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#pragma once

#include "geometry/point2d.hpp"

#include "base/matrix.hpp"

#include "std/cmath.hpp"


namespace ang
{
  template <typename T>
  class Angle
  {
    T m_val;
    T m_sin;
    T m_cos;

  public:
    Angle() : m_val(0), m_sin(0), m_cos(1) {}
    Angle(T const & val) : m_val(val), m_sin(::sin(val)), m_cos(::cos(val)) {}
    Angle(T const & sin, T const & cos) : m_val(::atan2(sin, cos)), m_sin(sin), m_cos(cos) {}

    T const & val() const
    {
      return m_val;
    }

    T const & sin() const
    {
      return m_sin;
    }

    T const & cos() const
    {
      return m_cos;
    }

    Angle<T> const & operator*=(math::Matrix<T, 3, 3> const & m)
    {
      m2::Point<T> pt0(0, 0);
      m2::Point<T> pt1(m_cos, m_sin);

      pt1 *= m;
      pt0 *= m;

      m_val = atan2(pt1.y - pt0.y, pt1.x - pt0.x);
      m_sin = ::sin(m_val);
      m_cos = ::cos(m_val);

      return *this;
    }

    friend string DebugPrint(Angle<T> const & ang)
    {
      return DebugPrint(ang.m_val);
    }
  };

  typedef Angle<double> AngleD;
  typedef Angle<float> AngleF;

  template <typename T>
  Angle<T> const operator*(Angle<T> const & a, math::Matrix<T, 3, 3> const & m)
  {
    Angle<T> ret(a);
    ret *= m;
    return ret;
  }

  /// Returns an angle of vector [p1, p2] from x-axis directed to y-axis.
  /// Angle is in range [-pi, pi].
  template <typename T>
  inline T AngleTo(m2::Point<T> const & p1, m2::Point<T> const & p2)
  {
    return atan2(p2.y - p1.y, p2.x - p1.x);
  }

  /// Returns an angle from vector [p, p1] to vector [p, p2]. A counterclockwise rotation.
  /// Angle is in range [0, 2 * pi]
  template <typename T>
  inline T TwoVectorsAngle(m2::Point<T> const & p, m2::Point<T> const & p1, m2::Point<T> const & p2)
  {
    T a = ang::AngleTo(p, p2) - ang::AngleTo(p, p1);
    while (a < 0)
      a += math::twicePi;
    return a;
  }

  double AngleIn2PI(double ang);

  /// @return Oriented angle (<= PI) from rad1 to rad2.
  /// >0 - clockwise, <0 - counterclockwise
  double GetShortestDistance(double rad1, double rad2);

  double GetMiddleAngle(double a1, double a2);

  /// @return If north is zero - azimuth between geographic north and [p1, p2] vector is returned.
  /// If north is not zero - it is treated as azimuth of some custom direction(eg magnetic north or some other direction),
  /// and azimuth between that direction and [p1, p2] is returned.
  /// Azimuth is in range [0, 2 * pi]
  template <typename T>
  inline T Azimuth(m2::Point<T> const & p1, m2::Point<T> const & p2, T north = 0)
  {
    T azimuth = math::pi2 - (AngleTo(p1, p2) + north);
    if (azimuth < 0)
      azimuth += math::twicePi;
    return azimuth;
  }

  /// Average angle calcker. Can't find any suitable solution, so decided to do like this:
  /// Avg(i) = Avg(Avg(i-1), Ai);
  class AverageCalc
  {
    double m_ang;
    bool m_isEmpty;

  public:
    AverageCalc() : m_ang(0.0), m_isEmpty(true) {}

    void Add(double a)
    {
      m_ang = (m_isEmpty ? a : GetMiddleAngle(m_ang, a));
      m_isEmpty = false;
    }

    double GetAverage() const
    {
      return m_ang;
    }
  };
}