src/algorithms/geometry.cpp

Sat, 24 Mar 2018 12:54:28 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sat, 24 Mar 2018 12:54:28 +0200
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Happy new year 2018

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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
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21 /*
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22 * LDraw uses 4 points of precision for sin and cos values. Primitives must be generated
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23 * accordingly.
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24 */
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25 double ldrawsin(double angle)
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26 {
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27 return roundToDecimals(sin(angle), 4);
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28 }
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29
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30 double ldrawcos(double angle)
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31 {
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32 return roundToDecimals(cos(angle), 4);
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33 }
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34
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35 /*
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36 * Returns a point on a circumference. LDraw precision is used.
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37 */
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38 QPointF pointOnLDrawCircumference(int segment, int divisions)
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39 {
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40 double angle = (segment * 2 * pi) / divisions;
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41 return {ldrawcos(angle), ldrawsin(angle)};
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42 }
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43
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44 /*
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45 * makeCircle
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46 *
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47 * Creates a possibly partial circle rim.
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48 * Divisions is how many segments the circle makes if up if it's full.
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49 * Segments is now many segments are added.
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50 * Radius is the radius of the circle.
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51 *
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52 * If divisions == segments, this yields a full circle rim.
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53 * The rendered circle is returned as a vector of lines.
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54 */
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55 QVector<QLineF> makeCircle(int segments, int divisions, double radius)
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56 {
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57 QVector<QLineF> lines;
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58
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59 for (int i = 0; i < segments; i += 1)
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60 {
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61 QPointF p0 = radius * ::pointOnLDrawCircumference(i, divisions);
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62 QPointF p1 = radius * ::pointOnLDrawCircumference(i + 1, divisions);
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63 lines.append({p0, p1});
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64 }
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65
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66 return lines;
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67 }
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68
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69 /*
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70 * Computes the shortest distance from a point to a rectangle.
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71 *
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72 * The code originates from the Unity3D wiki, and was translated from C# to Qt by me (Teemu Piippo):
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73 *
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74 * Original code:
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75 * http://wiki.unity3d.com/index.php/Distance_from_a_point_to_a_rectangle
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76 *
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77 * Copyright 2013 Philip Peterson.
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78 *
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79 * Permission is hereby granted, free of charge, to any person obtaining a copy
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80 * of this software and associated documentation files (the "Software"), to
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81 * deal in the Software without restriction, including without limitation the
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82 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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83 * sell copies of the Software, and to permit persons to whom the Software is
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84 * furnished to do so, subject to the following conditions:
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85 *
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86 * The above copyright notice and this permission notice shall be included in
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87 * all copies or substantial portions of the Software.
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88 *
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89 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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90 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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91 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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92 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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93 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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94 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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95 * IN THE SOFTWARE.
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96 */
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97 qreal distanceFromPointToRectangle(const QPointF& point, const QRectF& rectangle)
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98 {
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99 // Calculate a distance between a point and a rectangle.
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100 // The area around/in the rectangle is defined in terms of
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101 // several regions:
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102 //
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103 // O--x
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104 // |
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105 // y
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106 //
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107 //
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108 // I | II | III
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109 // ======+==========+====== --yMin
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110 // VIII | IX (in) | IV
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111 // ======+==========+====== --yMax
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112 // VII | VI | V
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113 //
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114 //
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115 // Note that the +y direction is down because of Unity's GUI coordinates.
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116 // - I don't care which way is +y in this function because I want a distance --TP
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117
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118 if (point.x() < rectangle.left())
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119 {
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120 // Region I, VIII, or VII
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121 if (point.y() < rectangle.top()) // I
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122 return QLineF {point, rectangle.topLeft()}.length();
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123 else if (point.y() > rectangle.bottom()) // VII
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124 return QLineF {point, rectangle.bottomLeft()}.length();
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125 else // VIII
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126 return rectangle.left() - point.x();
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127 }
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128 else if (point.x() > rectangle.right())
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129 {
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130 // Region III, IV, or V
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131 if (point.y() < rectangle.top()) // III
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132 return QLineF {point, rectangle.topRight()}.length();
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133 else if (point.y() > rectangle.bottom()) // V
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134 return QLineF {point, rectangle.bottomRight()}.length();
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135 else // IV
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136 return point.x() - rectangle.right();
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137 }
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138 else
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139 {
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140 // Region II, IX, or VI
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141 if (point.y() < rectangle.top()) // II
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142 return rectangle.top() - point.y();
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143 else if (point.y() > rectangle.bottom()) // VI
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144 return point.y() - rectangle.bottom();
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145 else // IX
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146 return 0;
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147 }
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148 }

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