Esempio n. 1
0
        /********************************************************
         * To check whether 2 lines segments have an intersection
         *********************************************************/
        public bool IntersectedWith(CLineSegment line)
        {
            float x1 = this.m_startPoint.X;
            float y1 = this.m_startPoint.Y;
            float x2 = this.m_endPoint.X;
            float y2 = this.m_endPoint.Y;
            float x3 = line.m_startPoint.X;
            float y3 = line.m_startPoint.Y;
            float x4 = line.m_endPoint.X;
            float y4 = line.m_endPoint.Y;

            float de = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);

            //if de<>0 then //lines are not parallel
            if (Math.Abs(de - 0) > ConstantValue.SmallValue) //not parallel
            {
                float ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / de;
                float ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / de;

                if ((ua > 0) && (ua < 1) && (ub > 0) && (ub < 1))
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
            else //lines are parallel
            {
                return(false);
            }
        }
Esempio n. 2
0
        /***To check whether the point is in a line segment***/
        public bool InLine(CLineSegment lineSegment)
        {
            bool bInline = false;

            float Ax, Ay, Bx, By, Cx, Cy;

            Bx = lineSegment.EndPoint.X;
            By = lineSegment.EndPoint.Y;
            Ax = lineSegment.StartPoint.X;
            Ay = lineSegment.StartPoint.Y;
            Cx = this.m_dCoordinate_X;
            Cy = this.m_dCoordinate_Y;

            float L = lineSegment.GetLineSegmentLength();
            float s = Math.Abs(((Ay - Cy) * (Bx - Ax) - (Ax - Cx) * (By - Ay)) / (L * L));

            if (Math.Abs(s - 0) < ConstantValue.SmallValue)
            {
                if ((SamePoints(this, lineSegment.StartPoint)) || (SamePoints(this, lineSegment.EndPoint)))
                {
                    bInline = true;
                }
                else if ((Cx < lineSegment.GetXmax()) && (Cx > lineSegment.GetXmin()) && (Cy < lineSegment.GetYmax()) && (Cy > lineSegment.GetYmin()))
                {
                    bInline = true;
                }
            }
            return(bInline);
        }
Esempio n. 3
0
        /***Check whether this line is in a longer line***/
        public bool InLine(CLineSegment longerLineSegment)
        {
            bool bInLine = false;

            if ((m_startPoint.InLine(longerLineSegment)) && (m_endPoint.InLine(longerLineSegment)))
            {
                bInLine = true;
            }
            return(bInLine);
        }
Esempio n. 4
0
    /********************************************************
    To check whether 2 lines segments have an intersection
    *********************************************************/
    public bool IntersectedWith(CLineSegment line)
    {
      float x1 = this.m_startPoint.X;
      float y1 = this.m_startPoint.Y;
      float x2 = this.m_endPoint.X;
      float y2 = this.m_endPoint.Y;
      float x3 = line.m_startPoint.X;
      float y3 = line.m_startPoint.Y;
      float x4 = line.m_endPoint.X;
      float y4 = line.m_endPoint.Y;

      float de = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
      //if de<>0 then //lines are not parallel
      if (Math.Abs(de - 0) > ConstantValue.SmallValue) //not parallel
      {
        float ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / de;
        float ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / de;

        if ((ua > 0) && (ua < 1) && (ub > 0) && (ub < 1))
          return true;
        else
          return false;
      }
      else	//lines are parallel
        return false;
    }
Esempio n. 5
0
    /************************************************
     * Offset the line segment to generate a new line segment
     * If the offset direction is along the x-axis or y-axis, 
     * Parameter is true, other wise it is false
     * ***********************************************/
    public CLineSegment OffsetLine(float distance, bool rightOrDown)
    {
      //offset a line with a given distance, generate a new line
      //rightOrDown=true means offset to x incress direction,
      // if the line is horizontal, offset to y incress direction

      CLineSegment line;
      CPoint2D newStartPoint = new CPoint2D();
      CPoint2D newEndPoint = new CPoint2D();

      float alphaInRad = this.GetLineAngle(); // 0-PI
      if (rightOrDown)
      {
        if (this.HorizontalLine()) //offset to y+ direction
        {
          newStartPoint.X = this.m_startPoint.X;
          newStartPoint.Y = this.m_startPoint.Y + distance;

          newEndPoint.X = this.m_endPoint.X;
          newEndPoint.Y = this.m_endPoint.Y + distance;
          line = new CLineSegment(newStartPoint, newEndPoint);
        }
        else //offset to x+ direction
        {
          if (Math.Sin(alphaInRad) > 0)
          {
            newStartPoint.X = (float)(m_startPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
            newStartPoint.Y = (float)(m_startPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

            newEndPoint.X = (float)(m_endPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
            newEndPoint.Y = (float)(m_endPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

            line = new CLineSegment(newStartPoint, newEndPoint);
          }
          else //sin(FalphaInRad)<0
          {
            newStartPoint.X = (float)(m_startPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
            newStartPoint.Y = (float)(m_startPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));
            newEndPoint.X = (float)(m_endPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
            newEndPoint.Y = (float)(m_endPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));

            line = new CLineSegment(newStartPoint, newEndPoint);
          }
        }
      }//{rightOrDown}
      else //leftOrUp
      {
        if (this.HorizontalLine()) //offset to y directin
        {
          newStartPoint.X = m_startPoint.X;
          newStartPoint.Y = m_startPoint.Y - distance;

          newEndPoint.X = m_endPoint.X;
          newEndPoint.Y = m_endPoint.Y - distance;
          line = new CLineSegment(newStartPoint, newEndPoint);
        }
        else //offset to x directin
        {
          if (Math.Sin(alphaInRad) >= 0)
          {
            newStartPoint.X = (float)(m_startPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
            newStartPoint.Y = (float)(m_startPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));
            newEndPoint.X = (float)(m_endPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
            newEndPoint.Y = (float)(m_endPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));

            line = new CLineSegment(
              newStartPoint, newEndPoint);
          }
          else //sin(FalphaInRad)<0
          {
            newStartPoint.X = (float)(m_startPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
            newStartPoint.Y = (float)(m_startPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));
            newEndPoint.X = (float)(m_endPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
            newEndPoint.Y = (float)(m_endPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

            line = new CLineSegment(newStartPoint, newEndPoint);
          }
        }
      }
      return line;
    }
Esempio n. 6
0
 /***Check whether this line is in a longer line***/
 public bool InLine(CLineSegment longerLineSegment)
 {
   bool bInLine = false;
   if ((m_startPoint.InLine(longerLineSegment)) && (m_endPoint.InLine(longerLineSegment)))
     bInLine = true;
   return bInLine;
 }
Esempio n. 7
0
    /***To check whether the point is in a line segment***/
    public bool InLine(CLineSegment lineSegment)
    {
      bool bInline = false;

      float Ax, Ay, Bx, By, Cx, Cy;
      Bx = lineSegment.EndPoint.X;
      By = lineSegment.EndPoint.Y;
      Ax = lineSegment.StartPoint.X;
      Ay = lineSegment.StartPoint.Y;
      Cx = this.m_dCoordinate_X;
      Cy = this.m_dCoordinate_Y;

      float L = lineSegment.GetLineSegmentLength();
      float s = Math.Abs(((Ay - Cy) * (Bx - Ax) - (Ax - Cx) * (By - Ay)) / (L * L));

      if (Math.Abs(s - 0) < ConstantValue.SmallValue)
      {
        if ((SamePoints(this, lineSegment.StartPoint)) || (SamePoints(this, lineSegment.EndPoint)))
          bInline = true;
        else if ((Cx < lineSegment.GetXmax()) && (Cx > lineSegment.GetXmin()) && (Cy < lineSegment.GetYmax()) && (Cy > lineSegment.GetYmin()))
          bInline = true;
      }
      return bInline;
    }
Esempio n. 8
0
        /************************************************
         * Offset the line segment to generate a new line segment
         * If the offset direction is along the x-axis or y-axis,
         * Parameter is true, other wise it is false
         * ***********************************************/
        public CLineSegment OffsetLine(float distance, bool rightOrDown)
        {
            //offset a line with a given distance, generate a new line
            //rightOrDown=true means offset to x incress direction,
            // if the line is horizontal, offset to y incress direction

            CLineSegment line;
            CPoint2D     newStartPoint = new CPoint2D();
            CPoint2D     newEndPoint   = new CPoint2D();

            float alphaInRad = this.GetLineAngle(); // 0-PI

            if (rightOrDown)
            {
                if (this.HorizontalLine()) //offset to y+ direction
                {
                    newStartPoint.X = this.m_startPoint.X;
                    newStartPoint.Y = this.m_startPoint.Y + distance;

                    newEndPoint.X = this.m_endPoint.X;
                    newEndPoint.Y = this.m_endPoint.Y + distance;
                    line          = new CLineSegment(newStartPoint, newEndPoint);
                }
                else //offset to x+ direction
                {
                    if (Math.Sin(alphaInRad) > 0)
                    {
                        newStartPoint.X = (float)(m_startPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
                        newStartPoint.Y = (float)(m_startPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

                        newEndPoint.X = (float)(m_endPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
                        newEndPoint.Y = (float)(m_endPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

                        line = new CLineSegment(newStartPoint, newEndPoint);
                    }
                    else //sin(FalphaInRad)<0
                    {
                        newStartPoint.X = (float)(m_startPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
                        newStartPoint.Y = (float)(m_startPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));
                        newEndPoint.X   = (float)(m_endPoint.X + Math.Abs(distance * Math.Sin(alphaInRad)));
                        newEndPoint.Y   = (float)(m_endPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));

                        line = new CLineSegment(newStartPoint, newEndPoint);
                    }
                }
            }    //{rightOrDown}
            else //leftOrUp
            {
                if (this.HorizontalLine()) //offset to y directin
                {
                    newStartPoint.X = m_startPoint.X;
                    newStartPoint.Y = m_startPoint.Y - distance;

                    newEndPoint.X = m_endPoint.X;
                    newEndPoint.Y = m_endPoint.Y - distance;
                    line          = new CLineSegment(newStartPoint, newEndPoint);
                }
                else //offset to x directin
                {
                    if (Math.Sin(alphaInRad) >= 0)
                    {
                        newStartPoint.X = (float)(m_startPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
                        newStartPoint.Y = (float)(m_startPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));
                        newEndPoint.X   = (float)(m_endPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
                        newEndPoint.Y   = (float)(m_endPoint.Y + Math.Abs(distance * Math.Cos(alphaInRad)));

                        line = new CLineSegment(
                            newStartPoint, newEndPoint);
                    }
                    else //sin(FalphaInRad)<0
                    {
                        newStartPoint.X = (float)(m_startPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
                        newStartPoint.Y = (float)(m_startPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));
                        newEndPoint.X   = (float)(m_endPoint.X - Math.Abs(distance * Math.Sin(alphaInRad)));
                        newEndPoint.Y   = (float)(m_endPoint.Y - Math.Abs(distance * Math.Cos(alphaInRad)));

                        line = new CLineSegment(newStartPoint, newEndPoint);
                    }
                }
            }
            return(line);
        }