//************************************************************* //**** 2D GEOMETRY CLASSES AND UTILITIES, Jarek Rossignac ***** //**** REVISED October 3, 2008 ***** //************************************************************* // Transforms the local CS void push() {pushMatrix();} // saves current LCS (local coordinate system) by pushing matrix stack void tra(vec V) {translate(V.x,V.y);} // translates view by vector V void tra(pt P) {translate(P.x,P.y);} // translates view from origin to P void traRev(pt P) {translate(-P.x,-P.y);} // translates view back by vector from P to origin void rot(float a) {rotate(a);} // rotates view around origin by angle a void rot(float a, pt P) {tra(P); rot(a); traRev(P);} // rotates view by a around point P void sca(float s) {scale(s);} // scales view wrt origin void sca(float s, pt P) {tra(P); sca(s); traRev(P);} // scales view wrt point P void pop() {popMatrix();} // restores previously saved CS by popping stack // screen and mouse pt screenCenter() {return(new pt(height/2,height/2));} // returns point at center of screen boolean mouseIsInWindow() {return(((mouseX>0)&&(mouseX0)&&(mouseYPI) return mPItoPIangle(a-2*PI); if(a<-PI) return mPItoPIangle(a+2*PI); return a; }; // angle(U,V) between -PI and PI vec R(vec V) {return V(-V.y,V.x);}; // V rotated 90 degrees (clockwise as seen on screen) vec R(pt Q, pt P) {return R(V(Q,P)); }; // vector QP rotated 90 degrees vec R(vec U, float a) {float c=cos(a), s=sin(a); return V(c*U.x-s*U.y, s*U.x+c*U.y); }; // U rotated by a vec R(vec U, float t, vec V) {return S(1+t*(n(V)-n(U))/n(U),R(U,t*angle(U,V))); }; // interpolation (angle and length) between U and V // three points float a(pt A, pt B, pt C) {return a(V(B,A),V(B,C)); } // angle (BA,BC) float turnAngle(pt A, pt B, pt C) {return a(V(A,B),V(B,C)); } // angle (AB,BC) boolean isRightTurn(pt A, pt B, pt C) {return dot( R(A,B),V(B,C)) > 0 ; }; // right turn (as seen on screen) boolean isRightOf(pt A, pt Q, vec T) {return dot(R(T),V(Q,A)) > 0 ; }; // A is on right of ray(Q,T) (as seen on screen) boolean isInFrontOf(pt A, pt Q, vec T) {return dot(T,V(Q,A)) > 0 ; }; // A is in frontof ray(Q,T) // display void v(pt P) {vertex(P.x,P.y);}; // next point when drawing polygons between beginShape(); and endShape(); void showCross(pt P, float r) {line(P.x-r,P.y,P.x+r,P.y); line(P.x,P.y-r,P.x,P.y+r);}; // shows P as cross of length r void showCross(pt P) {showCross(P,2);}; // shows P as small cross void show(pt P, float r) {ellipse(P.x, P.y, 2*r, 2*r);}; // draws circle of center r around point void show(pt P) {ellipse(P.x, P.y, 4,4);}; // draws small circle around point void show(pt P, pt Q) {line(P.x,P.y,Q.x,Q.y); }; // draws edge (P,Q) void show(pt P, vec V) {line(P.x,P.y,P.x+V.x,P.y+V.y); } // show line from P along V void show(pt P, float s, vec V) {show(P,S(s,V));} // show line from P along sV void arrow(pt P, pt Q) {arrow(P,V(P,Q)); } // draws arrow from P to Q void arrow(pt P, float s, vec V) {arrow(P,S(s,V));} // show arrow from P along sV void arrow(pt P, vec V) {show(P,V); float n=n(V); float s=max(min(0.2,20./n),6./n); // show arrow from P along V pt Q=T(P,V); vec U = S(-s,V); vec W = R(S(.3,U)); beginShape(); v(T(T(Q,U),W)); v(Q); v(T(T(Q,U),-1,W)); endShape(CLOSE);}; //************************************************************************ //**** ANGLES //************************************************************************ float angle(vec V) {return(atan2(V.y,V.x)); }; float angle(vec U, vec V) {return(atan2(dot(R(U),V),dot(U,V))); }; float mPItoPIangle(float a) { if(a>PI) return(mPItoPIangle(a-2*PI)); if(a<-PI) return(mPItoPIangle(a+2*PI)); return(a);}; float toDeg(float a) {return(a*180/PI);} float toRad(float a) {return(a*PI/180);} //************************************************************************ //**** POINTS //************************************************************************ class pt { float x=0,y=0; // CREATE pt () {} pt (float px, float py) {x = px; y = py;}; pt (pt P) {x = P.x; y = P.y;}; pt (pt P, vec V) {x = P.x+V.x; y = P.y+V.y;}; pt (pt P, float s, vec V) {x = P.x+s*V.x; y = P.y+s*V.y;}; pt (pt A, float s, pt B) {x = A.x+s*(B.x-A.x); y = A.y+s*(B.y-A.y);}; // MODIFY void setTo(float px, float py) {x = px; y = py;}; void setTo(pt P) {x = P.x; y = P.y;}; void setToMouse() { x = mouseX; y = mouseY; }; void trackMouse() { x += mouseX-pmouseX; y += mouseY-pmouseY; }; void translateToTrack(float s, pt P) {setTo(T(P,s,V(P,this)));}; void track(float s, pt P) {setTo(T(P,s,V(P,this)));}; void scaleBy(float f) {x*=f; y*=f;}; void scaleBy(float u, float v) {x*=u; y*=v;}; void add(vec V) {x += V.x; y += V.y;}; void add(float s, vec V) {x += s*V.x; y += s*V.y;}; void translateBy(vec V) {x += V.x; y += V.y;}; void translateBy(float s, vec V) {x += s*V.x; y += s*V.y;}; void translateBy(float u, float v) {x += u; y += v;}; void translateTowards(float s, pt P) {x+=s*(P.x-x); y+=s*(P.y-y); }; void translateTowardsBy(float s, pt P) {vec V = this.makeVecTo(P); V.normalize(); this.translateBy(s,V); }; void addPt(pt P) {x += P.x; y += P.y;}; // incorrect notation, but useful for computing weighted averages void addScaledPt(float s, pt P) {x += s*P.x; y += s*P.y;}; // incorrect notation, but useful for computing weighted averages void rotateBy(float a) {float dx=x, dy=y, c=cos(a), s=sin(a); x=c*dx-s*dy; y=+s*dx+c*dy; }; // around origin void rotateBy(float a, pt P) {float dx=x-P.x, dy=y-P.y, c=cos(a), s=sin(a); x=P.x+c*dx-s*dy; y=P.y+s*dx+c*dy; }; // around point P void rotateBy(float s, float t, pt P) {float dx=x-P.x, dy=y-P.y; dx-=dy*t; dy+=dx*s; dx-=dy*t; x=P.x+dx; y=P.y+dy; }; // s=sin(a); t=tan(a/2); void clipToWindow() {x=max(x,0); y=max(y,0); x=min(x,height); y=min(y,height); } // OUTPUT POINT pt clone() {return new pt(x,y); }; pt makeClone() {return new pt(x,y); }; pt makeTranslatedBy(vec V) {return(new pt(x + V.x, y + V.y));}; pt makeTranslatedBy(float s, vec V) {return(new pt(x + s*V.x, y + s*V.y));}; pt makeTransaltedTowards(float s, pt P) {return(new pt(x + s*(P.x-x), y + s*(P.y-y)));}; pt makeTranslatedBy(float u, float v) {return(new pt(x + u, y + v));}; pt makeRotatedBy(float a, pt P) {float dx=x-P.x, dy=y-P.y, c=cos(a), s=sin(a); return(new pt(P.x+c*dx-s*dy, P.y+s*dx+c*dy)); }; pt makeRotatedBy(float a) {float dx=x, dy=y, c=cos(a), s=sin(a); return(new pt(c*dx-s*dy, s*dx+c*dy)); }; pt makeProjectionOnLine(pt P, pt Q) {float a=dot(P.makeVecTo(this),P.makeVecTo(Q)), b=dot(P.makeVecTo(Q),P.makeVecTo(Q)); return(P.makeTransaltedTowards(a/b,Q)); }; pt makeOffset(pt P, pt Q, float r) { float a = angle(vecTo(P),vecTo(Q))/2; float h = r/tan(a); vec T = vecTo(P); T.normalize(); vec N = T.left(); pt R = new pt(x,y); R.translateBy(h,T); R.translateBy(r,N); return R; }; // OUTPUT VEC vec vecTo(pt P) {return(new vec(P.x-x,P.y-y)); }; vec makeVecTo(pt P) {return(new vec(P.x-x,P.y-y)); }; vec makeVecToCenter () {return(new vec(x-height/2.,y-height/2.)); }; vec makeVecToAverage (pt P, pt Q) {return(new vec((P.x+Q.x)/2.0-x,(P.y+Q.y)/2.0-y)); }; vec makeVecToAverage (pt P, pt Q, pt R) {return(new vec((P.x+Q.x+R.x)/3.0-x,(P.y+Q.y+R.x)/3.0-y)); }; vec makeVecToMouse () {return(new vec(mouseX-x,mouseY-y)); }; vec makeVecToBisectProjection (pt P, pt Q) {float a=disTo(P), b=disTo(Q); return makeVecTo(L(P,a/(a+b),Q)); }; vec makeVecToNormalProjection (pt P, pt Q) {float a=dot(V(P,this),V(P,Q)), b=d2(P,Q); return V(this,L(P,a/b,Q)); }; // vec makeVecTowards(pt P, float d) {vec V = makeVecTo(P); float n = V.norm(); V.normalize(); V.scaleBy(d-n); return V; }; // OUTPUT TEST OR MEASURE float disTo(pt P) {return(sqrt(sq(P.x-x)+sq(P.y-y))); }; float disToMouse() {return(sqrt(sq(x-mouseX)+sq(y-mouseY))); }; boolean isInWindow() {return(((x>0)&&(x0)&&(y0; return(l); }; boolean isInTriangle(pt A, pt B, pt C) { boolean a = this.isLeftOf(B,C); boolean b = this.isLeftOf(C,A); boolean c = this.isLeftOf(A,B); return((a&&b&&c)||(!a&&!b&&!c));}; boolean isInCircle(pt C, float r) {return d(this,C)0.000001) {x/=n; y/=n;};}; void add(vec V) {x += V.x; y += V.y;}; void add(float s, vec V) {x += s*V.x; y += s*V.y;}; void add(float u, float v) {x += u; y += v;}; void turnLeft() {float w=x; x=-y; y=w;}; void rotateBy (float a) {float xx=x, yy=y; x=xx*cos(a)-yy*sin(a); y=xx*sin(a)+yy*cos(a); }; // OUTPUT VEC vec makeClone() {return(new vec(x,y));}; vec makeUnit() {float n=sqrt(sq(x)+sq(y)); if (n<0.000001) n=1; return(new vec(x/n,y/n));}; vec unit() {float n=sqrt(sq(x)+sq(y)); if (n<0.000001) n=1; return(new vec(x/n,y/n));}; vec makeScaledBy(float s) {return(new vec(x*s, y*s));}; vec makeTurnedLeft() {return(new vec(-y,x));}; vec left() {return(new vec(-y,x));}; vec makeOffsetVec(vec V) {return(new vec(x + V.x, y + V.y));}; vec makeOffsetVec(float s, vec V) {return(new vec(x + s*V.x, y + s*V.y));}; vec makeOffsetVec(float u, float v) {return(new vec(x + u, y + v));}; vec makeRotatedBy(float a) {return(new vec(x*cos(a)-y*sin(a),x*sin(a)+y*cos(a))); }; vec makeReflectedVec(vec N) { return makeOffsetVec(-2.*dot(this,N),N);}; // OUTPUT TEST MEASURE float norm() {return(sqrt(sq(x)+sq(y)));} boolean isNull() {return((abs(x)+abs(y)<0.000001));} float angle() {return(atan2(y,x)); } // DRAW, PRINT void write() {println("("+x+","+y+")");}; void show (pt P) {line(P.x,P.y,P.x+x,P.y+y); }; void showAt (pt P) {line(P.x,P.y,P.x+x,P.y+y); }; void showArrowAt (pt P) {line(P.x,P.y,P.x+x,P.y+y); float n=min(this.norm()/10.,height/50.); pt Q=P.makeTranslatedBy(this); vec U = this.makeUnit().makeScaledBy(-n); vec W = U.makeTurnedLeft().makeScaledBy(0.3); beginShape(); Q.makeTranslatedBy(U).makeTranslatedBy(W).v(); Q.v(); W.scaleBy(-1); Q.makeTranslatedBy(U).makeTranslatedBy(W).v(); endShape(CLOSE); }; void showLabel(String s, pt P) {pt Q = P.makeTranslatedBy(0.5,this); vec N = makeUnit().makeTurnedLeft(); Q.makeTranslatedBy(3,N).showLabel(s); }; } // end vec class // fitting vec proVec (pt B, pt C, pt D) { return L(V(C,B), d(C,B)/(d(C,B)+d(C,D)),V(C,D)); } vec vecToCubic (pt A, pt B, pt C, pt D, pt E) {return V( (-A.x+4*B.x-6*C.x+4*D.x-E.x)/6, (-A.y+4*B.y-6*C.y+4*D.y-E.y)/6 );} // CURVES void drawCubicBezier(pt A, pt B, pt C, pt D) {bezier(A.x,A.y,B.x,B.y,C.x,C.y,D.x,D.y);} pt B(pt A, pt B, pt C, float s) {return( L(L(B,s/4.,A),0.5,L(B,s/4.,C))); }; // returns a tucked B towards its neighbors pt F(pt A, pt B, pt C, pt D, float s) {return( L(L(A,1.+(1.-s)/8.,B) ,0.5, L(D,1.+(1.-s)/8.,C))); }; // returns a bulged mid-edge point pt limit(pt A, pt B, pt C, pt D, pt E, float s, int r) { if (r==0) return C.clone(); else return limit(B(A,B,C,s),F(A,B,C,D,s),B(B,C,D,s),F(B,C,D,E,s),B(C,D,E,s),s,r-1); }