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/*
This file is part of Kig, a KDE program for Interactive Geometry.
SPDX-FileCopyrightText: 2002 Dominique Devriese <devriese@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "common.h"
#include "../kig/kig_view.h"
#include "../objects/object_imp.h"
#include <cmath>
#include <limits>
#include <QInputDialog>
Coordinate calcPointOnPerpend(const LineData &l, const Coordinate &t)
{
return calcPointOnPerpend(l.b - l.a, t);
}
Coordinate calcPointOnPerpend(const Coordinate &dir, const Coordinate &t)
{
return t + (dir).orthogonal();
}
Coordinate calcPointOnParallel(const LineData &l, const Coordinate &t)
{
return calcPointOnParallel(l.b - l.a, t);
}
Coordinate calcPointOnParallel(const Coordinate &dir, const Coordinate &t)
{
return t + dir * 5;
}
Coordinate calcIntersectionPoint(const LineData &l1, const LineData &l2)
{
const Coordinate &pa = l1.a;
const Coordinate &pb = l1.b;
const Coordinate &pc = l2.a;
const Coordinate &pd = l2.b;
double xab = pb.x - pa.x, xdc = pd.x - pc.x, xac = pc.x - pa.x, yab = pb.y - pa.y, ydc = pd.y - pc.y, yac = pc.y - pa.y;
double det = xab * ydc - xdc * yab;
double detn = xac * ydc - xdc * yac;
// test for parallelism
if (fabs(det) < 1e-6)
return Coordinate::invalidCoord();
double t = detn / det;
return pa + t * (pb - pa);
}
void calcBorderPoints(Coordinate &p1, Coordinate &p2, const Rect &r)
{
calcBorderPoints(p1.x, p1.y, p2.x, p2.y, r);
}
const LineData calcBorderPoints(const LineData &l, const Rect &r)
{
LineData ret(l);
calcBorderPoints(ret.a.x, ret.a.y, ret.b.x, ret.b.y, r);
return ret;
}
void calcBorderPoints(double &xa, double &ya, double &xb, double &yb, const Rect &r)
{
// we calc where the line through a(xa,ya) and b(xb,yb) intersects with r:
double left = (xa == xb) ? -std::numeric_limits<double>::infinity() : (r.left() - xa) * (yb - ya) / (xb - xa) + ya;
double right = (xa == xb) ? std::numeric_limits<double>::infinity() : (r.right() - xa) * (yb - ya) / (xb - xa) + ya;
double top = (ya == yb) ? std::numeric_limits<double>::infinity() : (r.top() - ya) * (xb - xa) / (yb - ya) + xa;
double bottom = (ya == yb) ? -std::numeric_limits<double>::infinity() : (r.bottom() - ya) * (xb - xa) / (yb - ya) + xa;
// now we go looking for valid points
int novp = 0; // number of valid points we have already found
if (!(top < r.left() || top > r.right())) {
// the line intersects with the top side of the rect.
++novp;
xa = top;
ya = r.top();
};
if (!(left < r.bottom() || left > r.top())) {
// the line intersects with the left side of the rect.
if (novp++) {
xb = r.left();
yb = left;
} else {
xa = r.left();
ya = left;
};
};
if (!(right < r.bottom() || right > r.top())) {
// the line intersects with the right side of the rect.
if (novp++) {
xb = r.right();
yb = right;
} else {
xa = r.right();
ya = right;
};
};
if (!(bottom < r.left() || bottom > r.right())) {
// the line intersects with the bottom side of the rect.
++novp;
xb = bottom;
yb = r.bottom();
};
if (novp < 2) {
// line is completely outside of the window...
xa = ya = xb = yb = 0;
};
}
void calcRayBorderPoints(const Coordinate &a, Coordinate &b, const Rect &r)
{
calcRayBorderPoints(a.x, a.y, b.x, b.y, r);
}
void calcRayBorderPoints(const double xa, const double ya, double &xb, double &yb, const Rect &r)
{
// we calc where the line through a(xa,ya) and b(xb,yb) intersects with r:
double left = (r.left() - xa) * (yb - ya) / (xb - xa) + ya;
double right = (r.right() - xa) * (yb - ya) / (xb - xa) + ya;
double top = (r.top() - ya) * (xb - xa) / (yb - ya) + xa;
double bottom = (r.bottom() - ya) * (xb - xa) / (yb - ya) + xa;
// now we see which we can use...
if (
// the ray intersects with the top side of the rect..
top >= r.left()
&& top <= r.right()
// and b is above a
&& yb > ya) {
xb = top;
yb = r.top();
return;
};
if (
// the ray intersects with the left side of the rect...
left >= r.bottom()
&& left <= r.top()
// and b is on the left of a..
&& xb < xa) {
xb = r.left();
yb = left;
return;
};
if (
// the ray intersects with the right side of the rect...
right >= r.bottom()
&& right <= r.top()
// and b is to the right of a..
&& xb > xa) {
xb = r.right();
yb = right;
return;
};
if (
// the ray intersects with the bottom side of the rect...
bottom >= r.left()
&& bottom <= r.right()
// and b is under a..
&& yb < ya) {
xb = bottom;
yb = r.bottom();
return;
};
qCritical() << "damn";
}
bool isOnLine(const Coordinate &o, const Coordinate &a, const Coordinate &b, const double fault)
{
double x1 = a.x;
double y1 = a.y;
double x2 = b.x;
double y2 = b.y;
// check your math theory ( homogeneous coordinates ) for this
double tmp = fabs(o.x * (y1 - y2) + o.y * (x2 - x1) + (x1 * y2 - y1 * x2));
return tmp < (fault * (b - a).length());
// if o is on the line ( if the determinant of the matrix
// |---|---|---|
// | x | y | z |
// |---|---|---|
// | x1| y1| z1|
// |---|---|---|
// | x2| y2| z2|
// |---|---|---|
// equals 0, then p(x,y,z) is on the line containing points
// p1(x1,y1,z1) and p2 here, we're working with normal coords, no
// homogeneous ones, so all z's equal 1
}
bool isOnSegment(const Coordinate &o, const Coordinate &a, const Coordinate &b, const double fault)
{
return isOnLine(o, a, b, fault)
// not too far to the right
&& (o.x - kigMax(a.x, b.x) < fault)
// not too far to the left
&& (kigMin(a.x, b.x) - o.x < fault)
// not too high
&& (kigMin(a.y, b.y) - o.y < fault)
// not too low
&& (o.y - kigMax(a.y, b.y) < fault);
}
bool isOnRay(const Coordinate &o, const Coordinate &a, const Coordinate &b, const double fault)
{
return isOnLine(o, a, b, fault)
// not too far in front of a horizontally..
// && ( a.x - b.x < fault ) == ( a.x - o.x < fault )
&& ((a.x < b.x) ? (a.x - o.x < fault) : (a.x - o.x > -fault))
// not too far in front of a vertically..
// && ( a.y - b.y < fault ) == ( a.y - o.y < fault );
&& ((a.y < b.y) ? (a.y - o.y < fault) : (a.y - o.y > -fault));
}
bool isOnArc(const Coordinate &o, const Coordinate &c, const double r, const double sa, const double a, const double fault)
{
if (fabs((c - o).length() - r) > fault)
return false;
Coordinate d = o - c;
double angle = atan2(d.y, d.x);
if (angle < sa)
angle += 2 * M_PI;
return angle - sa - a < 1e-4;
}
const Coordinate calcMirrorPoint(const LineData &l, const Coordinate &p)
{
Coordinate m = calcIntersectionPoint(l, LineData(p, calcPointOnPerpend(l, p)));
return 2 * m - p;
}
const Coordinate calcCircleLineIntersect(const Coordinate &c, const double sqr, const LineData &l, int side)
{
Coordinate proj = calcPointProjection(c, l);
Coordinate hvec = proj - c;
Coordinate lvec = -l.dir();
double sqdist = hvec.squareLength();
double sql = sqr - sqdist;
if (sql < 0.0)
return Coordinate::invalidCoord();
else {
double l = sqrt(sql);
lvec = lvec.normalize(l);
lvec *= side;
return proj + lvec;
};
}
const Coordinate calcArcLineIntersect(const Coordinate &c, const double sqr, const double sa, const double angle, const LineData &l, int side)
{
const Coordinate possiblepoint = calcCircleLineIntersect(c, sqr, l, side);
if (isOnArc(possiblepoint, c, sqrt(sqr), sa, angle, test_threshold))
return possiblepoint;
else
return Coordinate::invalidCoord();
}
const Coordinate calcPointProjection(const Coordinate &p, const LineData &l)
{
Coordinate orth = l.dir().orthogonal();
return p + orth.normalize(calcDistancePointLine(p, l));
}
double calcDistancePointLine(const Coordinate &p, const LineData &l)
{
double xa = l.a.x;
double ya = l.a.y;
double xb = l.b.x;
double yb = l.b.y;
double x = p.x;
double y = p.y;
double norm = l.dir().length();
return (yb * x - ya * x - xb * y + xa * y + xb * ya - yb * xa) / norm;
}
Coordinate calcRotatedPoint(const Coordinate &a, const Coordinate &c, const double arc)
{
// we take a point p on a line through c and parallel with the
// X-axis..
Coordinate p(c.x + 5, c.y);
// we then calc the arc that ac forms with cp...
Coordinate d = a - c;
d = d.normalize();
double aarc = std::acos(d.x);
if (d.y < 0)
aarc = 2 * M_PI - aarc;
// we now take the sum of the two arcs to find the arc between
// pc and ca
double asum = aarc + arc;
Coordinate ret(std::cos(asum), std::sin(asum));
ret = ret.normalize((a - c).length());
return ret + c;
}
Coordinate calcCircleRadicalStartPoint(const Coordinate &ca, const Coordinate &cb, double sqra, double sqrb)
{
Coordinate direc = cb - ca;
Coordinate m = (ca + cb) / 2;
double dsq = direc.squareLength();
double lambda = dsq == 0.0 ? 0.0 : (sqra - sqrb) / (2 * dsq);
direc *= lambda;
return m + direc;
}
// TODO Decide whether we need to reimplement locale handling or if we can just remove this
double getDoubleFromUser(const QString &caption, const QString &label, double value, QWidget *parent, bool *ok, double min, double max, int decimals)
{
double ret = QInputDialog::getDouble(parent, caption, label, value, min, max, decimals, ok);
return ret;
}
const Coordinate calcCenter(const Coordinate &a, const Coordinate &b, const Coordinate &c)
{
// this algorithm is written by my brother, Christophe Devriese
// <oelewapperke@ulyssis.org> ...
// I don't get it myself :)
double xdo = b.x - a.x;
double ydo = b.y - a.y;
double xao = c.x - a.x;
double yao = c.y - a.y;
double a2 = xdo * xdo + ydo * ydo;
double b2 = xao * xao + yao * yao;
double numerator = (xdo * yao - xao * ydo);
/* mp: note that we should never compare with zero due to floating-point arithmetic */
if (isSingular(xdo, ydo, xao, yao)) {
// problem: xdo * yao == xao * ydo <=> xdo/ydo == xao / yao
// this means that the lines ac and ab have the same direction,
// which means they're the same line..
// FIXME: i would normally throw an error here, but KDE doesn't
// use exceptions, so I'm returning a bogus point :(
return a.invalidCoord();
/* return (a+c)/2; */
};
double denominator = 0.5 / numerator;
double centerx = a.x - (ydo * b2 - yao * a2) * denominator;
double centery = a.y + (xdo * b2 - xao * a2) * denominator;
return Coordinate(centerx, centery);
}
bool lineInRect(const Rect &r, const Coordinate &a, const Coordinate &b, const int width, const ObjectImp *imp, const KigWidget &w)
{
double miss = w.screenInfo().normalMiss(width);
// mp: the following test didn't work for vertical segments;
// fortunately the ieee floating point standard allows us to avoid
// the test altogether, since it would produce an infinity value that
// makes the final r.contains to fail
// in any case the corresponding test for a.y - b.y was missing.
// if ( fabs( a.x - b.x ) <= 1e-7 )
// {
// // too small to be useful..
// return r.contains( Coordinate( a.x, r.center().y ), miss );
// }
// in case we have a segment we need also to check for the case when
// the segment is entirely contained in the rect, in which case the
// final tests all fail.
// it is ok to just check for the midpoint in the rect since:
// - if we have a segment completely contained in the rect this is true
// - if the midpoint is in the rect than returning true is safe (also
// in the cases where we have a ray or a line)
if (r.contains(0.5 * (a + b), miss))
return true;
Coordinate dir = b - a;
double m = dir.y / dir.x;
double lefty = a.y + m * (r.left() - a.x);
double righty = a.y + m * (r.right() - a.x);
double minv = dir.x / dir.y;
double bottomx = a.x + minv * (r.bottom() - a.y);
double topx = a.x + minv * (r.top() - a.y);
// these are the intersections between the line, and the lines
// defined by the sides of the rectangle.
Coordinate leftint(r.left(), lefty);
Coordinate rightint(r.right(), righty);
Coordinate bottomint(bottomx, r.bottom());
Coordinate topint(topx, r.top());
// For each intersection, we now check if we contain the
// intersection ( this might not be the case for a segment, when the
// intersection is not between the begin and end point. ) and if
// the rect contains the intersection. If it does, we have a winner.
return (imp->contains(leftint, width, w) && r.contains(leftint, miss)) || (imp->contains(rightint, width, w) && r.contains(rightint, miss))
|| (imp->contains(bottomint, width, w) && r.contains(bottomint, miss)) || (imp->contains(topint, width, w) && r.contains(topint, miss));
}
bool operator==(const LineData &l, const LineData &r)
{
return l.a == r.a && l.b == r.b;
}
bool LineData::isParallelTo(const LineData &l) const
{
const Coordinate &p1 = a;
const Coordinate &p2 = b;
const Coordinate &p3 = l.a;
const Coordinate &p4 = l.b;
double dx1 = p2.x - p1.x;
double dy1 = p2.y - p1.y;
double dx2 = p4.x - p3.x;
double dy2 = p4.y - p3.y;
return isSingular(dx1, dy1, dx2, dy2);
}
bool LineData::isOrthogonalTo(const LineData &l) const
{
const Coordinate &p1 = a;
const Coordinate &p2 = b;
const Coordinate &p3 = l.a;
const Coordinate &p4 = l.b;
double dx1 = p2.x - p1.x;
double dy1 = p2.y - p1.y;
double dx2 = p4.x - p3.x;
double dy2 = p4.y - p3.y;
return isSingular(dx1, dy1, -dy2, dx2);
}
bool areCollinear(const Coordinate &p1, const Coordinate &p2, const Coordinate &p3)
{
return isSingular(p2.x - p1.x, p2.y - p1.y, p3.x - p1.x, p3.y - p1.y);
}
bool isSingular(const double &a, const double &b, const double &c, const double &d)
{
double det = a * d - b * c;
double norm1 = std::fabs(a) + std::fabs(b);
double norm2 = std::fabs(c) + std::fabs(d);
/*
* test must be done relative to the magnitude of the two
* row (or column) vectors!
*/
return (std::fabs(det) <= test_threshold * norm1 * norm2);
}
const double double_inf = HUGE_VAL;
const double test_threshold = 1e-6;
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