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line_intersect.go
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/
line_intersect.go
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package maths
import (
"sort"
)
type eventType uint8
const (
LEFT eventType = iota
RIGHT
)
type event struct {
edge int // the index number of the edge in the segment list.
edgeType eventType // Is this the left or right edge.
ev *Pt // event vertex
}
func (e *event) Point() *Pt {
return e.ev
}
func (e *event) Edge() int {
return e.edge
}
type Eventer interface {
Point() *Pt
Edge() int
}
type XYOrderedEventPtr []event
func (a XYOrderedEventPtr) Len() int { return len(a) }
func (a XYOrderedEventPtr) Swap(i, j int) { a[i], a[j] = a[j], a[i] }
func (a XYOrderedEventPtr) Less(i, j int) bool { return XYOrder(*(a[i].ev), *(a[j].ev)) == -1 }
// Code adapted from http://geomalgorithms.com/a09-_intersect-3.html#simple_Polygon()
func NewEventQueue(segments []Line) []event {
ne := len(segments) * 2
eq := make([]event, ne)
// Initialize event queue with edge segment endpoints
for i := range segments {
idx := 2 * i
eq[idx].edge = i
eq[idx+1].edge = i
eq[idx].ev = &(segments[i][0])
eq[idx+1].ev = &(segments[i][1])
if XYOrder(segments[i][0], segments[i][1]) < 0 {
eq[idx].edgeType = LEFT
eq[idx+1].edgeType = RIGHT
} else {
eq[idx].edgeType = RIGHT
eq[idx+1].edgeType = LEFT
}
}
sort.Sort(XYOrderedEventPtr(eq))
return eq
}
// DoesIntersect does a quick intersect check using the saddle method.
func findinter_doesNotIntersect(s1x0, s1y0, s1x1, s1y1, s2x0, s2y0, s2x1, s2y1 float64) bool {
var swap float64
// Put line 1 points in order.
if s1x0 > s1x1 {
swap = s1x0
s1x0 = s1x1
s1x1 = swap
swap = s1y0
s1y0 = s1y1
s1y1 = swap
} else {
if s1x0 == s1x1 && s1y0 > s1y1 {
swap = s1x0
s1x0 = s1x1
s1x1 = swap
swap = s1y0
s1y0 = s1y1
s1y1 = swap
}
}
// Put line 2 points in order.
if s2x0 > s2x1 {
swap = s2x0
s2x0 = s2x1
s2x1 = swap
swap = s2y0
s2y0 = s2y1
s2y1 = swap
} else {
if s2x0 == s2x1 && s2y0 > s2y1 {
swap = s2x0
s2x0 = s2x1
s2x1 = swap
swap = s2y0
s2y0 = s2y1
s2y1 = swap
}
}
if ((((s1x1 - s1x0) * (s2y0 - s1y0)) - ((s1y1 - s1y0) * (s2x0 - s1x0))) * (((s1x1 - s1x0) * (s2y1 - s1y0)) - ((s1y1 - s1y0) * (s2x1 - s1x0)))) > 0 {
return true
}
if ((((s2x1 - s2x0) * (s1y0 - s2y0)) - ((s2y1 - s2y0) * (s1x0 - s2x0))) * (((s2x1 - s2x0) * (s1y1 - s2y0)) - ((s2y1 - s2y0) * (s1x1 - s2x0)))) > 0 {
return true
}
return false
}
// DoesIntersect does a quick intersect check using the saddle method.
func DoesIntersect(s1, s2 Line) bool {
// Put line 1 points in order.
switch {
case s1[0].X > s1[1].X:
s1[0].X, s1[0].Y, s1[1].X, s1[1].Y = s1[1].X, s1[1].Y, s1[0].X, s1[0].Y
case s1[0].X < s1[1].X:
// Do Nothing.
// Otherwise X's are same, time to look at Y's.
case s1[0].Y > s1[1].Y:
s1[0].X, s1[0].Y, s1[1].X, s1[1].Y = s1[1].X, s1[1].Y, s1[0].X, s1[0].Y
}
// Put line 2 points in order.
switch {
case s2[0].X > s2[1].X:
s2[0].X, s2[0].Y, s2[1].X, s2[1].Y = s2[1].X, s2[1].Y, s2[0].X, s2[0].Y
case s2[0].X < s2[1].X:
// Do Nothing.
// Otherwise X's are same, time to look at Y's.
case s2[0].Y > s2[1].Y:
s2[0].X, s2[0].Y, s2[1].X, s2[1].Y = s2[1].X, s2[1].Y, s2[0].X, s2[0].Y
}
s1sign := ((((s1[1].X - s1[0].X) * (s2[0].Y - s1[0].Y)) - ((s1[1].Y - s1[0].Y) * (s2[0].X - s1[0].X))) * (((s1[1].X - s1[0].X) * (s2[1].Y - s1[0].Y)) - ((s1[1].Y - s1[0].Y) * (s2[1].X - s1[0].X)))) > 0
s2sign := ((((s2[1].X - s2[0].X) * (s1[0].Y - s2[0].Y)) - ((s2[1].Y - s2[0].Y) * (s1[0].X - s2[0].X))) * (((s2[1].X - s2[0].X) * (s1[1].Y - s2[0].Y)) - ((s2[1].Y - s2[0].Y) * (s1[1].X - s2[0].X)))) > 0
return !(s1sign || s2sign)
}
type intersectfn [2]Line
func (ifn intersectfn) PtFn() Pt {
pt, _ := Intersect(ifn[0], ifn[1])
return pt
}
func FindIntersectsWithEventQueue(polygonCheck bool, eq []event, segments []Line, fn func(srcIdx, destIdx int, ptfn func() Pt) bool) {
ns := len(segments)
var val struct{}
isegmap := make(map[int]struct{})
for _, ev := range eq {
_, ok := isegmap[ev.edge]
if !ok {
// have not seen this edge, let's add it to our list.
isegmap[ev.edge] = val
continue
}
// We have reached the end of a segment.
// This is the left edge.
delete(isegmap, ev.edge)
if len(isegmap) == 0 {
// no segments to test.
continue
}
edge := segments[ev.edge]
sslice := make([]int, 0, len(isegmap))
for s := range isegmap {
sslice = append(sslice, s)
}
for _, s := range sslice {
src, dest := (s+1)%ns, (ev.edge+1)%ns
if ev.edge == s {
continue
}
if polygonCheck && (src == ev.edge || dest == s) {
continue // no non-simple intersect since consecutive
}
sedge := segments[s]
if !DoesIntersect(edge, sedge) {
continue
}
/*
ptfn := func() Pt {
// Finding the intersect is cpu costly, so wrap it in a function so that if one does not
// need the intersect the work can be ignored.
// TODO:gdey — Is this really true? We should profile this to see if this is something that is needed or premature optimaization.
pt, _ := Intersect(edge, sedge)
return pt
}
*/
src, dest = ev.edge, s
if src > dest {
src, dest = dest, src
}
ptfn := intersectfn{edge, sedge}
if !fn(src, dest, ptfn.PtFn) {
return
}
}
}
return
}
func FindIntersectsWithEventQueueWithoutIntersectNew(polygonCheck bool, eq []event, segments []Line, fn func(srcIdx, destIdx int) bool) {
ns := len(segments)
isegmap := make([]uint8, ns)
var haveSeenAll uint
for i, ev := range eq {
edgeidx := eq[i].edge
if isegmap[edgeidx] < 2 {
// have not seen this edge, let's add it to our list.
isegmap[edgeidx] = 1
haveSeenAll++
continue
}
// We have reached the end of a segment.
// This is the left edge.
isegmap[edgeidx] = 2
haveSeenAll--
if haveSeenAll == 0 {
// no segments to test.
continue
}
for s := range isegmap {
if isegmap[s] != 1 || edgeidx == s {
continue
}
src, dest := s+1, ev.edge+1
if dest >= ns {
dest = 0
}
if src >= ns {
src = 0
}
if polygonCheck && (src == edgeidx || dest == s) {
continue // no non-simple intersect since consecutive
}
if !DoesIntersect(segments[edgeidx], segments[s]) {
continue
}
src, dest = edgeidx, s
if src > dest {
src, dest = dest, src
}
if !fn(src, dest) {
return
}
}
}
return
}
func FindIntersectsWithEventQueueWithoutIntersect(polygonCheck bool, eq []event, segments []Line, fn func(srcIdx, destIdx int) bool) {
ns := len(segments)
isegmap := make(map[int]bool, ns)
seenEdgeCount := 0
for i := range eq {
edgeidx := eq[i].edge
//_, ok := isegmap[ev.edge]
if !isegmap[edgeidx] {
// have not seen this edge, let's add it to our list.
isegmap[edgeidx] = true
seenEdgeCount++
continue
}
// We have reached the end of a segment.
// This is the left edge.
isegmap[edgeidx] = false
seenEdgeCount--
if seenEdgeCount <= 0 {
seenEdgeCount = 0
// no segments to test.
continue
}
//edge := segments[ev.edge]
for s, sv := range isegmap {
if edgeidx == s || !sv {
continue
}
src, dest := s+1, edgeidx+1
if dest >= ns {
dest = 0
}
if src >= ns {
src = 0
}
if polygonCheck && (src == edgeidx || dest == s) {
continue // no non-simple intersect since consecutive
}
//sedge := segments[s]
if !DoesIntersect(segments[edgeidx], segments[s]) {
continue
}
src, dest = edgeidx, s
if src > dest {
src, dest = dest, src
}
if !fn(src, dest) {
return
}
}
}
return
}
func FindIntersectsWithEventQueueWithoutIntersectNotPolygon(eq []event, segments []Line, fn func(srcIdx, destIdx int) bool) {
ns := len(segments)
isegmap := make(map[int]bool, ns)
seenEdgeCount := 0
var shouldReturn bool
for i := range eq {
edgeidx := eq[i].edge
if !isegmap[edgeidx] {
// have not seen this edge, let's add it to our list.
isegmap[edgeidx] = true
seenEdgeCount++
continue
}
// We have reached the end of a segment.
// This is the left edge.
isegmap[edgeidx] = false
seenEdgeCount--
if seenEdgeCount <= 0 {
seenEdgeCount = 0
// no segments to test.
continue
}
for s, sv := range isegmap {
if edgeidx == s || !sv {
continue
}
if !DoesIntersect(segments[edgeidx], segments[s]) {
continue
}
if edgeidx <= s {
shouldReturn = !fn(edgeidx, s)
} else {
shouldReturn = !fn(s, edgeidx)
}
if shouldReturn {
return
}
}
}
return
}
func FindAllIntersectsWithEventQueueWithoutIntersectNotPolygon(eq []event, segments []Line, skipfn func(srcIdx, destIdx int) bool, fn func(srcIdx, destIdx int)) {
ns := len(segments)
isegmap := make([]bool, ns)
seenEdgeCount := 0
var edgeidx, s int
var sv bool
for i := range eq {
edgeidx = eq[i].edge
if !isegmap[edgeidx] {
// have not seen this edge, let's add it to our list.
isegmap[edgeidx] = true
seenEdgeCount++
continue
}
// We have reached the end of a segment.
// This is the left edge.
isegmap[edgeidx] = false
seenEdgeCount = seenEdgeCount - 1
if seenEdgeCount <= 0 {
seenEdgeCount = 0
// no segments to test.
continue
}
for s, sv = range isegmap {
if !sv {
continue
}
if skipfn(edgeidx, s) {
continue
}
if segments[edgeidx][0].X == segments[s][0].X && segments[edgeidx][0].Y == segments[s][0].Y {
continue
}
if segments[edgeidx][0].X == segments[s][1].X && segments[edgeidx][0].Y == segments[s][1].Y {
continue
}
if segments[edgeidx][1].X == segments[s][0].X && segments[edgeidx][1].Y == segments[s][0].Y {
continue
}
if segments[edgeidx][1].X == segments[s][1].X && segments[edgeidx][1].Y == segments[s][1].Y {
continue
}
if findinter_doesNotIntersect(segments[edgeidx][0].X, segments[edgeidx][0].Y, segments[edgeidx][1].X, segments[edgeidx][1].Y, segments[s][0].X, segments[s][0].Y, segments[s][1].X, segments[s][1].Y) {
continue
}
fn(edgeidx, s)
}
}
return
}
// FindIntersects call the provided function with the indexs of the lines from the segments slice that intersect with each other. If the function returns false, it will stop iteration.
// To find the intersection point call the ptfn that is passed to the call back.
func FindIntersectsWithoutIntersect(segments []Line, fn func(srcIdx, destIdx int) bool) {
eq := NewEventQueue(segments)
FindIntersectsWithEventQueueWithoutIntersectNotPolygon(eq, segments, fn)
return
}
// FindIntersects call the provided function with the indexs of the lines from the segments slice that intersect with each other. If the function returns false, it will stop iteration.
// To find the intersection point call the ptfn that is passed to the call back.
func FindIntersects(segments []Line, fn func(srcIdx, destIdx int, ptfn func() Pt) bool) {
/*
ns := len(segments)
if ns < 3 {
return
}
*/
eq := NewEventQueue(segments)
FindIntersectsWithEventQueue(false, eq, segments, fn)
return
}
// FindPolygonIntersects calls the provided function with the indexes of the lines from the segments slice that intersect with each other. If the function returns false, it will stop iteration.
// To find the intersection point call the ptfn that is passed to the call back.
// The function assumes that the the segments are consecutive.
func FindPolygonIntersects(segments []Line, fn func(srcIdx, destIdx int, ptfn func() Pt) bool) {
ns := len(segments)
if ns < 3 {
return
}
eq := NewEventQueue(segments)
FindIntersectsWithEventQueue(true, eq, segments, fn)
return
}
// =================================== LINE methods ================================================= //
func (s1 Line) DoesIntersect(s2 Line) bool {
return DoesIntersect(s1, s2)
}
// IntersectsLines call fn with line, and intersect point that the line intersects with. from the given set of lines that intersect this line and their intersect points.
func (l Line) IntersectsLines(lines []Line, fn func(idx int) bool) {
if len(lines) == 0 {
return
}
if len(lines) == 1 {
if l.DoesIntersect(lines[0]) {
fn(0)
}
return
}
// We are going to be using the sweep line method to find intersect points. We are going to modify this method, a bit.
// We want the line we are trying to find an intersection against as line 0 always. This makes it easy to identify when we don't have to keep looking.
eq := NewEventQueue(append([]Line{l}, lines...))
var val struct{}
isegmap := make(map[int]struct{})
for _, ev := range eq {
if _, ok := isegmap[ev.edge]; !ok {
// have not seen this edge, let's add it to our list.
isegmap[ev.edge] = val
continue
}
// We have reached the end of a segment.
// This is the left edge.
delete(isegmap, ev.edge)
if len(isegmap) == 0 {
// no segments to test.
continue
}
// Main edge is always zero
if ev.edge == 0 {
// Look through the edges in our map, comparing it to the main line, as we came to end of the main line.
for s := range isegmap {
if !l.DoesIntersect(lines[s-1]) {
continue
}
// We found an intersect, let someone know.
if !fn(s - 1) {
return
}
}
// We are done with the main edge, don't care if the other intersect.
return
}
// Is the main line in the edge map, if not we don't care if there are any intersects with this line.
if _, ok := isegmap[0]; !ok {
continue
}
// Let's see if there is an intersect with the main edge.
if !l.DoesIntersect(lines[ev.edge-1]) {
// Nope, let's move on.
continue
}
// Yes, let some know.
if !fn(ev.edge - 1) {
// They want us to stop.
return
}
continue
}
}
func (l Line) XYOrderedPtsIdx() (left, right int) {
if XYOrder(l[0], l[1]) == -1 {
return 0, 1
}
return 1, 0
}