Esempio n. 1
0
        /// <summary>
        /// Checks if a Point lies in a circle
        /// (This is a strictly static method for performance reasons)
        /// </summary>
        /// <param name="middlePoint"></param>
        /// <param name="radius"></param>
        /// <param name="checkPoint"></param>
        /// <param name="tolerance"></param>
        /// <returns></returns>
        public static bool Contains(Vector2 middlePoint, double radius, Vector2 checkPoint, double tolerance)
        {
            var len  = LineSegment2.CalcLenght(middlePoint, checkPoint);
            var dist = radius - (len - tolerance);

            return(dist >= 0);
        }
Esempio n. 2
0
        private bool InterceptWithCircle(Circle2 other, double tolerance = GeometrySettings.DEFAULT_TOLERANCE)
        {
            var middlepointDistance = LineSegment2.CalcLenght(this.MiddlePoint, other.MiddlePoint);
            var radiusSum           = this.Radius + other.Radius;

            return(!(middlepointDistance > (radiusSum + tolerance)));
        }
        /// <summary>
        /// Does a Point lie on the Arc line?
        /// </summary>
        /// <param name="point"></param>
        /// <param name="tolerance"></param>
        /// <returns></returns>
        public bool Contains(Vector2 point, double tolerance = GeometrySettings.DEFAULT_TOLERANCE)
        {
            bool conatins = false;

            // First, the distance from middlepoint to our Point must be equal to the radius:
            var distance = LineSegment2.CalcLenght(this.MiddlePoint, point);

            if (Math.Abs(distance - this.Radius) < tolerance)
            {
                // If this is true, we only need to check if we are in the arc angle

                var bowMiddle    = this.GetPointOnArc(this.Angle / 2);
                var l1           = new LineSegment2(this.Location, bowMiddle);
                var l2           = new LineSegment2(this.GetPointOnArc(this.Angle), bowMiddle);
                var intersection = new LineSegment2(this.MiddlePoint, point);

                conatins = intersection.IntersectLine(l1, tolerance).HasValue || intersection.IntersectLine(l2, tolerance).HasValue;
            }
            return(conatins);
        }
Esempio n. 4
0
        private IEnumerable <Vector2> InterceptCircle(Circle2 other, double tolerance = GeometrySettings.DEFAULT_TOLERANCE)
        {
            var interceptions = new List <Vector2>();

            if (InterceptWithCircle(other, tolerance))
            {
                var middlepointDistance = LineSegment2.CalcLenght(this.MiddlePoint, other.MiddlePoint);
                if (middlepointDistance < Math.Abs(this.Radius + other.Radius))
                {
                    // circle is contained in other
                }
                else if (middlepointDistance == 0 && (this.Radius == other.Radius))
                {
                    // circle are concident -> infinite numbers of intersections
                }
                else
                {
                    interceptions.AddRange(IntersectCircle(this, other));
                }
            }
            return(interceptions);
        }