129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
#include "Geometry.hpp"
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#include "Line.hpp"
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#include "Polyline.hpp"
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#include <algorithm>
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#include <cmath>
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#include <sstream>
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namespace Slic3r {
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Linef3 transform(const Linef3& line, const Transform3d& t)
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{
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typedef Eigen::Matrix<double, 3, 2> LineInMatrixForm;
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LineInMatrixForm world_line;
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::memcpy((void*)world_line.col(0).data(), (const void*)line.a.data(), 3 * sizeof(double));
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::memcpy((void*)world_line.col(1).data(), (const void*)line.b.data(), 3 * sizeof(double));
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LineInMatrixForm local_line = t * world_line.colwise().homogeneous();
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return Linef3(Vec3d(local_line(0, 0), local_line(1, 0), local_line(2, 0)), Vec3d(local_line(0, 1), local_line(1, 1), local_line(2, 1)));
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}
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bool Line::intersection_infinite(const Line &other, Point* point) const
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{
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Vec2d a1 = this->a.cast<double>();
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Vec2d v12 = (other.a - this->a).cast<double>();
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Vec2d v1 = (this->b - this->a).cast<double>();
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Vec2d v2 = (other.b - other.a).cast<double>();
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double denom = cross2(v1, v2);
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if (std::fabs(denom) < EPSILON)
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return false;
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double t1 = cross2(v12, v2) / denom;
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*point = (a1 + t1 * v1).cast<coord_t>();
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return true;
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}
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// Distance to the closest point of line.
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double Line::distance_to_squared(const Point &point, const Point &a, const Point &b)
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{
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const Vec2d v = (b - a).cast<double>();
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const Vec2d va = (point - a).cast<double>();
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const double l2 = v.squaredNorm(); // avoid a sqrt
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if (l2 == 0.0)
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// a == b case
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return va.squaredNorm();
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// Consider the line extending the segment, parameterized as a + t (b - a).
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// We find projection of this point onto the line.
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// It falls where t = [(this-a) . (b-a)] / |b-a|^2
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const double t = va.dot(v) / l2;
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if (t < 0.0) return va.squaredNorm(); // beyond the 'a' end of the segment
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else if (t > 1.0) return (point - b).cast<double>().squaredNorm(); // beyond the 'b' end of the segment
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return (t * v - va).squaredNorm();
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}
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double Line::perp_distance_to(const Point &point) const
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{
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const Line &line = *this;
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const Vec2d v = (line.b - line.a).cast<double>();
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const Vec2d va = (point - line.a).cast<double>();
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if (line.a == line.b)
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return va.norm();
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return std::abs(cross2(v, va)) / v.norm();
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}
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double Line::orientation() const
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{
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double angle = this->atan2_();
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if (angle < 0) angle = 2*PI + angle;
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return angle;
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}
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double Line::direction() const
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{
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double atan2 = this->atan2_();
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return (fabs(atan2 - PI) < EPSILON) ? 0
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: (atan2 < 0) ? (atan2 + PI)
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: atan2;
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}
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bool Line::parallel_to(double angle) const
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{
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return Slic3r::Geometry::directions_parallel(this->direction(), angle);
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}
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bool Line::intersection(const Line &l2, Point *intersection) const
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{
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const Line &l1 = *this;
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const Vec2d v1 = (l1.b - l1.a).cast<double>();
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const Vec2d v2 = (l2.b - l2.a).cast<double>();
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double denom = cross2(v1, v2);
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if (fabs(denom) < EPSILON)
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#if 0
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// Lines are collinear. Return true if they are coincident (overlappign).
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return ! (fabs(nume_a) < EPSILON && fabs(nume_b) < EPSILON);
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#else
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return false;
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#endif
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const Vec2d v12 = (l1.a - l2.a).cast<double>();
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double nume_a = cross2(v2, v12);
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double nume_b = cross2(v1, v12);
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double t1 = nume_a / denom;
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double t2 = nume_b / denom;
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if (t1 >= 0 && t1 <= 1.0f && t2 >= 0 && t2 <= 1.0f) {
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// Get the intersection point.
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(*intersection) = (l1.a.cast<double>() + t1 * v1).cast<coord_t>();
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return true;
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}
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return false; // not intersecting
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}
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bool Line::clip_with_bbox(const BoundingBox &bbox)
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{
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Vec2d x0clip, x1clip;
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bool result = Geometry::liang_barsky_line_clipping<double>(this->a.cast<double>(), this->b.cast<double>(), BoundingBoxf(bbox.min.cast<double>(), bbox.max.cast<double>()), x0clip, x1clip);
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if (result) {
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this->a = x0clip.cast<coord_t>();
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this->b = x1clip.cast<coord_t>();
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}
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return result;
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}
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Vec3d Linef3::intersect_plane(double z) const
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{
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auto v = (this->b - this->a).cast<double>();
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double t = (z - this->a(2)) / v(2);
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return Vec3d(this->a(0) + v(0) * t, this->a(1) + v(1) * t, z);
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}
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}
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