// // 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" static BOOL fuzzyCompare(float f1, float f2) { return (ABS(f1 - f2) <= 0.00001f * MIN(ABS(f1), ABS(f2))); } NSRect NSRectWithPoint(NSRect rect, NSPoint p) { CGFloat minX = NSMinX(rect); CGFloat maxX = NSMaxX(rect); CGFloat minY = NSMinY(rect); CGFloat maxY = NSMaxY(rect); if (p.x < minX) { minX = p.x; } else if (p.x > maxX) { maxX = p.x; } if (p.y < minY) { minY = p.y; } else if (p.y > maxY) { maxY = p.y; } return NSMakeRect(minX, minY, maxX - minX, maxY - minY); } 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; } 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 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 || fuzzyCompare (x, minX)) && (x <= maxX || fuzzyCompare (x, maxX)) && (y >= minY || fuzzyCompare (y, minY)) && (y <= maxY || fuzzyCompare (y, maxY)); } BOOL lineSegmentsIntersect(NSPoint l1start, NSPoint l1end, NSPoint l2start, NSPoint l2end, NSPoint *result) { // Ax + By = C float A1, B1, C1; lineCoeffsFromPoints(l1start, l1end, &A1, &B1, &C1); float A2, B2, C2; lineCoeffsFromPoints(l2start, l2end, &A2, &B2, &C2); float det = A1*B2 - A2*B1; if (det == 0.0f) { // parallel return NO; } else { float x = (B2*C1 - B1*C2)/det; float y = (A1*C2 - A2*C1)/det; if (lineSegmentContainsPoint(l1start, l1end, x, y) && lineSegmentContainsPoint(l2start, l2end, x, y)) { if (result) { (*result).x = x; (*result).y = y; } return YES; } } 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); const float rectMaxY = NSMaxY(rect); const float rectMinY = NSMinY(rect); // check if the segment is entirely to one side of the rect if (lineStart.x > rectMaxX && lineEnd.x > rectMaxX) { return NO; } if (lineStart.x < rectMinX && lineEnd.x < rectMinX) { return NO; } if (lineStart.y > rectMaxY && lineEnd.y > rectMaxY) { return NO; } if (lineStart.y < rectMinY && lineEnd.y < rectMinY) { return NO; } // Now check whether the (infinite) line intersects the rect // (if it does, so does the segment, due to above checks) // Ax + By = C float A, B, C; lineCoeffsFromPoints(lineStart, lineEnd, &A, &B, &C); const float tlVal = A * rectMinX + B * rectMaxY - C; const float trVal = A * rectMaxX + B * rectMaxY - C; const float blVal = A * rectMinX + B * rectMinY - C; const float brVal = A * rectMaxX + B * rectMinY - C; if (tlVal < 0 && trVal < 0 && blVal < 0 && brVal < 0) { // rect below line return NO; } if (tlVal > 0 && trVal > 0 && blVal > 0 && brVal > 0) { // rect above line return NO; } 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; } float radiansToDegrees (float radians) { return (radians * 180.0f) / M_PI; } float degreesToRadians(float degrees) { return (degrees * M_PI) / 180.0f; } int normaliseAngleDeg (int degrees) { while (degrees > 180) { degrees -= 360; } while (degrees <= -180) { degrees += 360; } 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'}; NSString *alphaHex(unsigned short sh) { if (sh > 255) return @"!!"; return [NSString stringWithFormat:@"%c%c", ahex[sh/16], ahex[sh%16]]; } // vi:ft=objc:noet:ts=4:sts=4:sw=4