IntersectionLineCircle() public static method

public static IntersectionLineCircle ( Vector3D lineP1, Vector3D lineP2, Circle circle, Vector3D &p1, Vector3D &p2 ) : int
lineP1 Vector3D
lineP2 Vector3D
circle Circle
p1 Vector3D
p2 Vector3D
return int
コード例 #1
0
        /// <summary>
        /// Slicing function used for earthquake puzzles.
        /// c should be geodesic (orthogonal to the disk boundary).
        /// </summary>
        public static void SlicePolygonWithHyperbolicGeodesic(Polygon p, CircleNE c, double thickness, out List <Polygon> output)
        {
            Geometry g = Geometry.Hyperbolic;

            Segment seg = null;

            if (c.IsLine)
            {
                Vector3D p1, p2;
                Euclidean2D.IntersectionLineCircle(c.P1, c.P2, new Circle(), out p1, out p2);
                seg = Segment.Line(p1, p2);
            }
            else
            {
                // Setup the two slicing circles.
                // These are cuts equidistant from the passed in geodesic.
                Vector3D closestToOrigin = H3Models.Ball.ClosestToOrigin(new Circle3D()
                {
                    Center = c.Center, Radius = c.Radius, Normal = new Vector3D(0, 0, 1)
                });

                Vector3D p1, p2;
                Euclidean2D.IntersectionCircleCircle(c, new Circle(), out p1, out p2);
                seg = Segment.Arc(p1, closestToOrigin, p2);
            }

            Circle c1 = H3Models.Ball.EquidistantOffset(g, seg, thickness / 2);
            Circle c2 = H3Models.Ball.EquidistantOffset(g, seg, -thickness / 2);

            CircleNE c1NE = c.Clone(), c2NE = c.Clone();

            c1NE.Center = c1.Center; c2NE.Center = c2.Center;
            c1NE.Radius = c1.Radius; c2NE.Radius = c2.Radius;
            SlicePolygonHelper(p, c1NE, c2NE, out output);
        }
コード例 #2
0
ファイル: Polygon.cs プロジェクト: remuladgryta/MagicTile
        public bool Intersects(Segment s)
        {
            Vector3D i1 = Vector3D.DneVector(), i2 = Vector3D.DneVector();
            int      numInt = 0;

            if (SegmentType.Arc == Type)
            {
                if (SegmentType.Arc == s.Type)
                {
                    numInt = Euclidean2D.IntersectionCircleCircle(Circle, s.Circle, out i1, out i2);
                }
                else
                {
                    numInt = Euclidean2D.IntersectionLineCircle(P1, P2, s.Circle, out i1, out i2);
                }
            }
            else
            {
                if (SegmentType.Arc == s.Type)
                {
                    numInt = Euclidean2D.IntersectionLineCircle(s.P1, s.P2, Circle, out i1, out i2);
                }
                else
                {
                    numInt = Euclidean2D.IntersectionLineLine(P1, P2, s.P1, s.P2, out i1);
                }
            }

            // -1 can denote conincident segments (I'm not consistent in the impls above :/),
            // and we are not going to include those for now.
            if (numInt <= 0)
            {
                return(false);
            }

            if (numInt > 0)
            {
                if (IsPointOn(i1) && s.IsPointOn(i1))
                {
                    return(true);
                }
            }
            if (numInt > 1)
            {
                if (IsPointOn(i2) && s.IsPointOn(i2))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #3
0
ファイル: Circle.cs プロジェクト: remuladgryta/MagicTile
        // Get the intersection points with a segment.
        // Returns null if the segment is an arc coincident with the circle (infinite number of intersection points).
        public Vector3D[] GetIntersectionPoints(Segment segment)
        {
            Vector3D p1, p2;
            int      result;

            // Are we a line?
            if (this.IsLine)
            {
                if (SegmentType.Arc == segment.Type)
                {
                    Circle tempCircle = segment.Circle;
                    result = Euclidean2D.IntersectionLineCircle(this.P1, this.P2, tempCircle, out p1, out p2);
                }
                else
                {
                    result = Euclidean2D.IntersectionLineLine(this.P1, this.P2, segment.P1, segment.P2, out p1);
                    p2     = Vector3D.DneVector();
                }
            }
            else
            {
                if (SegmentType.Arc == segment.Type)
                {
                    Circle tempCircle = segment.Circle;
                    result = Euclidean2D.IntersectionCircleCircle(tempCircle, this, out p1, out p2);
                }
                else
                {
                    result = Euclidean2D.IntersectionLineCircle(segment.P1, segment.P2, this, out p1, out p2);
                }
            }

            if (-1 == result)
            {
                return(null);
            }

            List <Vector3D> ret = new List <Vector3D>();

            if (result >= 1 && segment.IsPointOn(p1))
            {
                ret.Add(p1);
            }
            if (result >= 2 && segment.IsPointOn(p2))
            {
                ret.Add(p2);
            }

            return(ret.ToArray());
        }
コード例 #4
0
        /// <summary>
        /// Returns the 6 simplex edges in the UHS model.
        /// </summary>
        public static H3.Cell.Edge[] SimplexEdgesUHS(int p, int q, int r)
        {
            // Only implemented for honeycombs with hyperideal cells right now.
            if (!(Geometry2D.GetGeometry(p, q) == Geometry.Hyperbolic))
            {
                throw new System.NotImplementedException();
            }

            Sphere[] simplex = SimplexCalcs.Mirrors(p, q, r, moveToBall: false);

            Circle[] circles = simplex.Select(s => H3Models.UHS.IdealCircle(s)).ToArray();

            Vector3D[] defPoints = new Vector3D[6];
            Vector3D   dummy;

            Euclidean2D.IntersectionLineCircle(circles[1].P1, circles[1].P2, circles[0], out defPoints[0], out dummy);
            Euclidean2D.IntersectionLineCircle(circles[2].P1, circles[2].P2, circles[0], out defPoints[1], out dummy);
            Euclidean2D.IntersectionLineCircle(circles[1].P1, circles[1].P2, circles[3], out defPoints[2], out dummy);
            Euclidean2D.IntersectionLineCircle(circles[2].P1, circles[2].P2, circles[3], out defPoints[3], out dummy);

            Circle3D c = simplex[0].Intersection(simplex[3]);

            Vector3D normal = c.Normal;

            normal.RotateXY(Math.PI / 2);
            Vector3D intersection;
            double   height, off;

            Euclidean2D.IntersectionLineLine(c.Center, c.Center + normal, circles[1].P1, circles[1].P2, out intersection);
            off            = (intersection - c.Center).Abs();
            height         = Math.Sqrt(c.Radius * c.Radius - off * off);
            intersection.Z = height;
            defPoints[4]   = intersection;

            Euclidean2D.IntersectionLineLine(c.Center, c.Center + normal, circles[2].P1, circles[2].P2, out intersection);
            off            = (intersection - c.Center).Abs();
            height         = Math.Sqrt(c.Radius * c.Radius - off * off);
            intersection.Z = height;
            defPoints[5]   = intersection;

            // Hyperideal vertex too?
            bool order = false;

            H3.Cell.Edge[] edges = null;
            if (Geometry2D.GetGeometry(q, r) == Geometry.Hyperbolic)
            {
                edges = new H3.Cell.Edge[]
                {
                    new H3.Cell.Edge(new Vector3D(), new Vector3D(0, 0, 10)),
                    new H3.Cell.Edge(defPoints[4], defPoints[5], order),
                    new H3.Cell.Edge(defPoints[0], defPoints[4], order),
                    new H3.Cell.Edge(defPoints[1], defPoints[5], order),
                    new H3.Cell.Edge(defPoints[2], defPoints[4], order),
                    new H3.Cell.Edge(defPoints[3], defPoints[5], order),
                };
            }
            else
            {
                Vector3D vPointUHS = H3Models.BallToUHS(VertexPointBall(p, q, r));
                defPoints[0] = defPoints[1] = vPointUHS;
                edges        = new H3.Cell.Edge[]
                {
                    new H3.Cell.Edge(vPointUHS, new Vector3D(0, 0, 10)),
                    new H3.Cell.Edge(defPoints[4], defPoints[5], order),
                    new H3.Cell.Edge(defPoints[0], defPoints[4], order),
                    new H3.Cell.Edge(defPoints[1], defPoints[5], order),
                    new H3.Cell.Edge(defPoints[2], defPoints[4], order),
                    new H3.Cell.Edge(defPoints[3], defPoints[5], order),
                };
            }

            return(edges);
        }