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use crate::Point;
#[derive(Clone, Copy, Debug)]
pub struct Quadrilateral(pub [Point; 4]);
impl Quadrilateral {
#[allow(dead_code)]
pub fn new(tl: Point, tr: Point, br: Point, bl: Point) -> Self {
Self([tl, tr, br, bl])
}
pub fn with_points(tl: Point, tr: Point, br: Point, bl: Point) -> Self {
Self([tl, tr, br, bl])
}
pub fn top_left(&self) -> &Point {
&self.0[0]
} pub fn top_right(&self) -> &Point {
&self.0[1]
} pub fn bottom_right(&self) -> &Point {
&self.0[2]
} pub fn bottom_left(&self) -> &Point {
&self.0[3]
} #[allow(dead_code)]
pub fn orientation(&self) -> f64 {
let centerLine =
(*self.top_right() + *self.bottom_right()) - (*self.top_left() + *self.bottom_left());
if (centerLine == Point { x: 0.0, y: 0.0 }) {
return 0.0;
}
let centerLineF = Point::normalized(centerLine);
f32::atan2(centerLineF.y, centerLineF.x).into()
}
pub fn points(&self) -> &[Point] {
&self.0
}
}
impl Quadrilateral {
#[allow(dead_code)]
pub fn rectangle(width: i32, height: i32, margin: Option<i32>) -> Quadrilateral {
let margin = margin.unwrap_or(0);
Quadrilateral([
Point {
x: margin as f32,
y: margin as f32,
},
Point {
x: width as f32 - margin as f32,
y: margin as f32,
},
Point {
x: width as f32 - margin as f32,
y: height as f32 - margin as f32,
},
Point {
x: margin as f32,
y: height as f32 - margin as f32,
},
])
}
#[allow(dead_code)]
pub fn centered_square(size: i32) -> Quadrilateral {
Self::scale(
&Quadrilateral([
Point { x: -1.0, y: -1.0 },
Point { x: 1.0, y: -1.0 },
Point { x: 1.0, y: 1.0 },
Point { x: -1.0, y: 1.0 },
]),
size / 2,
)
}
#[allow(dead_code)]
pub fn line(y: i32, xStart: i32, xStop: i32) -> Quadrilateral {
Quadrilateral([
Point {
x: xStart as f32,
y: y as f32,
},
Point {
x: xStop as f32,
y: y as f32,
},
Point {
x: xStop as f32,
y: y as f32,
},
Point {
x: xStart as f32,
y: y as f32,
},
])
}
#[allow(dead_code)]
pub fn is_convex(&self) -> bool {
let N = self.0.len();
let mut sign = false;
let mut m = f32::INFINITY;
let mut M = 0.0_f32;
for i in 0..N
{
let d1 = self.0[(i + 2) % N] - self.0[(i + 1) % N];
let d2 = self.0[i] - self.0[(i + 1) % N];
let cp = d1.cross(d2);
m = f32::min((m).abs(), cp);
M = f32::max((M).abs(), cp);
if i == 0 {
sign = cp > 0.0;
} else if sign != (cp > 0.0) {
return false;
}
}
M / m < 4.0
}
#[allow(dead_code)]
pub fn scale(&self, factor: i32) -> Quadrilateral {
Quadrilateral([
self.0[0] * factor as f32,
self.0[1] * factor as f32,
self.0[2] * factor as f32,
self.0[3] * factor as f32,
])
}
#[allow(dead_code)]
pub fn center(&self) -> Point {
let reduced: Point = self.0.iter().sum();
let size = self.0.len() as f32;
reduced / size
}
#[allow(dead_code)]
pub fn rotated_corners(&self, n: Option<i32>, mirror: Option<bool>) -> Quadrilateral {
let n = if let Some(n) = n { n } else { 1 };
let mirror = if let Some(m) = mirror { m } else { false };
let mut res = self.clone();
res.0.rotate_left(((n + 4) % 4) as usize);
if mirror {
res.0.swap(1, 3);
}
res
}
#[allow(dead_code)]
pub fn is_inside(&self, p: Point) -> bool {
let mut pos = 0;
let mut neg = 0;
for i in 0..self.0.len()
{
if Point::cross(p - self.0[i], self.0[(i + 1) % self.0.len()] - self.0[i]) < 0.0 {
neg += 1;
} else {
pos += 1;
}
}
pos == 0 || neg == 0
}
#[allow(dead_code)]
pub fn have_intersecting_bounding_boxes(&self, b: &Quadrilateral) -> bool {
let x = b.top_right().x < self.top_left().x || b.top_left().x > self.top_right().x;
let y = b.bottom_left().y < self.top_left().y || b.top_left().y > self.bottom_left().y;
!(x || y)
}
}
impl Default for Quadrilateral {
fn default() -> Self {
Self([Point { x: 0.0, y: 0.0 }; 4])
}
}