pathfinder/path-utils/src/line.rs

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// pathfinder/path-utils/src/line.rs
//
// Copyright © 2017 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Geometry utilities for straight line segments.
use euclid::approxeq::ApproxEq;
use euclid::{Point2D, Vector2D, Vector3D};
use intersection::Intersect;
#[derive(Clone, Copy, PartialEq, Debug)]
pub struct Line {
pub endpoints: [Point2D<f32>; 2],
}
impl Line {
#[inline]
pub fn new(endpoint_0: &Point2D<f32>, endpoint_1: &Point2D<f32>) -> Line {
Line {
endpoints: [*endpoint_0, *endpoint_1],
}
}
#[inline]
pub fn sample(&self, t: f32) -> Point2D<f32> {
self.endpoints[0].lerp(self.endpoints[1], t)
}
#[inline]
pub fn solve_t_for_x(&self, x: f32) -> f32 {
let x_span = self.endpoints[1].x - self.endpoints[0].x;
if x_span != 0.0 {
(x - self.endpoints[0].x) / x_span
} else {
0.0
}
}
#[inline]
pub fn solve_y_for_x(&self, x: f32) -> f32 {
self.sample(self.solve_t_for_x(x)).y
}
#[inline]
pub fn subdivide(&self, t: f32) -> (Line, Line) {
let midpoint = self.sample(t);
(Line::new(&self.endpoints[0], &midpoint), Line::new(&midpoint, &self.endpoints[1]))
}
pub fn subdivide_at_x(&self, x: f32) -> (Line, Line) {
let (prev_part, next_part) = self.subdivide(self.solve_t_for_x(x));
if self.endpoints[0].x <= self.endpoints[1].x {
(prev_part, next_part)
} else {
(next_part, prev_part)
}
}
#[inline]
pub fn side(&self, point: &Point2D<f32>) -> f32 {
self.to_vector().cross(*point - self.endpoints[0])
}
#[inline]
pub(crate) fn to_vector(&self) -> Vector2D<f32> {
self.endpoints[1] - self.endpoints[0]
}
#[inline]
pub fn intersect<T>(&self, other: &T) -> Option<Point2D<f32>> where T: Intersect {
<Line as Intersect>::intersect(self, other)
}
/// A faster version of `intersect` for the special case of two lines.
///
/// https://stackoverflow.com/a/565282
pub fn intersect_with_line(&self, other: &Line) -> Option<Point2D<f32>> {
let (p, r) = (self.endpoints[0], self.to_vector());
let (q, s) = (self.endpoints[1], other.to_vector());
let rs = r.cross(s);
if rs.approx_eq(&0.0) {
return None
}
let t = (q - p).cross(s) / rs;
if t < f32::approx_epsilon() || t > 1.0f32 - f32::approx_epsilon() {
return None
}
let u = (q - p).cross(r) / rs;
if u < f32::approx_epsilon() || u > 1.0f32 - f32::approx_epsilon() {
return None
}
Some(p + r * t)
}
/// A version of `intersect` that accounts for intersection points at infinity.
///
/// See Sederberg § 7.2.1.
pub fn intersect_at_infinity(&self, other: &Line) -> Option<Point2D<f32>> {
let this_vector_0 = Vector3D::new(self.endpoints[0].x, self.endpoints[0].y, 1.0);
let this_vector_1 = Vector3D::new(self.endpoints[1].x, self.endpoints[1].y, 1.0);
let other_vector_0 = Vector3D::new(other.endpoints[0].x, other.endpoints[0].y, 1.0);
let other_vector_1 = Vector3D::new(other.endpoints[1].x, other.endpoints[1].y, 1.0);
let this_vector = this_vector_0.cross(this_vector_1);
let other_vector = other_vector_0.cross(other_vector_1);
let intersection = this_vector.cross(other_vector);
if intersection.z.approx_eq(&0.0) {
None
} else {
Some(Point2D::new(intersection.x / intersection.z, intersection.y / intersection.z))
}
}
// Translates this line in the perpendicular counterclockwise direction by the given length.
pub(crate) fn offset(&self, length: f32) -> Line {
let vector = self.to_vector();
let normal = Vector2D::new(-vector.y, vector.x).normalize() * length;
Line::new(&(self.endpoints[0] + normal), &(self.endpoints[1] + normal))
}
}