{-# LANGUAGE BangPatterns #-} --{-# LANGUAGE TupleSections #-} {- Testing for and finding intersection points. -} module Geometry.Intersect where import Geometry.Data import Geometry.Vector import Geometry.LHS import Control.Applicative import Data.List import Data.Maybe -- | If two lines intersect, return 'Just' that point. intersectLineLine' :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectLineLine' #-} intersectLineLine' (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4) | den == 0 = Nothing | otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den) where den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4) t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4) intersectSegSegErrorTest :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegSegErrorTest #-} intersectSegSegErrorTest a b c d = case intersectSegSeg a b c d of Nothing | intersectSegSegFullTest a b c d -> error $ "intersectSegSeg did not intersect"++show a ++ show b ++ show c++ show d Just x | not $ intersectSegSegFullTest a b c d -> error $ "intersectSegSeg did intersect"++show a ++ show b ++ show c++ show d ++ " at " ++ show x m -> m -- | If two segments intersect, return 'Just' that point. intersectSegSeg :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegSeg #-} intersectSegSeg (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4) | V2 x1 y1 == V2 x2 y2 || V2 x3 y3 == V2 x4 y4 = Nothing | den == 0 = Nothing | den > 0 && (t' < 0 || u' < 0 || t' > den || u' > den) = Nothing | den < 0 && (t' > 0 || u' > 0 || t' < den || u' < den) = Nothing | otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den) where den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4) t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4) u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3) -- | Intended to intersect a segment with a half-line-segment, ie a segment -- extending infinitely in one direction. intersectSegLineFrom :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegLineFrom #-} intersectSegLineFrom (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4) | den == 0 = Nothing | den > 0 && ( t' < 0 || u' < 0 || t' > den ) = Nothing | den < 0 && ( t' > 0 || u' > 0 || t' < den ) = Nothing | otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den) where den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4) t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4) u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3) -- | Similar to 'intersectSegLineFrom'', but this version is probably not correct... intersectSegLineext :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegLineext #-} intersectSegLineext (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4) | den == 0 = Nothing | den > 0 && ( t' < 0 || u' < den || t' > den ) = Nothing | den < 0 && ( t' > 0 || u' > - den || t' < den ) = Nothing | otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) (y1 + (y2-y1)*t'/den) where den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4) t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4) u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3) -- | Intersect a segment with a line. intersectSegLine :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegLine #-} intersectSegLine (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4) | den == 0 = Nothing | den > 0 && (t' < 0 || t' > den) = Nothing | den < 0 && (t' > 0 || t' < den) = Nothing | otherwise = Just $ V2 (x1 + (x2-x1)*t'/den) ( y1 + (y2-y1)*t'/den) where den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4) t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4) --u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3) -- | A test that should align with Just values from intersectSegSeg. intersectSegSegFullTest :: Point2 -> Point2 -> Point2 -> Point2 -> Bool {-# INLINE intersectSegSegFullTest #-} intersectSegSegFullTest x y z w = f x y z w && f z w x y && x /= y && z /= w && normalizeV (x -.- y) /= normalizeV (z -.- w) && normalizeV (y -.- x) /= normalizeV (z -.- w) where f a b c d = ( not (isRHS a b c) && not (isLHS a b d) ) || ( not (isLHS a b c) && not (isRHS a b d) ) -- | It is not always necessary to find a point of intersection, sometimes a -- test may suffice. intersectSegSegTest :: Point2 -> Point2 -> Point2 -> Point2 -> Bool {-# INLINE intersectSegSegTest #-} intersectSegSegTest x y z w = f x y z w && f z w x y && x /= y && z /= w where f a b c d = ( not (isRHS a b c) && not (isLHS a b d) ) || ( not (isLHS a b c) && not (isRHS a b d) ) intersectSegSegPreTest :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE intersectSegSegPreTest #-} intersectSegSegPreTest a b c d | intersectSegSegTest a b c d = myIntersectSegSeg a b c d | otherwise = Nothing -- | Due to floating point issues, 'intersectSegSeg'' is not always -- accurate---'myIntersectSegSeg' -- fixes at least some of -- the problem cases by transforming the points into rationals and then doing the -- intersection. -- This version is, probably, slower---both testing and benchmarking should be -- done. myIntersectSegSeg :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE myIntersectSegSeg #-} myIntersectSegSeg a@(V2 ax ay) b@(V2 bx by) c@(V2 cx cy) d@(V2 dx dy) = case ratIntersectLineLine a b c d of Nothing -> Nothing Just (V2 x y) -> if inbetween x && inbetween' y then Just (V2 x y) else Nothing where inbetween x = ((ax <= x && x <= bx) || (bx <= x && x <= ax)) && ((cx <= x && x <= dx) || (dx <= x && x <= cx)) inbetween' y = ((ay <= y && y <= by) || (by <= y && y <= ay)) && ((cy <= y && y <= dy) || (dy <= y && y <= cy)) -- | Polymorphic intersection of fractional line points. myIntersectLineLine :: (Eq a,Fractional a) => V2 a -> V2 a -> V2 a -> V2 a -> Maybe (V2 a) {-# INLINE myIntersectLineLine #-} myIntersectLineLine a@(V2 ax _) b c@(V2 cx _) d | isNothing (linGrad a b) = V2 ax <$> axisInt (c *-* V2 ax 0) (d *-* V2 ax 0) | isNothing (linGrad c d) = V2 cx <$> axisInt (a *-* V2 cx 0) (b *-* V2 cx 0) | otherwise = case linGrad a b ^-^ linGrad c d of Just 0 -> Nothing _ -> liftA2 V2 newx ((linGrad a b ^*^ newx) ^+^ axisInt a b) where (^-^) = liftA2 (-) (^+^) = liftA2 (+) (^/^) = liftA2 (/) (^*^) = liftA2 (*) newx = (axisInt c d ^-^ axisInt a b) ^/^ (linGrad a b ^-^ linGrad c d) (*-*) (V2 ax' ay) (V2 bx by) = V2 (ax'-bx) (ay-by) -- | Transforms floating points to rationals then performs line intersection. ratIntersectLineLine :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2 {-# INLINE ratIntersectLineLine #-} ratIntersectLineLine a b c d = toNumPoint2 <$> myIntersectLineLine (toRatPoint2 a) (toRatPoint2 b) (toRatPoint2 c) (toRatPoint2 d) where toRatPoint2 (V2 x y) = V2 (toRational x) (toRational y) toNumPoint2 (V2 x y) = V2 (fromRational x) (fromRational y) {- | Round the floats within a 'Point2' to the nearest integer. __Examples__ Rounding jumps after intervals of .5: >>> roundPoint (0.5,0.5001) (0.0,1.0) but is symmetric around 0: >>> roundPoint2 (0.5,-0.5) (0.0,0.0) -} roundPoint2 :: Point2 -> Point2 roundPoint2 (V2 x y) = V2 (fromIntegral (round x :: Int)) (fromIntegral (round y :: Int)) -- | Given two points, finds the linear gradient if it is non-infinite. linGrad :: (Eq a,Fractional a) => V2 a -> V2 a -> Maybe a {-# INLINE linGrad #-} linGrad (V2 x y) (V2 a b) | x-a == 0 = Nothing | otherwise = Just $ (y-b)/(x-a) -- | Given two points, finds the intersection with the y axis if it exists. axisInt :: (Eq a,Fractional a) => V2 a -> V2 a -> Maybe a {-# INLINE axisInt #-} axisInt p (V2 a b) = (\lg -> b - (a*lg)) <$> linGrad p (V2 a b) -- | Placeholder, undefined. intersectSegsSeg :: [Point2] -> Point2 -> Point2 -> Maybe Point2 intersectSegsSeg = undefined -- | Placeholder: should intersect a segment with a bezier curve. intersectSegBezquad :: Point2 -> Point2 -> Point2 -> Point2 -> Point2 -> [Point2] intersectSegBezquad = undefined -- | finds one (if any) of the points of intersection between a segment and a -- polygon. -- Can almost certainly be optimised. intersectSegPolyFirst :: Point2 -> Point2 -> [Point2] -> Maybe Point2 intersectSegPolyFirst a b xs = foldr (<|>) Nothing $ zipWith lineColl xs (tail xs ++ [head xs]) where lineColl = intersectSegSeg a b -- | Given a line and a point return the point on the line closest to the -- point. closestPointOnLine :: Point2 -- ^ First line point. -> Point2 -- ^ Second line point. -> Point2 -- ^ Point not on line. -> Point2 {-# INLINE closestPointOnLine #-} closestPointOnLine !a !b !p = a +.+ u *.* (b -.- a) where u = closestPointOnLineParam a b p -- | Given a line and a point return a value corresponding to how far along the -- line the point is. closestPointOnLineParam :: Point2 -- ^ First line point. -> Point2 -- ^ Second line point. -> Point2 -- ^ Point not on line. -> Float {-# INLINE closestPointOnLineParam #-} closestPointOnLineParam !a !b !p = (p -.- a) `dotV` (b -.- a) / (b -.- a) `dotV` (b -.- a) -- | Given a segment and external point, find the closest point on the segment. -- clamps to the end of the segment closestPointOnSeg :: Point2 -> Point2 -> Point2 -> Point2 closestPointOnSeg segP1 segP2 p | closestPointOnLineParam segP1 segP2 p <= 0 = segP1 | closestPointOnLineParam segP1 segP2 p >= 1 = segP2 | otherwise = closestPointOnLine segP1 segP2 p -- | Given a segment and external point, find the closest point on the segment. -- does not return closest points beyond the segment orthogonalPointOnSeg :: Point2 -> Point2 -> Point2 -> Maybe Point2 orthogonalPointOnSeg a b p | param < 0 || param > 1 = Nothing | otherwise = Just $ a +.+ param *.* normalizeV (b -.- a) where param = closestPointOnLineParam a b p inSegArea :: Point2 -> Point2 -> Point2 -> Bool inSegArea a b c = param >= 0 && param <= dotV (b -.- a) (b -.- a) where param = dotV (b -.- a) (c -.- a) intersectCircSeg :: Point2 -> Float -> Point2 -> Point2 -> [Point2] intersectCircSeg c r a b | y < 0 = [] | otherwise = nub $ filter (inSegArea a b) [ d -.- v, d +.+ v ] where d = closestPointOnLine a b c x = dist d c y = r ** 2 - x ** 2 z = sqrt y v = z *.* normalizeV (b -.- a) intersectCircSegFirst :: Point2 -> Float -> Point2 -> Point2 -> Maybe Point2 intersectCircSegFirst c r a = listToMaybe . intersectCircSeg c r a