#include "geometry.h" #include #include #include void addVertex(VERTEX_LIST *list, const VERTEX *v) { list->nVertices++; list->vertices = 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 = 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 = 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; } void simplifyPolygon(const POLYGON *in, const RECTANGLE *rect, POLYGON *out) { int i, j; int a; int lastVertex, thisVertex; VERTEX v, v2; VERTEX_LIST vl = {0, NULL}; LINE line; LINE d1 = {{rect->x, rect->y}, {rect->x+rect->width, rect->y+rect->height}}; LINE d2 = {{rect->x, rect->y+rect->height}, {rect->x+rect->width, rect->y}}; thisVertex = vertexInRect(&in->vertices[0], rect); for(i = 0; i < in->nVertices; i++) { line.v1 = in->vertices[i]; line.v2 = in->vertices[(i+1)%in->nVertices]; lastVertex = thisVertex; thisVertex = vertexInRect(&line.v2, rect); if(thisVertex == EDGE_NONE) { if(lastVertex != EDGE_NONE && lineRectIntersection(&line, rect, lastVertex, &v)) addVertex(&vl, &v); addVertex(&vl, &line.v2); } else if(lastVertex == EDGE_NONE) { if(lineRectIntersection(&line, rect, thisVertex, &v)) addVertex(&vl, &v); } else { a = lineRectIntersections(&line, rect, lastVertex, &v, &v2); if((a & lastVertex) && (a & thisVertex)) { addVertex(&vl, &v); addVertex(&vl, &v2); } if(lineIntersection(&line, &d1, &v) == INTERSECTION_SEGMENT_LINE) { if(v.x <= rect->x) addVertex(&vl, &d1.v1); else addVertex(&vl, &d1.v2); } if(lineIntersection(&line, &d2, &v) == INTERSECTION_SEGMENT_LINE) { if(v.x <= rect->x) addVertex(&vl, &d2.v1); else addVertex(&vl, &d2.v2); } } while(vl.nVertices > 0) { a = 0; for(j = 0; j < vl.nVertices; j++) { if(vertexDistanceSquare(&line.v1, &vl.vertices[j]) < vertexDistanceSquare(&line.v1, &vl.vertices[a])) a = j; } if(out->nVertices == 0 || out->vertices[out->nVertices-1].x != vl.vertices[a].x || out->vertices[out->nVertices-1].y != vl.vertices[a].y) addVertex(out, &vl.vertices[a]); deleteVertex(&vl, a); } } }