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package Math::Geometry::Planar::Offset; |
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$VERSION = '1.03_01'; |
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use vars qw( |
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$VERSION |
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@ISA |
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@EXPORT |
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@EXPORT_OK |
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$precision |
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$debug |
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14277
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); |
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use strict; |
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use Carp; |
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$debug = 0; |
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$precision = 7; |
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require Exporter; |
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@ISA = qw(Exporter); |
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@EXPORT = qw(OffsetPolygon); |
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@EXPORT_OK = qw( |
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$precision |
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$debug |
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); |
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=pod |
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=head1 NAME |
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Math::Geometry::Planar::Offset - Calculate offset polygons |
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=head1 SYNOPSIS |
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use Math::Geometry::Planar::Offset; |
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=head1 AUTHOR |
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Eric Wilhelm |
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=head1 COPYRIGHT NOTICE |
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Copyright (C) 2003-2005 Eric Wilhelm |
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=head1 NO WARRANTY |
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Absolutely, positively NO WARRANTY, neither express or implied, is |
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offered with this software. You use this software at your own risk. In |
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case of loss, neither Eric Wilhelm, nor anyone else, owes you anything |
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whatseover. You have been warned. |
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Note that this includes NO GUARANTEE of MATHEMATICAL CORRECTNESS. If |
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you are going to use this code in a production environment, it is YOUR |
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RESPONSIBILITY to verify that the methods return the correct values. |
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=head1 LICENSE |
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You may use this software under one of the following licenses: |
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(1) GNU General Public License |
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(found at http://www.gnu.org/copyleft/gpl.html) |
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(2) Artistic License |
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(found at http://www.perl.com/pub/language/misc/Artistic.html) |
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=head1 CHANGES |
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1.02 |
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First Public Release |
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72
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1.03 |
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Code cleanup |
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1.03_01 |
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Build file restructure. |
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78
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=head1 BUGS |
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80
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There are currently some problems with concurrent edge events on outward |
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(and maybe inward) offsets. Some significant changes need to be made. |
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83
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=cut |
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85
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=head1 METHODS |
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87
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These methods are actually defined in Math::Geometry::Planar, which uses |
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this module. |
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90
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=head2 offset_polygon |
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Returns reference to an array of polygons representing the original polygon |
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offsetted by $distance |
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$polygon->offset_polygon($distance); |
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=cut |
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99
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require 5.005; |
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101
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my $delta = 10 ** (-$precision); |
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103
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my $offset_depth; |
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my $screen_height = 600; |
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my $flag; |
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my @bisectors; |
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108
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=head1 Functions |
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110
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Only OffsetPolygon is exported. |
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112
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=head2 pi |
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114
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Returns the constant pi |
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=cut |
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sub pi { |
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atan2(1,1) * 4; |
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} |
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121
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=head2 OffsetPolygon |
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123
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Make offset polygon subroutine. |
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125
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Call with offset distance and ref to array of points for original |
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polygon polygon input must be pre-wrapped so point[n]=point[0] |
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128
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Will return a list of polygons (as refs.) The number of polygons in the |
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output depends on the shape of your input polygon. It may split into |
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several pieces during the offset. |
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132
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my (@results) = OffsetPolygon(\@points, $distance); |
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foreach my $polygon (@results) { |
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# do something with @$polygon |
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} |
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=cut |
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sub OffsetPolygon { |
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my ($points, $offset, $canvas) = @_; |
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my %intersects; |
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my ($count,$n,$n2); |
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my ($time, $time_static); |
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# my $key1,$key2; |
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my @angles; |
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my @directions; |
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my @phi; |
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my @bis_dir; |
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my @bis_end; |
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my @bis_scale; |
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my @result1; |
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my @result2; |
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my @outlist; |
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my ($cut1,$cut2,$cut); |
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$#outlist = 0; |
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my @newpoints; |
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my @newpoints1; |
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158
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# set limit on number of recursions |
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# does perl have its own limit to the number of scopes generated? |
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if($offset_depth > 100){ |
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print "reached recursion depth_limit\n"; |
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return(); |
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} |
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#ew: $offset_depth would have had to be reset by calling script |
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# (now is incremented and decremented on each side of recursive call) |
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my $npoints = @{$points}; |
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$debug && print "points: ", $npoints, "\n"; |
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$debug && print "number of points $npoints\n"; |
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# print "points: @{$points->[0]}\n"; |
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# exit; |
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# my $bis_length = 15; |
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# All polygons should be counter-clockwise !!! |
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find_direction($points,\@angles,\@directions); |
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$debug and print "starting recurse: ",$offset_depth -1,"\n"; |
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$debug and print "offset: $offset\n"; |
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# ew removed junk related to null points |
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# bail out if not at least a triangle |
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0
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if($npoints < 3) { |
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carp("Need at least 3 non-colinear points to offset"); |
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return; |
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} |
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# Now to make the bisectors |
183
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for($n = 0;$n < $npoints; $n++) { |
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$phi[$n] = ((pi) - $angles[$n]) / 2; |
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$bis_scale[$n] = abs(1 / sin($phi[$n])); |
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$bis_dir[$n] = $directions[$n] + $phi[$n]; |
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$bis_end[$n][0] = $points->[$n][0] + $offset * $bis_scale[$n] * cos($bis_dir[$n]); # X-coordinate |
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$bis_end[$n][1] = $points->[$n][1] + $offset * $bis_scale[$n] * sin($bis_dir[$n]); # Y-coordinate |
189
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} |
190
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191
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# Draw bisectors |
192
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0
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if ($canvas) { |
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# first delete existing bisectors |
194
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0
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for($n = 0; $n<@bisectors;$n++) { |
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$canvas ->delete($bisectors[$n]); |
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} |
197
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@bisectors = (); |
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# then draw the bisector points from the vertices. |
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for($n = 0; $n < $npoints; $n++) { |
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my $x1 = $points->[$n][0]; |
201
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my $y1 = $screen_height - $points->[$n][1]; |
202
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my $x2 = $bis_end[$n][0]; |
203
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my $y2 = $screen_height-$bis_end[$n][1]; |
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$bisectors[$n] = $canvas->create('line', $x1,$y1,$x2,$y2, '-fill' => 'blue','-arrow'=>'last'); |
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} |
206
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} |
207
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208
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# Need to find whether a bisector first intersects a bisector, |
209
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# or a bisector first intersects a "ghost" edge. Also, must know |
210
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# which one and at what time: |
211
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0
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my ($Ax1,$Ay1,$Ax2,$Ay2,$Bx1,$By1,$Bx2,$By2); |
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my ($delAx,$delAy,$delBx,$delBy,$Am,$Ab,$Bm,$Bb); |
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my ($x_int,$y_int); |
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my ($first_join,$first_split,$split_seg); |
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0
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my $first_event = ""; |
216
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0
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my $first_time = abs($offset)+1; |
217
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my $time_dir = $offset / abs($offset); # +1 or -1 to give direction |
218
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my $new_offset; |
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my $join_time = $first_time; |
220
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my $split_time = $first_time; |
221
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222
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# first find intersections of adjacent bisectors (if any) |
223
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0
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for($n = 0;$n <$npoints;$n++) { |
224
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0
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$Ax1 = $points->[$n][0]; |
225
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0
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$Ay1 = $points->[$n][1]; |
226
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$Ax2 = $bis_end[$n][0]; |
227
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0
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|
$Ay2 = $bis_end[$n][1]; |
228
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0
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|
$delAx = $Ax2 - $Ax1; |
229
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0
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|
$delAy = $Ay2 - $Ay1; |
230
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# elw: what amateur wrote this! |
231
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0
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0
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|
if($delAx) { |
232
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0
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|
$Am = $delAy / $delAx; $Ab = $Ay1 - $Ax1 * $Am; |
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0
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233
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} |
234
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else { |
235
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0
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$Am = "inf"; |
236
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} |
237
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# Check against the next bisector: |
238
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0
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$Bx1 = $points->[$n+1-$npoints][0]; |
239
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0
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$By1 = $points->[$n+1-$npoints][1]; |
240
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0
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$Bx2 = $bis_end[$n+1-$npoints][0]; |
241
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0
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$By2 = $bis_end[$n+1-$npoints][1]; |
242
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0
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$delBx = $Bx2 - $Bx1; |
243
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0
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$delBy = $By2 - $By1; |
244
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# elw: maybe you are getting closer to zen now:) |
245
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0
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0
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if($delBx) { |
246
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0
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|
$Bm = $delBy / $delBx;$Bb = $By1 - $Bx1 * $Bm; |
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0
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247
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} |
248
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else{ |
249
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0
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$Bm = "inf"; |
250
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} |
251
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0
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0
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0
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if( ($Am == $Bm) || ($Am eq $Bm) ) { |
252
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0
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next; |
253
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} |
254
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# Calculate determinants to find if intersection is within the bisector segment. |
255
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0
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0
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if (! do_cross($Ax1,$Ay1,$Ax2,$Ay2,$Bx1,$By1,$Bx2,$By2) ){ |
256
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0
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next; |
257
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} |
258
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# if we have an intersection of the skeleton and only a triangle, |
259
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# then it has collapsed to a point: |
260
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0
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0
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|
if($npoints < 4) { |
261
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0
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0
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$debug && print "collapsed\n"; |
262
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0
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|
return(); |
263
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|
} |
264
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0
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0
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if($Am eq "inf") { # Slope of first line is infinite, so use Ax1. |
|
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0
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265
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0
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$x_int = $Ax1; # Will always be on vertical line. |
266
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0
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|
$y_int = $Bm * $x_int + $Bb; |
267
|
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|
} |
268
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|
elsif($Bm eq "inf") { # Slope of second line is infinite, so use Bx1. |
269
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0
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|
$x_int = $Bx1;$y_int = $Am * $x_int + $Ab; |
|
0
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270
|
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} |
271
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|
else { |
272
|
0
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|
$x_int = ($Bb - $Ab) / ($Am - $Bm);$y_int = $Am *$x_int + $Ab; |
|
0
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273
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|
} |
274
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|
# Now, if the lines are not parallel, and the intersection |
275
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|
|
# happens on the line segments, we are here with |
276
|
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|
# the x and y coordinates of the intersection of the two lines. |
277
|
|
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|
## $debug and printf ("intersection: %6.0f,%6.0f\n",$x_int, $y_int); |
278
|
|
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|
279
|
|
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|
# Let's find the time of intersect. |
280
|
|
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|
|
# distance formula with adjustment for speed |
281
|
0
|
|
|
|
|
|
$time = sqrt( ($x_int - $points->[$n][0])**2 + ($y_int - $points->[$n][1])**2 ) / $bis_scale[$n]; |
282
|
0
|
0
|
|
|
|
|
if( (abs($time) < $first_time) ) |
283
|
|
|
|
|
|
|
# && ( $time / abs($time)== $offset / abs($offset) ) ) |
284
|
|
|
|
|
|
|
{ |
285
|
|
|
|
|
|
|
# note that none of the times loaded here have a sign |
286
|
0
|
|
|
|
|
|
$first_time = abs($time); |
287
|
0
|
|
|
|
|
|
$join_time = $first_time; |
288
|
0
|
|
|
|
|
|
$first_join=$n; |
289
|
0
|
|
|
|
|
|
$first_event="join"; |
290
|
|
|
|
|
|
|
} |
291
|
|
|
|
|
|
|
|
292
|
|
|
|
|
|
|
|
293
|
|
|
|
|
|
|
} # end for n (for each bisector vs next neighbor) |
294
|
|
|
|
|
|
|
# Time is smallest relevant offset distance before first join. |
295
|
|
|
|
|
|
|
# first join is address of point to be joined. |
296
|
|
|
|
|
|
|
# first event is "join" if controlling (could be over-ridden by split) |
297
|
|
|
|
|
|
|
# If this is the controlling case, create the joined polygon at that offset time |
298
|
|
|
|
|
|
|
# and make a recursive call. |
299
|
|
|
|
|
|
|
# |
300
|
|
|
|
|
|
|
# |
301
|
|
|
|
|
|
|
# Now to check for intersections of bisectors with edges |
302
|
|
|
|
|
|
|
# Have to check against all segments except adjacent ones. |
303
|
|
|
|
|
|
|
# Nothing will happen if it is a triangle. |
304
|
0
|
0
|
|
|
|
|
if($npoints > 3) { |
305
|
0
|
|
|
|
|
|
for($n = 0; $n < $npoints; $n++) { |
306
|
0
|
|
|
|
|
|
$Ax1 = $points->[$n][0]; # Get bisector endpoints |
307
|
0
|
|
|
|
|
|
$Ay1 = $points->[$n][1]; |
308
|
0
|
|
|
|
|
|
$Ax2 = $bis_end[$n][0]; |
309
|
0
|
|
|
|
|
|
$Ay2 = $bis_end[$n][1]; |
310
|
0
|
0
|
|
|
|
|
$debug && print "starting at $Ax1 $Ay1\n"; |
311
|
0
|
0
|
|
|
|
|
$debug && print "bisector toward $Ax2 $Ay2\n"; |
312
|
|
|
|
|
|
|
# I need it to be a ray, so I am just making a really long segment here. |
313
|
0
|
|
|
|
|
|
$delAx = 1000* $offset* ($Ax2 - $Ax1); |
314
|
0
|
|
|
|
|
|
$delAy = 1000* $offset* ($Ay2 - $Ay1); |
315
|
0
|
|
|
|
|
|
$Ax2 = $Ax1+ $delAx; |
316
|
0
|
|
|
|
|
|
$Ay2 = $Ay1 + $delAy; |
317
|
0
|
0
|
|
|
|
|
if($delAx) {$Am = $delAy / $delAx; $Ab = $Ay1 - $Ax1 * $Am;}else{$Am = "inf";}; |
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
318
|
|
|
|
|
|
|
# this loop has to compare to all of the polygon sides except the adjacent ones |
319
|
0
|
|
|
|
|
|
for($n2 = 0; $n2 < $npoints; $n2++) { |
320
|
0
|
|
|
|
|
|
$time = abs($offset) +1; |
321
|
|
|
|
|
|
|
# Can't split adjacent segments |
322
|
0
|
0
|
0
|
|
|
|
if( ($n2 == $n) || ($n2 == $n-1) || ( ($n==0)&&($n2 == $npoints-1) ) ){ |
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
323
|
0
|
|
|
|
|
|
next; |
324
|
|
|
|
|
|
|
} |
325
|
0
|
0
|
|
|
|
|
$debug && print "inner loop at n2 = $n2\n"; |
326
|
0
|
|
|
|
|
|
$Bx1 = $points->[$n2][0]; # Get edge endpoints |
327
|
0
|
|
|
|
|
|
$By1 = $points->[$n2][1]; |
328
|
0
|
|
|
|
|
|
$Bx2 = $points->[$n2 + 1 - $npoints][0]; |
329
|
0
|
|
|
|
|
|
$By2 = $points->[$n2+1-$npoints][1]; |
330
|
0
|
|
|
|
|
|
$delBx = $Bx2 - $Bx1; |
331
|
0
|
|
|
|
|
|
$delBy = $By2 - $By1; |
332
|
0
|
0
|
|
|
|
|
if($delBx) { |
333
|
0
|
|
|
|
|
|
$Bm = $delBy / $delBx;$Bb = $By1 - $Bx1 * $Bm; |
|
0
|
|
|
|
|
|
|
334
|
|
|
|
|
|
|
} |
335
|
|
|
|
|
|
|
else { |
336
|
0
|
|
|
|
|
|
$Bm = "inf"; |
337
|
|
|
|
|
|
|
} |
338
|
0
|
0
|
0
|
|
|
|
if( ($Am == $Bm) || ($Am eq $Bm) ){ |
339
|
0
|
|
|
|
|
|
next; |
340
|
|
|
|
|
|
|
} |
341
|
|
|
|
|
|
|
# Note that I am not using the dot product here (it |
342
|
|
|
|
|
|
|
# shows up below. I need to know where the infinite ray |
343
|
|
|
|
|
|
|
# of the bisector crosses the infinite line of the |
344
|
|
|
|
|
|
|
# polygon edge (but this may cause problems as well) |
345
|
0
|
0
|
|
|
|
|
if($Am eq "inf") { |
|
|
0
|
|
|
|
|
|
346
|
|
|
|
|
|
|
# Slope of first line is infinite, so use Ax1. |
347
|
0
|
|
|
|
|
|
$x_int = $Ax1;$y_int = $Bm * $x_int + $Bb; |
|
0
|
|
|
|
|
|
|
348
|
|
|
|
|
|
|
} |
349
|
|
|
|
|
|
|
elsif($Bm eq "inf") { |
350
|
|
|
|
|
|
|
# Slope of second line is infinite, so use Bx1. |
351
|
0
|
|
|
|
|
|
$x_int = $Bx1;$y_int = $Am * $x_int + $Ab; |
|
0
|
|
|
|
|
|
|
352
|
|
|
|
|
|
|
} |
353
|
|
|
|
|
|
|
else { |
354
|
0
|
|
|
|
|
|
$x_int = ($Bb - $Ab) / ($Am - $Bm);$y_int = $Am *$x_int + $Ab; |
|
0
|
|
|
|
|
|
|
355
|
|
|
|
|
|
|
} |
356
|
|
|
|
|
|
|
# now make sure that the intersection happened on the right side |
357
|
|
|
|
|
|
|
# (point the ray in the offset direction) |
358
|
0
|
|
|
|
|
|
my $delxto_int = $x_int - $Ax1; |
359
|
0
|
|
|
|
|
|
my $delyto_int = $y_int - $Ay1; |
360
|
0
|
|
|
|
|
|
my $next = $n2+1; |
361
|
0
|
0
|
|
|
|
|
if ($next == $npoints) { |
362
|
0
|
|
|
|
|
|
$next = 0; |
363
|
|
|
|
|
|
|
} |
364
|
|
|
|
|
|
|
# This method is not handling the split which happens to edges terminating |
365
|
|
|
|
|
|
|
# at a concave point. This event is a third case because the time calculated |
366
|
|
|
|
|
|
|
# below will be smaller for the extension of the edge before the concavity than |
367
|
|
|
|
|
|
|
# for the edge after the concavity, which is the one to properly split. |
368
|
|
|
|
|
|
|
|
369
|
|
|
|
|
|
|
|
370
|
|
|
|
|
|
|
# I have suspicions about the accuracy here: |
371
|
|
|
|
|
|
|
# Original intent was to make sure that the ray was properly treated |
372
|
|
|
|
|
|
|
# now handled by using a really long segment (1000*offset) for the ray. |
373
|
|
|
|
|
|
|
# if( $bis_dir[$n] == (atan2($delyto_int,$delxto_int))) |
374
|
|
|
|
|
|
|
{ |
375
|
|
|
|
|
|
|
# direction is good, calculate distance |
376
|
|
|
|
|
|
|
# note that the int_scale should be naturally signed |
377
|
|
|
|
|
|
|
# to prevent strangeness on internal offsets. |
378
|
|
|
|
|
|
|
# dvdp: |
379
|
|
|
|
|
|
|
# $int_scale = 1 / (sin( $directions[$n2] - $bis_dir[$n])) ; |
380
|
|
|
|
|
|
|
# This could lead to a devision by 0 so we calculate the reverse and check first |
381
|
0
|
|
|
|
|
|
my $int_scale = (sin( $directions[$n2] - $bis_dir[$n])) ; |
|
0
|
|
|
|
|
|
|
382
|
0
|
0
|
|
|
|
|
$debug && print "bisector scale: $bis_scale[$n]\n"; |
383
|
0
|
0
|
|
|
|
|
$debug && print "intersection scale: 1 / $int_scale\n"; |
384
|
0
|
0
|
|
|
|
|
if ($int_scale) { |
385
|
0
|
|
|
|
|
|
$int_scale = 1 / $int_scale; |
386
|
0
|
0
|
|
|
|
|
if($bis_scale[$n]+$int_scale) { |
387
|
0
|
|
|
|
|
|
$time_static = sqrt( ($x_int - $points->[$n][0])**2 + |
388
|
|
|
|
|
|
|
($y_int - $points->[$n][1])**2 ) / ($bis_scale[$n]+$int_scale); |
389
|
|
|
|
|
|
|
} |
390
|
|
|
|
|
|
|
else { |
391
|
|
|
|
|
|
|
# intersection happens only at infinite offset time |
392
|
|
|
|
|
|
|
# die "PGON offset dying at 281 with $bis_scale[$n] and $int_scale\n"; |
393
|
|
|
|
|
|
|
} |
394
|
|
|
|
|
|
|
} |
395
|
|
|
|
|
|
|
else { |
396
|
|
|
|
|
|
|
# 1 / $int_scale is arbitrary large so division reduces to 0 |
397
|
0
|
|
|
|
|
|
$time_static = 0; |
398
|
|
|
|
|
|
|
} |
399
|
|
|
|
|
|
|
# once you have calculated the time, you need to see if the |
400
|
|
|
|
|
|
|
# intersected segment is still in that place at that time to be struck by the ray |
401
|
|
|
|
|
|
|
# Does time_dir belong here? (yes for test case A) |
402
|
0
|
|
|
|
|
|
$Bx1 = $points->[$n2][0] + $time_static * $bis_scale[$n2] * cos($bis_dir[$n2]); |
403
|
0
|
|
|
|
|
|
$By1 = $points->[$n2][1] + $time_static * $bis_scale[$n2] * sin($bis_dir[$n2]); |
404
|
0
|
|
|
|
|
|
$Bx2 = $points->[$n2 + 1 - $npoints][0] + $time_static * $bis_scale[$next] * cos($bis_dir[$next]); |
405
|
0
|
|
|
|
|
|
$By2 = $points->[$n2 + 1 - $npoints][1] + $time_static * $bis_scale[$next] * sin($bis_dir[$next]); |
406
|
0
|
0
|
|
|
|
|
if(! do_cross($Ax1,$Ay1,$Ax2,$Ay2,$Bx1,$By1,$Bx2,$By2) ) { |
407
|
0
|
|
|
|
|
|
next; |
408
|
|
|
|
|
|
|
} |
409
|
0
|
|
|
|
|
|
$time = $time_static; |
410
|
|
|
|
|
|
|
# make sure the case controls and is in the right direction. (required for case A) |
411
|
|
|
|
|
|
|
# dvdp: replaced division by abs($time) by a multiplication to overcome |
412
|
|
|
|
|
|
|
# potential divide by 0 |
413
|
0
|
0
|
0
|
|
|
|
if( (abs($time)<$first_time) and ( $time == $time_dir * abs($time) ) ) { |
414
|
|
|
|
|
|
|
# note that none of the times loaded here have a sign |
415
|
0
|
|
|
|
|
|
$first_time = abs($time); |
416
|
0
|
|
|
|
|
|
$split_time = $first_time; |
417
|
0
|
|
|
|
|
|
$first_split=$n; |
418
|
0
|
|
|
|
|
|
$split_seg = $n2; |
419
|
0
|
|
|
|
|
|
$first_event="split"; |
420
|
|
|
|
|
|
|
} |
421
|
|
|
|
|
|
|
} |
422
|
|
|
|
|
|
|
} # end for n2 |
423
|
|
|
|
|
|
|
} # end for n (each bisector verses each edge) |
424
|
|
|
|
|
|
|
} # End if not triangle |
425
|
|
|
|
|
|
|
|
426
|
|
|
|
|
|
|
# Time is the smallest relavent split time (unless join controls) |
427
|
|
|
|
|
|
|
# first_split is address of point to be split. |
428
|
|
|
|
|
|
|
# first_event is "split" if controlling (could be controlled by join)(or nothing) |
429
|
|
|
|
|
|
|
# If this is the controlling case, create the split polygons at that offset time |
430
|
|
|
|
|
|
|
# and make a recursive call. |
431
|
|
|
|
|
|
|
|
432
|
0
|
0
|
|
|
|
|
if($first_time <= abs($offset)) { |
433
|
0
|
0
|
|
|
|
|
if($debug) { |
434
|
0
|
0
|
|
|
|
|
if($first_event eq "join") { |
435
|
0
|
|
|
|
|
|
printf("join vertex %d at time %6.2f\n",$first_join,$first_time); |
436
|
|
|
|
|
|
|
} |
437
|
0
|
0
|
|
|
|
|
if($first_event eq "split") { |
438
|
0
|
|
|
|
|
|
printf( |
439
|
|
|
|
|
|
|
"split segment %d with vertex %d at time %6.2f\n", |
440
|
|
|
|
|
|
|
$split_seg,$first_split,$first_time |
441
|
|
|
|
|
|
|
); |
442
|
|
|
|
|
|
|
} |
443
|
0
|
|
|
|
|
|
print "\ttime: $first_time\n"; |
444
|
|
|
|
|
|
|
} |
445
|
|
|
|
|
|
|
# get a list of points for the offset polygon at first_time |
446
|
|
|
|
|
|
|
|
447
|
0
|
0
|
|
|
|
|
if($first_event eq "join") { |
|
|
0
|
|
|
|
|
|
448
|
|
|
|
|
|
|
# How are coincident events handled? |
449
|
|
|
|
|
|
|
# remove the offending point and call yourself with time adjusted. |
450
|
0
|
|
|
|
|
|
@newpoints = (); |
451
|
0
|
|
|
|
|
|
for($n = 0; $n<$npoints; $n++) { |
452
|
0
|
|
|
|
|
|
$newpoints[$n][0] = $points->[$n][0] + $first_time * |
453
|
|
|
|
|
|
|
$time_dir* $bis_scale[$n] * cos($bis_dir[$n]); |
454
|
0
|
|
|
|
|
|
$newpoints[$n][1] = $points->[$n][1] + $first_time * |
455
|
|
|
|
|
|
|
$time_dir* $bis_scale[$n] * sin($bis_dir[$n]); |
456
|
|
|
|
|
|
|
} |
457
|
|
|
|
|
|
|
# keep the one with the smaller scale. |
458
|
0
|
0
|
|
|
|
|
if($bis_scale[$first_join]<$bis_scale[$first_join+1]) { |
459
|
0
|
|
|
|
|
|
splice(@newpoints, $first_join + 1, 1); |
460
|
|
|
|
|
|
|
} |
461
|
|
|
|
|
|
|
else { |
462
|
0
|
|
|
|
|
|
splice(@newpoints, $first_join , 1); |
463
|
|
|
|
|
|
|
} |
464
|
0
|
|
|
|
|
|
$npoints--; |
465
|
0
|
|
|
|
|
|
$new_offset = $offset - $first_time * $time_dir; # put a direction on it. |
466
|
0
|
|
|
|
|
|
$offset_depth++; |
467
|
0
|
|
|
|
|
|
@outlist = OffsetPolygon(\@newpoints,$new_offset) ; |
468
|
0
|
|
|
|
|
|
$offset_depth--; |
469
|
0
|
|
|
|
|
|
return(@outlist); |
470
|
|
|
|
|
|
|
} |
471
|
|
|
|
|
|
|
elsif ($first_event eq "split") { |
472
|
|
|
|
|
|
|
# make two polygons and call yourself with time adjusted. |
473
|
0
|
|
|
|
|
|
@newpoints = (); |
474
|
0
|
|
|
|
|
|
my @split_check; |
475
|
|
|
|
|
|
|
my @split_check1; |
476
|
0
|
|
|
|
|
|
for($n = 0; $n<$npoints; $n++) { |
477
|
0
|
|
|
|
|
|
$newpoints[$n][0] = $points->[$n][0] + $first_time * |
478
|
|
|
|
|
|
|
$time_dir * $bis_scale[$n] * cos($bis_dir[$n]); |
479
|
0
|
|
|
|
|
|
$newpoints[$n][1] = $points->[$n][1] + $first_time * |
480
|
|
|
|
|
|
|
$time_dir * $bis_scale[$n] * sin($bis_dir[$n]); |
481
|
0
|
|
|
|
|
|
$split_check[$n] = $n; |
482
|
|
|
|
|
|
|
} |
483
|
0
|
|
|
|
|
|
$new_offset = $offset - $first_time * $time_dir; |
484
|
0
|
|
|
|
|
|
@newpoints1 = (); |
485
|
0
|
|
|
|
|
|
@newpoints1 = @newpoints; |
486
|
0
|
|
|
|
|
|
@split_check1 = (); |
487
|
0
|
|
|
|
|
|
@split_check1 = @split_check; |
488
|
|
|
|
|
|
|
# have first_split and split_seg, must find a way to wrap around. |
489
|
0
|
|
|
|
|
|
my $cut_startA; |
490
|
|
|
|
|
|
|
my $cut_startB; |
491
|
0
|
|
|
|
|
|
my $cutB; |
492
|
0
|
0
|
|
|
|
|
if($split_seg < $first_split) { |
493
|
0
|
|
|
|
|
|
$cut1 = $#newpoints - $first_split; |
494
|
0
|
|
|
|
|
|
$cut2 = $split_seg+1; |
495
|
0
|
|
|
|
|
|
$cut_startA=$first_split+1; |
496
|
0
|
|
|
|
|
|
$cut_startB = $split_seg+1; |
497
|
0
|
|
|
|
|
|
$cutB = $first_split - $split_seg -1; |
498
|
|
|
|
|
|
|
} |
499
|
|
|
|
|
|
|
else { |
500
|
0
|
|
|
|
|
|
$cut1 = $#newpoints - $split_seg; |
501
|
0
|
|
|
|
|
|
$cut2 = $first_split; |
502
|
0
|
|
|
|
|
|
$cut_startA = $split_seg +1; |
503
|
0
|
|
|
|
|
|
$cut_startB = $first_split + 1; |
504
|
0
|
|
|
|
|
|
$cutB = $split_seg - $first_split; |
505
|
|
|
|
|
|
|
} |
506
|
0
|
|
|
|
|
|
splice(@newpoints,$cut_startA,$cut1); |
507
|
0
|
|
|
|
|
|
splice(@newpoints,0,$cut2); |
508
|
0
|
|
|
|
|
|
splice(@split_check,$cut_startA,$cut1); |
509
|
0
|
|
|
|
|
|
splice(@split_check,0,$cut2); |
510
|
0
|
|
|
|
|
|
splice(@newpoints1,$cut_startB,$cutB); |
511
|
0
|
|
|
|
|
|
splice(@split_check1,$cut_startB,$cutB); |
512
|
0
|
|
|
|
|
|
my $num = @newpoints; |
513
|
0
|
|
|
|
|
|
my $num1 = @newpoints1; |
514
|
|
|
|
|
|
|
|
515
|
0
|
0
|
|
|
|
|
if($debug) { |
516
|
0
|
|
|
|
|
|
print "split was:\n@split_check\n@split_check1\n"; |
517
|
0
|
|
|
|
|
|
print "first splitted:\n"; |
518
|
0
|
|
|
|
|
|
for($n = 0; $n<$num;$n++) { |
519
|
0
|
|
|
|
|
|
printf ("point: %d (%6.2f,%6.2f)\n",$n,@{$newpoints[$n]}); |
|
0
|
|
|
|
|
|
|
520
|
|
|
|
|
|
|
} |
521
|
0
|
|
|
|
|
|
print "second splitted:\n"; |
522
|
0
|
|
|
|
|
|
for($n = 0; $n < $num1;$n++) { |
523
|
0
|
|
|
|
|
|
printf ("point: %d (%6.2f,%6.2f)\n",$n,@{$newpoints1[$n]}); |
|
0
|
|
|
|
|
|
|
524
|
|
|
|
|
|
|
} |
525
|
|
|
|
|
|
|
} |
526
|
0
|
|
|
|
|
|
$#result1 = 0; |
527
|
0
|
|
|
|
|
|
shift(@result1); |
528
|
0
|
|
|
|
|
|
$#result2 = 0; |
529
|
0
|
|
|
|
|
|
shift(@result2); |
530
|
0
|
0
|
|
|
|
|
if($num>2) { |
531
|
0
|
|
|
|
|
|
$offset_depth++; |
532
|
0
|
|
|
|
|
|
@result1 = OffsetPolygon(\@newpoints,$new_offset); |
533
|
0
|
|
|
|
|
|
$offset_depth--; |
534
|
|
|
|
|
|
|
} |
535
|
|
|
|
|
|
|
else { |
536
|
0
|
0
|
|
|
|
|
$debug and print "too few on first\n"; |
537
|
|
|
|
|
|
|
} |
538
|
0
|
0
|
|
|
|
|
if($num1>2) { |
539
|
0
|
|
|
|
|
|
$offset_depth++; |
540
|
0
|
|
|
|
|
|
@result2 = OffsetPolygon(\@newpoints1,$new_offset); |
541
|
0
|
|
|
|
|
|
$offset_depth--; |
542
|
|
|
|
|
|
|
} |
543
|
|
|
|
|
|
|
else { |
544
|
0
|
0
|
|
|
|
|
$debug and print "too few on second\n"; |
545
|
|
|
|
|
|
|
} |
546
|
0
|
|
|
|
|
|
return(@result1, @result2); # This concatenates the list. |
547
|
|
|
|
|
|
|
} # end elsif split |
548
|
|
|
|
|
|
|
} # end if time <= offset |
549
|
|
|
|
|
|
|
else { |
550
|
|
|
|
|
|
|
# No splits or joins needed, so offset the thing. |
551
|
|
|
|
|
|
|
# Bisector endpoints should be available. |
552
|
0
|
|
|
|
|
|
@newpoints = (); |
553
|
0
|
|
|
|
|
|
for($n = 0; $n<$npoints; $n++) { |
554
|
0
|
|
|
|
|
|
$newpoints[$n][0] = $points->[$n][0] + $offset * $bis_scale[$n] * cos($bis_dir[$n]); |
555
|
0
|
|
|
|
|
|
$newpoints[$n][1] = $points->[$n][1] + $offset * $bis_scale[$n] * sin($bis_dir[$n]); |
556
|
|
|
|
|
|
|
} |
557
|
0
|
|
|
|
|
|
return( \@newpoints); |
558
|
|
|
|
|
|
|
} |
559
|
|
|
|
|
|
|
} # End offset polygon subroutine definition |
560
|
|
|
|
|
|
|
######################################################################### |
561
|
|
|
|
|
|
|
# Find direction subroutine. |
562
|
|
|
|
|
|
|
# Called with (,, ). |
563
|
|
|
|
|
|
|
# Returns total change in angle (as radians (everything is as radians)). |
564
|
|
|
|
|
|
|
# Second two array refs are optional. |
565
|
|
|
|
|
|
|
# Forcing counter-clockwise currently not done here, but maybe should. |
566
|
|
|
|
|
|
|
sub find_direction { |
567
|
0
|
|
|
0
|
0
|
|
my($coords,$del_theta,$thetas) = @_; |
568
|
0
|
|
|
|
|
|
my $sum_theta=0; |
569
|
0
|
|
|
|
|
|
my $sum_delta_theta = 0; |
570
|
0
|
|
|
|
|
|
@{$del_theta} = (); # Clear arrays referenced for in-place modification. |
|
0
|
|
|
|
|
|
|
571
|
0
|
|
|
|
|
|
@{$thetas} = (); |
|
0
|
|
|
|
|
|
|
572
|
0
|
|
|
|
|
|
my $n = 0; |
573
|
0
|
|
|
|
|
|
for(;;) { |
574
|
0
|
0
|
|
|
|
|
last if ($n == @{$coords}); |
|
0
|
|
|
|
|
|
|
575
|
|
|
|
|
|
|
# dvdp: take advantage of negative indexing in Perl |
576
|
0
|
|
|
|
|
|
my $n2 = $n - @{$coords} + 1; |
|
0
|
|
|
|
|
|
|
577
|
0
|
|
|
|
|
|
my $n3 = $n - 1; |
578
|
0
|
|
|
|
|
|
my $Ax1 = ${$coords}[$n][0]; # Line leaving point |
|
0
|
|
|
|
|
|
|
579
|
0
|
|
|
|
|
|
my $Ay1 = ${$coords}[$n][1]; # this is the one belonging to the point |
|
0
|
|
|
|
|
|
|
580
|
0
|
|
|
|
|
|
my $Ax2 = ${$coords}[$n2][0]; |
|
0
|
|
|
|
|
|
|
581
|
0
|
|
|
|
|
|
my $Ay2 = ${$coords}[$n2][1]; |
|
0
|
|
|
|
|
|
|
582
|
0
|
|
|
|
|
|
my $delAx = $Ax2 - $Ax1; |
583
|
0
|
|
|
|
|
|
my $delAy = $Ay2 - $Ay1; |
584
|
0
|
|
|
|
|
|
my $Bx1 = ${$coords}[$n3][0]; # Line coming to point n |
|
0
|
|
|
|
|
|
|
585
|
0
|
|
|
|
|
|
my $By1 = ${$coords}[$n3][1]; |
|
0
|
|
|
|
|
|
|
586
|
0
|
|
|
|
|
|
my $Bx2 = ${$coords}[$n][0]; |
|
0
|
|
|
|
|
|
|
587
|
0
|
|
|
|
|
|
my $By2 = ${$coords}[$n][1]; |
|
0
|
|
|
|
|
|
|
588
|
0
|
|
|
|
|
|
my $delBx = $Bx2 - $Bx1; |
589
|
0
|
|
|
|
|
|
my $delBy = $By2 - $By1; |
590
|
|
|
|
|
|
|
# dvdp remove coinciding points |
591
|
0
|
0
|
0
|
|
|
|
if ( ((abs($delAx) < $delta) && (abs($delAy) < $delta)) || |
|
|
|
0
|
|
|
|
|
|
|
|
0
|
|
|
|
|
592
|
|
|
|
|
|
|
((abs($delBx) < $delta) && (abs($delBy) < $delta)) ) { |
593
|
0
|
|
|
|
|
|
splice @{$coords},$n,1; |
|
0
|
|
|
|
|
|
|
594
|
0
|
|
|
|
|
|
next; |
595
|
|
|
|
|
|
|
} |
596
|
0
|
|
|
|
|
|
my $theta_A = atan2($delAy,$delAx); # Angle of leaving line |
597
|
0
|
|
|
|
|
|
my $theta_B = atan2($delBy,$delBx); # Angle of coming line |
598
|
0
|
|
|
|
|
|
my $theta_AB = $theta_A - $theta_B; |
599
|
0
|
0
|
|
|
|
|
if ($theta_AB < -(pi)) { |
|
|
0
|
|
|
|
|
|
600
|
0
|
|
|
|
|
|
$theta_AB += 2 * (pi); |
601
|
|
|
|
|
|
|
} |
602
|
|
|
|
|
|
|
elsif ($theta_AB > (pi)) { |
603
|
0
|
|
|
|
|
|
$theta_AB -= 2 * (pi); |
604
|
|
|
|
|
|
|
} |
605
|
0
|
0
|
|
|
|
|
if( (abs($theta_AB - (pi)) < $delta) ) { |
606
|
0
|
|
|
|
|
|
splice @{$coords},$n,1; |
|
0
|
|
|
|
|
|
|
607
|
0
|
0
|
|
|
|
|
$n and $n--; # need to recalc thetas if spike removed ! |
608
|
0
|
|
|
|
|
|
next; |
609
|
|
|
|
|
|
|
} |
610
|
0
|
|
|
|
|
|
${$thetas}[$n] = $theta_A; |
|
0
|
|
|
|
|
|
|
611
|
0
|
|
|
|
|
|
${$del_theta}[$n] = $theta_AB; |
|
0
|
|
|
|
|
|
|
612
|
0
|
|
|
|
|
|
$n++ |
613
|
|
|
|
|
|
|
} |
614
|
|
|
|
|
|
|
} # End find_direction sub |
615
|
|
|
|
|
|
|
######################################################################### |
616
|
|
|
|
|
|
|
# Define do_cross subroutine. |
617
|
|
|
|
|
|
|
# Determines if a pair of line segments have an intersection. |
618
|
|
|
|
|
|
|
sub do_cross { |
619
|
0
|
|
|
0
|
0
|
|
my ($Ax1,$Ay1,$Ax2,$Ay2,$Bx1,$By1,$Bx2,$By2) = @_; |
620
|
|
|
|
|
|
|
# Calculate four relevant minor determinants |
621
|
0
|
|
|
|
|
|
my $det_123=($Ax2 - $Ax1)*($By1 - $Ay1) - ($Bx1 - $Ax1)*($Ay2 - $Ay1); |
622
|
0
|
|
|
|
|
|
my $det_124=($Ax2 - $Ax1)*($By2 - $Ay1) - ($Bx2 - $Ax1)*($Ay2 - $Ay1); |
623
|
0
|
|
|
|
|
|
my $det_341=($Bx1 - $Ax1)*($By2 - $Ay1) - ($Bx2 - $Ax1)*($By1 - $Ay1); |
624
|
0
|
|
|
|
|
|
my $det_342 =$det_123-$det_124+$det_341; |
625
|
0
|
0
|
0
|
|
|
|
if( ($det_123*$det_124 > 0) || ($det_341*$det_342 > 0) ) { |
626
|
0
|
|
|
|
|
|
return(0); # segments only intersect if the above two products are both negative |
627
|
|
|
|
|
|
|
} |
628
|
|
|
|
|
|
|
else { |
629
|
0
|
|
|
|
|
|
return(1); |
630
|
|
|
|
|
|
|
} |
631
|
|
|
|
|
|
|
} # End do_cross subroutine definition |
632
|
|
|
|
|
|
|
######################################################################## |
633
|
|
|
|
|
|
|
|
634
|
|
|
|
|
|
|
1; |