From 75b25cd91334bc793e02d2d48f67de91abe29399 Mon Sep 17 00:00:00 2001 From: Paul Davis Date: Mon, 9 Dec 2013 13:35:07 -0500 Subject: add a utility function to Canvas to compute distance from a point to a line segment --- libs/canvas/utils.cc | 66 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) (limited to 'libs/canvas/utils.cc') diff --git a/libs/canvas/utils.cc b/libs/canvas/utils.cc index b431042c35..bdc8fad039 100644 --- a/libs/canvas/utils.cc +++ b/libs/canvas/utils.cc @@ -154,3 +154,69 @@ ArdourCanvas::set_source_rgba (Cairo::RefPtr context, Color colo ); } +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)); +} + -- cgit v1.2.3