X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgeometry.cpp;h=1ec93db7e1430b2752cc4e77a2b2d9d30ce61aeb;hb=7f3a6b11585376eecd80979ec3da2346c5314d88;hp=058dbfa14c06895ce659db9310ad778e57f7c925;hpb=c85958d34fac175452fe420ff24ea82f26d6f1f3;p=architektonas diff --git a/src/geometry.cpp b/src/geometry.cpp index 058dbfa..1ec93db 100644 --- a/src/geometry.cpp +++ b/src/geometry.cpp @@ -18,6 +18,7 @@ #include "circle.h" #include "dimension.h" #include "line.h" +#include "mathconstants.h" Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4) @@ -215,7 +216,7 @@ int Geometry::Intersects(Line * l1, Dimension * d1, double * tp/*= 0*/, double * } -// Finds the intesection(s) between a line and a circle (if any) +// Finds the intersection(s) between a line and a circle (if any) int Geometry::Intersects(Line * l, Circle * c, double * tp/*= 0*/, double * up/*= 0*/, double * vp/*= 0*/, double * wp/*= 0*/) { #if 0 @@ -263,7 +264,16 @@ I'm thinking a better approach to this might be as follows: // Now we have to check for intersection points. // Tangent case: (needs to return something) if ((distance == c->radius) && (t >= 0.0) && (t <= 1.0)) + { + // Need to set tp & up to something... !!! FIX !!! + if (tp) + *tp = t; + + if (up) + *up = Vector(c->position, p).Angle(); + return 1; + } // The line intersects the circle in two points (possibly). Use Pythagorus // to find them for testing. @@ -300,3 +310,116 @@ I'm thinking a better approach to this might be as follows: } +// Finds the intersection(s) between a circle and a circle (if any) +// There can be 0, 1, or 2 intersections. +// Returns the angles of the points of intersection in tp thru wp, with the +// angles returned as c1, c2, c1, c2 (if applicable--in the 1 intersection case, +// only the first two angles are returned: c1, c2). +int Geometry::Intersects(Circle * c1, Circle * c2, double * tp/*= 0*/, double * up/*= 0*/, double * vp/*= 0*/, double * wp/*= 0*/, Point * p1/*= 0*/, Point * p2/*= 0*/) +{ + // Get the distance between centers. If the distance plus the radius of the + // smaller circle is less than the radius of the larger circle, there is no + // intersection. If the distance is greater than the sum of the radii, + // there is no intersection. If the distance is equal to the sum of the + // radii, they are tangent and intersect at one point. Otherwise, they + // intersect at two points. + Vector centerLine(c1->position, c2->position); + double d = centerLine.Magnitude(); +//printf("Circle #1: pos=<%lf, %lf>, r=%lf\n", c1->position.x, c1->position.y, c1->radius); +//printf("Circle #2: pos=<%lf, %lf>, r=%lf\n", c2->position.x, c2->position.y, c2->radius); +//printf("Distance between #1 & #2: %lf\n", d); + + // Check to see if we actually have an intersection, and return failure if not + if ((fabs(c1->radius - c2->radius) > d) || ((c1->radius + c2->radius) < d)) + return 0; + + // There are *two* tangent cases! + if (((c1->radius + c2->radius) == d) || (fabs(c1->radius - c2->radius) == d)) + { + // Need to return something in tp & up!! !!! FIX !!! [DONE] + if (tp) + *tp = centerLine.Angle(); + + if (up) + *up = centerLine.Angle() + PI; + + return 1; + } + + // Find the distance from the center of c1 to the perpendicular chord + // (which contains the points of intersection) + double x = ((d * d) - (c2->radius * c2->radius) + (c1->radius * c1->radius)) + / (2.0 * d); + // Find the the length of the perpendicular chord +// Not needed...! + double a = sqrt((-d + c2->radius - c1->radius) * (-d - c2->radius + c1->radius) * (-d + c2->radius + c1->radius) * (d + c2->radius + c1->radius)) / d; + + // Now, you can use pythagorus to find the length of the hypotenuse, but we + // already know that length, it's the radius! :-P + // What's needed is the angle of the center line and the radial line. Since + // there's two intersection points, there's also four angles (two for each + // circle)! + // We can use the arccos to find the angle using just the radius and the + // distance to the perpendicular chord...! + double angleC1 = acos(x / c1->radius); + double angleC2 = acos((d - x) / c2->radius); + + if (tp) + *tp = centerLine.Angle() - angleC1; + + if (up) + *up = (centerLine.Angle() + PI) - angleC2; + + if (vp) + *vp = centerLine.Angle() + angleC1; + + if (wp) + *wp = (centerLine.Angle() + PI) + angleC2; + + if (p1) + *p1 = c1->position + (centerLine.Unit() * x) + (Vector::Normal(Vector(), centerLine) * (a / 2.0)); + + if (p2) + *p2 = c1->position + (centerLine.Unit() * x) - (Vector::Normal(Vector(), centerLine) * (a / 2.0)); + + return 2; +} + + +// should we just do common trig solves, like AAS, ASA, SAS, SSA? +// Law of Cosines: +// c^2 = a^2 + b^2 -2ab*cos(C) +// Solving for C: +// cos(C) = (c^2 - a^2 - b^2) / -2ab = (a^2 + b^2 - c^2) / 2ab +// Law of Sines: +// a / sin A = b / sin B = c / sin C + +// Solve the angles of the triangle given the sides. Angles returned are +// opposite of the given sides (so a1 consists of sides s2 & s3, and so on). +void Geometry::FindAnglesForSides(double s1, double s2, double s3, double * a1, double * a2, double * a3) +{ + // Use law of cosines to find 1st angle + double cosine1 = ((s2 * s2) + (s3 * s3) - (s1 * s1)) / (2.0 * s2 * s3); + + // Check for a valid triangle + if ((cosine1 < -1.0) || (cosine1 > 1.0)) + return; + + double angle1 = acos(cosine1); + + // Use law of sines to find 2nd & 3rd angles +// sin A / a = sin B / b +// sin B = (sin A / a) * b + double angle2 = asin(s2 * (sin(angle1) / s1)); + double angle3 = asin(s3 * (sin(angle1) / s1)); + + if (a1) + *a1 = angle1; + + if (a2) + *a2 = angle2; + + if (a3) + *a3 = angle3; +} +