d Cartesian coordinate system.&nbsp;&nbsp;
These states can be described by one of the two orientation_2d_enum values:</p>
<p align="left"><font face="Courier New">enum orientation_2d_enum { HORIZONTAL =
0, VERTICAL = 1 };</font></p>
<h2>Member Functions</h2>
<table border="1" width="100%" id="table2">
<tr>
<td width="586"><b><font face="Courier New">orientation_2</font></b><font face="Courier New"><b>d</b>(orientation_2d_enum
val = HORIZONTAL)</font></td>
<td>Constructor defaults to HORIZONTAL. </td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">orientation_2</font></b><font face="Courier New"><b>d</b>(const
orientation_2d&amp; that)</font></td>
<td>Copy construct.</td>
</tr>
<tr>
<td width="586"><font face="Courier New">explicit </font><b>
<font face="Courier New">orientation_2</font></b><font face="Courier New"><b>d</b>(const
direction_2d&amp; that)</font></td>
<td>Down cast direction_2d, extracting out whether horizontal or
vertical direction type</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_2d&amp; <b>operator=</b>(const orientation_2d
o)</font></td>
<td>Assignment</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_2d&amp; <b>operator==</b>(const orientation_2d
o) const</font></td>
<td>Equivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_2d&amp; <b>operator!=</b>(const orientation_2d
o) const</font></td>
<td>Inequivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">unsigned int <b>to_int</b>() const</font></td>
<td>Convert to the integer enum value of current state to use as index.&nbsp;
Auto-cast to int is disallowed for type safety reasons</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_2d&amp; <b>turn_90</b>()</font></td>
<td>Change to orthogonal orientation</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_perpendicular</b>() const</font></td>
<td>Returns orthogonal orientation</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_direction</b>(direction_1d dir) const</font></td>
<td>Returns the positive or negative direction_2d depending on the value
of dir</td>
</tr>
</table>
<h2>direction_2d</h2>
<p>
<p align="left">The direction_2d data type has four possible states.&nbsp; These
are the cardinal directions of the 2D Cartesian coordinate system.&nbsp;&nbsp;
These states can be described by one of several direction_2d_enum values:</p>
<p align="left"><font face="Courier New">enum direction_2d_enum { WEST = 0, EAST
= 1, SOUTH = 2, NORTH = 3 };</font></p>
<h2>Member Functions</h2>
<table border="1" width="100%" id="table3">
<tr>
<td width="586"><font face="Courier New"><b>direction_2d</b>(direction_2d_enum
val = WEST)</font></td>
<td>Constructor defaults to WEST. </td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_2d</font></b><font face="Courier New">(const
direction_2d&amp; that)</font></td>
<td>Copy construct.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator=</b>(const direction_2d dir)</font></td>
<td>Assignment</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator==</b>(const direction_2d dir)
const</font></td>
<td>Equivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>operator!=</b>(const direction_2d dir)
const</font></td>
<td>Inequivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">unsigned int <b>to_int</b>() const</font></td>
<td>Convert to the integer enum value of current state to use as index.&nbsp;
Auto-cast to int is disallowed for type safety reasons.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_2d&amp; <b>backward</b>()</font></td>
<td>Inverts direction.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_2d&amp; <b>turn</b>(direction_1d dir)</font></td>
<td>Changes to direction_2d to the left if dir is LOW, to the right if
dir is HIGH</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_2d&amp; <b>left</b>()</font></td>
<td>Changes to the direction_2d to the left</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_2d&amp; <b>right</b>()</font></td>
<td>Changes to the direction_2d to the right</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>is_positive</b>() const</font></td>
<td>Returns true if EAST or NORTH</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>is_negative</b>() const</font></td>
<td>Returns true if WEST or SOUTH</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_sign</b>() const</font></td>
<td>Returns positive 1 if positive direction and negative one if
negative direction.</td>
</tr>
</table>
<h2>orientation_3d</h2>
<p>
<p align="left">The orientation_3d data type has three possible states.&nbsp;
These are the horizontal, vertical and proximal (x, y, z) axis of a 3d Cartesian
coordinate system.&nbsp;&nbsp; These states can be described by one of the
orientation_2d_enum values or by the orientation_3d_enum value:</p>
<p align="left"><font face="Courier New">enum orientation_3d_enum { PROXIMAL = 2
};</font></p>
<h2>Member Functions</h2>
<table border="1" width="100%" id="table6">
<tr>
<td width="586"><b><font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(orientation_2d_enum
val = HORIZONTAL)</font></td>
<td>Constructor defaults to HORIZONTAL. </td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(const
orientation_3d&amp; that)</font></td>
<td>Copy construct.</td>
</tr>
<tr>
<td width="586"><font face="Courier New">explicit </font><b>
<font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(const
direction_2d&amp; that)</font></td>
<td>Extract out the orientation of the direction</td>
</tr>
<tr>
<td width="586"><font face="Courier New">explicit </font><b>
<font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(const
direction_3d&amp; that)</font></td>
<td>Extract out the orientation of the direction</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(const
orientation_2d&amp; that)</font></td>
<td>Up cast orientation_2d to orientation_3d.</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">orientation_3</font></b><font face="Courier New"><b>d</b>(const
orientation_3d_enum&amp; that)</font></td>
<td>Construct from constant value</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_3d&amp; <b>operator=</b>(const orientation_3d
o)</font></td>
<td>Assignment</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_3d&amp; <b>operator==</b>(const orientation_3d
o) const</font></td>
<td>Equivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">orientation_3d&amp; <b>operator!=</b>(const orientation_3d
o) const</font></td>
<td>Inequivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">unsigned int <b>to_int</b>() const</font></td>
<td>Convert to the integer enum value of current state to use as index.&nbsp;
Auto-cast to int is disallowed for type safety reasons</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_direction</b>(direction_1d dir) const</font></td>
<td>Returns the positive or negative direction_2d depending on the value
of dir</td>
</tr>
</table>
<h2>direction_3d</h2>
<p>
<p align="left">The direction_3d data type has six possible states.&nbsp; These
are the cardinal directions of the 3D Cartesian coordinate system.&nbsp;&nbsp;
These states can be described by one of the direction_2d_enum values or the
direction_3d_enum values:</p>
<p align="left"><font face="Courier New">enum direction_3d_enum { DOWN = 4, UP =
5 };</font></p>
<h2>Member Functions</h2>
<table border="1" width="100%" id="table5">
<tr>
<td width="586"><font face="Courier New"><b>direction_3d</b>(direction_2d_enum
val = WEST)</font></td>
<td>Constructor defaults to LOW. </td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_3d</font></b><font face="Courier New">(direction_3d_enum that)</font></td>
<td>Construct from constant value</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_3d</font></b><font face="Courier New">(const
direction_3d&amp; that)</font></td>
<td>Copy construct</td>
</tr>
<tr>
<td width="586"><b><font face="Courier New">direction_3d</font></b><font face="Courier New">(direction_2d that)</font></td>
<td>Up cast direction_2d to direction_3d</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_3d&amp; <b>operator=</b>(const direction_3d dir)</font></td>
<td>Assignment</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_3d&amp; <b>operator==</b>(const direction_3d dir)
const</font></td>
<td>Equivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_2d&amp; <b>operator!=</b>(const direction_3d dir)
const</font></td>
<td>Inequivalence</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">unsigned int <b>to_int</b>() const</font></td>
<td>Convert to the integer enum value of current state to use as index.&nbsp;
Auto-cast to int is disallowed for type safety reasons.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">direction_1d&amp; <b>backward</b>()</font></td>
<td>Inverts direction.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>is_positive</b>() const</font></td>
<td>Returns true if direction is EAST, NORTH or UP.</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>is_negative</b>() const</font></td>
<td>Returns true if direction is WEST, SOUTH or DOWN</td>
</tr>
<tr>
<td width="586">
<font face="Courier New">int <b>get_sign</b>() const</font></td>
<td>Returns positive 1 if positive direction and negative one if
negative direction.</td>
</tr>
</table>
<tr>
<td style="background-color: rgb(238, 238, 238);" nowrap="1" valign="top">
&nbsp;</td>
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<th class="docinfo-name">Copyright:</th>
<td>Copyright © Intel Corporation 2008-2010.</td>
</tr>
<tr class="field">
<th class="docinfo-name">License:</th>
<td class="field-body">Distributed under the Boost Software License,
Version 1.0. (See accompanying file <tt class="literal">
<span class="pre">LICENSE_1_0.txt</span></tt> or copy at
<a class="reference" target="_top" href="http://www.boost.org/LICENSE_1_0.txt">
http://www.boost.org/LICENSE_1_0.txt</a>)</td>
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