use vodk_math::{ Vector2D };
#[cfg(test)]
use vodk_math::{ vec2 };
pub fn is_below<U>(a: Vector2D<U>, b: Vector2D<U>) -> bool {
a.y > b.y || (a.y == b.y && a.x > b.x)
}
pub fn ellipse_center_to_point<U>(center: Vector2D<U>, ellipse_point: Vector2D<U>, radii: Vector2D<U>) -> Vector2D<U>{
Vector2D::new(
(ellipse_point.x - center.x) / radii.x,
(ellipse_point.y - center.y) / radii.y,
)
}
pub fn ellipse_point_from_angle<U>(center: Vector2D<U>, radii: Vector2D<U>, angle: f32) -> Vector2D<U>{
Vector2D::new(
center.x + radii.x * angle.cos(),
center.y + radii.y * angle.sin()
)
}
pub fn angle_between<U>(start_vector : Vector2D<U>, end_vector : Vector2D<U>) -> f32 {
let mut result = ((start_vector.x * end_vector.x + start_vector.y * end_vector.y) /
(start_vector.length() * end_vector.length())).acos() ;
if (start_vector.x*end_vector.y - start_vector.y*end_vector.x) < 0.0{
result = - result;
}
result
}
pub fn tangent<U>(v: Vector2D<U>) -> Vector2D<U> {
let l = v.length();
return Vector2D::new(-v.y / l, v.x / l);
}
pub fn line_intersection<U>(
a1: Vector2D<U>,
a2: Vector2D<U>,
b1: Vector2D<U>,
b2: Vector2D<U>
) -> Option<Vector2D<U>> {
let det = (a1.x - a2.x) * (b1.y - b2.y) - (a1.y - a2.y) * (b1.x - b2.x);
if det.abs() <= 0.000001 {
return None;
}
let inv_det = 1.0 / det;
let a = a1.x * a2.y - a1.y * a2.x;
let b = b1.x * b2.y - b1.y * b2.x;
return Some(Vector2D::new(
(a * (b1.x - b2.x) - b * (a1.x - a2.x)) * inv_det,
(a * (b1.y - b2.y) - b * (a1.y - a2.y)) * inv_det
));
}
pub fn segment_intersection<U>(
a1: Vector2D<U>,
b1: Vector2D<U>,
a2: Vector2D<U>,
b2: Vector2D<U>
) -> Option<Vector2D<U>> {
let v1 = b1 - a1;
let v2 = b2 - a2;
if v2.fuzzy_eq(Vector2D::new(0.0, 0.0)) {
return None;
}
let v1_cross_v2 = v1.cross(v2);
let a2_a1_cross_v1 = (a2 - a1).cross(v1);
if v1_cross_v2 == 0.0 {
if a2_a1_cross_v1 == 0.0 {
let v1_sqr_len = v1.square_length();
let v1_dot_a2a1 = v1.dot(&(a2-a1));
if v1_dot_a2a1 > 0.0 && v1_dot_a2a1 < v1_sqr_len { return Some(a2); }
let v1_dot_b2a1 = v1.dot(&(b2-a1));
if v1_dot_b2a1 > 0.0 && v1_dot_b2a1 < v1_sqr_len { return Some(b2); }
let v2_sqr_len = v2.square_length();
let v2_dot_a1a2 = v2.dot(&(a1-a2));
if v2_dot_a1a2 > 0.0 && v2_dot_a1a2 < v2_sqr_len { return Some(a1); }
let v2_dot_b1a2 = v2.dot(&(b1-a2));
if v2_dot_b1a2 > 0.0 && v2_dot_b1a2 < v2_sqr_len { return Some(b1); }
return None;
}
return None;
}
let t = (a2 - a1).cross(v2) / v1_cross_v2;
let u = a2_a1_cross_v1 / v1_cross_v2;
if t > 0.0 && t < 1.0 && u > 0.0 && u < 1.0 {
return Some(a1 + (v1 * t));
}
return None;
}
#[test]
fn test_segment_intersection() {
assert!(segment_intersection(
vec2(0.0, -2.0), vec2(-5.0, 2.0),
vec2(-5.0, 0.0), vec2(-11.0, 5.0)
).is_none());
let i = segment_intersection(
vec2(0.0, 0.0), vec2(1.0, 1.0),
vec2(0.0, 1.0), vec2(1.0, 0.0)
).unwrap();
println!(" intersection: {:?}", i);
assert!(i.fuzzy_eq(vec2(0.5, 0.5)));
assert!(segment_intersection(
vec2(0.0, 0.0), vec2(0.0, 1.0),
vec2(1.0, 0.0), vec2(1.0, 1.0)
).is_none());
assert!(segment_intersection(
vec2(0.0, 0.0), vec2(1.0, 0.0),
vec2(2.0, 0.0), vec2(3.0, 0.0)
).is_none());
assert!(segment_intersection(
vec2(0.0, 0.0), vec2(2.0, 0.0),
vec2(1.0, 0.0), vec2(3.0, 0.0)
).is_some());
assert!(segment_intersection(
vec2(3.0, 0.0), vec2(1.0, 0.0),
vec2(2.0, 0.0), vec2(4.0, 0.0)
).is_some());
assert!(segment_intersection(
vec2(2.0, 0.0), vec2(4.0, 0.0),
vec2(3.0, 0.0), vec2(1.0, 0.0)
).is_some());
assert!(segment_intersection(
vec2(1.0, 0.0), vec2(4.0, 0.0),
vec2(2.0, 0.0), vec2(3.0, 0.0)
).is_some());
assert!(segment_intersection(
vec2(2.0, 0.0), vec2(3.0, 0.0),
vec2(1.0, 0.0), vec2(4.0, 0.0)
).is_some());
assert!(segment_intersection(
vec2(0.0, 0.0), vec2(1.0, 0.0),
vec2(0.0, 1.0), vec2(1.0, 1.0)
).is_none());
}
pub fn line_horizontal_intersection<U>(
a: Vector2D<U>,
b: Vector2D<U>,
y: f32
) -> f32 {
let vx = b.x - a.x;
let vy = b.y - a.y;
if vy == 0.0 {
return a.x.max(b.x);
}
return a.x + (y - a.y) * vx / vy;
}
#[cfg(test)]
fn assert_almost_eq(a: f32, b:f32) {
if (a - b).abs() < 0.0001 { return; }
println!("expected {} and {} to be equal", a, b);
panic!();
}
#[test]
fn test_intersect_segment_horizontal() {
assert_almost_eq(line_horizontal_intersection(vec2(0.0, 0.0), vec2(0.0, 2.0), 1.0), 0.0);
assert_almost_eq(line_horizontal_intersection(vec2(0.0, 2.0), vec2(2.0, 0.0), 1.0), 1.0);
assert_almost_eq(line_horizontal_intersection(vec2(0.0, 1.0), vec2(3.0, 0.0), 0.0), 3.0);
}