FreeCAD/src/Base/Tools2D.cpp
2011-10-10 13:44:52 +00:00

412 lines
12 KiB
C++

/***************************************************************************
* Copyright (c) 2005 Imetric 3D GmbH *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
# include <cstdlib>
# include <set>
#endif
#include "Tools2D.h"
#include "Vector3D.h"
using namespace Base;
float Vector2D::GetAngle (const Vector2D &rclVect) const
{
float fDivid, fNum;
fDivid = Length() * rclVect.Length();
if ((fDivid < -1e-10f) || (fDivid > 1e-10f))
{
fNum = (*this * rclVect) / fDivid;
if (fNum < -1)
return F_PI;
else
if (fNum > 1)
return 0.0F;
else
return float(acos(fNum));
}
else
return -FLOAT_MAX; // division by zero
}
void Vector2D::ProjToLine (const Vector2D &rclPt, const Vector2D &rclLine)
{
float l = rclLine.Length();
float t1 = (rclPt * rclLine) / l;
Vector2D clNormal = rclLine;
clNormal.Normalize();
clNormal.Scale(t1);
*this = clNormal;
}
/********************************************************/
/** BOUNDBOX2D ********************************************/
bool BoundBox2D::operator|| (const Line2D &rclLine) const
{
Line2D clThisLine;
Vector2D clVct;
// first line
clThisLine.clV1.fX = fMinX;
clThisLine.clV1.fY = fMinY;
clThisLine.clV2.fX = fMaxX;
clThisLine.clV2.fY = fMinY;
if (clThisLine.IntersectAndContain (rclLine, clVct))
return true;
// second line
clThisLine.clV1 = clThisLine.clV2;
clThisLine.clV2.fX = fMaxX;
clThisLine.clV2.fY = fMaxY;
if (clThisLine.IntersectAndContain (rclLine, clVct))
return true;
// third line
clThisLine.clV1 = clThisLine.clV2;
clThisLine.clV2.fX = fMinX;
clThisLine.clV2.fY = fMaxY;
if (clThisLine.IntersectAndContain (rclLine, clVct))
return true;
// fourth line
clThisLine.clV1 = clThisLine.clV2;
clThisLine.clV2.fX = fMinX;
clThisLine.clV2.fY = fMinY;
if (clThisLine.IntersectAndContain (rclLine, clVct))
return true;
return false;
}
bool BoundBox2D::operator|| (const BoundBox2D &rclBB) const
{
//// compare bb2-points to this
//if (Contains (Vector2D (rclBB.fMinX, rclBB.fMinY))) return TRUE;
//if (Contains (Vector2D (rclBB.fMaxX, rclBB.fMinY))) return TRUE;
//if (Contains (Vector2D (rclBB.fMaxX, rclBB.fMaxY))) return TRUE;
//if (Contains (Vector2D (rclBB.fMinX, rclBB.fMaxY))) return TRUE;
//
//// compare this-points to bb2
//if (rclBB.Contains (Vector2D (fMinX, fMinY))) return TRUE;
//if (rclBB.Contains (Vector2D (fMaxX, fMinY))) return TRUE;
//if (rclBB.Contains (Vector2D (fMaxX, fMaxY))) return TRUE;
//if (rclBB.Contains (Vector2D (fMinX, fMaxY))) return TRUE;
if (fMinX < rclBB.fMaxX &&
rclBB.fMinX < fMaxX &&
fMinY < rclBB.fMaxY &&
rclBB.fMinY < fMaxY )
return true;
else // no intersection
return false;
}
bool BoundBox2D::operator|| (const Polygon2D &rclPoly) const
{
unsigned long i;
Line2D clLine;
// points contained in boundbox
for (i = 0; i < rclPoly.GetCtVectors(); i++)
if (Contains (rclPoly[i]))
return true; /***** RETURN INTERSECTION *********/
// points contained in polygon
if (rclPoly.Contains (Vector2D (fMinX, fMinY)) ||
rclPoly.Contains (Vector2D (fMaxX, fMinY)) ||
rclPoly.Contains (Vector2D (fMaxX, fMaxY)) ||
rclPoly.Contains (Vector2D (fMinX, fMaxY)))
return true; /***** RETURN INTERSECTION *********/
// test intersections of bound-lines
if (rclPoly.GetCtVectors() < 3) return false;
for (i = 0; i < rclPoly.GetCtVectors(); i++)
{
if (i == rclPoly.GetCtVectors() - 1)
{
clLine.clV1 = rclPoly[i];
clLine.clV2 = rclPoly[0];
}
else
{
clLine.clV1 = rclPoly[i];
clLine.clV2 = rclPoly[i + 1];
}
if (*this || clLine)
return true; /***** RETURN INTERSECTION *********/
}
// no intersection
return false;
}
bool BoundBox2D::Contains (const Vector2D &rclV) const
{
return
(rclV.fX >= fMinX) && (rclV.fX <= fMaxX) &&
(rclV.fY >= fMinY) && (rclV.fY <= fMaxY);
}
/********************************************************/
/** LINE2D **********************************************/
BoundBox2D Line2D::CalcBoundBox (void) const
{
BoundBox2D clBB;
clBB.fMinX = std::min<float> (clV1.fX, clV2.fX);
clBB.fMinY = std::min<float> (clV1.fY, clV2.fY);
clBB.fMaxX = std::max<float> (clV1.fX, clV2.fX);
clBB.fMaxY = std::max<float> (clV1.fY, clV2.fY);
return clBB;
}
bool Line2D::Intersect (const Line2D& rclLine, Vector2D &rclV) const
{
float m1, m2, b1, b2;
// calc coefficients
if (fabs (clV2.fX - clV1.fX) > 1e-10)
m1 = (clV2.fY - clV1.fY) / (clV2.fX - clV1.fX);
else
m1 = FLOAT_MAX;
if (fabs (rclLine.clV2.fX - rclLine.clV1.fX) > 1e-10)
m2 = (rclLine.clV2.fY - rclLine.clV1.fY) / (rclLine.clV2.fX - rclLine.clV1.fX);
else
m2 = FLOAT_MAX;
if (m1 == m2) /****** RETURN ERR (parallel lines) *************/
return false;
b1 = clV1.fY - m1 * clV1.fX;
b2 = rclLine.clV1.fY - m2 * rclLine.clV1.fX;
// calc intersection
if (m1 == FLOAT_MAX)
{
rclV.fX = clV1.fX;
rclV.fY = m2 * rclV.fX + b2;
}
else
if (m2 == FLOAT_MAX)
{
rclV.fX = rclLine.clV1.fX;
rclV.fY = m1 * rclV.fX + b1;
}
else
{
rclV.fX = (b2 - b1) / (m1 - m2);
rclV.fY = m1 * rclV.fX + b1;
}
return true; /*** RETURN TRUE (intersection) **********/
}
Vector2D Line2D::FromPos (float fDistance) const
{
Vector2D clDir(clV2 - clV1);
clDir.Normalize();
return Vector2D(clV1.fX + (clDir.fX * fDistance), clV1.fY + (clDir.fY * fDistance));
}
bool Line2D::IntersectAndContain (const Line2D& rclLine, Vector2D &rclV) const
{
bool rc = Intersect (rclLine, rclV);
if (rc)
rc = Contains (rclV) && rclLine.Contains (rclV);
return rc;
}
/********************************************************/
/** POLYGON2D ********************************************/
BoundBox2D Polygon2D::CalcBoundBox (void) const
{
unsigned long i;
BoundBox2D clBB;
for (i = 0; i < _aclVct.size(); i++)
{
clBB.fMinX = std::min<float> (clBB.fMinX, _aclVct[i].fX);
clBB.fMinY = std::min<float> (clBB.fMinY, _aclVct[i].fY);
clBB.fMaxX = std::max<float> (clBB.fMaxX, _aclVct[i].fX);
clBB.fMaxY = std::max<float> (clBB.fMaxY, _aclVct[i].fY);
}
return clBB;
}
static short _CalcTorsion (float *pfLine, float fX, float fY)
{
short sQuad[2], i;
float fResX;
// Klassifizierung der beiden Polygonpunkte in Quadranten
for (i = 0; i < 2; i++)
{
if (pfLine[i * 2] <= fX)
sQuad[i] = (pfLine[i * 2 + 1] > fY) ? 0 : 3;
else
sQuad[i] = (pfLine[i * 2 + 1] > fY) ? 1 : 2;
}
// Abbruch bei Linienpunkten innerhalb eines Quadranten
// Abbruch bei nichtschneidenden Linienpunkten
if (abs (sQuad[0] - sQuad[1]) <= 1) return 0;
// Beide Punkte links von ulX
if (abs (sQuad[0] - sQuad[1]) == 3)
return (sQuad[0] == 0) ? 1 : -1;
// Restfaelle : Quadrantendifferenz von 2
// mathematischer Test auf Schnitt
fResX = pfLine[0] + (fY - pfLine[1]) /
((pfLine[3] - pfLine[1]) / (pfLine[2] - pfLine[0]));
if (fResX < fX)
// oben/unten oder unten/oben
return (sQuad[0] <= 1) ? 1 : -1;
// Verbleibende Faelle ?
return 0;
}
bool Polygon2D::Contains (const Vector2D &rclV) const
{
// Ermittelt mit dem Verfahren der Windungszahl, ob ein Punkt innerhalb
// eines Polygonzugs enthalten ist.
// Summe aller Windungszahlen gibt an, ob ja oder nein.
float pfTmp[4];
unsigned long i;
short sTorsion = 0;
// Fehlercheck
if (GetCtVectors() < 3) return false;
// fuer alle Polygon-Linien
for (i = 0; i < GetCtVectors(); i++)
{
// Linienstruktur belegen
if (i == GetCtVectors() - 1)
{
// Polygon automatisch schliessen
pfTmp[0] = _aclVct[i].fX;
pfTmp[1] = _aclVct[i].fY;
pfTmp[2] = _aclVct[0].fX;
pfTmp[3] = _aclVct[0].fY;
}
else
{
// uebernehmen Punkt i und i+1
pfTmp[0] = _aclVct[i].fX;
pfTmp[1] = _aclVct[i].fY;
pfTmp[2] = _aclVct[i + 1].fX;
pfTmp[3] = _aclVct[i + 1].fY;
}
// Schnitt-Test durchfuehren und Windungszaehler berechnen
sTorsion += _CalcTorsion (pfTmp, rclV.fX, rclV.fY);
}
// Windungszaehler auswerten
return sTorsion != 0;
}
void Polygon2D::Intersect (const Polygon2D &rclPolygon, std::list<Polygon2D> &rclResultPolygonList) const
{
// trimmen des uebergebenen Polygons mit dem aktuellen, Ergebnis ist eine Liste von Polygonen (Untermenge des uebergebenen Polygons)
// das eigene (Trim-) Polygon ist geschlossen
//
if ((rclPolygon.GetCtVectors() < 2) || (GetCtVectors() < 2))
return;
// position of first points (in or out of polygon)
bool bInner = Contains(rclPolygon[0]);
Polygon2D clResultPolygon;
if (bInner == true) // add first point if inner trim-polygon
clResultPolygon.Add(rclPolygon[0]);
// for each polygon segment
size_t ulPolyCt = rclPolygon.GetCtVectors();
size_t ulTrimCt = GetCtVectors();
for (size_t ulVec = 0; ulVec < (ulPolyCt-1); ulVec++)
{
Vector2D clPt0 = rclPolygon[ulVec];
Vector2D clPt1 = rclPolygon[ulVec+1];
Line2D clLine(clPt0, clPt1);
// try to intersect with each line of the trim-polygon
std::set<float> afIntersections; // set of intersections (sorted by line parameter)
Vector2D clTrimPt2; // second line point
for (size_t i = 0; i < ulTrimCt; i++)
{
clTrimPt2 = At((i + 1) % ulTrimCt);
Line2D clToTrimLine(At(i), clTrimPt2);
Vector2D clV;
if (clLine.IntersectAndContain(clToTrimLine, clV) == true)
{
// save line parameter of intersection point
float fDist = (clV - clPt0).Length();
afIntersections.insert(fDist);
}
}
if (afIntersections.size() > 0) // intersections founded
{
for (std::set<float>::iterator pF = afIntersections.begin(); pF != afIntersections.end(); pF++)
{
// intersection point
Vector2D clPtIS = clLine.FromPos(*pF);
if (bInner == true)
{
clResultPolygon.Add(clPtIS);
rclResultPolygonList.push_back(clResultPolygon);
clResultPolygon.DeleteAll();
bInner = false;
}
else
{
clResultPolygon.Add(clPtIS);
bInner = true;
}
}
if (bInner == true) // add line end point if inside
clResultPolygon.Add(clPt1);
}
else
{ // no intersections, add line (means second point of it) if inside trim-polygon
if (bInner == true)
clResultPolygon.Add(clPt1);
}
}
// add last segment
if (clResultPolygon.GetCtVectors() > 0)
rclResultPolygonList.push_back(clResultPolygon);
}