d2/lib/geo/point.go

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package geo
import (
"fmt"
"math"
"sort"
"strings"
)
//nolint:forbidigo
type RelativePoint struct {
XPercentage float64
YPercentage float64
}
func NewRelativePoint(xPercentage, yPercentage float64) *RelativePoint {
// 3 decimal points of precision is enough. Floating points on Bezier curves can reach the level of precision where different machines round differently.
return &RelativePoint{
XPercentage: TruncateDecimals(xPercentage),
YPercentage: TruncateDecimals(yPercentage),
}
}
type Point struct {
X float64 `json:"x"`
Y float64 `json:"y"`
}
func NewPoint(x, y float64) *Point {
return &Point{X: x, Y: y}
}
func (p1 *Point) Equals(p2 *Point) bool {
if p1 == nil {
return p2 == nil
} else if p2 == nil {
return false
}
return (p1.X == p2.X) && (p1.Y == p2.Y)
}
func (p1 *Point) Compare(p2 *Point) int {
xCompare := Sign(p1.X - p2.X)
if xCompare == 0 {
return Sign(p1.Y - p2.Y)
}
return xCompare
}
func (p *Point) Copy() *Point {
return &Point{X: p.X, Y: p.Y}
}
type Points []*Point
func (ps Points) Equals(other Points) bool {
if ps == nil {
return other == nil
} else if other == nil {
return false
}
pointsSet := make(map[Point]struct{})
for _, p := range ps {
pointsSet[*p] = struct{}{}
}
for _, otherPoint := range other {
if _, exists := pointsSet[*otherPoint]; !exists {
return false
}
}
return true
}
func (ps Points) GetMedian() *Point {
xs := make([]float64, 0)
ys := make([]float64, 0)
for _, p := range ps {
xs = append(xs, p.X)
ys = append(ys, p.Y)
}
sort.Float64s(xs)
sort.Float64s(ys)
middleIndex := len(xs) / 2
medianX := xs[middleIndex]
medianY := ys[middleIndex]
if len(xs)%2 == 0 {
medianX += xs[middleIndex-1]
medianX /= 2
medianY += ys[middleIndex-1]
medianY /= 2
}
return &Point{X: medianX, Y: medianY}
}
// GetOrientation gets orientation of pFrom to pTo
// E.g. pFrom ---> pTo, here, pFrom is to the left of pTo, so Left would be returned
func (pFrom *Point) GetOrientation(pTo *Point) Orientation {
if pFrom.Y < pTo.Y {
if pFrom.X < pTo.X {
return TopLeft
}
if pFrom.X > pTo.X {
return TopRight
}
return Top
}
if pFrom.Y > pTo.Y {
if pFrom.X < pTo.X {
return BottomLeft
}
if pFrom.X > pTo.X {
return BottomRight
}
return Bottom
}
if pFrom.X < pTo.X {
return Left
}
if pFrom.X > pTo.X {
return Right
}
return NONE
}
func (p *Point) ToString() string {
if p == nil {
return ""
}
return fmt.Sprintf("(%v, %v)", p.X, p.Y)
}
func (points Points) ToString() string {
strs := make([]string, 0, len(points))
for _, p := range points {
strs = append(strs, p.ToString())
}
return strings.Join(strs, ", ")
}
// https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
func (p *Point) DistanceToLine(p1, p2 *Point) float64 {
a := p.X - p1.X
b := p.Y - p1.Y
c := p2.X - p1.X
d := p2.Y - p1.Y
dot := (a * c) + (b * d)
len_sq := (c * c) + (d * d)
param := -1.0
if len_sq != 0 {
param = dot / len_sq
}
var xx float64
var yy float64
if param < 0.0 {
xx = p1.X
yy = p1.Y
} else if param > 1.0 {
xx = p2.X
yy = p2.Y
} else {
xx = p1.X + (param * c)
yy = p1.Y + (param * d)
}
dx := p.X - xx
dy := p.Y - yy
return math.Sqrt((dx * dx) + (dy * dy))
}
// Moves the given point by Vector
func (start *Point) AddVector(v Vector) *Point {
return start.toVector().Add(v).ToPoint()
}
// Creates a Vector of the size between start and endpoint, pointing to endpoint
func (start *Point) VectorTo(endpoint *Point) Vector {
return endpoint.toVector().Minus(start.toVector())
}
func (p *Point) FormattedCoordinates() string {
return fmt.Sprintf("%d,%d", int(p.X), int(p.Y))
}
func (q *Point) OnSegment(p, r *Point) bool {
return (q.X <= math.Max(p.X, r.X)) && (q.X >= math.Min(p.X, r.X)) &&
(q.Y <= math.Max(p.Y, r.Y)) && (q.Y >= math.Min(p.Y, r.Y))
}
// Creates a Vector pointing to point
func (endpoint *Point) toVector() Vector {
return []float64{endpoint.X, endpoint.Y}
}
// get the point of intersection between line segments u and v (or nil if they do not intersect)
func IntersectionPoint(u0, u1, v0, v1 *Point) *Point {
// https://en.wikipedia.org/wiki/Intersection_(Euclidean_geometry)
//
// Example ('-' = 1, '|' = 1):
// v0
// |
//u0 -+--- u1
// |
// |
// v1
//
// s = 0.2 (1/5 along u)
// t = 0.25 (1/4 along v)
// we compute s and t and if they are both in range [0,1], then
// they intersect and we compute the point of intersection to return
// when s = 0, x = u.Start.X; when s = 1, x = u.End.X
// x = s * u1.X + (1 - s) * u0.X
// = u0.X + s * (u1.X - u0.X)
// x = u0.X + s * (u1.X - u0.X)
// = v0.X + t * (v1.X - v0.X)
// y = u0.Y + s * (u1.Y - u0.Y)
// = v0.Y + t * (v1.Y - v0.Y)
// s * (u1.X - u0.X) - t * (v1.X - v0.X) = v0.X - u0.X
// s*udx - t*vdx = uvdx
// s*udy - t*vdy = uvdy
udx := u1.X - u0.X
vdx := v1.X - v0.X
uvdx := v0.X - u0.X
udy := u1.Y - u0.Y
vdy := v1.Y - v0.Y
uvdy := v0.Y - u0.Y
denom := (udy*vdx - udx*vdy)
if denom == 0 {
// lines are parallel
return nil
}
// Cramer's rule
s := (vdx*uvdy - vdy*uvdx) / denom
t := (udx*uvdy - udy*uvdx) / denom
// lines don't intersect within segments
if s < 0 || s > 1 || t < 0 || t > 1 {
// if s or t is outside [0, 1], the intersection of the lines are not on the segments
return nil
}
// use s parameter to get point along u
intersection := new(Point)
intersection.X = u0.X + math.Round(s*udx)
intersection.Y = u0.Y + math.Round(s*udy)
return intersection
}
func (p *Point) Transpose() {
if p == nil {
return
}
p.X, p.Y = p.Y, p.X
}