protected override void updatePointsPosition() { this.b = -2 * this.a * this.systemCenter.X; this.c = this.a * this.a * this.systemCenter.X + this.systemCenter.Y; this.COS = directVector.deltaX / directVector.Length; this.SIN = directVector.deltaY / directVector.Length; float yFocus = 1 / Math.Abs(4 * a); this.parabolaFocus = new GlPointR2(-yFocus * SIN + systemCenter.X, yFocus * COS + systemCenter.Y); this.parabolaDirectriss = new GlLineR2(new GlPointR2(yFocus * SIN + systemCenter.X, -yFocus * COS + systemCenter.Y), new GlVectorR2(1, 0).getRotatedVector(-SIN, COS)); for (int i = 0; i < 180; i++) { float SIN_A = (float)Math.Sin(i * Math.PI / 180); float COS_A = (float)Math.Cos(i * Math.PI / 180); float SINH_A = (float)Math.Sin(i * Math.PI / 360); float AbsedA = (float)Math.Abs(a); float PartRes = (float)(Math.Sqrt(2 * AbsedA) * Math.Sqrt(2 * a * SIN_A * SIN_A - 8 * a * SINH_A * SINH_A + 8 * SINH_A * SINH_A * AbsedA)); float fDevider = 8 * AbsedA * AbsedA - 4 * a * AbsedA + 4 * a * AbsedA * COS_A; float x1 = PartRes / fDevider; float x2 = PartRes / -fDevider; float y1 = a * x1 * x1; float y2 = a * x2 * x2; this.curvePoints[180 + i] = new GlPointR2(x1 * COS - y1 * SIN + systemCenter.X, x1 * SIN + y1 * COS + systemCenter.Y); this.curvePoints[179 - i] = new GlPointR2(x2 * COS - y2 * SIN + systemCenter.X, x2 * SIN + y2 * COS + systemCenter.Y); } }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { if (L == null || this.isNullParabola() || L.isNullLine()) { return new GlPointR2[] { } } ; GlParabola PC = new GlParabola(this.A, new GlPointR2(0, 0), new GlVectorR2(1, 0)); GlPointR2 LP0 = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Vertex); GlPointR2 LP1 = L.DirectVector.getRotatedVector(this.SIN, this.COS).fromPointToPoint(LP0); float fPartRes = LP0.Y - LP1.Y; float sPartRes = (float)Math.Sqrt(4 * PC.A * (LP0.X - LP1.X) * (LP0.X * LP1.Y - LP1.X * LP0.Y + PC.C * (LP1.X - LP0.X)) + (float)Math.Pow(PC.B * (LP0.X - LP1.X) - LP0.Y + LP1.Y, 2.0)); float tPartRes = PC.B * (LP1.X - LP0.X); float devider = 2 * PC.A * (LP0.X - LP1.X); float x1 = (fPartRes + sPartRes + tPartRes) / devider; float x2 = (fPartRes - sPartRes + tPartRes) / devider; float y1 = PC.A * x1 * x1 + PC.B * x1 + PC.C; float y2 = PC.A * x2 * x2 + PC.B * x2 + PC.C; return(new GlPointR2[] { new GlPointR2(x1, y1).getTranslatedBackPoint(this.SIN, this.COS, this.Vertex), new GlPointR2(x2, y2).getTranslatedBackPoint(this.SIN, this.COS, this.Vertex) }); }
public override GlPointR2[] getIntersection(GlPolygon POLY) { List <GlPointR2> Intersections = new List <GlPointR2>(); GlLineR2 fCurLine = new GlLineR2(this[this.CountOfPoints - 1], new GlVectorR2(this[0].X - this[this.CountOfPoints - 1].X, this[0].Y - this[this.CountOfPoints - 1].Y)); GlPointR2[] faultInter = fCurLine.getIntersection(POLY); foreach (GlPointR2 j in faultInter) { if (new GlLineSegment(this[this.CountOfPoints - 1], this[0]).isPointBelongs(j)) { Intersections.Add(j); } } for (int i = 0; i < this.CountOfPoints - 1; i++) { fCurLine = new GlLineR2(this[i], new GlVectorR2(this[i + 1].X - this[i].X, this[i + 1].Y - this[i].Y)); faultInter = fCurLine.getIntersection(POLY); foreach (GlPointR2 j in faultInter) { if (new GlLineSegment(this[i], this[i + 1]).isPointBelongs(j)) { Intersections.Add(j); } } } return(Intersections.ToArray()); }
public override GlPointR2[] getIntersection(GlPolygon POLY) { if (POLY == null || POLY.CountOfPoints == 0) { return new GlPointR2[] { } } ; GlPointR2[] Intersections = new GlPointR2[POLY.CountOfPoints]; int countOfIntersections = 0; GlPointR2[] faultInter = new GlLineR2(POLY[POLY.CountOfPoints - 1], new GlVectorR2(POLY[0].X - POLY[POLY.CountOfPoints - 1].X, POLY[0].Y - POLY[POLY.CountOfPoints - 1].Y)).getIntersection(this); if (faultInter.Length == 1 && new GlLineSegment(POLY[0], POLY[POLY.CountOfPoints - 1]).isPointBelongs(faultInter[0])) { Intersections[countOfIntersections++] = faultInter[0]; } for (int i = 0; i < POLY.CountOfPoints - 1; i++) { faultInter = new GlLineR2(POLY[i], new GlVectorR2(POLY[i + 1].X - POLY[i].X, POLY[i + 1].Y - POLY[i].Y)).getIntersection(this); if (faultInter.Length == 1 && new GlLineSegment(POLY[i + 1], POLY[i]).isPointBelongs(faultInter[0])) { Intersections[countOfIntersections++] = faultInter[0]; } } GlPointR2[] result = new GlPointR2[countOfIntersections]; Array.Copy(Intersections, result, countOfIntersections); return(result); }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { if (!this.isIntersects(L)) { return new GlPointR2[] { } } ; GlPointR2[] Intersections = new GlPointR2[2]; GlPointR2 LineMovedPoint = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); GlLineR2 IL = new GlLineR2(LineMovedPoint, L.DirectVector.getRotatedVector(this.SIN, this.COS)); float Devider = (float)(Math.Pow(this.RadA * IL.DirectVector.deltaY, 2.0) + Math.Pow(this.RadB * IL.DirectVector.deltaX, 2.0)); float PartRes = (float)Math.Sqrt(Math.Pow(this.RadA * IL.DirectVector.deltaY, 2.0) + Math.Pow(this.RadB * IL.DirectVector.deltaX, 2.0) - Math.Pow(IL.PointOfLine.X * IL.DirectVector.deltaY, 2.0) + (double)(2 * IL.PointOfLine.X * IL.PointOfLine.Y * IL.DirectVector.deltaX * IL.DirectVector.deltaY) - Math.Pow(IL.DirectVector.deltaX * IL.PointOfLine.Y, 2.0)); float xPart = this.RadA * IL.PointOfLine.X * (float)Math.Pow(IL.DirectVector.deltaY, 2.0) - this.RadA * IL.DirectVector.deltaX * IL.DirectVector.deltaY * IL.PointOfLine.Y; float yPart = this.RadB * IL.PointOfLine.Y * (float)Math.Pow(IL.DirectVector.deltaX, 2.0) - this.RadB * IL.DirectVector.deltaX * IL.DirectVector.deltaY * IL.PointOfLine.X; float xC1 = this.RadA * (this.RadB * IL.DirectVector.deltaX * PartRes + xPart) / Devider; float yC1 = this.RadB * (this.RadA * IL.DirectVector.deltaY * PartRes + yPart) / Devider; float xC2 = -this.RadA * (this.RadB * IL.DirectVector.deltaX * PartRes - xPart) / Devider; float yC2 = -this.RadB * (this.RadA * IL.DirectVector.deltaY * PartRes - yPart) / Devider; Intersections[0] = new GlPointR2(xC1, yC1).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); Intersections[1] = new GlPointR2(xC2, yC2).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); return(Intersections); }
/// <returns>If the line intersects the oval</returns> public bool isIntersects(GlLineR2 L) { if (L == null || L.isNullLine()) { return(false); } GlVectorR2 LV = L.DirectVector.getRotatedVector(this.SIN, this.COS); return(Math.Pow(this.RadA * LV.deltaY, 2.0) + Math.Pow(this.RadB * LV.deltaX, 2.0) != 0); }
/////////////INTERSECTION_METHODS////////////// /////////////////////////////////////////////// ////////////////TANGENT_METHODS//////////////// public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || !this.isPointBelongs(P)) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); float k = (TP.Y >= 0 ? 1 : -1) * AdditionalHalfAixis * TP.X / (RealHalfAixis * (float)Math.Sqrt(TP.X * TP.X - Math.Pow(RealHalfAixis, 2.0))); GlLineR2 tangent = new GlLineR2(P, new GlVectorR2(1, 0).getRotatedVector((float)Math.Atan(k))); tangent.Rotate(this.SIN, this.COS); return(tangent); }
/////////////INTERSECTION_METHODS////////////// /////////////////////////////////////////////// ////////////////TANGENT_METHODS//////////////// public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlParabola TPB = new GlParabola(this.A, new GlPointR2(0, 0), new GlVectorR2(1, 0)); GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Vertex); float k = 2 * TPB.A * TP.X + TPB.B; GlLineR2 tangent = new GlLineR2(P, new GlVectorR2(1, 0).getRotatedVector((float)Math.Atan(k))); tangent.Rotate(this.SIN, this.COS); return(tangent); }
public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || P.isNullPoint() || !this.isPointBelongs(P) || this.RadA == 0.0f) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlOval IO = new GlOval(this.RadA, this.RadB, new GlVectorR2(this.RadA, 0.0f), new GlPointR2(0.0f, 0.0f)); GlPointR2 MovedPoint = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); GlLineR2 tangent = new GlLineR2(MovedPoint, new GlVectorR2(-(float)Math.Pow(this.RadA, 2.0) * MovedPoint.Y, (float)Math.Pow(this.RadB, 2.0) * MovedPoint.X)); tangent.Rotate(this.SIN, this.COS); tangent.moveTo(P); return(tangent); }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { GlVectorR2 translatedVector = new GlVectorR2(L.DirectVector).getRotatedVector(this.SIN, this.COS); GlPointR2 FP = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); GlPointR2 SP = translatedVector.fromPointToPoint(FP); float fPartRes = (float)Math.Pow(AdditionalHalfAixis * (FP.X - SP.X), 2.0); float sPartRes = (float)Math.Pow(RealHalfAixis * (FP.Y - SP.Y), 2.0); float tPartRes = FP.X * SP.Y - SP.X * FP.Y; float sqrtPart = RealHalfAixis * AdditionalHalfAixis * (FP.X - SP.X) * (float)Math.Sqrt(fPartRes - sPartRes + Math.Pow(tPartRes, 2.0)); float x1 = (-(float)Math.Pow(RealHalfAixis, 2.0) * (FP.Y - SP.Y) * tPartRes + sqrtPart) / (sPartRes - fPartRes); float x2 = (-(float)Math.Pow(RealHalfAixis, 2.0) * (FP.Y - SP.Y) * tPartRes - sqrtPart) / (sPartRes - fPartRes); float y1 = AdditionalHalfAixis * (float)Math.Sqrt(x1 * x1 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y2 = -AdditionalHalfAixis * (float)Math.Sqrt(x2 * x2 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y3 = -AdditionalHalfAixis * (float)Math.Sqrt(x1 * x1 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y4 = AdditionalHalfAixis * (float)Math.Sqrt(x2 * x2 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; GlPointR2[] RP = { new GlPointR2(x1, y1).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x2, y2).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x1, y3).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x2, y4).getTranslatedBackPoint(this.SIN, this.COS, this.Center) }; List <GlPointR2> res = new List <GlPointR2>(); for (int i = 0; i < RP.Length; i++) { bool a = this.isPointBelongs(RP[i]); bool b = L.isPointBelongs(RP[i]); if (a && b) { res.Add(RP[i]); } } return(res.ToArray()); }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// /// <summary> /// Determines the intersection of a point and a line /// </summary> /// <returns>An array containing a copy of given point if it belongs to the line</returns> public override GlPointR2[] getIntersection(GlLineR2 L) { return(L == null ? new GlPointR2[] { } : L.getIntersection(this)); }
/// <summary> /// Determines an anmount of points, created by intersection of a figure and a line /// </summary> /// <returns>An array of intersections</returns> public abstract GlPointR2[] getIntersection(GlLineR2 L);
private void DrawPoints(GlRectangle Border, int GlDrawMode) { if (Border == null || !ActivateDrawStart()) { return; } ActivateDrawing(); bool isInside = Border.isPointInside(this[0]); GlPolygon ToDraw = new GlPolygon(this.Center); if (Border.isPointInside(this[this.CountOfPoints - 1]) != isInside) { if (!isInside) { ToDraw.AddVertex(this[this.CountOfPoints - 1]); } GlPointR2[] I = new GlLineR2(this[0], new GlVectorR2(this[0].X - this[this.CountOfPoints - 1].X, this[0].Y - this[this.CountOfPoints - 1].Y)).getIntersection(Border); if (I.Length == 2) { ToDraw.AddVertex(new GlLineSegment(this[this.CountOfPoints - 1], this[0]).isPointBelongs(I[0]) ? I[0] : I[1]); } else if (I.Length == 1 && new GlLineSegment(this[this.CountOfPoints - 1], this[0]).isPointBelongs(I[0])) { ToDraw.AddVertex(I[0]); } } for (int i = 0; i < this.CountOfPoints - 1; i++) { if (isInside) { ToDraw.AddVertex(this[i]); } if (Border.isPointInside(this[i + 1]) != isInside) { GlPointR2[] I = new GlLineR2(this[i], new GlVectorR2(this[i + 1].X - this[i].X, this[i + 1].Y - this[i].Y)).getIntersection(Border); if (I.Length == 2) { ToDraw.AddVertex(new GlLineSegment(this[i], this[i + 1]).isPointBelongs(I[0]) ? I[0] : I[1]); } else if (I.Length == 1 && new GlLineSegment(this[i], this[i + 1]).isPointBelongs(I[0])) { ToDraw.AddVertex(I[0]); } isInside = !isInside; } } Gl.glBegin(GlDrawMode); for (int i = 0; i < ToDraw.CountOfPoints; i++) { if (ToDraw[i] != null) { Gl.glVertex2f(ToDraw[i].X, ToDraw[i].Y); } } Gl.glEnd(); ActivateDrawed(); }
public static bool Equals(GlLineR2 L1, GlLineR2 L2) { return((L1 == null || L2 == null || L1.isNullLine() || L2.isNullLine()) ? false : GlVectorR2.isParallel(L1.DirectVector, L2.DirectVector) && GlVectorR2.isParallel(L1.DirectVector, new GlVectorR2(L2.pointOfLine.X - L1.pointOfLine.X, L2.pointOfLine.Y - L1.pointOfLine.Y))); }
public GlLineR2(GlLineR2 copyLine) : this(copyLine == null ? new GlPointR2(float.NaN, float.NaN) : copyLine.PointOfLine, copyLine == null ? new GlVectorR2(0, 0) : copyLine.DirectVector) { }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { if (L == null || L.pointOfLine.isNullPoint()) { return new GlPointR2[] { } } ; if (GlPointR2.Equals(this.pointOfLine, L.pointOfLine))//already have a result { return new GlPointR2[] { new GlPointR2(L.pointOfLine) } } ; bool isL1Point = this.DirectVector.isNullVector(); bool isL2Point = L.DirectVector.isNullVector(); if (isL1Point && isL2Point)//same points were catched in previous step { return new GlPointR2[] { } } ; if (this.DirectVector.isNullVector() && L.isPointBelongs(this.pointOfLine))//line and a point { return new GlPointR2[] { new GlPointR2(this.pointOfLine) } } ; if (L.DirectVector.isNullVector() && this.isPointBelongs(L.pointOfLine))//line and a point { return new GlPointR2[] { new GlPointR2(L.pointOfLine) } } ; if (GlLineR2.Equals(this, L))//lines are identical { return new GlPointR2[] { new GlPointR2(this.pointOfLine), new GlPointR2(L.PointOfLine) } } ; if (GlVectorR2.isParallel(this.DirectVector, L.DirectVector))//lines are parallel { return new GlPointR2[] { } } ; if (L.DirectVector.deltaX == 0)//L2 is parallel to Y axis { return new GlPointR2[] { new GlPointR2(L.pointOfLine.X, this.DirectVector.deltaY * (L.pointOfLine.X - this.pointOfLine.X) / this.DirectVector.deltaX + this.pointOfLine.Y) } } ; if (this.DirectVector.deltaY == 0)//L1 is parallel to X axis { return new GlPointR2[] { new GlPointR2(L.DirectVector.deltaX * (this.pointOfLine.Y - L.pointOfLine.Y) / L.DirectVector.deltaY + L.pointOfLine.X, this.pointOfLine.Y) } } ; float v2RatYX = L.DirectVector.deltaY / L.DirectVector.deltaX; float v1RatXY = this.DirectVector.deltaX / this.DirectVector.deltaY; float yInter = (v1RatXY * v2RatYX * this.pointOfLine.Y - v2RatYX * this.pointOfLine.X + v2RatYX * L.pointOfLine.X - L.pointOfLine.Y) / (v1RatXY * v2RatYX - 1); float xInter = v1RatXY * (yInter - this.pointOfLine.Y) + this.pointOfLine.X; return(new GlPointR2[] { new GlPointR2(xInter, yInter) });//common situation }