/// <summary> /// Returns a vertex representing the closest point on this line segment from a given vertex /// </summary> /// <param name="point">The point we want to be close to</param> /// <param name="isInfiniteLine">If true treat the line as infinitly long</param> /// <param name="endPointFlag">Outputs 0 if the vertex is on the line segment, 1 if beyond P0, 2 if beyong P1 and -1 if P1=P2</param> /// <returns>The point on this segment or infinite line that is closest to the given point</returns> public Vertex ClosestPointTo(Vertex point, bool isInfiniteLine, out EndPointInteraction endPointFlag) { // If the points defining this segment are the same, we treat the segment as a point // special handling to avoid 0 in denominator later if (P2.X == P1.X && P2.Y == P1.Y) { endPointFlag = EndPointInteraction.P1equalsP2; return P1; } //http://softsurfer.com/Archive/algorithm_0102/algorithm_0102.htm Vector v = ToVector(); // vector from p1 to p2 in the segment v.Z = 0; Vector w = new Vector(P1.ToCoordinate(), point.ToCoordinate()); // vector from p1 to Point w.Z = 0; double c1 = w.Dot(v); // the dot product represents the projection onto the line if (c1 < 0) { endPointFlag = EndPointInteraction.PastP1; if (!isInfiniteLine) // The closest point on the segment to Point is p1 return P1; } double c2 = v.Dot(v); if (c2 <= c1) { endPointFlag = EndPointInteraction.PastP2; if (!isInfiniteLine) // The closest point on the segment to Point is p2 return P2; } // The closest point on the segment is perpendicular to the point, // but somewhere on the segment between P1 and P2 endPointFlag = EndPointInteraction.OnLine; double b = c1 / c2; v = v.Multiply(b); Vertex pb = new Vertex(P1.X + v.X, P1.Y + v.Y); return pb; }
/// <summary> /// Returns the intersection of the specified segment with this bounding box. If there is no intersection, /// then this returns null. If the intersection is a corner, then the LineSegment will be degenerate, /// that is both the coordinates will be the same. Otherwise, the segment will be returned so that the /// direction is the same as the original segment. /// </summary> /// <param name="self">The IEnvelope to use with this method</param> /// <param name="segment">The LineSegment to intersect.</param> /// <returns>An ILineSegment that is cropped to fit within the bounding box.</returns> public static ILineSegment Intersection(this IEnvelope self, ILineSegment segment) { if (self == null) return null; if (self.IsNull) return null; if (segment == null) return null; // If the line segment is completely contained by this envelope, simply return the original. if (self.Contains(segment.P0) && self.Contains(segment.P1)) return segment; int count = 0; Coordinate[] borderPoints = new Coordinate[2]; ILineSegment[] border = self.BorderSegments(); for (int i = 0; i < 4; i++) { borderPoints[count] = border[i].Intersection(segment); if (borderPoints[count] != null) { count++; if (count > 1) break; } } // If there are two intersections, the line crosses this envelope if (count == 2) { Vector v = new Vector(segment.P0, segment.P1); Vector t = new Vector(borderPoints[0], borderPoints[1]); return t.Dot(v) < 0 ? new LineSegment(borderPoints[1], borderPoints[0]) : new LineSegment(borderPoints[0], borderPoints[1]); } // if there is only one intersection, we probably have one point contained and one point not-contained if (count == 1) { if (self.Contains(segment.P0)) { // P1 got cropped, so make a line from p0 to the cropped point return new LineSegment(segment.P0, borderPoints[0]); } return self.Contains(segment.P1) ? new LineSegment(borderPoints[0], segment.P1) : new LineSegment(borderPoints[0], borderPoints[0]); } return null; }