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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "irrTypes.h"
- #include "vector2d.h"
- namespace irr
- {
- namespace core
- {
- //! 2D line between two points with intersection methods.
- template <class T>
- class line2d
- {
- public:
- //! Default constructor for line going from (0,0) to (1,1).
- constexpr line2d() :
- start(0, 0), end(1, 1) {}
- //! Constructor for line between the two points.
- constexpr line2d(T xa, T ya, T xb, T yb) :
- start(xa, ya), end(xb, yb) {}
- //! Constructor for line between the two points given as vectors.
- constexpr line2d(const vector2d<T> &start, const vector2d<T> &end) :
- start(start), end(end) {}
- // operators
- line2d<T> operator+(const vector2d<T> &point) const { return line2d<T>(start + point, end + point); }
- line2d<T> &operator+=(const vector2d<T> &point)
- {
- start += point;
- end += point;
- return *this;
- }
- line2d<T> operator-(const vector2d<T> &point) const { return line2d<T>(start - point, end - point); }
- line2d<T> &operator-=(const vector2d<T> &point)
- {
- start -= point;
- end -= point;
- return *this;
- }
- constexpr bool operator==(const line2d<T> &other) const
- {
- return (start == other.start && end == other.end) || (end == other.start && start == other.end);
- }
- constexpr bool operator!=(const line2d<T> &other) const
- {
- return !(start == other.start && end == other.end) || (end == other.start && start == other.end);
- }
- // functions
- //! Set this line to new line going through the two points.
- void setLine(const T &xa, const T &ya, const T &xb, const T &yb)
- {
- start.set(xa, ya);
- end.set(xb, yb);
- }
- //! Set this line to new line going through the two points.
- void setLine(const vector2d<T> &nstart, const vector2d<T> &nend)
- {
- start.set(nstart);
- end.set(nend);
- }
- //! Set this line to new line given as parameter.
- void setLine(const line2d<T> &line)
- {
- start.set(line.start);
- end.set(line.end);
- }
- //! Get length of line
- /** \return Length of the line. */
- T getLength() const { return start.getDistanceFrom(end); }
- //! Get squared length of the line
- /** \return Squared length of line. */
- T getLengthSQ() const { return start.getDistanceFromSQ(end); }
- //! Get middle of the line
- /** \return center of the line. */
- vector2d<T> getMiddle() const
- {
- return (start + end) / (T)2;
- }
- //! Get the vector of the line.
- /** \return The vector of the line. */
- vector2d<T> getVector() const { return vector2d<T>(end.X - start.X, end.Y - start.Y); }
- /*! Check if this segment intersects another segment,
- or if segments are coincident (colinear). */
- bool intersectAsSegments(const line2d<T> &other) const
- {
- // Taken from:
- // http://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
- // Find the four orientations needed for general and
- // special cases
- s32 o1 = start.checkOrientation(end, other.start);
- s32 o2 = start.checkOrientation(end, other.end);
- s32 o3 = other.start.checkOrientation(other.end, start);
- s32 o4 = other.start.checkOrientation(other.end, end);
- // General case
- if (o1 != o2 && o3 != o4)
- return true;
- // Special Cases to check if segments are colinear
- if (o1 == 0 && other.start.isBetweenPoints(start, end))
- return true;
- if (o2 == 0 && other.end.isBetweenPoints(start, end))
- return true;
- if (o3 == 0 && start.isBetweenPoints(other.start, other.end))
- return true;
- if (o4 == 0 && end.isBetweenPoints(other.start, other.end))
- return true;
- return false; // Doesn't fall in any of the above cases
- }
- /*! Check if 2 segments are incident (intersects in exactly 1 point).*/
- bool incidentSegments(const line2d<T> &other) const
- {
- return start.checkOrientation(end, other.start) != start.checkOrientation(end, other.end) && other.start.checkOrientation(other.end, start) != other.start.checkOrientation(other.end, end);
- }
- /*! Check if 2 lines/segments are parallel or nearly parallel.*/
- bool nearlyParallel(const line2d<T> &line, const T factor = relativeErrorFactor<T>()) const
- {
- const vector2d<T> a = getVector();
- const vector2d<T> b = line.getVector();
- return a.nearlyParallel(b, factor);
- }
- /*! returns a intersection point of 2 lines (if lines are not parallel). Behaviour
- undefined if lines are parallel or coincident.
- It's on optimized intersectWith with checkOnlySegments=false and ignoreCoincidentLines=true
- */
- vector2d<T> fastLinesIntersection(const line2d<T> &l) const
- {
- const f32 commonDenominator = (f32)((l.end.Y - l.start.Y) * (end.X - start.X) -
- (l.end.X - l.start.X) * (end.Y - start.Y));
- if (commonDenominator != 0.f) {
- const f32 numeratorA = (f32)((l.end.X - l.start.X) * (start.Y - l.start.Y) -
- (l.end.Y - l.start.Y) * (start.X - l.start.X));
- const f32 uA = numeratorA / commonDenominator;
- // Calculate the intersection point.
- return vector2d<T>(
- (T)(start.X + uA * (end.X - start.X)),
- (T)(start.Y + uA * (end.Y - start.Y)));
- } else
- return l.start;
- }
- /*! Check if this line intersect a segment. The eventual intersection point is returned in "out".*/
- bool lineIntersectSegment(const line2d<T> &segment, vector2d<T> &out) const
- {
- if (nearlyParallel(segment))
- return false;
- out = fastLinesIntersection(segment);
- return out.isBetweenPoints(segment.start, segment.end);
- }
- //! Tests if this line intersects with another line.
- /** \param l: Other line to test intersection with.
- \param checkOnlySegments: Default is to check intersection between the begin and endpoints.
- When set to false the function will check for the first intersection point when extending the lines.
- \param out: If there is an intersection, the location of the
- intersection will be stored in this vector.
- \param ignoreCoincidentLines: When true coincident lines (lines above each other) are never considered as intersecting.
- When false the center of the overlapping part is returned.
- \return True if there is an intersection, false if not. */
- bool intersectWith(const line2d<T> &l, vector2d<T> &out, bool checkOnlySegments = true, bool ignoreCoincidentLines = false) const
- {
- // Uses the method given at:
- // http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
- const f32 commonDenominator = (f32)((l.end.Y - l.start.Y) * (end.X - start.X) -
- (l.end.X - l.start.X) * (end.Y - start.Y));
- const f32 numeratorA = (f32)((l.end.X - l.start.X) * (start.Y - l.start.Y) -
- (l.end.Y - l.start.Y) * (start.X - l.start.X));
- const f32 numeratorB = (f32)((end.X - start.X) * (start.Y - l.start.Y) -
- (end.Y - start.Y) * (start.X - l.start.X));
- if (equals(commonDenominator, 0.f)) {
- // The lines are either coincident or parallel
- // if both numerators are 0, the lines are coincident
- if (!ignoreCoincidentLines && equals(numeratorA, 0.f) && equals(numeratorB, 0.f)) {
- // Try and find a common endpoint
- if (l.start == start || l.end == start)
- out = start;
- else if (l.end == end || l.start == end)
- out = end;
- // now check if the two segments are disjunct
- else if (l.start.X > start.X && l.end.X > start.X && l.start.X > end.X && l.end.X > end.X)
- return false;
- else if (l.start.Y > start.Y && l.end.Y > start.Y && l.start.Y > end.Y && l.end.Y > end.Y)
- return false;
- else if (l.start.X < start.X && l.end.X < start.X && l.start.X < end.X && l.end.X < end.X)
- return false;
- else if (l.start.Y < start.Y && l.end.Y < start.Y && l.start.Y < end.Y && l.end.Y < end.Y)
- return false;
- // else the lines are overlapping to some extent
- else {
- // find the points which are not contributing to the
- // common part
- vector2d<T> maxp;
- vector2d<T> minp;
- if ((start.X > l.start.X && start.X > l.end.X && start.X > end.X) || (start.Y > l.start.Y && start.Y > l.end.Y && start.Y > end.Y))
- maxp = start;
- else if ((end.X > l.start.X && end.X > l.end.X && end.X > start.X) || (end.Y > l.start.Y && end.Y > l.end.Y && end.Y > start.Y))
- maxp = end;
- else if ((l.start.X > start.X && l.start.X > l.end.X && l.start.X > end.X) || (l.start.Y > start.Y && l.start.Y > l.end.Y && l.start.Y > end.Y))
- maxp = l.start;
- else
- maxp = l.end;
- if (maxp != start && ((start.X < l.start.X && start.X < l.end.X && start.X < end.X) || (start.Y < l.start.Y && start.Y < l.end.Y && start.Y < end.Y)))
- minp = start;
- else if (maxp != end && ((end.X < l.start.X && end.X < l.end.X && end.X < start.X) || (end.Y < l.start.Y && end.Y < l.end.Y && end.Y < start.Y)))
- minp = end;
- else if (maxp != l.start && ((l.start.X < start.X && l.start.X < l.end.X && l.start.X < end.X) || (l.start.Y < start.Y && l.start.Y < l.end.Y && l.start.Y < end.Y)))
- minp = l.start;
- else
- minp = l.end;
- // one line is contained in the other. Pick the center
- // of the remaining points, which overlap for sure
- out = core::vector2d<T>();
- if (start != maxp && start != minp)
- out += start;
- if (end != maxp && end != minp)
- out += end;
- if (l.start != maxp && l.start != minp)
- out += l.start;
- if (l.end != maxp && l.end != minp)
- out += l.end;
- out.X = (T)(out.X / 2);
- out.Y = (T)(out.Y / 2);
- }
- return true; // coincident
- }
- return false; // parallel
- }
- // Get the point of intersection on this line, checking that
- // it is within the line segment.
- const f32 uA = numeratorA / commonDenominator;
- if (checkOnlySegments) {
- if (uA < 0.f || uA > 1.f)
- return false; // Outside the line segment
- const f32 uB = numeratorB / commonDenominator;
- if (uB < 0.f || uB > 1.f)
- return false; // Outside the line segment
- }
- // Calculate the intersection point.
- out.X = (T)(start.X + uA * (end.X - start.X));
- out.Y = (T)(start.Y + uA * (end.Y - start.Y));
- return true;
- }
- //! Get unit vector of the line.
- /** \return Unit vector of this line. */
- vector2d<T> getUnitVector() const
- {
- T len = (T)(1.0 / getLength());
- return vector2d<T>((end.X - start.X) * len, (end.Y - start.Y) * len);
- }
- //! Get angle between this line and given line.
- /** \param l Other line for test.
- \return Angle in degrees. */
- f64 getAngleWith(const line2d<T> &l) const
- {
- vector2d<T> vect = getVector();
- vector2d<T> vect2 = l.getVector();
- return vect.getAngleWith(vect2);
- }
- //! Tells us if the given point lies to the left, right, or on the line.
- /** \return 0 if the point is on the line
- <0 if to the left, or >0 if to the right. */
- T getPointOrientation(const vector2d<T> &point) const
- {
- return ((end.X - start.X) * (point.Y - start.Y) -
- (point.X - start.X) * (end.Y - start.Y));
- }
- //! Check if the given point is a member of the line
- /** \return True if point is between start and end, else false. */
- bool isPointOnLine(const vector2d<T> &point) const
- {
- T d = getPointOrientation(point);
- return (d == 0 && point.isBetweenPoints(start, end));
- }
- //! Check if the given point is between start and end of the line.
- /** Assumes that the point is already somewhere on the line. */
- bool isPointBetweenStartAndEnd(const vector2d<T> &point) const
- {
- return point.isBetweenPoints(start, end);
- }
- //! Get the closest point on this line to a point
- /** \param point: Starting search at this point
- \param checkOnlySegments: Default (true) is to return a point on the line-segment (between begin and end) of the line.
- When set to false the function will check for the first the closest point on the the line even when outside the segment. */
- vector2d<T> getClosestPoint(const vector2d<T> &point, bool checkOnlySegments = true) const
- {
- vector2d<f64> c((f64)(point.X - start.X), (f64)(point.Y - start.Y));
- vector2d<f64> v((f64)(end.X - start.X), (f64)(end.Y - start.Y));
- f64 d = v.getLength();
- if (d == 0) // can't tell much when the line is just a single point
- return start;
- v /= d;
- f64 t = v.dotProduct(c);
- if (checkOnlySegments) {
- if (t < 0)
- return vector2d<T>((T)start.X, (T)start.Y);
- if (t > d)
- return vector2d<T>((T)end.X, (T)end.Y);
- }
- v *= t;
- return vector2d<T>((T)(start.X + v.X), (T)(start.Y + v.Y));
- }
- //! Start point of the line.
- vector2d<T> start;
- //! End point of the line.
- vector2d<T> end;
- };
- // partial specialization to optimize <f32> lines (avoiding casts)
- template <>
- inline vector2df line2d<irr::f32>::getClosestPoint(const vector2df &point, bool checkOnlySegments) const
- {
- const vector2df c = point - start;
- vector2df v = end - start;
- const f32 d = (f32)v.getLength();
- if (d == 0) // can't tell much when the line is just a single point
- return start;
- v /= d;
- const f32 t = v.dotProduct(c);
- if (checkOnlySegments) {
- if (t < 0)
- return start;
- if (t > d)
- return end;
- }
- v *= t;
- return start + v;
- }
- //! Typedef for an f32 line.
- typedef line2d<f32> line2df;
- //! Typedef for an integer line.
- typedef line2d<s32> line2di;
- } // end namespace core
- } // end namespace irr
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