Fix "false intersection" case and attempt to fix "missing intersection"

This commit is contained in:
Roberto Fernandez Bautista 2021-07-14 19:43:24 +01:00
parent 318435aedb
commit 2573ac19a5
1 changed files with 44 additions and 123 deletions

View File

@ -67,7 +67,7 @@ static T within_range(T x, T minval, T maxval, T wrap)
return rv; return rv;
} }
static bool sliceContainsPoint( SHAPE_ARC a, VECTOR2D p ) static bool sliceContainsPoint( const SHAPE_ARC& a, const VECTOR2I& p )
{ {
double phi = 180.0 / M_PI * atan2( p.y - a.GetCenter().y, p.x - a.GetCenter().x ); double phi = 180.0 / M_PI * atan2( p.y - a.GetCenter().y, p.x - a.GetCenter().x );
double ca = a.GetCentralAngle(); double ca = a.GetCentralAngle();
@ -87,96 +87,39 @@ static bool sliceContainsPoint( SHAPE_ARC a, VECTOR2D p )
return within_range( phi, sa, ea, 360.0 ); return within_range( phi, sa, ea, 360.0 );
} }
static int arclineIntersect( const SHAPE_ARC& a, const SEG& s, VECTOR2D* pts ) static int arclineIntersect( const SHAPE_ARC& a, const SEG& s, std::vector<VECTOR2I>* ips )
{ {
VECTOR2I c = a.GetCenter(); CIRCLE circ( a.GetCenter(), a.GetRadius() );
double r = a.GetRadius();
VECTOR2I nearest = s.LineProject( c );
double nd = (c - nearest).EuclideanNorm(); std::vector<VECTOR2I> intersections = circ.IntersectLine( s );
/*overlay->SetStrokeColor( RED ); size_t originalSize = ips->size();
overlay->AnnotatedPoint( s.A, 200000 );
overlay->SetStrokeColor( GREEN );
overlay->AnnotatedPoint( s.B, 200000 );
overlay->SetStrokeColor( YELLOW );
overlay->AnnotatedPoint( c, 200000 );
for( const VECTOR2I& intersection : intersections )
overlay->SetStrokeColor( WHITE );
overlay->Arc( a );
overlay->SetStrokeColor( DARKGRAY );
overlay->Circle( a.GetCenter(), a.GetRadius() );*/
if( nd > r )
return 0;
double ll = r * r - nd * nd;
double l = 0;
if( ll > 0 )
l = sqrt(ll);
int n = 0;
VECTOR2I perp = ( s.B - s.A ).Resize( l );
VECTOR2I p0( nearest + perp );
VECTOR2I p1( nearest - perp );
if( sliceContainsPoint( a, p0 ) ) { pts[n] = p0; n++; }
if( sliceContainsPoint( a, p1 ) ) { pts[n] = p1; n++; }
//for(int i = 0; i < n ; i++) overlay->AnnotatedPoint( pts[i], 40000 );
return n;
}
int intersectArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, VECTOR2D* ips )
{
VECTOR2I dc( a2.GetCenter() - a1.GetCenter() );
double dcl = dc.EuclideanNorm();
double r1 = a1.GetRadius();
double r2 = a2.GetRadius();
if( dc.x == 0 && dc.y == 0 )
{ {
if(r1 == r2) if( sliceContainsPoint( a, intersection ) )
{ ips->push_back( intersection );
ips[0] = a1.GetP0();
return 1;
}
} }
double d = ( dcl * dcl - r2*r2 + r1*r1 ) / (2 * dcl); return ips->size() - originalSize;
}
//overlay->SetStrokeColor( DARKGRAY ); int intersectArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, std::vector<VECTOR2I>* ips )
//overlay->Circle( a1.GetCenter(), a1.GetRadius() ); {
//overlay->SetStrokeColor( DARKGRAY ); CIRCLE circ1( a1.GetCenter(), a1.GetRadius() );
//overlay->Circle( a2.GetCenter(), a2.GetRadius() ); CIRCLE circ2( a2.GetCenter(), a2.GetRadius() );
double r1sq = r1 * r1; std::vector<VECTOR2I> intersections = circ1.Intersect( circ2 );
double dsq = d * d;
if( r1sq < dsq ) size_t originalSize = ips->size();
return 0;
double q = sqrt ( r1sq - dsq ); for( const VECTOR2I& intersection : intersections )
{
if( sliceContainsPoint( a1, intersection ) && sliceContainsPoint( a2, intersection ) )
ips->push_back( intersection );
}
// printf("d %.1f q %.1f dcl %.1f\n", d, q, dcl ); return ips->size() - originalSize;
VECTOR2D pp = a1.GetCenter() + dc.Resize( d );
VECTOR2D ip0 = pp + dc.Perpendicular().Resize(q);
VECTOR2D ip1 = pp - dc.Perpendicular().Resize(q);
int n_ips = 0;
if( sliceContainsPoint( a1, ip0 ) )
ips[n_ips++] = ip0;
if( sliceContainsPoint( a1, ip1 ) )
ips[n_ips++] = ip1;
return n_ips;
} }
@ -184,73 +127,51 @@ bool collideArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, int clearance, SE
{ {
SEG mediatrix( a1.GetCenter(), a2.GetCenter() ); SEG mediatrix( a1.GetCenter(), a2.GetCenter() );
int nA = 0, nB = 0; std::vector<VECTOR2I> ips;
VECTOR2D ptsA[8];
VECTOR2D ptsB[8];
if( intersectArc2Arc( a1, a2, &ips ) > 0 )
VECTOR2D ips[4];
if( intersectArc2Arc( a1, a2, ips ) > 0 )
{ {
minDistSeg.A = minDistSeg.B = ips[0]; minDistSeg.A = minDistSeg.B = ips[0];
return true; return true;
} }
std::vector<VECTOR2I> ptsA;
std::vector<VECTOR2I> ptsB;
bool cocentered = ( mediatrix.A == mediatrix.B ); bool cocentered = ( mediatrix.A == mediatrix.B );
// arcs don't have the same center point // arcs don't have the same center point
if( !cocentered ) if( !cocentered )
{ {
nA = arclineIntersect( a1, mediatrix, ptsA ); arclineIntersect( a1, mediatrix, &ptsA );
nB = arclineIntersect( a2, mediatrix, ptsB ); arclineIntersect( a2, mediatrix, &ptsB );
} }
/*overlay->SetStrokeColor( LIGHTRED ); arclineIntersect( a1, SEG( a2.GetP0(), a2.GetCenter() ), &ptsA );
overlay->Line( SEG( a2.GetP0(), a2.GetCenter() ) ); arclineIntersect( a1, SEG( a2.GetP1(), a2.GetCenter() ), &ptsA );
overlay->Line( SEG( a2.GetP1(), a2.GetCenter() ) );*/
nA += arclineIntersect( a1, SEG( a2.GetP0(), a2.GetCenter() ), ptsA + nA ); arclineIntersect( a2, SEG( a1.GetP0(), a1.GetCenter() ), &ptsB );
nA += arclineIntersect( a1, SEG( a2.GetP1(), a2.GetCenter() ), ptsA + nA ); arclineIntersect( a2, SEG( a1.GetP1(), a1.GetCenter() ), &ptsB );
ptsA.push_back( a1.GetP0() );
ptsA.push_back( a1.GetP1() );
ptsB.push_back( a2.GetP0() );
ptsB.push_back( a2.GetP1() );
/*overlay->SetStrokeColor( LIGHTBLUE ); double minDist = std::numeric_limits<double>::max();
overlay->Line( SEG( a1.GetP0(), a1.GetCenter() ) );
overlay->Line( SEG( a1.GetP1(), a1.GetCenter() ) );*/
nB += arclineIntersect( a2, SEG( a1.GetP0(), a1.GetCenter() ), ptsB + nB );
nB += arclineIntersect( a2, SEG( a1.GetP1(), a1.GetCenter() ), ptsB + nB );
ptsA[nA++] = a1.GetP0();
ptsA[nA++] = a1.GetP1();
ptsB[nB++] = a2.GetP0();
ptsB[nB++] = a2.GetP1();
// printf("nA %d nB %d\n", nA, nB );
double minDist;
bool minDistFound = false; bool minDistFound = false;
for( int i = 0; i < nA; i++ ) for( const VECTOR2I& ptA: ptsA )
for( int j = 0; j < nB; j++ ) for( const VECTOR2I& ptB : ptsB )
{ {
double dist = double dist = ( ptA - ptB ).EuclideanNorm() - a1.GetWidth() / 2.0 - a2.GetWidth() / 2.0;
( ptsA[i] - ptsB[j] ).EuclideanNorm() - a1.GetWidth() / 2 - a2.GetWidth() / 2;
/* overlay->SetStrokeColor( RED );
overlay->AnnotatedPoint( ptsA[i], 100000 );
overlay->SetStrokeColor( GREEN );
overlay->AnnotatedPoint( ptsB[j], 100000 );*/
//printf("dist %.1f\n", dist );
if( dist < clearance ) if( dist < clearance )
{ {
if( !minDistFound || dist < minDist ) if( !minDistFound || dist < minDist )
{ {
minDist = dist; minDist = dist;
minDistSeg = SEG( ptsA[i], ptsB[j] ); minDistSeg = SEG( ptA, ptB );
} }
minDistFound = true; minDistFound = true;
@ -337,9 +258,9 @@ int playground_main_func( int argc, char* argv[] )
for(int i = 0; i < arcs.size(); i+= 2) for(int i = 0; i < arcs.size(); i+= 2)
{ {
SEG closestDist; SEG closestDist;
VECTOR2D ips[2]; std::vector<VECTOR2I> ips;
bool collides = collideArc2Arc( arcs[i], arcs[i+1], 0, closestDist ); bool collides = collideArc2Arc( arcs[i], arcs[i+1], 0, closestDist );
int ni = intersectArc2Arc( arcs[i], arcs[i+1], ips ); int ni = intersectArc2Arc( arcs[i], arcs[i+1], &ips );
overlay->SetLineWidth( 10000.0 ); overlay->SetLineWidth( 10000.0 );
overlay->SetStrokeColor( GREEN ); overlay->SetStrokeColor( GREEN );