// // util.m // TikZiT // // Copyright 2010 Aleks Kissinger. All rights reserved. // // // This file is part of TikZiT. // // TikZiT is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // TikZiT 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 General Public License for more details. // #import "util.h" #import "math.h" NSRect NSRectAroundPointsWithPadding(NSPoint p1, NSPoint p2, float padding) { return NSMakeRect(MIN(p1.x,p2.x)-padding, MIN(p1.y,p2.y)-padding, ABS(p2.x-p1.x)+(2.0f*padding), ABS(p2.y-p1.y)+(2.0f*padding)); } NSRect NSRectAroundPoints(NSPoint p1, NSPoint p2) { return NSRectAroundPointsWithPadding(p1, p2, 0.0f); } NSRect NSRectAround4PointsWithPadding(NSPoint p1, NSPoint p2, NSPoint p3, NSPoint p4, float padding) { float leftMost = MIN(p1.x, p2.x); leftMost = MIN(leftMost, p3.x); leftMost = MIN(leftMost, p4.x); float rightMost = MAX(p1.x, p2.x); rightMost = MAX(rightMost, p3.x); rightMost = MAX(rightMost, p4.x); float topMost = MIN(p1.y, p2.y); topMost = MIN(topMost, p3.y); topMost = MIN(topMost, p4.y); float bottomMost = MAX(p1.y, p2.y); bottomMost = MAX(bottomMost, p3.y); bottomMost = MAX(bottomMost, p4.y); return NSMakeRect(leftMost-padding, topMost-padding, (rightMost - leftMost)+(2.0f*padding), (bottomMost - topMost)+(2.0f*padding)); } NSRect NSRectAround4Points(NSPoint p1, NSPoint p2, NSPoint p3, NSPoint p4) { return NSRectAround4PointsWithPadding(p1, p2, p3, p4, 0.0f); } float NSDistanceBetweenPoints(NSPoint p1, NSPoint p2) { float dx = p2.x - p1.x; float dy = p2.y - p1.y; return sqrt(dx * dx + dy * dy); } float good_atan(float dx, float dy) { if (dx > 0) { return atan(dy/dx); } else if (dx < 0) { return M_PI + atan(dy/dx); } else { if (dy > 0) return 0.5 * M_PI; else if (dy < 0) return 1.5 * M_PI; else return 0; } } // interpolate on a cubic bezier curve float bezierInterpolate(float dist, float c0, float c1, float c2, float c3) { float distp = 1 - dist; return (distp*distp*distp) * c0 + 3 * (distp*distp) * dist * c1 + 3 * (dist*dist) * distp * c2 + (dist*dist*dist) * c3; } float roundToNearest(float stepSize, float val) { if (stepSize==0.0f) return val; else return round(val/stepSize)*stepSize; } float radiansToDegrees (float radians) { return (radians * 180.0f) / M_PI; } int normaliseAngleDeg (int degrees) { while (degrees >= 360) { degrees -= 360; } while (degrees <= -360) { degrees += 360; } return degrees; } static char ahex[] = {'a','b','c','d','e','f','g','h','i','j', 'A','B','C','D','E','F'}; NSString *alphaHex(unsigned short sh) { if (sh > 255) return @"!!"; return [NSString stringWithFormat:@"%c%c", ahex[sh/16], ahex[sh%16]]; }