#include #include #include namespace netgen { ostream & operator<<(ostream & s, const Point2d & p) { return s << "(" << p.px << ", " << p.py << ")"; } ostream & operator<<(ostream & s, const Vec2d & v) { return s << "(" << v.vx << ", " << v.vy << ")"; } #ifdef none ostream & operator<<(ostream & s, const Line2d & l) { return s << l.p1 << "-" << l.p2; } ostream & operator<<(ostream & s, const TRIANGLE2D & t) { return s << t.p1 << "-" << t.p2 << "-" << t.p3; } #endif double Fastatan2 (double x, double y) { if (y > 0) { if (x > 0) return y / (x+y); else return 1 - x / (y-x); } else if (y < 0) { if (x < 0) return 2 + y / (x+y); else return 3 - x / (y-x); } else { if (x >= 0) return 0; else return 2; } } double Angle (const Vec2d & v) { if (v.X() == 0 && v.Y() == 0) return 0; double ang = atan2 (v.Y(), v.X()); if (ang < 0) ang+= 2 * M_PI; return ang; } double FastAngle (const Vec2d & v) { return Fastatan2 (v.X(), v.Y()); } double Angle (const Vec2d & v1, const Vec2d & v2) { double ang = Angle(v2) - Angle(v1); if (ang < 0) ang += 2 * M_PI; return ang; } double FastAngle (const Vec2d & v1, const Vec2d & v2) { double ang = FastAngle(v2) - FastAngle(v1); if (ang < 0) ang += 4; return ang; } /* int CW (const Point2d & p1,const Point2d & p2,const Point2d & p3) { return Cross (p2 - p1, p3 - p2) < 0; } int CCW (const Point2d & p1,const Point2d & p2,const Point2d & p3) { return Cross (p2 - p1, p3 - p2) > 0; } */ double Dist2(const Line2d & g, const Line2d & h ) { double dd = 0.0, d1,d2,d3,d4; Point2d cp = CrossPoint(g,h); if ( Parallel(g,h) || !IsOnLine(g,cp) || !IsOnLine(h,cp) ) { d1 = Dist2(g.P1(),h.P1()); d2 = Dist2(g.P1(),h.P2()); d3 = Dist2(g.P2(),h.P1()); d4 = Dist2(g.P2(),h.P2()); if (d1= -heps * len2 && c2 <= heps * len2 && d <= heps * len2; } #ifdef none int IsOnLine (const PLine2d & l, const Point2d & p, double heps) { double c1 = (p - l.P1()) * l.Delta(); double c2 = (p - l.P2()) * l.Delta(); double d = fabs (Cross ( (p - l.P1()), l.Delta())); double len2 = l.Length2(); return c1 >= -heps * len2 && c2 <= heps * len2 && d <= heps * len2; } int IsOnLongLine (const Line2d & l, const Point2d & p) { double d = fabs (Cross ( (p - l.P1()), l.Delta())); return d <= EPSGEOM * l.Length(); } int Hit (const Line2d & l1, const Line2d & l2, double heps) { double den = Cross ( (l1.P2() - l1.P1()), (l2.P1() - l2.P2())); double num1 = Cross ( (l2.P1() - l1.P1()), (l2.P1() - l2.P2())); double num2 = Cross ( (l1.P2() - l1.P1()), (l2.P1() - l1.P1())); num1 *= sgn (den); num2 *= sgn (den); den = fabs (den); int ch = (-den * heps <= num1 && num1 <= den * (1 + heps) && -den * heps <= num2 && num2 <= den * (1 + heps)); return ch; } void Line2d :: GetNormal (Line2d & n) const { double ax = P2().X()-P1().X(), ay = P2().Y()-P1().Y(); Point2d mid(P1().X()+.5*ax, P1().Y()+.5*ay); n=Line2d(mid,Point2d(mid.X()+ay,mid.Y()-ax)) ; } Vec2d Line2d :: NormalDelta () const { Line2d tmp; GetNormal(tmp); return tmp.Delta(); } int TRIANGLE2D :: IsOn (const Point2d & p) const { return IsOnLine (Line2d (p1, p2), p) || IsOnLine (Line2d (p1, p3), p) || IsOnLine (Line2d (p2, p3), p); } int TRIANGLE2D :: IsIn (const Point2d & p) const { return ::CW(p, p1, p2) == ::CW(p, p2, p3) && ::CW(p, p1, p2) == ::CW(p, p3, p1); } int PTRIANGLE2D :: IsOn (const Point2d & p) const { return IsOnLine (Line2d (*p1, *p2), p) || IsOnLine (Line2d (*p1, *p3), p) || IsOnLine (Line2d (*p2, *p3), p); } int PTRIANGLE2D :: IsIn (const Point2d & p) const { return ::CW(p, *p1, *p2) == ::CW(p, *p2, *p3) && ::CW(p, *p1, *p2) == ::CW(p, *p3, *p1); } #endif }