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Diffstat (limited to 'src/libslic3r/Line.cpp')
-rw-r--r--src/libslic3r/Line.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/libslic3r/Line.cpp b/src/libslic3r/Line.cpp
new file mode 100644
index 000000000..35cfa2b76
--- /dev/null
+++ b/src/libslic3r/Line.cpp
@@ -0,0 +1,119 @@
+#include "Geometry.hpp"
+#include "Line.hpp"
+#include "Polyline.hpp"
+#include <algorithm>
+#include <cmath>
+#include <sstream>
+
+namespace Slic3r {
+
+Linef3 transform(const Linef3& line, const Transform3d& t)
+{
+ typedef Eigen::Matrix<double, 3, 2> LineInMatrixForm;
+
+ LineInMatrixForm world_line;
+ ::memcpy((void*)world_line.col(0).data(), (const void*)line.a.data(), 3 * sizeof(double));
+ ::memcpy((void*)world_line.col(1).data(), (const void*)line.b.data(), 3 * sizeof(double));
+
+ LineInMatrixForm local_line = t * world_line.colwise().homogeneous();
+ return Linef3(Vec3d(local_line(0, 0), local_line(1, 0), local_line(2, 0)), Vec3d(local_line(0, 1), local_line(1, 1), local_line(2, 1)));
+}
+
+bool Line::intersection_infinite(const Line &other, Point* point) const
+{
+ Vec2d a1 = this->a.cast<double>();
+ Vec2d a2 = other.a.cast<double>();
+ Vec2d v12 = (other.a - this->a).cast<double>();
+ Vec2d v1 = (this->b - this->a).cast<double>();
+ Vec2d v2 = (other.b - other.a).cast<double>();
+ double denom = cross2(v1, v2);
+ if (std::fabs(denom) < EPSILON)
+ return false;
+ double t1 = cross2(v12, v2) / denom;
+ *point = (a1 + t1 * v1).cast<coord_t>();
+ return true;
+}
+
+/* distance to the closest point of line */
+double Line::distance_to(const Point &point) const
+{
+ const Line &line = *this;
+ const Vec2d v = (line.b - line.a).cast<double>();
+ const Vec2d va = (point - line.a).cast<double>();
+ const double l2 = v.squaredNorm(); // avoid a sqrt
+ if (l2 == 0.0)
+ // line.a == line.b case
+ return va.norm();
+ // Consider the line extending the segment, parameterized as line.a + t (line.b - line.a).
+ // We find projection of this point onto the line.
+ // It falls where t = [(this-line.a) . (line.b-line.a)] / |line.b-line.a|^2
+ const double t = va.dot(v) / l2;
+ if (t < 0.0) return va.norm(); // beyond the 'a' end of the segment
+ else if (t > 1.0) return (point - line.b).cast<double>().norm(); // beyond the 'b' end of the segment
+ return (t * v - va).norm();
+}
+
+double Line::perp_distance_to(const Point &point) const
+{
+ const Line &line = *this;
+ const Vec2d v = (line.b - line.a).cast<double>();
+ const Vec2d va = (point - line.a).cast<double>();
+ if (line.a == line.b)
+ return va.norm();
+ return std::abs(cross2(v, va)) / v.norm();
+}
+
+double Line::orientation() const
+{
+ double angle = this->atan2_();
+ if (angle < 0) angle = 2*PI + angle;
+ return angle;
+}
+
+double Line::direction() const
+{
+ double atan2 = this->atan2_();
+ return (fabs(atan2 - PI) < EPSILON) ? 0
+ : (atan2 < 0) ? (atan2 + PI)
+ : atan2;
+}
+
+bool Line::parallel_to(double angle) const
+{
+ return Slic3r::Geometry::directions_parallel(this->direction(), angle);
+}
+
+bool Line::intersection(const Line &l2, Point *intersection) const
+{
+ const Line &l1 = *this;
+ const Vec2d v1 = (l1.b - l1.a).cast<double>();
+ const Vec2d v2 = (l2.b - l2.a).cast<double>();
+ const Vec2d v12 = (l1.a - l2.a).cast<double>();
+ double denom = cross2(v1, v2);
+ double nume_a = cross2(v2, v12);
+ double nume_b = cross2(v1, v12);
+ if (fabs(denom) < EPSILON)
+#if 0
+ // Lines are collinear. Return true if they are coincident (overlappign).
+ return ! (fabs(nume_a) < EPSILON && fabs(nume_b) < EPSILON);
+#else
+ return false;
+#endif
+ double t1 = nume_a / denom;
+ double t2 = nume_b / denom;
+ if (t1 >= 0 && t1 <= 1.0f && t2 >= 0 && t2 <= 1.0f) {
+ // Get the intersection point.
+ (*intersection) = (l1.a.cast<double>() + t1 * v1).cast<coord_t>();
+ return true;
+ }
+ return false; // not intersecting
+}
+
+Vec3d Linef3::intersect_plane(double z) const
+{
+ auto v = (this->b - this->a).cast<double>();
+ double t = (z - this->a(2)) / v(2);
+ return Vec3d(this->a(0) + v(0) * t, this->a(1) + v(1) * t, z);
+}
+
+}