/* * Copyright (C) 2012 Carl Hetherington * Copyright (C) 2013-2015 Paul Davis * Copyright (C) 2015-2017 Robin Gareus * * 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., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include #include #include "canvas/utils.h" using namespace std; using namespace ArdourCanvas; ArdourCanvas::Distance ArdourCanvas::distance_to_segment_squared (Duple const & p, Duple const & p1, Duple const & p2, double& t, Duple& at) { static const double kMinSegmentLenSquared = 0.00000001; // adjust to suit. If you use float, you'll probably want something like 0.000001f static const double kEpsilon = 1.0E-14; // adjust to suit. If you use floats, you'll probably want something like 1E-7f double dx = p2.x - p1.x; double dy = p2.y - p1.y; double dp1x = p.x - p1.x; double dp1y = p.y - p1.y; const double segLenSquared = (dx * dx) + (dy * dy); if (segLenSquared >= -kMinSegmentLenSquared && segLenSquared <= kMinSegmentLenSquared) { // segment is a point. at = p1; t = 0.0; return ((dp1x * dp1x) + (dp1y * dp1y)); } // Project a line from p to the segment [p1,p2]. By considering the line // extending the segment, parameterized as p1 + (t * (p2 - p1)), // we find projection of point p onto the line. // It falls where t = [(p - p1) . (p2 - p1)] / |p2 - p1|^2 t = ((dp1x * dx) + (dp1y * dy)) / segLenSquared; if (t < kEpsilon) { // intersects at or to the "left" of first segment vertex (p1.x, p1.y). If t is approximately 0.0, then // intersection is at p1. If t is less than that, then there is no intersection (i.e. p is not within // the 'bounds' of the segment) if (t > -kEpsilon) { // intersects at 1st segment vertex t = 0.0; } // set our 'intersection' point to p1. at = p1; // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if // we were doing PointLineDistanceSquared, then qx would be (p1.x + (t * dx)) and qy would be (p1.y + (t * dy)). } else if (t > (1.0 - kEpsilon)) { // intersects at or to the "right" of second segment vertex (p2.x, p2.y). If t is approximately 1.0, then // intersection is at p2. If t is greater than that, then there is no intersection (i.e. p is not within // the 'bounds' of the segment) if (t < (1.0 + kEpsilon)) { // intersects at 2nd segment vertex t = 1.0; } // set our 'intersection' point to p2. at = p2; // Note: If you wanted the ACTUAL intersection point of where the projected lines would intersect if // we were doing PointLineDistanceSquared, then qx would be (p1.x + (t * dx)) and qy would be (p1.y + (t * dy)). } else { // The projection of the point to the point on the segment that is perpendicular succeeded and the point // is 'within' the bounds of the segment. Set the intersection point as that projected point. at = Duple (p1.x + (t * dx), p1.y + (t * dy)); } // return the squared distance from p to the intersection point. Note that we return the squared distance // as an optimization because many times you just need to compare relative distances and the squared values // works fine for that. If you want the ACTUAL distance, just take the square root of this value. double dpqx = p.x - at.x; double dpqy = p.y - at.y; return ((dpqx * dpqx) + (dpqy * dpqy)); }