diff options
Diffstat (limited to 'geometry.cpp')
-rw-r--r-- | geometry.cpp | 368 |
1 files changed, 368 insertions, 0 deletions
diff --git a/geometry.cpp b/geometry.cpp new file mode 100644 index 0000000..ef5acfd --- /dev/null +++ b/geometry.cpp @@ -0,0 +1,368 @@ +#include "geometry.h" +#include <math.h> +#include <stdlib.h> +#include <gtk/gtk.h> + + +void addVertex(VERTEX_LIST *list, const VERTEX *v) { + list->nVertices++; + list->vertices = (VERTEX*)realloc(list->vertices, list->nVertices*sizeof(VERTEX)); + list->vertices[list->nVertices-1] = *v; +} + +void insertVertex(VERTEX_LIST *list, const VERTEX *v, unsigned int n) { + int i; + + if(n > list->nVertices) + n = list->nVertices; + + list->nVertices++; + list->vertices = (VERTEX*)realloc(list->vertices, list->nVertices*sizeof(VERTEX)); + + for(i = list->nVertices-1; i > n; i--) + list->vertices[i] = list->vertices[i-1]; + + list->vertices[n] = *v; +} + +void deleteVertex(VERTEX_LIST *list, unsigned int n) { + int i; + + list->nVertices--; + + for(i = n; i < list->nVertices; i++) + list->vertices[i] = list->vertices[i+1]; + + list->vertices = (VERTEX*)realloc(list->vertices, list->nVertices*sizeof(VERTEX)); +} + +double vertexDistanceSquare(const VERTEX *v1, const VERTEX *v2) { + return (v1->x-v2->x)*(v1->x-v2->x) + (v1->y-v2->y)*(v1->y-v2->y); +} + +double vertexDistance(const VERTEX *v1, const VERTEX *v2) { + return sqrt(vertexDistanceSquare(v1, v2)); +} + +int vertexOnLine(const VERTEX *v, const LINE *l) { + if(l->v1.x == l->v2.x && l->v1.y == l->v2.y) { + if(l->v1.x == v->x && l->v1.y == v->y) return 1; + else return 0; + } + + if(l->v1.x == l->v2.x) { + if(l->v1.x != v->x) return 0; + else if(v->y >= MIN(l->v1.y, l->v2.y) && v->y <= MAX(l->v1.y, l->v2.y)) return 1; + else return 1; + } + + if(l->v1.y == l->v2.y) { + if(l->v1.y != v->y) return 0; + else if(v->x >= MIN(l->v1.x, l->v2.x) && v->x <= MAX(l->v1.x, l->v2.x)) return 1; + else return 1; + } + if((v->x-l->v1.x)/(l->v2.x-l->v1.x) - (v->y-l->v1.y)/(l->v2.y-l->v1.y) == 0) return 1; + else return 0; +} + +int vertexInRect(const VERTEX *v, const RECTANGLE *rect) { + int ret = EDGE_NONE; + + if(v->x < rect->x) ret |= EDGE_LEFT; + else if(v->x >= rect->x+rect->width) ret |= EDGE_RIGHT; + + if(v->y < rect->y) ret |= EDGE_TOP; + else if(v->y >= rect->y+rect->height) ret |= EDGE_BOTTOM; + + return ret; +} + +static int quadrant(VERTEX *v) { + if(v->x > 0 && v->y >= 0) return 1; + if(v->x >= 0 && v->y < 0) return 2; + if(v->x < 0 && v->y <= 0) return 3; + if(v->x <= 0 && v->y > 0) return 4; + + return 0; +} + +gboolean vertexInPolygon(const VERTEX *v, const POLYGON *p) { + int d = 0, i, li; + int q, ql, q2; + LINE d1 = {{-1, -1}, {1, 1}}; + LINE d2 = {{-1, 1}, {1, -1}}; + LINE l; + VERTEX v2; + + + if(p->nVertices == 0) return FALSE; + + v2.x = p->vertices[p->nVertices-1].x - v->x; + v2.y = p->vertices[p->nVertices-1].y - v->y; + q = quadrant(&v2); + + if(q == 0) return TRUE; + + for(i = 0; i < p->nVertices; i++) { + ql = q; + + v2.x = p->vertices[i].x - v->x; + v2.y = p->vertices[i].y - v->y; + q = quadrant(&v2); + + if(q == 0) return TRUE; + + switch(q-ql) { + case 0: + break; + case 1: + case -3: + d++; + break; + case 3: + case -1: + d--; + break; + default: + l.v1.x = p->vertices[(i>0)?i-1:p->nVertices-1].x - v->x; + l.v1.y = p->vertices[(i>0)?i-1:p->nVertices-1].y - v->y; + + l.v2 = v2; + + if(q == 1 || q == 3) { + if(!(lineIntersection(&l, &d2, &v2) & INTERSECTION_LINE)) return FALSE; + + q2 = quadrant(&v2); + if(q2 == 0) return TRUE; + + if((q == 1 && q2 == 2) || (q == 3 && q2 == 4)) d -= 2; + else d += 2; + } + else { + if(!(lineIntersection(&l, &d1, &v2) & INTERSECTION_LINE)) return FALSE; + + q2 = quadrant(&v2); + if(q2 == 0) return TRUE; + + if((q == 2 && q2 == 3) || (q == 4 && q2 == 1)) d -= 2; + else d += 2; + } + } + } + + return (d == 0) ? FALSE : TRUE; +} + +double polygonPerimeter(const POLYGON *p) { + int i; + double d = 0.0; + + for(i = 0; i < p->nVertices; i++) + d += vertexDistance(&p->vertices[i], &p->vertices[(i+1)%p->nVertices]); + + return d; +} + +double polygonArea(const POLYGON *p) { + int i; + double d = 0.0; + + for(i = 0; i < p->nVertices; i++) + d += (p->vertices[(i+1)%p->nVertices].x+p->vertices[i].x)*(p->vertices[(i+1)%p->nVertices].y-p->vertices[i].y); + + return fabs(d/2); +} + +int lineIntersection(const LINE *la, const LINE *lb, VERTEX *v) { + double xa1 = la->v1.x, ya1 = la->v1.y; + double xa2 = la->v2.x, ya2 = la->v2.y; + double xb1 = lb->v1.x, yb1 = lb->v1.y; + double xb2 = lb->v2.x, yb2 = lb->v2.y; + double temp; + int switched = 0; + VERTEX v2; + + + if(v == NULL) v = &v2; + + if(xa1 == xa2 && ya1 == ya2) return INTERSECTION_ERROR; + if(xb1 == xb2 && yb1 == yb2) return INTERSECTION_ERROR; + + if(xa1 == xa2 || xb1 == xb2) { + temp = xa1; xa1 = ya1; ya1 = temp; + temp = xa2; xa2 = ya2; ya2 = temp; + temp = xb1; xb1 = yb1; yb1 = temp; + temp = xb2; xb2 = yb2; yb2 = temp; + + switched = 1; + } + + if(xa1 == xa2 && xb1 == xb2) + return (xa1 == xb1) ? INTERSECTION_IDENTICAL : INTERSECTION_NONE; + + if(xa1 == xa2) { + v->x = xa1; + v->y = yb1; + } + else if(xb1 == xb2) { + v->x = xb1; + v->y = ya1; + } + else { + double ma = (ya2-ya1)/(xa2-xa1); + double mb = (yb2-yb1)/(xb2-xb1); + double ba = ya1 - ma*xa1; + double bb = yb1 - mb*xb1; + + if(ma == mb) return (ba == bb) ? INTERSECTION_IDENTICAL : INTERSECTION_NONE; + + v->x = (bb-ba)/(ma-mb); + v->y = ma*v->x + ba; + } + + if(switched) { + temp = v->x; v->x = v->y; v->y = temp; + + //switch back everything for segment tests + temp = xa1; xa1 = ya1; ya1 = temp; + temp = xa2; xa2 = ya2; ya2 = temp; + temp = xb1; xb1 = yb1; yb1 = temp; + temp = xb2; xb2 = yb2; yb2 = temp; + } + + if(v->x < MIN(xa1,xa2) || v->x > MAX(xa1, xa2) || v->y < MIN(ya1,ya2) || v->y > MAX(ya1, ya2)) { + if(v->x < MIN(xb1,xb2) || v->x > MAX(xb1, xb2) || v->y < MIN(yb1,yb2) || v->y > MAX(yb1, yb2)) + return INTERSECTION_LINE_LINE; + else + return INTERSECTION_LINE_SEGMENT; + } + else if(v->x < MIN(xb1,xb2) || v->x > MAX(xb1, xb2) || v->y < MIN(yb1,yb2) || v->y > MAX(yb1, yb2)) + return INTERSECTION_SEGMENT_LINE; + else + return INTERSECTION_SEGMENT_SEGMENT; +} + +int lineRectIntersection(const LINE *l, const RECTANGLE *rect, int edge, VERTEX *v) { + const double minX = rect->x, maxX = rect->x+rect->width; + const double minY = rect->y, maxY = rect->y+rect->height; + const LINE top = {{minX, minY}, {maxX, minY}}; + const LINE bottom = {{minX, maxY}, {maxX, maxY}}; + const LINE left = {{minX, minY}, {minX, maxY}}; + const LINE right = {{maxX, minY}, {maxX, maxY}}; + + if((edge & EDGE_TOP) && (lineIntersection(&top, l, v) == INTERSECTION_SEGMENT_SEGMENT)) + return EDGE_TOP; + if((edge & EDGE_BOTTOM) && (lineIntersection(&bottom, l, v) == INTERSECTION_SEGMENT_SEGMENT)) + return EDGE_BOTTOM; + if((edge & EDGE_LEFT) && (lineIntersection(&left, l, v) == INTERSECTION_SEGMENT_SEGMENT)) + return EDGE_LEFT; + if((edge & EDGE_RIGHT) && (lineIntersection(&right, l, v) == INTERSECTION_SEGMENT_SEGMENT)) + return EDGE_RIGHT; + + v->x = v->y = 0; + + return EDGE_NONE; +} + +int lineRectIntersections(const LINE *line, const RECTANGLE *rect, int edge, VERTEX *v1, VERTEX *v2) { + int ret = EDGE_NONE; + + ret |= lineRectIntersection(line, rect, edge, v1); + ret |= lineRectIntersection(line, rect, EDGE_ALL^edge, v2); + + return ret; +} + +gboolean linePolygonIntersection(const LINE *l, const POLYGON *p) { + int i; + LINE line; + + for(i = 0; i < p->nVertices; i++) { + line.v1 = p->vertices[i]; + line.v2 = p->vertices[(i+1)%p->nVertices]; + + if(lineIntersection(l, &line, NULL) == INTERSECTION_SEGMENT_SEGMENT) + return TRUE; + } + + return FALSE; +} + + +static void edgeVertex(VERTEX *v, int edge, const RECTANGLE *rect) { + if(edge == EDGE_NONE) + edge = vertexInRect(v, rect); + + if(edge & EDGE_LEFT) v->x = rect->x; + else if(edge & EDGE_RIGHT) v->x = rect->x+rect->width; + + if(edge & EDGE_TOP) v->y = rect->y; + else if(edge & EDGE_BOTTOM) v->y = rect->y+rect->height; +} + +static int simplifyVertex(VERTEX *v, const VERTEX *to, const RECTANGLE *rect) { + LINE l = {*v, *to}; + int edge, edge2; + + + edge = vertexInRect(v, rect); + if(edge == EDGE_NONE) return EDGE_NONE; + + edge2 = lineRectIntersection(&l, rect, edge, v); + if(edge2 != EDGE_NONE) return edge2; + + edgeVertex(v, edge, rect); + return edge; +} + + + +static void addSimplifiedLine(const VERTEX *v1, const VERTEX *v2, const RECTANGLE *rect, int last, POLYGON *out) { + const LINE d1 = {{rect->x, rect->y}, {rect->x+rect->width, rect->y+rect->height}}; + const LINE d2 = {{rect->x, rect->y+rect->height}, {rect->x+rect->width, rect->y}}; + + LINE l = {*v1, *v2}; + VERTEX v, vi; + int edge1, edge2; + + + v = *v1; + if((edge1 = simplifyVertex(&v, v2, rect)) != EDGE_NONE) + addVertex(out, &v); + + v = *v2; + edge2 = simplifyVertex(&v, v1, rect); + + if(edge1 != EDGE_NONE && edge2 != EDGE_NONE && !(edge1 & edge2)) { + if(lineIntersection(&l, &d1, &vi) == INTERSECTION_SEGMENT_LINE) { + edgeVertex(&vi, 0, rect); + addVertex(out, &vi); + } + else if(lineIntersection(&l, &d2, &vi) == INTERSECTION_SEGMENT_LINE) { + edgeVertex(&vi, 0, rect); + addVertex(out, &vi); + } + } + + if(!last) + addVertex(out, &v); +} + +void simplifyPolygon(const POLYGON *in, const RECTANGLE *rect, POLYGON *out) { + VERTEX v; + int i; + + if(in->nVertices == 0) return; + else if(in->nVertices == 1) { + addVertex(out, &in->vertices[0]); + return; + } + + v = in->vertices[0]; + simplifyVertex(&v, &in->vertices[in->nVertices-1], rect); + addVertex(out, &v); + + for(i = 0; i < in->nVertices; i++) { + addSimplifiedLine(&in->vertices[i], &in->vertices[(i+1)%in->nVertices], rect, (i == in->nVertices-1), out); + } +} |