Esempio n. 1
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        //calculates the normal of the two given points
        public double Normal(TPoint2D p1, TPoint2D p2, bool leftNormal)
        {
            var vec    = Vector2d.Subtract(p2.AsVector(), p1.AsVector());
            var normal = leftNormal ? vec.PerpendicularLeft : vec.PerpendicularRight;

            return(ConvertToHullAngle(Geometry2D.Angle(normal)));
        }
Esempio n. 2
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        public EnhancedPoint ExtremePointLeftOfShortcut(TPoint2D shortcutEnd)
        {
            //construct line
            var startToEnd  = Vector2d.Subtract(shortcutEnd.AsVector(), ShortcutStart.AsVector());
            var normal      = startToEnd.PerpendicularLeft;
            var normalAngle = Geometry2D.Angle(normal);
            var lineStart   = ShortcutStart.AsVector();
            var lineEnd     = new Vector2d(ShortcutStart.X + Math.Cos(normalAngle), ShortcutStart.Y + Math.Sin(normalAngle));

            //determine whether the angle towards the left is properly facing upwards (upper hull), or downwards (lower hull)
            //used for degenerate case handling
            var angleTowardsLeft   = Geometry2D.Angle(-startToEnd.X, -startToEnd.Y);
            var hullAngle          = ConvertToHullAngle(angleTowardsLeft);
            var hullAngleCompliant = HullAngleCompliant(hullAngle);

            EnhancedPoint furthestPoint;

            Points.TryFindRangeData((min, max) => RangeLeftOfShortcutLine(min, max, hullAngleCompliant, lineStart, lineEnd), out furthestPoint);
            return(furthestPoint);
        }
        public void Intersect(TPoint2D shortcutEnd, double epsilon)
        {
            //angle between shortcut line and epsilon circles
            var distance = Geometry2D.Distance(Origin, shortcutEnd);

            //if within epsilon circle, keep wedge and continue with next
            if (distance <= epsilon)
            {
                return;
            }

            //get angle of shortcut line with respect to the unit circle
            var worldAngle = Geometry2D.Angle(Origin, shortcutEnd);
            var wedgeAngle = Math.Asin(epsilon / distance);

            //build wedge
            var wedgeStart = Geometry2D.SubtractRadians(worldAngle, wedgeAngle);
            var wedgeEnd   = Geometry2D.SumRadians(worldAngle, wedgeAngle);
            var newWedge   = new Wedge(Origin, wedgeStart, wedgeEnd);

            //intersect wedge
            Intersect(newWedge);
        }