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emb-geometry.c
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emb-geometry.c
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static const double embConstantPi = 3.1415926535;
/* Returns an EmbArcObject. It is created on the stack. */
EmbArcObject embArcObject_make(EmbVector s, EmbVector m, EmbVector e)
{
EmbArcObject stackArcObj;
stackArcObj.arc.start = s;
stackArcObj.arc.mid = m;
stackArcObj.arc.end = e;
return stackArcObj;
}
double radians(double degree)
{
return degree * embConstantPi / 180.0;
}
double degrees(double radian)
{
return radian * 180.0 / embConstantPi;
}
/* Calculus based approach at determining whether a polygon is clockwise or counterclockwise.
* Returns true if arc is clockwise. */
char isArcClockwise(EmbArc arc)
{
double edge1 = (arc.mid.x - arc.start.x) * (arc.mid.y + arc.start.y);
double edge2 = (arc.end.x - arc.mid.x) * (arc.end.y + arc.mid.y);
double edge3 = (arc.start.x - arc.end.x) * (arc.start.y + arc.end.y);
if (edge1 + edge2 + edge3 >= 0.0) {
return 1;
}
return 0;
}
/* Calculates the CenterPoint of the Arc */
void getArcCenter(EmbArc arc, EmbVector* arcCenter)
{
EmbVector a, b, pa, pb;
EmbLine line1, line2;
embVector_subtract(arc.mid, arc.start, &a);
embVector_average(arc.mid, arc.start, &(line1.start));
embVector_normalVector(a, &pa, 0);
embVector_add(line1.start, pa, &(line1.end));
embVector_subtract(arc.end, arc.mid, &b);
embVector_average(arc.end, arc.mid, &(line2.start));
embVector_normalVector(b, &pb, 0);
embVector_add(line2.start, pb, &(line2.end));
embLine_intersectionPoint(line1, line2, arcCenter);
}
/* Calculates Arc Geometry from Bulge Data.
* Returns false if there was an error calculating the data. */
char getArcDataFromBulge(double bulge, EmbArc* arc, EmbVector* arcCenter,
double* radius, double* diameter, double* chord,
EmbVector* chordMid,
double* sagitta, double* apothem,
double* incAngleInDegrees, char* clockwise)
{
EmbVector f, diff;
double incAngleInRadians;
double chordAngleInRadians;
double sagittaAngleInRadians;
if (bulge >= 0.0) {
*clockwise = 0;
} else {
*clockwise = 1;
}
/* Calculate the Included Angle in Radians */
incAngleInRadians = atan(bulge) * 4.0;
embVector_subtract(arc->end, arc->start, &diff);
*chord = embVector_getLength(diff);
*radius = fabs(*chord / (2.0 * sin(incAngleInRadians / 2.0)));
*diameter = *radius * 2.0;
*sagitta = fabs((*chord / 2.0) * bulge);
*apothem = fabs(*radius - *sagitta);
embVector_average(arc->start, arc->end, chordMid);
chordAngleInRadians = atan2(diff.y, diff.x);
if (*clockwise) {
sagittaAngleInRadians = chordAngleInRadians + radians(90.0);
} else {
sagittaAngleInRadians = chordAngleInRadians - radians(90.0);
}
f.x = *sagitta * cos(sagittaAngleInRadians);
f.y = *sagitta * sin(sagittaAngleInRadians);
embVector_add(*chordMid, f, &(arc->mid));
getArcCenter(*arc, arcCenter);
*incAngleInDegrees = degrees(incAngleInRadians);
/* Confirm the direction of the Arc, it should match the Bulge */
if (*clockwise != isArcClockwise(*arc)) {
fprintf(stderr, "Arc and Bulge direction do not match.\n");
return 0;
}
return 1;
}
/* Computational Geometry for Circles */
/****************************************************************
* Calculates the intersection points of two overlapping circles.
* Returns true if the circles intersect.
* Returns false if the circles do not intersect.
****************************************************************/
int getCircleCircleIntersections(EmbCircle c0, EmbCircle c1, EmbVector* p3, EmbVector* p4)
{
EmbVector diff, p2, m;
double a, h, d;
embVector_subtract(c1.center, c0.center, &diff);
d = embVector_getLength(diff); /* Distance between centers */
/*Circles share centers. This results in division by zero,
infinite solutions or one circle being contained within the other. */
if (d == 0.0) {
return 0;
}
/* Circles do not touch each other */
else if (d > (c0.radius + c1.radius)) {
return 0;
}
/* One circle is contained within the other */
else if (d < (c0.radius - c1.radius)) {
return 0;
}
/*
* Considering the two right triangles p0p2p3 and p1p2p3 we can write:
* a^2 + h^2 = r0^2 and b^2 + h^2 = r1^2
*
* BEGIN PROOF
*
* Remove h^2 from the equation by setting them equal to themselves:
* r0^2 - a^2 = r1^2 - b^2
* Substitute b with (d - a) since it is proven that d = a + b:
* r0^2 - a^2 = r1^2 - (d - a)^2
* Complete the square:
* r0^2 - a^2 = r1^2 - (d^2 -2da + a^2)
* Subtract r1^2 from both sides:
* r0^2 - r1^2 - a^2 = -(d^2 -2da + a^2)
* Invert the signs:
* r0^2 - r1^2 - a^2 = -d^2 + 2da - a^2
* Adding a^2 to each side cancels them out:
* r0^2 - r1^2 = -d^2 + 2da
* Add d^2 to both sides to shift it to the other side:
* r0^2 - r1^2 + d^2 = 2da
* Divide by 2d to finally solve for a:
* a = (r0^2 - r1^2 + d^2)/ (2d)
*
* END PROOF
*/
a = ((c0.radius * c0.radius) - (c1.radius * c1.radius) + (d * d)) / (2.0 * d);
/* Solve for h by substituting a into a^2 + h^2 = r0^2 */
h = sqrt((c0.radius * c0.radius) - (a * a));
/*Find point p2 by adding the a offset in relation to line d to point p0 */
embVector_multiply(diff, a / d, &p2);
embVector_add(c0.center, p2, &p2);
/* Tangent circles have only one intersection
TODO: using == in floating point arithmetic
doesn't account for the machine accuracy, having
a stated (double) tolerence value would help.
*/
if (d == (c0.radius + c1.radius)) {
*p3 = *p4 = p2;
return 1;
}
/* Get the perpendicular slope by multiplying by the negative reciprocal
* Then multiply by the h offset in relation to d to get the actual offsets */
m.x = -(diff.y * h / d);
m.y = (diff.x * h / d);
/* Add the offsets to point p2 to obtain the intersection points */
embVector_add(p2, m, p3);
embVector_subtract(p2, m, p4);
return 1;
}
/****************************************************************
* Calculates the tangent points on circle from a given point.
* Returns true if the given point lies outside the circle.
* Returns false if the given point is inside the circle.
****************************************************************/
int getCircleTangentPoints(EmbCircle c, EmbVector point, EmbVector* t0, EmbVector* t1)
{
EmbCircle p;
EmbVector diff;
double hyp;
embVector_subtract(point, c.center, &diff);
hyp = embVector_getLength(diff); /* Distance to center of circle */
/* Point is inside the circle */
if (hyp < c.radius) {
return 0;
}
/* Point is lies on the circle, so there is only one tangent point */
else if (hyp == c.center.y) {
*t0 = *t1 = point;
return 1;
}
/* Since the tangent lines are always perpendicular to the radius, so
* we can use the Pythagorean theorem to solve for the missing side */
p.radius = sqrt((hyp * hyp) - (c.radius * c.radius));
p.center = point;
return getCircleCircleIntersections(c, p, t0, t1);
}
double embEllipse_diameterX(EmbEllipse ellipse)
{
return ellipse.radius.x * 2.0;
}
double embEllipse_diameterY(EmbEllipse ellipse)
{
return ellipse.radius.y * 2.0;
}
double embEllipse_width(EmbEllipse ellipse)
{
return ellipse.radius.x * 2.0;
}
double embEllipse_height(EmbEllipse ellipse)
{
return ellipse.radius.y * 2.0;
}
/* Returns an EmbEllipseObject. It is created on the stack. */
EmbEllipseObject embEllipseObject_make(EmbVector c, EmbVector r)
{
EmbEllipseObject stackEllipseObj;
stackEllipseObj.ellipse.center = c;
stackEllipseObj.ellipse.radius = r;
return stackEllipseObj;
}
/* Returns an EmbLine. It is created on the stack. */
EmbLine embLine_make(EmbVector start, EmbVector end)
{
EmbLine line;
line.start = start;
line.end = end;
return line;
}
void embVector_normalVector(EmbVector dir, EmbVector* result, int clockwise)
{
double temp;
embVector_normalize(dir, result);
temp = result->x;
result->x = result->y;
result->y = -temp;
if (!clockwise) {
embVector_multiply(*result, -1.0, result);
}
}
/*! Finds the normalized vector perpendicular (clockwise) to the line
* given by v1->v2 (normal to the line) */
void embLine_normalVector(EmbLine line, EmbVector* result, int clockwise)
{
if (!result) {
embLog("ERROR: emb-line.c embLine_normalVector(), result argument is null\n");
return;
}
embVector_subtract(line.end, line.end, result);
embVector_normalVector(*result, result, clockwise);
}
/**
* Finds the intersection of two lines given by v1->v2 and v3->v4
* and sets the value in the result variable.
*/
unsigned char embLine_intersectionPoint(EmbLine line1, EmbLine line2, EmbVector* result)
{
EmbVector D1, D2, C;
double tolerence, det;
tolerence = 1e-10;
embVector_subtract(line1.end, line1.start, &D2);
C.y = embVector_cross(line1.start, D2);
embVector_subtract(line2.end, line2.start, &D1);
C.x = embVector_cross(line2.start, D1);
det = embVector_cross(D1, D2);
if (!result) {
embLog("ERROR: emb-line.c embLine_intersectionPoint(), result argument is null\n");
return 0;
}
/*TODO: The code below needs revised since division by zero can still occur */
if (fabs(det) < tolerence) {
embLog("ERROR: Intersecting lines cannot be parallel.\n");
return 0;
}
result->x = D2.x * C.x - D1.x * C.y;
result->y = D2.y * C.x - D1.y * C.y;
embVector_multiply(*result, 1.0 / det, result);
return 1;
}
double embRect_x(EmbRect rect)
{
return rect.left;
}
double embRect_y(EmbRect rect)
{
return rect.top;
}
double embRect_width(EmbRect rect)
{
return rect.right - rect.left;
}
double embRect_height(EmbRect rect)
{
return rect.bottom - rect.top;
}
/* Sets the left edge of the rect to x. The right edge is not modified. */
void embRect_setX(EmbRect* rect, double x)
{
rect->left = x;
}
/* Sets the top edge of the rect to y. The bottom edge is not modified. */
void embRect_setY(EmbRect* rect, double y)
{
rect->top = y;
}
/* Sets the width of the rect to w. The right edge is modified. The left edge is not modified. */
void embRect_setWidth(EmbRect* rect, double w)
{
rect->right = rect->left + w;
}
/* Sets the height of the rect to h. The bottom edge is modified. The top edge is not modified. */
void embRect_setHeight(EmbRect* rect, double h)
{
rect->bottom = rect->top + h;
}
void embRect_setCoords(EmbRect* rect, double x1, double y1, double x2, double y2)
{
rect->left = x1;
rect->top = y1;
rect->right = x2;
rect->bottom = y2;
}
void embRect_setRect(EmbRect* rect, double x, double y, double w, double h)
{
rect->left = x;
rect->top = y;
rect->right = x + w;
rect->bottom = y + h;
}
/* Returns an EmbRectObject. It is created on the stack. */
EmbRectObject embRectObject_make(double x, double y, double w, double h)
{
EmbRectObject stackRectObj;
stackRectObj.rect.left = x;
stackRectObj.rect.top = y;
stackRectObj.rect.right = x + w;
stackRectObj.rect.bottom = y + h;
return stackRectObj;
}
/**
* Finds the unit length vector \a result in the same direction as \a vector.
*/
void embVector_normalize(EmbVector vector, EmbVector* result)
{
double length;
length = embVector_getLength(vector);
if (!result) {
embLog("ERROR: emb-vector.c embVector_normalize(), result argument is null\n");
return;
}
result->x = vector.x / length;
result->y = vector.y / length;
}
/**
* The scalar multiple \a magnatude of a vector \a vector. Returned as
* \a result.
*/
void embVector_multiply(EmbVector vector, double magnitude, EmbVector* result)
{
if (!result) {
embLog("ERROR: emb-vector.c embVector_multiply(), result argument is null\n");
return;
}
result->x = vector.x * magnitude;
result->y = vector.y * magnitude;
}
/**
* The sum of vectors \a v1 and \a v2 returned as \a result.
*/
void embVector_add(EmbVector v1, EmbVector v2, EmbVector* result)
{
if (!result) {
embLog("ERROR: emb-vector.c embVector_add(), result argument is null\n");
return;
}
result->x = v1.x + v2.x;
result->y = v1.y + v2.y;
}
/**
* The average of vectors \a v1 and \a v2 returned as \a result.
*/
void embVector_average(EmbVector v1, EmbVector v2, EmbVector* result)
{
if (!result) {
embLog("ERROR: emb-vector.c embVector_add(), result argument is null\n");
return;
}
result->x = (v1.x + v2.x) / 2.0;
result->y = (v1.y + v2.y) / 2.0;
}
/**
* The difference between vectors \a v1 and \a v2 returned as \a result.
*/
void embVector_subtract(EmbVector v1, EmbVector v2, EmbVector* result)
{
if (!result) {
embLog("ERROR: emb-vector.c embVector_subtract(), result argument is null\n");
return;
}
result->x = v1.x - v2.x;
result->y = v1.y - v2.y;
}
/**
* The dot product as vectors \a v1 and \a v2 returned as a double.
*
* That is
* (x) (a) = xa+yb
* (y) . (b)
*/
double embVector_dot(EmbVector v1, EmbVector v2)
{
return v1.x * v2.x + v1.y * v2.y;
}
/**
* The Euclidean distance between points v1 and v2, aka |v2-v1|.
*/
double embVector_distance(EmbVector v1, EmbVector v2)
{
EmbVector v3;
embVector_subtract(v1, v2, &v3);
return sqrt(embVector_dot(v3, v3));
}
/**
* Since we aren't using full vector algebra here, all vectors are "vertical".
* so this is like the product v1^{T} I_{2} v2 for our vectors \a v1 and \v2
* so a "component-wise product". The result is stored at the pointer \a result.
*
* That is
* (1 0) (a) = (xa)
* (x y)(0 1) (b) (yb)
*/
void embVector_transposeProduct(EmbVector v1, EmbVector v2, EmbVector* result)
{
if (!result) {
embLog("ERROR: emb-vector.c embVector_transpose_product(), result argument is null\n");
return;
}
result->x = v1.x * v2.x;
result->y = v1.y * v2.y;
}
/**
* The length or absolute value of the vector \a vector.
*/
double embVector_getLength(EmbVector vector)
{
return sqrt(vector.x * vector.x + vector.y * vector.y);
}
/**
* The length or absolute value of the vector \a vector.
*/
double embVector_cross(EmbVector a, EmbVector b)
{
return a.x * b.y - a.y * b.x;
}