src/algorithms/geometry.cpp

Tue, 19 Jun 2018 21:57:39 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Tue, 19 Jun 2018 21:57:39 +0300
changeset 1409
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parent 1403
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permissions
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fixed chord triangle count formula

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2018 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include "geometry.h"
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20 #include "../linetypes/modelobject.h"
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21 #include "../types/boundingbox.h"
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22
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23 /*
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24 * LDraw uses 4 points of precision for sin and cos values. Primitives must be generated
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25 * accordingly.
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26 */
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27 double ldrawsin(double angle)
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28 {
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29 return roundToDecimals(sin(angle), 4);
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30 }
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31
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32 double ldrawcos(double angle)
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33 {
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34 return roundToDecimals(cos(angle), 4);
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35 }
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36
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37 /*
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38 * Returns a point on a circumference. LDraw precision is used.
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39 */
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40 QPointF pointOnLDrawCircumference(int segment, int divisions)
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41 {
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42 double angle = (segment * 2 * pi) / divisions;
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43 return {ldrawcos(angle), ldrawsin(angle)};
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44 }
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45
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46 /*
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47 * makeCircle
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48 *
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49 * Creates a possibly partial circle rim.
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50 * Divisions is how many segments the circle makes if up if it's full.
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51 * Segments is now many segments are added.
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52 * Radius is the radius of the circle.
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53 *
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54 * If divisions == segments, this yields a full circle rim.
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55 * The rendered circle is returned as a vector of lines.
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56 */
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57 QVector<QLineF> makeCircle(int segments, int divisions, double radius)
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58 {
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59 QVector<QLineF> lines;
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60
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61 for (int i = 0; i < segments; i += 1)
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62 {
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63 QPointF p0 = radius * ::pointOnLDrawCircumference(i, divisions);
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64 QPointF p1 = radius * ::pointOnLDrawCircumference(i + 1, divisions);
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65 lines.append({p0, p1});
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66 }
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67
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68 return lines;
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69 }
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70
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71
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72 void rotateObjects(float l, float m, float n, double angle, const QVector<LDObject*>& objects)
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73 {
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74 QVector3D rotationPoint = getRotationPoint (objects).toVector();
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75 QQuaternion orientation = QQuaternion::fromAxisAndAngle({l, m, n}, angle);
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76
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77 // Apply the above matrix to everything
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78 for (LDObject* obj : objects)
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79 {
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80 if (obj->numVertices())
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81 {
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82 for (int i = 0; i < obj->numVertices(); ++i)
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83 {
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84 Vertex v = obj->vertex (i);
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85 v += rotationPoint;
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86 v.rotate(orientation);
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87 v -= rotationPoint;
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88 obj->setVertex (i, v);
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89 }
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90 }
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91 else if (obj->hasMatrix())
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92 {
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93 LDMatrixObject* mo = dynamic_cast<LDMatrixObject*> (obj);
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94 QMatrix4x4 matrix = mo->transformationMatrix();
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95 matrix.translate(rotationPoint);
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96 matrix.rotate(orientation);
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97 matrix.translate(-rotationPoint);
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98 mo->setTransformationMatrix(matrix);
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99 }
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100 }
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101 }
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102
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103
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104 Vertex getRotationPoint(const QVector<LDObject*>& objs)
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105 {
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106 switch (static_cast<RotationPoint>(config::rotationPointType()))
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107 {
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108 case ObjectOrigin:
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109 {
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110 BoundingBox box;
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111
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112 // Calculate center vertex
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113 for (LDObject* obj : objs)
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114 {
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115 for (int i = 0; i < obj->numVertices(); ++i)
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116 box << obj->vertex(i);
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117 }
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118
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119 return box.center();
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120 }
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121
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122 case WorldOrigin:
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123 return Vertex();
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124
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125 case CustomPoint:
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126 return config::customRotationPoint();
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127 }
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128
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129 return Vertex();
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130 }
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131
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132 /*
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133 * Computes the shortest distance from a point to a rectangle.
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134 *
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135 * The code originates from the Unity3D wiki, and was translated from C# to Qt by me (Teemu Piippo):
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136 *
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137 * Original code:
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138 * http://wiki.unity3d.com/index.php/Distance_from_a_point_to_a_rectangle
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139 *
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140 * Copyright 2013 Philip Peterson.
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141 *
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142 * Permission is hereby granted, free of charge, to any person obtaining a copy
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143 * of this software and associated documentation files (the "Software"), to
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144 * deal in the Software without restriction, including without limitation the
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145 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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146 * sell copies of the Software, and to permit persons to whom the Software is
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147 * furnished to do so, subject to the following conditions:
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148 *
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149 * The above copyright notice and this permission notice shall be included in
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150 * all copies or substantial portions of the Software.
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151 *
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152 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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153 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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154 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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155 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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156 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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157 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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158 * IN THE SOFTWARE.
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159 */
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160 qreal distanceFromPointToRectangle(const QPointF& point, const QRectF& rectangle)
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161 {
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162 // Calculate a distance between a point and a rectangle.
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163 // The area around/in the rectangle is defined in terms of
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164 // several regions:
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165 //
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166 // O--x
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167 // |
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168 // y
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169 //
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170 //
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171 // I | II | III
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172 // ======+==========+====== --yMin
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173 // VIII | IX (in) | IV
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174 // ======+==========+====== --yMax
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175 // VII | VI | V
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176 //
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177 //
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178 // Note that the +y direction is down because of Unity's GUI coordinates.
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179 // - I don't care which way is +y in this function because I want a distance --TP
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180
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181 if (point.x() < rectangle.left())
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182 {
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183 // Region I, VIII, or VII
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184 if (point.y() < rectangle.top()) // I
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185 return QLineF {point, rectangle.topLeft()}.length();
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186 else if (point.y() > rectangle.bottom()) // VII
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187 return QLineF {point, rectangle.bottomLeft()}.length();
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188 else // VIII
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189 return rectangle.left() - point.x();
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190 }
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191 else if (point.x() > rectangle.right())
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192 {
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193 // Region III, IV, or V
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194 if (point.y() < rectangle.top()) // III
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195 return QLineF {point, rectangle.topRight()}.length();
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196 else if (point.y() > rectangle.bottom()) // V
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197 return QLineF {point, rectangle.bottomRight()}.length();
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198 else // IV
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199 return point.x() - rectangle.right();
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200 }
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201 else
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202 {
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203 // Region II, IX, or VI
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204 if (point.y() < rectangle.top()) // II
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205 return rectangle.top() - point.y();
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206 else if (point.y() > rectangle.bottom()) // VI
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207 return point.y() - rectangle.bottom();
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208 else // IX
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209 return 0;
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210 }
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211 }

mercurial