#include "geometry.h" #include #include #include 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)); } int vertexOnLine(const Vertex *v, const LINE *l) { if(l->v1.getX() == l->v2.getX() && l->v1.getY() == l->v2.getY()) { if(l->v1.getX() == v->getX() && l->v1.getY() == v->getY()) return 1; else return 0; } if(l->v1.getX() == l->v2.getX()) { if(l->v1.getX() != v->getX()) return 0; else if(v->getY() >= MIN(l->v1.getY(), l->v2.getY()) && v->getY() <= MAX(l->v1.getY(), l->v2.getY())) return 1; else return 1; } if(l->v1.getY() == l->v2.getY()) { if(l->v1.getY() != v->getY()) return 0; else if(v->getX() >= MIN(l->v1.getX(), l->v2.getX()) && v->getX() <= MAX(l->v1.getX(), l->v2.getX())) return 1; else return 1; } if((v->getX()-l->v1.getX())/(l->v2.getX()-l->v1.getX()) - (v->getY()-l->v1.getY())/(l->v2.getY()-l->v1.getY()) == 0) return 1; else return 0; } int vertexInRect(const Vertex *v, const RECTANGLE *rect) { int ret = EDGE_NONE; if(v->getX() < rect->x) ret |= EDGE_LEFT; else if(v->getX() >= rect->x+rect->width) ret |= EDGE_RIGHT; if(v->getY() < rect->y) ret |= EDGE_TOP; else if(v->getY() >= rect->y+rect->height) ret |= EDGE_BOTTOM; return ret; } static int quadrant(Vertex *v) { if(v->getX() > 0 && v->getY() >= 0) return 1; if(v->getX() >= 0 && v->getY() < 0) return 2; if(v->getX() < 0 && v->getY() <= 0) return 3; if(v->getX() <= 0 && v->getY() > 0) return 4; return 0; } gboolean vertexInPolygon(const Vertex *v, const POLYGON *p) { int d = 0, i, li; int q, ql, q2; LINE d1 = {Vertex(-1, -1), Vertex(1, 1)}; LINE d2 = {Vertex(-1, 1), Vertex(1, -1)}; LINE l; Vertex v2; if(p->nVertices == 0) return FALSE; v2 = p->vertices[p->nVertices-1] - *v; q = quadrant(&v2); if(q == 0) return TRUE; for(i = 0; i < p->nVertices; i++) { ql = q; v2 = p->vertices[i] - *v; 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 = p->vertices[(i>0)?i-1:p->nVertices-1] - *v; 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 += p->vertices[i].distance(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].getX()+p->vertices[i].getX())*(p->vertices[(i+1)%p->nVertices].getY()-p->vertices[i].getY()); return fabs(d/2); } int lineIntersection(const LINE *la, const LINE *lb, Vertex *v) { double xa1 = la->v1.getX(), ya1 = la->v1.getY(); double xa2 = la->v2.getX(), ya2 = la->v2.getY(); double xb1 = lb->v1.getX(), yb1 = lb->v1.getY(); double xb2 = lb->v2.getX(), yb2 = lb->v2.getY(); 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->setX(xa1); v->setY(yb1); } else if(xb1 == xb2) { v->setX(xb1); v->setY(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->setX((bb-ba)/(ma-mb)); v->setY(ma*v->getX() + ba); } if(switched) { temp = v->getX(); v->setX(v->getY()); v->setY(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->getX() < MIN(xa1,xa2) || v->getX() > MAX(xa1, xa2) || v->getY() < MIN(ya1,ya2) || v->getY() > MAX(ya1, ya2)) { if(v->getX() < MIN(xb1,xb2) || v->getX() > MAX(xb1, xb2) || v->getY() < MIN(yb1,yb2) || v->getY() > MAX(yb1, yb2)) return INTERSECTION_LINE_LINE; else return INTERSECTION_LINE_SEGMENT; } else if(v->getX() < MIN(xb1,xb2) || v->getX() > MAX(xb1, xb2) || v->getY() < MIN(yb1,yb2) || v->getY() > 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 = {Vertex(minX, minY), Vertex(maxX, minY)}; const LINE bottom = {Vertex(minX, maxY), Vertex(maxX, maxY)}; const LINE left = {Vertex(minX, minY), Vertex(minX, maxY)}; const LINE right = {Vertex(maxX, minY), Vertex(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->setLocation(0, 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->setX(rect->x); else if(edge & EDGE_RIGHT) v->setX(rect->x+rect->width); if(edge & EDGE_TOP) v->setY(rect->y); else if(edge & EDGE_BOTTOM) v->setY(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 = {Vertex(rect->x, rect->y), Vertex(rect->x+rect->width, rect->y+rect->height)}; const LINE d2 = {Vertex(rect->x, rect->y+rect->height), Vertex(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); } }