X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgeometry.cpp;h=e572fab6bbc64d93e8a6e1d85a01dfd6edf2bf2a;hb=f507d97c1b1118834a70332f5f79d8479a6964c0;hp=fdceb8eff6a332f618f83b2a334e6c38a84a4323;hpb=4b37ccbdf263a4798e53a62e33d869a728ace283;p=architektonas diff --git a/src/geometry.cpp b/src/geometry.cpp index fdceb8e..e572fab 100644 --- a/src/geometry.cpp +++ b/src/geometry.cpp @@ -14,6 +14,11 @@ // #include "geometry.h" +#include +#include "circle.h" +#include "dimension.h" +#include "line.h" +#include "mathconstants.h" Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4) @@ -41,7 +46,8 @@ Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4 // Returns the parameter of a point in space to this vector. If the parameter // is between 0 and 1, the normal of the vector to the point is on the vector. -double Geometry::ParameterOfLineAndPoint(Point lp1, Point lp2, Point point) +// Note: lp1 is the tail, lp2 is the head of the line (vector). +double Geometry::ParameterOfLineAndPoint(Point tail, Point head, Point point) { // Geometric interpretation: // The parameterized point on the vector lineSegment is where the normal of @@ -49,23 +55,23 @@ double Geometry::ParameterOfLineAndPoint(Point lp1, Point lp2, Point point) // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the // perpendicular lies beyond the 2nd endpoint. - Vector lineSegment = lp1 - lp2; + Vector lineSegment = head - tail; double magnitude = lineSegment.Magnitude(); - Vector pointSegment = point - lp2; + Vector pointSegment = point - tail; double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude); return t; } -Point Geometry::MirrorPointAroundLine(Point point, Point p1, Point p2) +Point Geometry::MirrorPointAroundLine(Point point, Point tail, Point head) { // Get the vector of the intersection of the line and the normal on the // line to the point in question. - double t = ParameterOfLineAndPoint(p1, p2, point); - Vector v = Vector(p1, p2) * t; + double t = ParameterOfLineAndPoint(tail, head, point); + Vector v = Vector(tail, head) * t; - // Get the point normal to point to the line passed in (p2 is the tail) - Point normalOnLine = p2 + v; + // Get the point normal to point to the line passed in + Point normalOnLine = tail + v; // Make our mirrored vector (head - tail) Vector mirror = -(point - normalOnLine); @@ -76,3 +82,345 @@ Point Geometry::MirrorPointAroundLine(Point point, Point p1, Point p2) return mirroredPoint; } + +Point Geometry::RotatePointAroundPoint(Point point, Point rotationPoint, double angle) +{ + Vector v = Vector(point, rotationPoint); +// Vector v = Vector(rotationPoint, point); + double px = (v.x * cos(angle)) - (v.y * sin(angle)); + double py = (v.x * sin(angle)) + (v.y * cos(angle)); + + return Vector(rotationPoint.x + px, rotationPoint.y + py, 0); +} + + +double Geometry::Determinant(Point p1, Point p2) +{ + return (p1.x * p2.y) - (p2.x * p1.y); +} + + +/* +Intersecting line segments: +An easier way: +Segment L1 has edges A=(a1,a2), A'=(a1',a2'). +Segment L2 has edges B=(b1,b2), B'=(b1',b2'). +Segment L1 is the set of points tA'+(1-t)A, where 0<=t<=1. +Segment L2 is the set of points sB'+(1-s)B, where 0<=s<=1. +Segment L1 meet segment L2 if and only if for some t and s we have +tA'+(1-t)A=sB'+(1-s)B +The solution of this with respect to t and s is + +t=((-b?'a?+b?'b?+b?a?+a?b?'-a?b?-b?b?')/(b?'a?'-b?'a?-b?a?'+b?a?-a?'b?'+a?'b?+a?b?'-a?b?)) + +s=((-a?b?+a?'b?-a?a?'+b?a?+a?'a?-b?a?')/(b?'a?'-b?'a?-b?a?'+b?a?-a?'b??+a?'b?+a?b?'-a?b?)) + +So check if the above two numbers are both >=0 and <=1. +*/ + + +#if 0 +// Finds the intesection between two objects (if any) +bool Geometry::Intersects(Object * obj1, Object * obj2, double * t, double * s) +{ +} +#endif + +#if 0 +// Finds the intersection between two lines (if any) +int Geometry::Intersects(Line * l1, Line * l2, double * tp/*= 0*/, double * up/*= 0*/) +{ + Vector r(l1->position, l1->endpoint); + Vector s(l2->position, l2->endpoint); + Vector v1 = l2->position - l1->position; // q - p +// Vector v2 = l1->position - l2->position; // p - q +//printf("l1: (%lf, %lf) (%lf, %lf), l2: (%lf, %lf) (%lf, %lf)\n", l1->position.x, l1->position.y, l1->endpoint.x, l1->endpoint.y, l2->position.x, l2->position.y, l2->endpoint.x, l2->endpoint.y); + double rxs = (r.x * s.y) - (s.x * r.y); + double t, u; + + if (rxs == 0) + { + double qpxr = (v1.x * r.y) - (r.x * v1.y); + +//printf(" --> R x S = 0! (q - p) x r = %lf\n", qpxr); +//printf(" -->(q - p) . r = %lf, r . r = %lf\n", v1.Dot(r), r.Dot(r)); +//printf(" -->(p - q) . s = %lf, s . s = %lf\n", v2.Dot(s), s.Dot(s)); +//printf(" -->(q - p) . s = %lf, (p - q) . r = %lf\n", v1.Dot(s), v2.Dot(r)); + + // Lines are parallel, so no intersection... + if (qpxr != 0) + return 0; + +#if 0 +//this works IFF the vectors are pointing in the same direction. everything else +//is fucked! + // If (q - p) . r == r . r, t = 1, u = 0 + if (v1.Dot(r) == r.Dot(r)) + t = 1.0, u = 0; + // If (p - q) . s == s . s, t = 0, u = 1 + else if (v2.Dot(s) == s.Dot(s)) + t = 0, u = 1.0; + else + return 0; +#else + // Check to see which endpoints are connected... Four possibilities: + if (l1->position == l2->position) + t = 0, u = 0; + else if (l1->position == l2->endpoint) + t = 0, u = 1.0; + else if (l1->endpoint == l2->position) + t = 1.0, u = 0; + else if (l1->endpoint == l2->endpoint) + t = 1.0, u = 1.0; + else + return 0; +#endif + } + else + { + t = ((v1.x * s.y) - (s.x * v1.y)) / rxs; + u = ((v1.x * r.y) - (r.x * v1.y)) / rxs; + } +/* +Now there are five cases (NOTE: only valid if vectors face the same way!): + +1. If r × s = 0 and (q − p) × r = 0, then the two lines are collinear. If in addition, either 0 ≤ (q − p) · r ≤ r · r or 0 ≤ (p − q) · s ≤ s · s, then the two lines are overlapping. + +2. If r × s = 0 and (q − p) × r = 0, but neither 0 ≤ (q − p) · r ≤ r · r nor 0 ≤ (p − q) · s ≤ s · s, then the two lines are collinear but disjoint. + +3. If r × s = 0 and (q − p) × r ≠ 0, then the two lines are parallel and non-intersecting. + +4. If r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t r = q + u s. + +5. Otherwise, the two line segments are not parallel but do not intersect. +*/ + // Return parameter values, if user passed in valid pointers + if (tp) + *tp = t; + + if (up) + *up = u; + + // If the parameters are in range, we have overlap! + if ((t >= 0) && (t <= 1.0) && (u >= 0) && (u <= 1.0)) + return 1; + + return 0; +} + + +// Finds the intersection between two lines (if any) +int Geometry::Intersects(Line * l1, Dimension * d1, double * tp/*= 0*/, double * up/*= 0*/) +{ + Line l2(d1->position, d1->endpoint); + return Intersects(l1, &l2, tp, up); +} + + +// 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 + Vector center = c->position; + Vector v1 = l->position - center; + Vector v2 = l->endpoint - center; + Vector d = v2 - v1; + double dr = d.Magnitude(); + double determinant = (v1.x * v2.y) - (v1.y * v2.x); + + double discriminant = ((c->radius * c->radius) * (dr * dr)) - (determinant * determinant); + + if (discriminant < 0) + return false; + + + + return true; +#else +/* +I'm thinking a better approach to this might be as follows: + +-- Get the distance of the circle's center from the line segment. If it's + > the radius, it doesn't intersect. +-- If the parameter is off the line segment, check distance to endpoints. (Not sure + how to proceed from here, it's different than the following.) + [Actually, you can use the following for all of it. You only know if you have + an intersection at the last step, which is OK.] +-- If the radius == distance, we have a tangent line. +-- If radius > distance, use Pythagorus to find the length on either side of the + normal to the spots where the hypotenuse (== radius' length) contact the line. +-- Use those points to find the parameter on the line segment; if they're not on + the line segment, no intersection. +*/ + double t = ParameterOfLineAndPoint(l->position, l->endpoint, c->position); +//small problem here: it clamps the result to the line segment. NOT what we want +//here! !!! FIX !!! [DONE] + Vector p = l->GetPointAtParameter(t); + double distance = Vector::Magnitude(c->position, p); + + // If the center of the circle is farther from the line than the radius, fail. + if (distance > c->radius) + return 0; + + // 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. + double offset = sqrt((c->radius * c->radius) - (distance * distance)); +//need to convert distance to paramter value... :-/ +//t = position on line / length of line segment, so if we divide the offset by length, +//that should give us what we want. + double length = Vector::Magnitude(l->position, l->endpoint); + double t1 = t + (offset / length); + double t2 = t - (offset / length); + +//need to find angles for the circle... + Vector cp1 = l->position + (Vector(l->position, l->endpoint) * (length * t1)); + Vector cp2 = l->position + (Vector(l->position, l->endpoint) * (length * t2)); + double a1 = Vector(c->position, cp1).Angle(); + double a2 = Vector(c->position, cp2).Angle(); + +//instead of this, return a # which is the # of intersections. [DONE] + int intersections = 0; + + // Now check for if the parameters are in range + if ((t1 >= 0) && (t1 <= 1.0)) + { + intersections++; + } + + if ((t2 >= 0) && (t2 <= 1.0)) + { + intersections++; + } + + return intersections; +#endif +} + + +// 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; +} +#endif + +// 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; +} +