playground with arc2arc collision

This commit is contained in:
Tomasz Wlostowski 2021-06-09 15:32:18 +02:00 committed by Roberto Fernandez Bautista
parent b6664eecf2
commit 539154466d
1 changed files with 206 additions and 2 deletions

View File

@ -31,10 +31,177 @@
#include "pns_log_viewer_frame.h"
#include "label_manager.h"
#include <geometry/shape_arc.h>
namespace PNS {
extern SHAPE_LINE_CHAIN g_pnew, g_hnew;
};
template<class T>
T within_range(T x, T minval, T maxval, T wrap)
{
int rv;
while (maxval >= wrap)
maxval -= wrap;
while (maxval < 0)
maxval += wrap;
while (minval >= wrap)
minval -= wrap;
while (minval < 0)
minval += wrap;
while (x < 0)
x += wrap;
while (x >= wrap)
x -= wrap;
if (maxval > minval)
rv = (x >= minval && x <= maxval) ? 1 : 0;
else
rv = (x >= minval || x <= maxval) ? 1 : 0;
return rv;
}
bool arcContainsPoint( SHAPE_ARC a, VECTOR2D p )
{
double phi = atan2( p.y - a.GetCenter().y, p.x - a.GetCenter().x );
return within_range( phi, a.GetStartAngle(), a.GetEndAngle(), 2.0 * M_PI );
}
int arclineIntersect( SHAPE_ARC a, SEG s, VECTOR2D* pts )
{
double sa, sb, sc;
sa = s.A.y - s.B.y;
sb = s.B.x - s.A.x;
sc = -sa * s.A.x - sb * s.A.y;
VECTOR2D ac = a.GetCenter();
double rr = a.GetRadius();
int n = 0;
if( sb != 0.0 )
{
double aa = sa * sa / ( sb * sb ) + 1.0;
double bb = (2.0 * sa * ac.y / sb
+ 2.0 * sa * sc / (sb * sb)
- 2.0 * ac.x );
double cc = ac.x * ac.x + ac.y * ac.y - rr * rr + 2.0*sc*ac.y/sb + (sc*sc) / ( sb*sb );
double delta = bb*bb - 4.0 * aa * cc;
if( delta < 0.0 )
return 0;
else
{
double x1 = -bb - sqrt(delta) / (2.0 * aa );
double x2 = -bb + sqrt(delta) / (2.0 * aa );
double y1 = (-sc - sa * x1) / sb;
double y2 = (-sc - sa * x2) / sb;
VECTOR2D p0( x1, y1 );
VECTOR2D p1( x1, y1 );
if( arcContainsPoint( a, p0 ) ) { pts[n] = p0; n++; }
if( arcContainsPoint( a, p1 ) ) { pts[n] = p1; n++; }
return n;
}
} else { // line is vertical
double aa = 1.0;
double bb = -2.0 * ac.y;
double cc = ac.x * ac.x + ac.y * ac.y - rr*rr + 2.0*sc*ac.x/sa + (sc * sc) / (sa * sa);
double delta = bb*bb - 4.0 * aa * cc;
if( delta < 0.0 )
return 0;
else
{
double y1 = -bb - sqrt(delta) / (2.0 * aa );
double y2 = -bb + sqrt(delta) / (2.0 * aa );
VECTOR2D p0( s.A.x, y1 );
VECTOR2D p1( s.A.y, y2 );
if( arcContainsPoint( a, p0 ) ) { pts[n] = p0; n++; }
if( arcContainsPoint( a, p1 ) ) { pts[n] = p1; n++; }
return n;
}
}
return 0;
}
bool collideArc2Arc( SHAPE_ARC a1, SHAPE_ARC a2, int clearance, SEG& minDistSeg )
{
SEG mediatrix (a1.GetCenter(), a2.GetCenter() );
int nA = 0, nB = 0;
VECTOR2D ptsA[4];
VECTOR2D ptsB[4];
if (mediatrix.A.x != mediatrix.B.x || mediatrix.A.y != mediatrix.B.y )
{
// arcs don't have the same center point
nA = arclineIntersect( a1, mediatrix, ptsA );
nB = arclineIntersect( a2, mediatrix, ptsB );
}
else
{
// well well - check if the start/end angle ranges overlap. If they do ,the minumum distance is at one of the arc endpoints
}
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;
for( int i = 0; i < nA; i++ )
for( int j = 0; j < nB; j++ )
{
double dist = (ptsA[i] - ptsB[j]).EuclideanNorm() - a1.GetWidth() / 2 - a2.GetWidth() / 2;
printf("dist %.1f\n", dist );
if( dist < clearance )
{
if( !minDistFound )
{
minDist = dist;
minDistSeg = SEG( ptsA[i], ptsB[j] );
}
else
{
minDist = std::min( minDist, dist );
minDistSeg = SEG( ptsA[i], ptsB[j] );
}
minDistFound = true;
}
}
return minDistFound;
}
int playground_main_func( int argc, char* argv[] )
{
auto frame = new PNS_LOG_VIEWER_FRAME( nullptr );
@ -61,8 +228,10 @@ int playground_main_func( int argc, char* argv[] )
SHAPE_LINE_CHAIN path_w;
BOX2D bb ( path.BBox().GetPosition(), path.BBox().GetSize() );
SHAPE_ARC a( VECTOR2I( 10000, 10000 ), VECTOR2I( -10000000, -500000 ), M_PI*1.5 );
BOX2D bb ( a.BBox().GetPosition(), a.BBox().GetSize() );
SHAPE_ARC a2( VECTOR2I( -10000, 10000 ), VECTOR2I( -400000, -100000 ), M_PI*0.75 );
LABEL_MANAGER labelMgr( frame->GetPanel()->GetGAL() );
frame->GetPanel()->GetView()->SetViewport(bb);
@ -73,6 +242,8 @@ int playground_main_func( int argc, char* argv[] )
overlay->SetStrokeColor( WHITE );
overlay->SetLineWidth( 10000.0 );
#if 0
overlay->AnnotatedPolyline( PNS::g_pnew, "path", true );
overlay->SetStrokeColor( RED );
overlay->AnnotatedPolyline( PNS::g_hnew, "hull", true );
@ -80,7 +251,40 @@ int playground_main_func( int argc, char* argv[] )
overlay->SetStrokeColor( YELLOW );
overlay->AnnotatedPolyline( path_w, "walk", "true" );
overlay->DrawAnnotations();
#endif
SEG s1 ( -1000000, -200000, 3000000, 200000 );
SEG s2 ( 0, -200000, 0, 200000 );
VECTOR2D pts1[2], pts2[2];
// int n1 = arclineIntersect( a, s1, pts1 );
//int n2 = arclineIntersect( a, s2, pts2 );
SEG closestDist;
bool isects = collideArc2Arc( a, a2, 100000000, closestDist );
overlay->SetStrokeColor( WHITE );
overlay->Arc( a.GetCenter(), a.GetRadius(), a.GetStartAngle(), a.GetEndAngle() );
overlay->Arc( a2.GetCenter(), a2.GetRadius(), a2.GetStartAngle(), a2.GetEndAngle() );
/*overlay->SetStrokeColor( RED );
overlay->Line( s1.A, s1.B );
for(int i = 0; i < n1; i++)
overlay->Circle( pts1[i], 200000 );
overlay->SetStrokeColor( GREEN );
overlay->Line( s2.A, s2.B );
for(int i = 0; i < n2; i++)
overlay->Circle( pts2[i], 200000 );*/
if( isects )
{
overlay->SetStrokeColor( YELLOW );
overlay->Line(closestDist.A, closestDist.B);
}
overlay = nullptr;
return 0;