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authorrandomguy3 <randomguy3@7c02a99a-9b00-45e3-bf44-6f3dd7fddb64>2012-01-17 18:39:31 +0000
committerrandomguy3 <randomguy3@7c02a99a-9b00-45e3-bf44-6f3dd7fddb64>2012-01-17 18:39:31 +0000
commitf90dd4ffc4b679e61a2a8cf43853b7d3c72c3e83 (patch)
tree15842d8311e621dc2776a77c9740bd72784f13f1 /tikzit/src/common/util.m
parent18871fdd7bbfb43eb0971ee358554f321f789eee (diff)
Calculate the head and tail of edges to be just where they contact the node (ie: behave more like tikz).
git-svn-id: https://tikzit.svn.sourceforge.net/svnroot/tikzit/trunk@388 7c02a99a-9b00-45e3-bf44-6f3dd7fddb64
Diffstat (limited to 'tikzit/src/common/util.m')
-rw-r--r--tikzit/src/common/util.m147
1 files changed, 142 insertions, 5 deletions
diff --git a/tikzit/src/common/util.m b/tikzit/src/common/util.m
index 0445126..3dec971 100644
--- a/tikzit/src/common/util.m
+++ b/tikzit/src/common/util.m
@@ -82,17 +82,28 @@ float bezierInterpolate(float dist, float c0, float c1, float c2, float c3) {
(dist*dist*dist) * c3;
}
-void lineCoeffsFromPoints(NSPoint p1, NSPoint p2, float *A, float *B, float *C) {
+NSPoint bezierInterpolateFull (float dist, NSPoint c0, NSPoint c1, NSPoint c2, NSPoint c3) {
+ return NSMakePoint (bezierInterpolate (dist, c0.x, c1.x, c2.x, c3.x),
+ bezierInterpolate (dist, c0.y, c1.y, c2.y, c3.y));
+}
+
+static void lineCoeffsFromPoints(NSPoint p1, NSPoint p2, float *A, float *B, float *C) {
*A = p2.y - p1.y;
*B = p1.x - p2.x;
*C = (*A) * p1.x + (*B) * p1.y;
}
+static void lineCoeffsFromPointAndAngle(NSPoint p, float angle, float *A, float *B, float *C) {
+ *A = sin (angle);
+ *B = -cos (angle);
+ *C = (*A) * p.x + (*B) * p.y;
+}
+
static BOOL lineSegmentContainsPoint(NSPoint l1, NSPoint l2, float x, float y) {
- float maxX = l1.x > l2.x ? l2.x : l1.x;
- float minX = l1.x > l2.x ? l1.x : l2.x;
- float maxY = l1.y > l2.y ? l2.y : l1.y;
- float minY = l1.y > l2.y ? l1.y : l2.y;
+ float minX = MIN(l1.x, l2.x);
+ float maxX = MAX(l1.x, l2.x);
+ float minY = MIN(l1.y, l2.y);
+ float maxY = MAX(l1.y, l2.y);
return x >= minX && x <= maxX && y >= minY && y <= maxY;
}
@@ -123,6 +134,36 @@ BOOL lineSegmentsIntersect(NSPoint l1start, NSPoint l1end, NSPoint l2start, NSPo
return NO;
}
+BOOL lineSegmentIntersectsBezier (NSPoint lstart, NSPoint lend, NSPoint c0, NSPoint c1, NSPoint c2, NSPoint c3, NSPoint *result) {
+ NSRect curveBounds = NSRectAround4Points(c0, c1, c2, c3);
+ if (!lineSegmentIntersectsRect(lstart, lend, curveBounds))
+ return NO;
+
+ const int divisions = 20;
+ const float chunkSize = 1.0f/(float)divisions;
+ float chunkStart = 0.0f;
+ BOOL found = NO;
+
+ for (int i = 0; i < divisions; ++i) {
+ float chunkEnd = chunkStart + chunkSize;
+
+ NSPoint p1 = bezierInterpolateFull (chunkStart, c0, c1, c2, c3);
+ NSPoint p2 = bezierInterpolateFull (chunkEnd, c0, c1, c2, c3);
+
+ NSPoint p;
+ if (lineSegmentsIntersect (lstart, lend, p1, p2, &p)) {
+ lstart = p;
+ found = YES;
+ }
+
+ chunkStart = chunkEnd;
+ }
+ if (found && result) {
+ *result = lstart;
+ }
+ return found;
+}
+
BOOL lineSegmentIntersectsRect(NSPoint lineStart, NSPoint lineEnd, NSRect rect) {
const float rectMaxX = NSMaxX(rect);
const float rectMinX = NSMinX(rect);
@@ -167,6 +208,92 @@ BOOL lineSegmentIntersectsRect(NSPoint lineStart, NSPoint lineEnd, NSRect rect)
return YES;
}
+NSPoint findExitPointOfRay (NSPoint p, float angle_rads, NSRect rect) {
+ const float rectMinX = NSMinX (rect);
+ const float rectMaxX = NSMaxX (rect);
+ const float rectMinY = NSMinY (rect);
+ const float rectMaxY = NSMaxY (rect);
+
+ const float angle = normaliseAngleRad (angle_rads);
+
+ // special case the edges
+ if (p.y == rectMaxY && angle > 0 && angle < M_PI) {
+ // along the top of the box
+ return p;
+ }
+ if (p.y == rectMinY && angle < 0 && angle > -M_PI) {
+ // along the bottom of the box
+ return p;
+ }
+ if (p.x == rectMaxX && angle > -M_PI/2.0f && angle < M_PI/2.0f) {
+ // along the right of the box
+ return p;
+ }
+ if (p.x == rectMinX && (angle > M_PI/2.0f || angle < -M_PI/2.0f)) {
+ // along the left of the box
+ return p;
+ }
+
+ float A1, B1, C1;
+ lineCoeffsFromPointAndAngle(p, angle, &A1, &B1, &C1);
+ //NSLog(@"Ray is %fx + %fy = %f", A1, B1, C1);
+
+ const float tlAngle = normaliseAngleRad (good_atan (rectMinX - p.x, rectMaxY - p.y));
+ const float trAngle = normaliseAngleRad (good_atan (rectMaxX - p.x, rectMaxY - p.y));
+ if (angle <= tlAngle && angle >= trAngle) {
+ // exit top
+ float A2, B2, C2;
+ lineCoeffsFromPoints(NSMakePoint (rectMinX, rectMaxY),
+ NSMakePoint (rectMaxX, rectMaxY),
+ &A2, &B2, &C2);
+ float det = A1*B2 - A2*B1;
+ NSCAssert(det != 0.0f, @"Parallel lines?");
+ NSPoint intersect = NSMakePoint ((B2*C1 - B1*C2)/det,
+ (A1*C2 - A2*C1)/det);
+ return intersect;
+ }
+
+ const float brAngle = normaliseAngleRad (good_atan (rectMaxX - p.x, rectMinY - p.y));
+ if (angle <= trAngle && angle >= brAngle) {
+ // exit right
+ float A2, B2, C2;
+ lineCoeffsFromPoints(NSMakePoint (rectMaxX, rectMaxY),
+ NSMakePoint (rectMaxX, rectMinY),
+ &A2, &B2, &C2);
+ //NSLog(@"Edge is %fx + %fy = %f", A2, B2, C2);
+ float det = A1*B2 - A2*B1;
+ NSCAssert(det != 0.0f, @"Parallel lines?");
+ NSPoint intersect = NSMakePoint ((B2*C1 - B1*C2)/det,
+ (A1*C2 - A2*C1)/det);
+ return intersect;
+ }
+
+ const float blAngle = normaliseAngleRad (good_atan (rectMinX - p.x, rectMinY - p.y));
+ if (angle <= brAngle && angle >= blAngle) {
+ // exit bottom
+ float A2, B2, C2;
+ lineCoeffsFromPoints(NSMakePoint (rectMaxX, rectMinY),
+ NSMakePoint (rectMinX, rectMinY),
+ &A2, &B2, &C2);
+ float det = A1*B2 - A2*B1;
+ NSCAssert(det != 0.0f, @"Parallel lines?");
+ NSPoint intersect = NSMakePoint ((B2*C1 - B1*C2)/det,
+ (A1*C2 - A2*C1)/det);
+ return intersect;
+ } else {
+ // exit left
+ float A2, B2, C2;
+ lineCoeffsFromPoints(NSMakePoint (rectMinX, rectMaxY),
+ NSMakePoint (rectMinX, rectMinY),
+ &A2, &B2, &C2);
+ float det = A1*B2 - A2*B1;
+ NSCAssert(det != 0.0f, @"Parallel lines?");
+ NSPoint intersect = NSMakePoint ((B2*C1 - B1*C2)/det,
+ (A1*C2 - A2*C1)/det);
+ return intersect;
+ }
+}
+
float roundToNearest(float stepSize, float val) {
if (stepSize==0.0f) return val;
else return round(val/stepSize)*stepSize;
@@ -186,6 +313,16 @@ int normaliseAngleDeg (int degrees) {
return degrees;
}
+float normaliseAngleRad (float rads) {
+ while (rads > M_PI) {
+ rads -= 2 * M_PI;
+ }
+ while (rads <= -M_PI) {
+ rads += 2 * M_PI;
+ }
+ return rads;
+}
+
static char ahex[] =
{'a','b','c','d','e','f','g','h','i','j',
'A','B','C','D','E','F'};