#include "geometry.h"
#include <math.h>
-#include "circle.h"
-#include "dimension.h"
-#include "line.h"
+#include <stdio.h>
#include "mathconstants.h"
+// This is unused
+#if 0
Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4)
{
// Find the intersection of the lines by formula:
return Point(px / d, py / d, 0);
}
+#endif
// Returns the parameter of a point in space to this vector. If the parameter
}
+int Geometry::Intersects(Object * obj1, Object * obj2, double * tp/*= 0*/, double * up/*= 0*/, double * vp/*= 0*/, double * wp/*= 0*/)
+{
+ if ((obj1->type == OTLine) && (obj2->type == OTLine))
+ return CheckLineToLineIntersection(obj1, obj2, tp, up);
+
+ return 0;
+}
+
+
/*
Intersecting line segments:
An easier way:
*/
-#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*/)
+int Geometry::CheckLineToLineIntersection(Object * l1, Object * l2, double * tp, double * up)
{
- 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);
+ Vector r(l1->p[0], l1->p[1]);
+ Vector s(l2->p[0], l2->p[1]);
+ Vector v1 = l2->p[0] - l1->p[0]; // q - p
+#if 0
+ Vector v2 = l1->p[0] - l2->p[0]; // p - q
+printf("l1: (%lf, %lf) (%lf, %lf), l2: (%lf, %lf) (%lf, %lf)\n", l1->p[0].x, l1->p[0].y, l1->p[1].x, l1->p[1].y, l2->p[0].x, l2->p[0].y, l2->p[1].x, l2->p[1].y);
+#endif
double rxs = (r.x * s.y) - (s.x * r.y);
double t, u;
{
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));
+#if 0
+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));
+#endif
// Lines are parallel, so no intersection...
if (qpxr != 0)
return 0;
#else
// Check to see which endpoints are connected... Four possibilities:
- if (l1->position == l2->position)
+ if (l1->p[0] == l2->p[0])
t = 0, u = 0;
- else if (l1->position == l2->endpoint)
+ else if (l1->p[0] == l2->p[1])
t = 0, u = 1.0;
- else if (l1->endpoint == l2->position)
+ else if (l1->p[1] == l2->p[0])
t = 1.0, u = 0;
- else if (l1->endpoint == l2->endpoint)
+ else if (l1->p[1] == l2->p[1])
t = 1.0, u = 1.0;
else
return 0;
}
+#if 0
// Finds the intersection between two lines (if any)
int Geometry::Intersects(Line * l1, Dimension * d1, double * tp/*= 0*/, double * up/*= 0*/)
{