328 lines
8.8 KiB
C++
328 lines
8.8 KiB
C++
/**
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* @file trigo.cpp
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* @brief Trigonometric and geometric basic functions.
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*/
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#include <fctsys.h>
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#include <macros.h>
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#include <trigo.h>
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#include <common.h>
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#include <math_for_graphics.h>
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/* Function TestSegmentHit
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* test for hit on line segment
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* i.e. a reference point is within a given distance from segment
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* aRefPoint = reference point to test
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* aStart, aEnd are coordinates of end points segment
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* aDist = maximum distance for hit
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* Note: for calculation time reasons, the distance between the ref point
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* and the segment is not always exactly calculated
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* (we only know if the actual dist is < aDist, not exactly know this dist.
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* Because many times we have horizontal or vertical segments,
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* a special calcultaion is made for them
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* Note: sometimes we need to calculate the distande between 2 points
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* A square root should be calculated.
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* However, because we just compare 2 distnaces, to avoid calculating square root,
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* the square of distances are compared.
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*/
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static inline double square( int x ) // helper function to calculate x*x
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{
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return (double) x * x;
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}
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bool TestSegmentHit( const wxPoint &aRefPoint, wxPoint aStart,
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wxPoint aEnd, int aDist )
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{
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// test for vertical or horizontal segment
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if( aEnd.x == aStart.x )
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{
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// vertical segment
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int ll = abs( aRefPoint.x - aStart.x );
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if( ll > aDist )
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return false;
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// To have only one case to examine, ensure aEnd.y > aStart.y
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if( aEnd.y < aStart.y )
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EXCHG( aStart.y, aEnd.y );
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if( aRefPoint.y <= aEnd.y && aRefPoint.y >= aStart.y )
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return true;
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// there is a special case: x,y near an end point (distance < dist )
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// the distance should be carefully calculated
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if( (aStart.y - aRefPoint.y) < aDist )
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{
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double dd = square( aRefPoint.x - aStart.x) +
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square( aRefPoint.y - aStart.y );
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if( dd <= square( aDist ) )
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return true;
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}
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if( (aRefPoint.y - aEnd.y) < aDist )
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{
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double dd = square( aRefPoint.x - aEnd.x ) +
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square( aRefPoint.y - aEnd.y );
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if( dd <= square( aDist ) )
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return true;
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}
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}
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else if( aEnd.y == aStart.y )
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{
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// horizontal segment
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int ll = abs( aRefPoint.y - aStart.y );
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if( ll > aDist )
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return false;
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// To have only one case to examine, ensure xf > xi
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if( aEnd.x < aStart.x )
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EXCHG( aStart.x, aEnd.x );
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if( aRefPoint.x <= aEnd.x && aRefPoint.x >= aStart.x )
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return true;
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// there is a special case: x,y near an end point (distance < dist )
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// the distance should be carefully calculated
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if( (aStart.x - aRefPoint.x) <= aDist )
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{
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double dd = square( aRefPoint.x - aStart.x ) +
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square( aRefPoint.y - aStart.y );
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if( dd <= square( aDist ) )
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return true;
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}
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if( (aRefPoint.x - aEnd.x) <= aDist )
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{
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double dd = square( aRefPoint.x - aEnd.x ) +
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square( aRefPoint.y - aEnd.y );
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if( dd <= square( aDist ) )
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return true;
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}
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}
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else
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{
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// oblique segment:
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// First, we need to calculate the distance between the point
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// and the line defined by aStart and aEnd
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// this dist should be < dist
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//
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// find a,slope such that aStart and aEnd lie on y = a + slope*x
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double slope = (double) (aEnd.y - aStart.y) / (aEnd.x - aStart.x);
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double a = (double) aStart.y - slope * aStart.x;
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// find c,orthoslope such that (x,y) lies on y = c + orthoslope*x,
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// where orthoslope=(-1/slope)
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// to calculate xp, yp = near point from aRefPoint
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// which is on the line defined by aStart, aEnd
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double orthoslope = -1.0 / slope;
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double c = (double) aRefPoint.y - orthoslope * aRefPoint.x;
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// find nearest point to (x,y) on line defined by aStart, aEnd
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double xp = (a - c) / (orthoslope - slope);
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double yp = a + slope * xp;
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// find distance to line, in fact the square of dist,
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// because we just know if it is > or < aDist
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double dd = square( aRefPoint.x - xp ) + square( aRefPoint.y - yp );
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double dist = square( aDist );
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if( dd > dist ) // this reference point is not a good candiadte.
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return false;
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// dd is < dist, therefore we should make a fine test
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if( fabs( slope ) > 0.7 )
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{
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// line segment more vertical than horizontal
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if( (aEnd.y > aStart.y && yp <= aEnd.y && yp >= aStart.y) ||
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(aEnd.y < aStart.y && yp >= aEnd.y && yp <= aStart.y) )
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return true;
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}
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else
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{
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// line segment more horizontal than vertical
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if( (aEnd.x > aStart.x && xp <= aEnd.x && xp >= aStart.x) ||
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(aEnd.x < aStart.x && xp >= aEnd.x && xp <= aStart.x) )
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return true;
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}
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// Here, the test point is still a good candidate,
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// however it is not "between" the end points of the segment.
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// It is "outside" the segment, but it could be near a segment end point
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// Therefore, we test the dist from the test point to each segment end point
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dd = square( aRefPoint.x - aEnd.x ) + square( aRefPoint.y - aEnd.y );
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if( dd <= dist )
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return true;
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dd = square( aRefPoint.x - aStart.x ) + square( aRefPoint.y - aStart.y );
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if( dd <= dist )
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return true;
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}
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return false; // no hit
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}
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double ArcTangente( int dy, int dx )
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{
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/* gcc is surprisingly smart in optimizing these conditions in
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a tree! */
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if( dx == 0 && dy == 0 )
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return 0;
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if( dy == 0 )
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{
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if( dx >= 0 )
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return 0;
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else
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return -1800;
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}
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if( dx == 0 )
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{
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if( dy >= 0 )
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return 900;
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else
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return -900;
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}
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if( dx == dy )
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{
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if( dx >= 0 )
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return 450;
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else
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return -1800 + 450;
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}
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if( dx == -dy )
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{
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if( dx >= 0 )
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return -450;
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else
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return 1800 - 450;
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}
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// Of course dy and dx are treated as double
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return RAD2DECIDEG( atan2( dy, dx ) );
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}
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void RotatePoint( int* pX, int* pY, double angle )
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{
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int tmp;
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NORMALIZE_ANGLE_POS( angle );
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// Cheap and dirty optimizations for 0, 90, 180, and 270 degrees.
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if( angle == 0 )
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return;
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if( angle == 900 ) /* sin = 1, cos = 0 */
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{
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tmp = *pX;
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*pX = *pY;
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*pY = -tmp;
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}
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else if( angle == 1800 ) /* sin = 0, cos = -1 */
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{
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*pX = -*pX;
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*pY = -*pY;
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}
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else if( angle == 2700 ) /* sin = -1, cos = 0 */
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{
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tmp = *pX;
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*pX = -*pY;
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*pY = tmp;
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}
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else
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{
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double fangle = DECIDEG2RAD( angle );
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double sinus = sin( fangle );
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double cosinus = cos( fangle );
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double fpx = (*pY * sinus ) + (*pX * cosinus );
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double fpy = (*pY * cosinus ) - (*pX * sinus );
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*pX = KiROUND( fpx );
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*pY = KiROUND( fpy );
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}
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}
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void RotatePoint( int* pX, int* pY, int cx, int cy, double angle )
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{
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int ox, oy;
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ox = *pX - cx;
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oy = *pY - cy;
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RotatePoint( &ox, &oy, angle );
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*pX = ox + cx;
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*pY = oy + cy;
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}
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void RotatePoint( wxPoint* point, const wxPoint& centre, double angle )
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{
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int ox, oy;
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ox = point->x - centre.x;
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oy = point->y - centre.y;
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RotatePoint( &ox, &oy, angle );
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point->x = ox + centre.x;
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point->y = oy + centre.y;
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}
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void RotatePoint( double* pX, double* pY, double cx, double cy, double angle )
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{
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double ox, oy;
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ox = *pX - cx;
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oy = *pY - cy;
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RotatePoint( &ox, &oy, angle );
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*pX = ox + cx;
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*pY = oy + cy;
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}
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void RotatePoint( double* pX, double* pY, double angle )
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{
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double tmp;
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NORMALIZE_ANGLE_POS( angle );
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// Cheap and dirty optimizations for 0, 90, 180, and 270 degrees.
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if( angle == 0 )
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return;
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if( angle == 900 ) /* sin = 1, cos = 0 */
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{
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tmp = *pX;
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*pX = *pY;
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*pY = -tmp;
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}
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else if( angle == 1800 ) /* sin = 0, cos = -1 */
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{
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*pX = -*pX;
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*pY = -*pY;
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}
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else if( angle == 2700 ) /* sin = -1, cos = 0 */
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{
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tmp = *pX;
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*pX = -*pY;
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*pY = tmp;
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}
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else
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{
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double fangle = DECIDEG2RAD( angle );
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double sinus = sin( fangle );
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double cosinus = cos( fangle );
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double fpx = (*pY * sinus ) + (*pX * cosinus );
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double fpy = (*pY * cosinus ) - (*pX * sinus );
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*pX = fpx;
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*pY = fpy;
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}
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}
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