X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=956b9bdd3c7174c16041885ed43100e758f2ff67;hb=4b37ccbdf263a4798e53a62e33d869a728ace283;hp=8425e62356e5062cee58b39a50da4793e0c11090;hpb=a42277d4d950d32459b16b3ec8ee8287c9c0afab;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 8425e62..956b9bd 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -21,6 +21,7 @@ #include #include "container.h" #include "dimension.h" +#include "geometry.h" #include "mathconstants.h" #include "painter.h" @@ -122,6 +123,10 @@ Line::~Line() /*virtual*/ bool Line::Collided(Vector point) { + // Someone told us to fuck off, so we'll fuck off. :-) + if (ignoreClicks) + return false; + // We can assume this, since this is a mouse down event here. objectWasDragged = false; HitTest(point); @@ -445,7 +450,8 @@ the horizontal line or vertical line that intersects from the current mouse posi Vector lineSegment = endpoint - position; Vector v1 = point - position; Vector v2 = point - endpoint; - double t = Vector::Parameter(position, endpoint, point); +// double t = Vector::Parameter(position, endpoint, point); + double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point); double distance; // Geometric interpretation: @@ -577,52 +583,55 @@ same reference number. /*virtual*/ Object * Line::Mirror(Vector p1, Vector p2) { -#if 0 - return NULL; +#if 1 + Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2); + Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2); + return new Line(l1, l2); +#else + Vector normal = Vector::Normal(p1, p2); + Vector p4 = position + normal; -double Vector::Parameter(Vector v1, Vector v2, Vector p) -{ - // Geometric interpretation: - // The parameterized point on the vector lineSegment is where the normal of - // the lineSegment to the point intersects lineSegment. If the pp < 0, then - // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the - // perpendicular lies beyond the 2nd endpoint. - - Vector lineSegment = v2 - v1; - double magnitude = lineSegment.Magnitude(); - Vector pointSegment = p - v1; - double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude); - return t; -} + // Find the intersection of the line and position + normal to the line + double px = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.x - p4.x)) + - ((p1.x - p2.x) * ((position.x * p4.y) - (position.y * p4.x))); + double py = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.y - p4.y)) + - ((p1.y - p2.y) * ((position.x * p4.y) - (position.y * p4.x))); + double d = ((p1.x - p2.x) * (position.y - p4.y)) + - ((p1.y - p2.y) * (position.x - p4.x)); + // px = (x1y2 - y1x2)(x3 - x4) - (x1 - x2)(x3y4 - y3x4) + // py = (x1y2 - y1x2)(y3 - y4) - (y1 - y2)(x3y4 - y3x4) + // d = (x1 - x2)(y3 - y4) - (y1 - y2)(x3 - x4) = 0 if lines are parallel + // Intersection is (px / d, py / d) -// Return the normal to the linesegment formed by the passed in points. -// (Not sure which is head or tail, or which hand the normal lies) -/*static*/ Vector Vector::Normal(Vector v1, Vector v2) -#endif + Vector v1(px / d, py / d); - double t1 = Vector::Parameter(p1, p2, position); - double t2 = Vector::Parameter(p1, p2, endpoint); +// Vector normal = Vector::Normal(p1, p2); + p4 = endpoint + normal; - Vector unit = Vector(p1, p2).Unit(); - Vector v1 = unit * t1; - Vector v2 = unit * t2; + // Find the intersection of the line and endpoint + normal to the line + px = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.x - p4.x)) + - ((p1.x - p2.x) * ((endpoint.x * p4.y) - (endpoint.y * p4.x))); + py = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.y - p4.y)) + - ((p1.y - p2.y) * ((endpoint.x * p4.y) - (endpoint.y * p4.x))); + d = ((p1.x - p2.x) * (endpoint.y - p4.y)) + - ((p1.y - p2.y) * (endpoint.x - p4.x)); -// Vector normal = Vector::Normal(p1, p2); - // Get the points normal to position & endpoint to the line passed in - // (these are tails) - Vector v3 = p1 + v1; - Vector v4 = p1 + v2; + Vector v2(px / d, py / d); - // Make our mirrored vectors - Vector v5 = -(position - v3); - Vector v6 = -(endpoint - v4); +#if 0 + Vector v3 = position - v1; + Vector v4 = endpoint - v2; - // Find the points - Vector v7 = v3 + v5; - Vector v8 = v4 + v6; + Vector v5 = v1 + -v3; + Vector v6 = v2 + -v4; +#else + Vector v5 = v1 + v1 - position; + Vector v6 = v2 + v2 - endpoint; +#endif - return new Line(v7, v8); + return new Line(v5, v6); +#endif }