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Indoor/geo/Line2.h
2017-09-13 17:06:55 +02:00

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5.4 KiB
C++
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#ifndef LINE2D_H
#define LINE2D_H
//#include <KLib/geo/Line.h>
#include "Point2.h"
#include "Ray2.h"
class Line2 {
public:
Point2 p1;
Point2 p2;
public:
/** empty ctor */
Line2() : p1(), p2() {;}
/** value ctor */
Line2(const Point2 p1, const Point2 p2) : p1(p1), p2(p2) {;}
/** value ctor */
Line2(const float x1, const float y1, const float x2, const float y2) : p1(x1,y1), p2(x2,y2) {;}
Line2 operator * (const float v) const {return Line2(p1*v, p2*v);}
// bool getSegmentIntersection(const Line& other) const {
// static K::Point p;
// return K::Line::getSegmentIntersection(other, p);
// }
/** get intersection between these two lines (unlimited length!) */
bool getLineIntersection(const Line2& other, Point2& result) const {
double bx = p2.x - p1.x;
double by = p2.y - p1.y;
double dx = other.p2.x - other.p1.x;
double dy = other.p2.y - other.p1.y;
double b_dot_d_perp = bx*dy - by*dx;
if(b_dot_d_perp == 0) {return false;}
double cx = other.p1.x - p1.x;
double cy = other.p1.y - p1.y;
double t = (cx*dy - cy*dx) / b_dot_d_perp;
result.x = p1.x + t * bx;
result.y = p1.y + t * by;
return true;
}
bool getSegmentIntersection(const Line2& other) const {
const float p0_x = p1.x, p1_x = p2.x, p2_x = other.p1.x, p3_x = other.p2.x;
const float p0_y = p1.y, p1_y = p2.y, p2_y = other.p1.y, p3_y = other.p2.y;
const float s1_x = p1_x - p0_x;
const float s1_y = p1_y - p0_y;
const float s2_x = p3_x - p2_x;
const float s2_y = p3_y - p2_y;
const float s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);
const float t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
// Collision detected
// if (i_x != NULL)
// *i_x = p0_x + (t * s1_x);
// if (i_y != NULL)
// *i_y = p0_y + (t * s1_y);
return true;
}
return false; // No collision
// const double delta = 0.0000001;
// const double bx = p2.x - p1.x;
// const double by = p2.y - p1.y;
// const double dx = other.p2.x - other.p1.x;
// const double dy = other.p2.y - other.p1.y;
// const double b_dot_d_perp = bx*dy - by*dx;
// if (std::abs(b_dot_d_perp) == 0) {return false;}
// const double cx = other.p1.x - p1.x;
// const double cy = other.p1.y - p1.y;
// const double t = (cx * dy - cy * dx) / b_dot_d_perp;
// if(t < 0+delta || t > 1-delta) {
// return false;}
// const double u = (cx * by - cy * bx) / b_dot_d_perp;
// if(u < 0+delta || u > 1-delta) {
// return false;}
// return true;
}
bool getSegmentIntersection(const Line2& other, Point2& result) const {
const float delta = 0.000001;
const float bx = p2.x - p1.x;
const float by = p2.y - p1.y;
const float dx = other.p2.x - other.p1.x;
const float dy = other.p2.y - other.p1.y;
const float b_dot_d_perp = bx*dy - by*dx;
if(b_dot_d_perp == 0) {return false;}
const float cx = other.p1.x - p1.x;
const float cy = other.p1.y - p1.y;
const float t = (cx * dy - cy * dx) / b_dot_d_perp;
if(t < 0+delta || t > 1-delta) {
return false;}
const float u = (cx * by - cy * bx) / b_dot_d_perp;
if(u < 0+delta || u > 1-delta) {
return false;}
result.x = p1.x + t * bx;
result.y = p1.y + t * by;
return true;
}
bool getSegmentIntersectionInt(const Line2& other, Point2& result) const {
int mul = 100;
const float p0_x = std::round(p1.x*mul), p1_x = std::round(p2.x*mul), p2_x = std::round(other.p1.x*mul), p3_x = std::round(other.p2.x*mul);
const float p0_y = std::round(p1.y*mul), p1_y = std::round(p2.y*mul), p2_y = std::round(other.p1.y*mul), p3_y = std::round(other.p2.y*mul);
const float s1_x = p1_x - p0_x;
const float s1_y = p1_y - p0_y;
const float s2_x = p3_x - p2_x;
const float s2_y = p3_y - p2_y;
const float s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);
const float t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
result.x = (p0_x + (t * s1_x)) / mul;
result.y = (p0_y + (t * s1_y)) / mul;
return true;
}
return false;
}
/** does the line intersect with the given ray? */
bool intersects(const Ray2& ray, Point2& result) const {
//https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282
const float p0_x = p1.x, p1_x = p2.x;
const float p0_y = p1.y, p1_y = p2.y;
const float p2_x = ray.start.x;//, p3_x = other.p2.x;
const float p2_y = ray.start.y;//, p3_y = other.p2.y;
const float s1_x = p1_x - p0_x;
const float s1_y = p1_y - p0_y;
const float s2_x = ray.dir.x; // p3_x - p2_x;
const float s2_y = ray.dir.y; // p3_y - p2_y;
// ray_start + s * ray_dir
const float s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);
// before the ray's start?
if (s < 0) {return false;}
// line.p1 + t * (line.p2-line.p1)
const float t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);
// t must be between 0 and 1, otherwise we are before the line's start / after the line's end
if (t < 0 || t > 1) {return false;}
// intersection
result.x = (p0_x + (t * s1_x));
result.y = (p0_y + (t * s1_y));
return true;
}
};
#endif // LINE2D_H