#include <QtGui>
#include "container.h"
#include "dimension.h"
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
/*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);
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:
/*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
}