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//
// The WorldForge Project
// Copyright (C) 2002 The WorldForge Project
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// For information about WorldForge and its authors, please contact
// the Worldforge Web Site at http://www.worldforge.org.
//
// Author: Ron Steinke
#ifndef WFMATH_POLYGON_H
#define WFMATH_POLYGON_H
#include <wfmath/axisbox.h>
#include <wfmath/ball.h>
#include <wfmath/vector.h>
#include <wfmath/point.h>
#include <wfmath/quaternion.h>
#include <wfmath/rotbox.h>
#include <wfmath/intersect_decls.h>
#include <vector>
namespace WFMath {
template<int dim> class Polygon;
template<int dim>
std::ostream& operator<<(std::ostream& os, const Polygon<dim>& r);
template<int dim>
std::istream& operator>>(std::istream& is, Polygon<dim>& r);
/// The 2D specialization of the Polygon<> template
template<>
class Polygon<2>
{
public:
Polygon() : m_points() {}
Polygon(const Polygon& p) : m_points(p.m_points) {}
/// Construct a polygon from an object passed by Atlas
explicit Polygon(const AtlasInType& a) : m_points() {fromAtlas(a);}
~Polygon() {}
friend std::ostream& operator<< <2>(std::ostream& os, const Polygon& p);
friend std::istream& operator>> <2>(std::istream& is, Polygon& p);
/// Create an Atlas object from the box
AtlasOutType toAtlas() const;
/// Set the box's value to that given by an Atlas object
void fromAtlas(const AtlasInType& a);
Polygon& operator=(const Polygon& p)
{m_points = p.m_points; return *this;}
bool isEqualTo(const Polygon& p, double epsilon = WFMATH_EPSILON) const;
bool operator==(const Polygon& p) const {return isEqualTo(p);}
bool operator!=(const Polygon& p) const {return !isEqualTo(p);}
bool isValid() const;
// Descriptive characteristics
int numCorners() const {return m_points.size();}
Point<2> getCorner(int i) const {return m_points[i];}
Point<2> getCenter() const {return Barycenter(m_points);}
// For a Polygon<2>, addCorner() and moveCorner() always succeed.
// The return values are present for the sake of a unified template
// interface, and the epsilon argument is ignored
// Add before i'th corner, zero is beginning, numCorners() is end
bool addCorner(int i, const Point<2>& p, double epsilon = WFMATH_EPSILON)
{m_points.insert(m_points.begin() + i, p); return true;}
// Remove the i'th corner
void removeCorner(int i) {m_points.erase(m_points.begin() + i);}
// Move the i'th corner to p
bool moveCorner(int i, const Point<2>& p, double epsilon = WFMATH_EPSILON)
{m_points[i] = p; return true;}
// Remove all points
void clear() {m_points.clear();}
const Point<2>& operator[](int i) const {return m_points[i];}
Point<2>& operator[](int i) {return m_points[i];}
void resize(unsigned int size) {m_points.resize(size);}
// Movement functions
Polygon& shift(const Vector<2>& v);
Polygon& moveCornerTo(const Point<2>& p, int corner)
{return shift(p - getCorner(corner));}
Polygon& moveCenterTo(const Point<2>& p)
{return shift(p - getCenter());}
Polygon& rotateCorner(const RotMatrix<2>& m, int corner)
{rotatePoint(m, getCorner(corner)); return *this;}
Polygon& rotateCenter(const RotMatrix<2>& m)
{rotatePoint(m, getCenter()); return *this;}
Polygon& rotatePoint(const RotMatrix<2>& m, const Point<2>& p);
// Intersection functions
AxisBox<2> boundingBox() const {return BoundingBox(m_points);}
Ball<2> boundingSphere() const {return BoundingSphere(m_points);}
Ball<2> boundingSphereSloppy() const {return BoundingSphereSloppy(m_points);}
Polygon toParentCoords(const Point<2>& origin,
const RotMatrix<2>& rotation = RotMatrix<2>().identity()) const;
Polygon toParentCoords(const AxisBox<2>& coords) const;
Polygon toParentCoords(const RotBox<2>& coords) const;
// toLocal is just like toParent, expect we reverse the order of
// translation and rotation and use the opposite sense of the rotation
// matrix
Polygon toLocalCoords(const Point<2>& origin,
const RotMatrix<2>& rotation = RotMatrix<2>().identity()) const;
Polygon toLocalCoords(const AxisBox<2>& coords) const;
Polygon toLocalCoords(const RotBox<2>& coords) const;
friend bool Intersect<2>(const Polygon& r, const Point<2>& p, bool proper);
friend bool Contains<2>(const Point<2>& p, const Polygon& r, bool proper);
friend bool Intersect<2>(const Polygon& p, const AxisBox<2>& b, bool proper);
friend bool Contains<2>(const Polygon& p, const AxisBox<2>& b, bool proper);
friend bool Contains<2>(const AxisBox<2>& b, const Polygon& p, bool proper);
friend bool Intersect<2>(const Polygon& p, const Ball<2>& b, bool proper);
friend bool Contains<2>(const Polygon& p, const Ball<2>& b, bool proper);
friend bool Contains<2>(const Ball<2>& b, const Polygon& p, bool proper);
friend bool Intersect<2>(const Polygon& r, const Segment<2>& s, bool proper);
friend bool Contains<2>(const Polygon& p, const Segment<2>& s, bool proper);
friend bool Contains<2>(const Segment<2>& s, const Polygon& p, bool proper);
friend bool Intersect<2>(const Polygon& p, const RotBox<2>& r, bool proper);
friend bool Contains<2>(const Polygon& p, const RotBox<2>& r, bool proper);
friend bool Contains<2>(const RotBox<2>& r, const Polygon& p, bool proper);
friend bool Intersect<2>(const Polygon& p1, const Polygon& p2, bool proper);
friend bool Contains<2>(const Polygon& outer, const Polygon& inner, bool proper);
private:
std::vector<Point<2> > m_points;
typedef std::vector<Point<2> >::iterator theIter;
typedef std::vector<Point<2> >::const_iterator theConstIter;
};
// Helper classes, to keep track of the orientation of
// a 2D polygon in dim dimensions
typedef enum {
_WFMATH_POLY2REORIENT_NONE,
_WFMATH_POLY2REORIENT_CLEAR_AXIS2,
_WFMATH_POLY2REORIENT_CLEAR_BOTH_AXES,
_WFMATH_POLY2REORIENT_MOVE_AXIS2_TO_AXIS1,
_WFMATH_POLY2REORIENT_SCALE1_CLEAR2
} _Poly2ReorientType;
// Reorient a 2D polygon to match a change in the basis
// used by _Poly2Orient
class _Poly2Reorient
{
public:
_Poly2Reorient(_Poly2ReorientType type, CoordType scale = 0.0)
: m_type(type), m_scale(scale) {}
~_Poly2Reorient() {}
void reorient(Polygon<2>& poly, int skip = -1) const;
private:
_Poly2ReorientType m_type;
CoordType m_scale;
};
template<int dim> class _Poly2Orient;
struct _Poly2OrientIntersectData {
int dim;
Point<2> p1, p2;
Vector<2> v1, v2, off;
bool o1_is_line, o2_is_line;
};
// Finds the intersection of the two planes, returns the
// dimension of the intersection space, the rest of the arguments
// are various information returned depending on the dimension of
// the intersection
template<int dim>
int _Intersect(const _Poly2Orient<dim> &, const _Poly2Orient<dim> &,
_Poly2OrientIntersectData &);
// Keep track of the orientation of a 2D polygon in dim dimensions
template<int dim>
class _Poly2Orient
{
public:
_Poly2Orient() : m_origin() {}
_Poly2Orient(const _Poly2Orient& p) : m_origin() {operator=(p);}
~_Poly2Orient() {}
_Poly2Orient& operator=(const _Poly2Orient& p);
// Convert a point in the 2D polygon to a point in dim dimensional space
Point<dim> convert(const Point<2>& p) const;
// Try to convert a point from dim dimensions into 2D, expanding the
// basis if necessary. Returns true on success. On failure, the
// basis is unchanged.
bool expand(const Point<dim>& pd, Point<2>& p2, double epsilon = WFMATH_EPSILON);
// Reduce the basis to the minimum necessary to span the points in
// poly (with the exception of skip). Returns _Poly2Reorient, which needs
// to be used to reorient the points to match the new basis.
_Poly2Reorient reduce(const Polygon<2>& poly, int skip = -1);
void shift(const Vector<dim>& v) {if(m_origin.isValid()) m_origin += v;}
void rotate(const RotMatrix<dim>& m, const Point<dim>& p);
// Rotates about the point which corresponds to "p" in the oriented plane
void rotate2(const RotMatrix<dim>& m, const Point<2>& p);
//3D only
void rotate(const Quaternion& q, const Point<3>& p);
// Rotates about the point which corresponds to "p" in the oriented plane
void rotate2(const Quaternion& q, const Point<2>& p);
_Poly2Orient toParentCoords(const Point<dim>& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toParentCoords(origin, rotation);
p.m_axes[0].rotate(rotation); p.m_axes[1].rotate(rotation); return p;}
_Poly2Orient toParentCoords(const AxisBox<dim>& coords) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toParentCoords(coords); return p;}
_Poly2Orient toParentCoords(const RotBox<dim>& coords) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toParentCoords(coords);
p.m_axes[0].rotate(coords.orientation());
p.m_axes[1].rotate(coords.orientation()); return p;}
// toLocal is just like toParent, expect we reverse the order of
// translation and rotation and use the opposite sense of the rotation
// matrix
_Poly2Orient toLocalCoords(const Point<dim>& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toLocalCoords(origin, rotation);
p.m_axes[0] = rotation * p.m_axes[0];
p.m_axes[1] = rotation * p.m_axes[1]; return p;}
_Poly2Orient toLocalCoords(const AxisBox<dim>& coords) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toLocalCoords(coords); return p;}
_Poly2Orient toLocalCoords(const RotBox<dim>& coords) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toLocalCoords(coords);
p.m_axes[0] = coords.orientation() * p.m_axes[0];
p.m_axes[1] = coords.orientation() * p.m_axes[1]; return p;}
// 3D only
_Poly2Orient<3> toParentCoords(const Point<3>& origin, const Quaternion& rotation) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toParentCoords(origin, rotation);
p.m_axes[0].rotate(rotation); p.m_axes[0].rotate(rotation); return p;}
_Poly2Orient<3> toLocalCoords(const Point<3>& origin, const Quaternion& rotation) const
{_Poly2Orient p(*this); p.m_origin = m_origin.toLocalCoords(origin, rotation);
p.m_axes[0].rotate(rotation.inverse());
p.m_axes[0].rotate(rotation.inverse()); return p;}
// Gives the offset from pd to the space spanned by
// the basis, and puts the nearest point in p2.
Vector<dim> offset(const Point<dim>& pd, Point<2>& p2) const;
// Like offset, but returns true if the point is in the plane
bool checkContained(const Point<dim>& pd, Point<2> & p2) const;
// Check if the AxisBox intersects the spanned space, and if so
// return a point in the intersection.
bool checkIntersect(const AxisBox<dim>& b, Point<2>& p2, bool proper) const;
friend int _Intersect<dim>(const _Poly2Orient<dim> &, const _Poly2Orient<dim> &,
_Poly2OrientIntersectData &);
private:
// special case of the above when both axes are valid
bool checkIntersectPlane(const AxisBox<dim>& b, Point<2>& p2, bool proper) const;
Point<dim> m_origin;
Vector<dim> m_axes[2]; // Normalized to unit length
};
/// A polygon, all of whose points lie in a plane, embedded in dim dimensions
template<int dim = 3>
class Polygon
{
public:
Polygon() : m_orient(), m_poly() {}
Polygon(const Polygon& p) : m_orient(p.m_orient), m_poly(p.m_poly) {}
~Polygon() {}
friend std::ostream& operator<< <dim>(std::ostream& os, const Polygon& p);
friend std::istream& operator>> <dim>(std::istream& is, Polygon& p);
Polygon& operator=(const Polygon& p)
{m_orient = p.m_orient; m_poly = p.m_poly; return *this;}
bool isEqualTo(const Polygon& p2, double epsilon = WFMATH_EPSILON) const;
bool operator==(const Polygon& p) const {return isEqualTo(p);}
bool operator!=(const Polygon& p) const {return !isEqualTo(p);}
bool isValid() const {return m_poly.isValid();}
// Descriptive characteristics
int numCorners() const {return m_poly.numCorners();}
Point<dim> getCorner(int i) const {return m_orient.convert(m_poly[i]);}
Point<dim> getCenter() const {return m_orient.convert(m_poly.getCenter());}
// The failure of the following functions does not invalidate the
// polygon, but merely leaves it unchaged.
// Add before i'th corner, zero is beginning, numCorners() is end
// Only succeeds if p lies in a plane with all current points
bool addCorner(int i, const Point<dim>& p, double epsilon = WFMATH_EPSILON);
// Remove the i'th corner
void removeCorner(int i);
// Move the i'th corner to p, only succeeds if new location
// lies in the same plane as all the other points. Note that,
// under certain circumstances, this plane may not contain the
// original location of the point.
bool moveCorner(int i, const Point<dim>& p, double epsilon = WFMATH_EPSILON);
// Remove all points
void clear() {m_poly.clear(); m_orient = _Poly2Orient<dim>();}
// Movement functions
Polygon& shift(const Vector<dim>& v)
{m_orient.shift(v); return *this;}
Polygon& moveCornerTo(const Point<dim>& p, int corner)
{return shift(p - getCorner(corner));}
Polygon& moveCenterTo(const Point<dim>& p)
{return shift(p - getCenter());}
Polygon& rotateCorner(const RotMatrix<dim>& m, int corner)
{m_orient.rotate2(m, m_poly[corner]); return *this;}
Polygon& rotateCenter(const RotMatrix<dim>& m)
{if(m_poly.numCorners() > 0)
m_orient.rotate2(m, m_poly.getCenter());
return *this;}
Polygon& rotatePoint(const RotMatrix<dim>& m, const Point<dim>& p)
{m_orient.rotate(m, p); return *this;}
// 3D rotation functions
Polygon<3>& rotateCorner(const Quaternion& q, int corner)
{m_orient.rotate2(q, m_poly[corner]); return *this;}
Polygon<3>& rotateCenter(const Quaternion& q)
{if(m_poly.numCorners() > 0)
m_orient.rotate2(q, m_poly.getCenter());
return *this;}
Polygon<3>& rotatePoint(const Quaternion& q, const Point<3>& p)
{m_orient.rotate(q, p); return *this;}
// Intersection functions
AxisBox<dim> boundingBox() const;
Ball<dim> boundingSphere() const;
Ball<dim> boundingSphereSloppy() const;
Polygon toParentCoords(const Point<dim>& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{Polygon p(*this); p.m_orient = m_orient.toParentCoords(origin, rotation); return p;}
Polygon toParentCoords(const AxisBox<dim>& coords) const
{Polygon p(*this); p.m_orient = m_orient.toParentCoords(coords); return p;}
Polygon toParentCoords(const RotBox<dim>& coords) const
{Polygon p(*this); p.m_orient = m_orient.toParentCoords(coords); return p;}
// toLocal is just like toParent, expect we reverse the order of
// translation and rotation and use the opposite sense of the rotation
// matrix
Polygon toLocalCoords(const Point<dim>& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{Polygon p(*this); p.m_orient = m_orient.toLocalCoords(origin, rotation); return p;}
Polygon toLocalCoords(const AxisBox<dim>& coords) const
{Polygon p(*this); p.m_orient = m_orient.toLocalCoords(coords); return p;}
Polygon toLocalCoords(const RotBox<dim>& coords) const
{Polygon p(*this); p.m_orient = m_orient.toLocalCoords(coords); return p;}
// 3D only
Polygon<3> toParentCoords(const Point<3>& origin, const Quaternion& rotation) const
{Polygon<3> p(*this); p.m_orient = m_orient.toParentCoords(origin, rotation); return p;}
Polygon<3> toLocalCoords(const Point<3>& origin, const Quaternion& rotation) const
{Polygon<3> p(*this); p.m_orient = m_orient.toLocalCoords(origin, rotation); return p;}
friend bool Intersect<dim>(const Polygon& r, const Point<dim>& p, bool proper);
friend bool Contains<dim>(const Point<dim>& p, const Polygon& r, bool proper);
friend bool Intersect<dim>(const Polygon& p, const AxisBox<dim>& b, bool proper);
friend bool Contains<dim>(const Polygon& p, const AxisBox<dim>& b, bool proper);
friend bool Contains<dim>(const AxisBox<dim>& b, const Polygon& p, bool proper);
friend bool Intersect<dim>(const Polygon& p, const Ball<dim>& b, bool proper);
friend bool Contains<dim>(const Polygon& p, const Ball<dim>& b, bool proper);
friend bool Contains<dim>(const Ball<dim>& b, const Polygon& p, bool proper);
friend bool Intersect<dim>(const Polygon& r, const Segment<dim>& s, bool proper);
friend bool Contains<dim>(const Polygon& p, const Segment<dim>& s, bool proper);
friend bool Contains<dim>(const Segment<dim>& s, const Polygon& p, bool proper);
friend bool Intersect<dim>(const Polygon& p, const RotBox<dim>& r, bool proper);
friend bool Contains<dim>(const Polygon& p, const RotBox<dim>& r, bool proper);
friend bool Contains<dim>(const RotBox<dim>& r, const Polygon& p, bool proper);
friend bool Intersect<dim>(const Polygon& p1, const Polygon& p2, bool proper);
friend bool Contains<dim>(const Polygon& outer, const Polygon& inner, bool proper);
private:
_Poly2Orient<dim> m_orient;
Polygon<2> m_poly;
};
} // namespace WFMath
#endif // WFMATH_POLYGON_H
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