#include <iostream>
#include <list>
#include <CGAL/Simple_cartesian.h>
#include <CGAL/AABB_tree.h>
#include <CGAL/AABB_traits_3.h>
 
 
 
 
 
struct My_point {
    double m_x;
    double m_y;
    double m_z;
 
    My_point(const double x,
        const double y,
        const double z)
        : m_x(x), m_y(y), m_z(z) {}
};
 
struct My_triangle {
    My_point *m_pa;
    My_point *m_pb;
    My_point *m_pc;
 
    My_triangle(My_point *pa,
        My_point *pb,
        My_point *pc)
        : m_pa(pa), m_pb(pb), m_pc(pc) {}
};
 
typedef std::vector<My_triangle>::const_iterator 
Iterator;
 
 
struct My_triangle_primitive {
public:
 
    
    
    
    
    
    typedef const My_triangle* Id;
 
    
    typedef K::Point_3    Point; 
    typedef K::Triangle_3 Datum; 
 
private:
    Id m_pt; 
 
public:
    My_triangle_primitive() {} 
 
    
    
        : m_pt(&(*it)) {}
 
    const Id& id() const { return m_pt; }
 
    
    
    Point convert(const My_point *p) const
    {
        return Point(p->m_x,p->m_y,p->m_z);
    }
 
    
    Datum datum() const
    {
        return Datum(convert(m_pt->m_pa),
            convert(m_pt->m_pb),
            convert(m_pt->m_pc));
    }
 
    
    Point reference_point() const
    { return convert(m_pt->m_pa); }
};
 
 
 
 
int main()
{
    My_point a(1.0, 0.0, 0.0);
    My_point b(0.0, 1.0, 0.0);
    My_point c(0.0, 0.0, 1.0);
    My_point d(0.0, 0.0, 0.0);
 
    std::vector<My_triangle> triangles;
    triangles.push_back(My_triangle(&a,&b,&c));
    triangles.push_back(My_triangle(&a,&b,&d));
    triangles.push_back(My_triangle(&a,&d,&c));
 
    
    Tree tree(triangles.begin(),triangles.end());
 
    
    K::Ray_3 ray_query(K::Point_3(1.0, 0.0, 0.0), K::Point_3(0.0, 1.0, 0.0));
    std::cout << tree.number_of_intersected_primitives(ray_query)
        << " intersections(s) with ray query" << std::endl;
 
    
    K::Point_3 point_query(2.0, 2.0, 2.0);
    K::Point_3 closest_point = tree.closest_point(point_query);
    std::cerr << "closest point is: " << closest_point << std::endl;
 
    return EXIT_SUCCESS;
}
This traits class handles any type of 3D geometric primitives provided that the proper intersection t...
Definition: AABB_traits_3.h:172
Static data structure for efficient intersection and distance computations in 2D and 3D.
Definition: AABB_tree.h:57