# Copyright (c) 2021-2022 Andy Maleh # # Permission is hereby granted, free of charge, to any person obtaining # a copy of this software and associated documentation files (the # "Software"), to deal in the Software without restriction, including # without limitation the rights to use, copy, modify, merge, publish, # distribute, sublicense, and/or sell copies of the Software, and to # permit persons to whom the Software is furnished to do so, subject to # the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. require 'perfect_shape/shape' require 'perfect_shape/point' require 'perfect_shape/multi_point' module PerfectShape class Line < Shape class << self # Returns an indicator of where the specified point (px,py) lies with respect to the line segment from # (x1,y1) to (x2,y2). # # The return value can be either 1, -1, or 0 and indicates in which direction the specified line must pivot around its first end point, (x1,y1), in order to point at the specified point (px,py). # A return value of 1 indicates that the line segment must turn in the direction that takes the positive X axis towards the negative Y axis. In the default coordinate system used by Java 2D, this direction is counterclockwise. # # A return value of -1 indicates that the line segment must turn in the direction that takes the positive X axis towards the positive Y axis. In the default coordinate system, this direction is clockwise. # # A return value of 0 indicates that the point lies exactly on the line segment. Note that an indicator value of 0 is rare and not useful for determining collinearity because of floating point rounding issues. # # If the point is colinear with the line segment, but not between the end points, then the value will be -1 if the point lies “beyond (x1,y1)” or 1 if the point lies “beyond (x2,y2)”. # # @param x1 the X coordinate of the start point of the # specified line segment # @param y1 the Y coordinate of the start point of the # specified line segment # @param x2 the X coordinate of the end point of the # specified line segment # @param y2 the Y coordinate of the end point of the # specified line segment # @param px the X coordinate of the specified point to be # compared with the specified line segment # @param py the Y coordinate of the specified point to be # compared with the specified line segment # @return an integer that indicates the position of the third specified # coordinates with respect to the line segment formed # by the first two specified coordinates. def relative_counterclockwise(x1, y1, x2, y2, px, py) x2 -= x1 y2 -= y1 px -= x1 py -= y1 ccw = px * y2 - py * x2 if ccw == 0.0 # The point is colinear, classify based on which side of # the segment the point falls on. We can calculate a # relative value using the projection of px,py onto the # segment - a negative value indicates the point projects # outside of the segment in the direction of the particular # endpoint used as the origin for the projection. ccw = px * x2 + py * y2 if ccw > 0.0 # Reverse the projection to be relative to the original x2,y2 # x2 and y2 are simply negated. # px and py need to have (x2 - x1) or (y2 - y1) subtracted # from them (based on the original values) # Since we really want to get a positive answer when the # point is "beyond (x2,y2)", then we want to calculate # the inverse anyway - thus we leave x2 & y2 negated. px -= x2 py -= y2 ccw = px * x2 + py * y2 ccw = 0.0 if ccw < 0.0 end end (ccw < 0.0) ? -1 : ((ccw > 0.0) ? 1 : 0) end # Returns the square of the distance from a point to a line segment. # The distance measured is the distance between the specified # point and the closest point between the specified end points. # If the specified point intersects the line segment in between the # end points, this method returns 0.0. # # @param x1 the X coordinate of the start point of the # specified line segment # @param y1 the Y coordinate of the start point of the # specified line segment # @param x2 the X coordinate of the end point of the # specified line segment # @param y2 the Y coordinate of the end point of the # specified line segment # @param px the X coordinate of the specified point being # measured against the specified line segment # @param py the Y coordinate of the specified point being # measured against the specified line segment # @return a double value that is the square of the distance from the # specified point to the specified line segment. def point_distance_square(x1, y1, x2, y2, px, py) x1 = BigDecimal(x1.to_s) y1 = BigDecimal(y1.to_s) x2 = BigDecimal(x2.to_s) y2 = BigDecimal(y2.to_s) px = BigDecimal(px.to_s) py = BigDecimal(py.to_s) # Adjust vectors relative to x1,y1 # x2,y2 becomes relative vector from x1,y1 to end of segment x2 -= x1 y2 -= y1 # px,py becomes relative vector from x1,y1 to test point px -= x1 py -= y1 dot_product = px * x2 + py * y2 if dot_product <= 0.0 # px,py is on the side of x1,y1 away from x2,y2 # distance to segment is length of px,py vector # "length of its (clipped) projection" is now 0.0 projected_length_square = BigDecimal('0.0') else # switch to backwards vectors relative to x2,y2 # x2,y2 are already the negative of x1,y1=>x2,y2 # to get px,py to be the negative of px,py=>x2,y2 # the dot product of two negated vectors is the same # as the dot product of the two normal vectors px = x2 - px py = y2 - py dot_product = px * x2 + py * y2 if dot_product <= 0.0 # px,py is on the side of x2,y2 away from x1,y1 # distance to segment is length of (backwards) px,py vector # "length of its (clipped) projection" is now 0.0 projected_length_square = BigDecimal('0.0') else # px,py is between x1,y1 and x2,y2 # dot_product is the length of the px,py vector # projected on the x2,y2=>x1,y1 vector times the # length of the x2,y2=>x1,y1 vector projected_length_square = dot_product * dot_product / (x2 * x2 + y2 * y2) end end # Distance to line is now the length of the relative point # vector minus the length of its projection onto the line # (which is zero if the projection falls outside the range # of the line segment). length_square = px * px + py * py - projected_length_square length_square = BigDecimal('0.0') if length_square < 0 length_square end # Returns the distance from a point to a line segment. # The distance measured is the distance between the specified # point and the closest point between the specified end points. # If the specified point intersects the line segment in between the # end points, this method returns 0.0. # # @param x1 the X coordinate of the start point of the # specified line segment # @param y1 the Y coordinate of the start point of the # specified line segment # @param x2 the X coordinate of the end point of the # specified line segment # @param y2 the Y coordinate of the end point of the # specified line segment # @param px the X coordinate of the specified point being # measured against the specified line segment # @param py the Y coordinate of the specified point being # measured against the specified line segment # @return a double value that is the distance from the specified point # to the specified line segment. def point_distance(x1, y1, x2, y2, px, py) BigDecimal(::Math.sqrt(point_distance_square(x1, y1, x2, y2, px, py)).to_s) end # Calculates the number of times the line from (x1,y1) to (x2,y2) # crosses the ray extending to the right from (px,py). # If the point lies on the line, then no crossings are recorded. # +1 is returned for a crossing where the Y coordinate is increasing # -1 is returned for a crossing where the Y coordinate is decreasing def point_crossings(x1, y1, x2, y2, px, py) return 0 if (py < y1 && py < y2) return 0 if (py >= y1 && py >= y2) # assert(y1 != y2) return 0 if (px >= x1 && px >= x2) return ((y1 < y2) ? 1 : -1) if (px < x1 && px < x2) xintercept = x1 + (py - y1) * (x2 - x1) / (y2 - y1) return 0 if (px >= xintercept) (y1 < y2) ? 1 : -1 end end include MultiPoint include Equalizer.new(:points) # Checks if line contains point (two-number Array or x, y args), with distance tolerance (0 by default) # # @param x The X coordinate of the point to test. # @param y The Y coordinate of the point to test. # @param distance_tolerance The distance from line to tolerate (0 by default) # # @return {@code true} if the point lies within the bound of # the line, {@code false} if the point lies outside of the # line's bounds. def contain?(x_or_point, y = nil, outline: true, distance_tolerance: 0) x, y = Point.normalize_point(x_or_point, y) return unless x && y distance_tolerance = BigDecimal(distance_tolerance.to_s) point_distance(x, y) <= distance_tolerance end def point_distance(x_or_point, y = nil) x, y = Point.normalize_point(x_or_point, y) return unless x && y Line.point_distance(points[0][0], points[0][1], points[1][0], points[1][1], x, y) end def relative_counterclockwise(x_or_point, y = nil) x, y = Point.normalize_point(x_or_point, y) return unless x && y Line.relative_counterclockwise(points[0][0], points[0][1], points[1][0], points[1][1], x, y) end # Calculates the number of times the line # crosses the ray extending to the right from (px,py). # If the point lies on the line, then no crossings are recorded. # +1 is returned for a crossing where the Y coordinate is increasing # -1 is returned for a crossing where the Y coordinate is decreasing def point_crossings(x_or_point, y = nil) x, y = Point.normalize_point(x_or_point, y) return unless x && y Line.point_crossings(points[0][0], points[0][1], points[1][0], points[1][1], x, y) end # Accumulate the number of times the line crosses the shadow # extending to the right of the rectangle. See the comment # for the Rectangle::RECT_INTERSECTS constant for more complete details. # # crossings arg is the initial crossings value to add to (useful # in cases where you want to accumulate crossings from multiple # shapes) def rect_crossings(rxmin, rymin, rxmax, rymax, crossings = 0) x0 = points[0][0] y0 = points[0][1] x1 = points[1][0] y1 = points[1][1] return crossings if y0 >= rymax && y1 >= rymax return crossings if y0 <= rymin && y1 <= rymin return crossings if x0 <= rxmin && x1 <= rxmin if x0 >= rxmax && x1 >= rxmax # Line is entirely to the right of the rect # and the vertical ranges of the two overlap by a non-empty amount # Thus, this line segment is partially in the "right-shadow" # Path may have done a complete crossing # Or path may have entered or exited the right-shadow if y0 < y1 # y-increasing line segment... # We know that y0 < rymax and y1 > rymin crossings += 1 if (y0 <= rymin) crossings += 1 if (y1 >= rymax) elsif y1 < y0 # y-decreasing line segment... # We know that y1 < rymax and y0 > rymin crossings -= 1 if (y1 <= rymin) crossings -= 1 if (y0 >= rymax) end return crossings end # Remaining case: # Both x and y ranges overlap by a non-empty amount # First do trivial INTERSECTS rejection of the cases # where one of the endpoints is inside the rectangle. return Rectangle::RECT_INTERSECTS if ((x0 > rxmin && x0 < rxmax && y0 > rymin && y0 < rymax) || (x1 > rxmin && x1 < rxmax && y1 > rymin && y1 < rymax)) # Otherwise calculate the y intercepts and see where # they fall with respect to the rectangle xi0 = x0 if y0 < rymin xi0 += ((rymin - y0) * (x1 - x0) / (y1 - y0)) elsif y0 > rymax xi0 += ((rymax - y0) * (x1 - x0) / (y1 - y0)) end xi1 = x1 if y1 < rymin xi1 += ((rymin - y1) * (x0 - x1) / (y0 - y1)) elsif y1 > rymax xi1 += ((rymax - y1) * (x0 - x1) / (y0 - y1)) end return crossings if xi0 <= rxmin && xi1 <= rxmin if xi0 >= rxmax && xi1 >= rxmax if y0 < y1 # y-increasing line segment... # We know that y0 < rymax and y1 > rymin crossings += 1 if (y0 <= rymin) crossings += 1 if (y1 >= rymax) elsif y1 < y0 # y-decreasing line segment... # We know that y1 < rymax and y0 > rymin crossings -= 1 if (y1 <= rymin) crossings -= 1 if (y0 >= rymax) end return crossings end Rectangle::RECT_INTERSECTS end def intersect?(rectangle) require 'perfect_shape/rectangle' x1 = points[0][0] y1 = points[0][1] x2 = points[1][0] y2 = points[1][1] out1 = out2 = nil return true if (out2 = rectangle.out_state(x2, y2)) == 0 while (out1 = rectangle.out_state(x1, y1)) != 0 return false if (out1 & out2) != 0 if (out1 & (Rectangle::OUT_LEFT | Rectangle::OUT_RIGHT)) != 0 x = rectangle.x x += rectangle.width if (out1 & Rectangle::OUT_RIGHT) != 0 y1 = y1 + (x - x1) * (y2 - y1) / (x2 - x1) x1 = x else y = rectangle.y y += rectangle.height if (out1 & Rectangle::OUT_BOTTOM) != 0 x1 = x1 + (y - y1) * (x2 - x1) / (y2 - y1) y1 = y end end true end end end