//
// $Id: GeomUtil.java,v 1.6 2003/11/15 00:17:59 mdb Exp $
package com.threerings.geom;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.geom.Line2D;
import java.awt.geom.Point2D;
import com.samskivert.util.StringUtil;
/**
* General geometry utilites.
*/
public class GeomUtil
{
/**
* Computes and returns the dot product of the two vectors.
*
* @param v1s the starting point of the first vector.
* @param v1e the ending point of the first vector.
* @param v2s the starting point of the second vector.
* @param v2e the ending point of the second vector.
*/
public static int dot (Point v1s, Point v1e, Point v2s, Point v2e)
{
return ((v1e.x - v1s.x) * (v2e.x - v2s.x) +
(v1e.y - v1s.y) * (v2e.y - v2s.y));
}
/**
* Computes and returns the dot product of the two vectors. See
* {@link #dot(Point,Point,Point,Point)} for an explanation of the
* arguments
*/
public static int dot (int v1sx, int v1sy, int v1ex, int v1ey,
int v2sx, int v2sy, int v2ex, int v2ey)
{
return ((v1ex - v1sx) * (v2ex - v2sx) + (v1ey - v1sy) * (v2ey - v2sy));
}
/**
* Computes and returns the dot product of the two vectors. The
* vectors are assumed to start with the same coordinate and end with
* different coordinates.
*
* @param vs the starting point of both vectors.
* @param v1e the ending point of the first vector.
* @param v2e the ending point of the second vector.
*/
public static int dot (Point vs, Point v1e, Point v2e)
{
return ((v1e.x - vs.x) * (v2e.x - vs.x) +
(v1e.y - vs.y) * (v2e.y - vs.y));
}
/**
* Computes and returns the dot product of the two vectors.
* See {@link #dot(Point,Point,Point)} for an explanation of the
* arguments
*/
public static int dot (int vsx, int vsy, int v1ex, int v1ey,
int v2ex, int v2ey)
{
return ((v1ex - vsx) * (v2ex - vsx) + (v1ey - vsy) * (v2ey - vsy));
}
/**
* Computes the point nearest to the specified point p3
* on the line defined by the two points p1 and
* p2. The computed point is stored into n.
* Note: p1 and p2 must not be
* coincident.
*
* @param p1 one point on the line.
* @param p2 another point on the line (not equal to p1).
* @param p3 the point to which we wish to be most near.
* @param n the point on the line defined by p1 and
* p2 that is nearest to p.
*
* @return the point object supplied via n.
*/
public static Point nearestToLine (Point p1, Point p2, Point p3, Point n)
{
// see http://astronomy.swin.edu.au/~pbourke/geometry/pointline/
// for a (not very good) explanation of the math
int Ax = p2.x - p1.x, Ay = p2.y - p1.y;
float u = (p3.x - p1.x) * Ax + (p3.y - p1.y) * Ay;
u /= (Ax * Ax + Ay * Ay);
n.x = p1.x + Math.round(Ax * u);
n.y = p1.y + Math.round(Ay * u);
return n;
}
/**
* Calculate the intersection of two lines. Either line may be
* considered as a line segment, and the intersecting point
* is only considered valid if it lies upon the segment.
* Note that Point extends Point2D.
*
* @param p1, p2 the coordinates of the first line.
* @param seg1 if the first line should be considered a segment.
* @param p3, p4 the coordinates of the second line.
* @param seg2 if the second line should be considered a segment.
* @param result the point that will be filled in with the intersecting
* point.
*
* @return true if result was filled in, or false if the lines
* are parallel or the point of intersection lies outside of a
* segment.
*/
public static boolean lineIntersection (
Point2D p1, Point2D p2, boolean seg1,
Point2D p3, Point2D p4, boolean seg2, Point2D result)
{
// see http://astronomy.swin.edu.au/~pbourke/geometry/lineline2d/
double y43 = p4.getY() - p3.getY();
double x21 = p2.getX() - p1.getX();
double x43 = p4.getX() - p3.getX();
double y21 = p2.getY() - p1.getY();
double denom = y43 * x21 - x43 * y21;
if (denom == 0) {
return false;
}
double y13 = p1.getY() - p3.getY();
double x13 = p1.getX() - p3.getX();
double ua = (x43 * y13 - y43 * x13) / denom;
if (seg1 && ((ua < 0) || (ua > 1))) {
return false;
}
if (seg2) {
double ub = (x21 * y13 - y21 * x13) / denom;
if ((ub < 0) || (ub > 1)) {
return false;
}
}
double x = p1.getX() + ua * x21;
double y = p1.getY() + ua * y21;
result.setLocation(x, y);
return true;
}
/**
* Returns less than zero if p2 is on the left hand side
* of the line created by p1 and theta and
* greater than zero if it is on the right hand side. In theory, it
* will return zero if the point is on the line, but due to rounding
* errors it almost always decides that it's not exactly on the line.
*
* @param p1 the point on the line whose side we're checking.
* @param theta the (logical) angle defining the line.
* @param p2 the point that lies on one side or the other of the line.
*/
public static int whichSide (Point p1, double theta, Point p2)
{
// obtain the point defining the right hand normal (N)
theta += Math.PI/2;
int x = p1.x + (int)Math.round(1000*Math.cos(theta)),
y = p1.y + (int)Math.round(1000*Math.sin(theta));
// now dot the vector from p1->p2 with the vector from p1->N, if
// it's positive, we're on the right hand side, if it's negative
// we're on the left hand side and if it's zero, we're on the line
return dot(p1.x, p1.y, p2.x, p2.y, x, y);
}
/**
* Shifts the position of the tainer rectangle to ensure
* that it contains the tained rectangle. The
* tainer rectangle must be larger than or equal to the
* size of the tained rectangle.
*/
public static void shiftToContain (Rectangle tainer, Rectangle tained)
{
if (tained.x < tainer.x) {
tainer.x = tained.x;
}
if (tained.y < tainer.y) {
tainer.y = tained.y;
}
if (tained.x + tained.width > tainer.x + tainer.width) {
tainer.x = tained.x - (tainer.width - tained.width);
}
if (tained.y + tained.height > tainer.y + tainer.height) {
tainer.y = tained.y - (tainer.height - tained.height);
}
}
/**
* Adds the target rectangle to the bounds of the source rectangle. If
* the source rectangle is null, a new rectangle is created that is the
* size of the target rectangle.
*
* @return the source rectangle.
*/
public static Rectangle grow (Rectangle source, Rectangle target)
{
if (target == null) {
Log.warning("Can't grow with null rectangle [src=" + source +
", tgt=" + target + "].");
Thread.dumpStack();
} else if (source == null) {
source = new Rectangle(target);
} else {
source.add(target);
}
return source;
}
}