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- /*
- ****************************************************************************
- *
- * MODULE: Vector library
- *
- * AUTHOR(S): Original author CERL, probably Dave Gerdes.
- * Update to GRASS 5.7 Radim Blazek.
- *
- * PURPOSE: Lower level functions for reading/writing/manipulating vectors.
- *
- * COPYRIGHT: (C) 2001 by the GRASS Development Team
- *
- * This program is free software under the GNU General Public
- * License (>=v2). Read the file COPYING that comes with GRASS
- * for details.
- *
- *****************************************************************************/
- #include <stdio.h>
- /***************************************************************
- * test_for_intersection (ax1,ay1,ax2,ay2,bx1,by1,bx2,by2)
- * double ax1,ax2,ay1,ay2;
- * double bx1,bx2,by1,by2;
- *
- * returns
- * 0 no intersection at all
- * 1 the line segments intersect at only one point
- * -1 the line segments intersect at many points, i.e., overlapping
- * segments from the same line
- *
- * find_intersection (ax1,ay1,ax2,ay2,bx1,by1,bx2,by2,x,y)
- * double ax1,ax2,ay1,ay2;
- * double bx1,bx2,by1,by2;
- * double *x,*y;
- *
- * returns
- * 0 no intersection
- * 1 x,y set to (unique) intersection
- * -1 lines overlap, no unique intersection
- *
- * Based on the following:
- *
- * (ax2-ax1)r1 - (bx2-bx1)r2 = ax2 - ax1
- * (ay2-ay1)r1 - (by2-by1)r2 = ay2 - ay1
- *
- * Solving for r1 and r2, if r1 and r2 are between 0 and 1,
- * then line segments (ax1,ay1)(ax2,ay2) and (bx1,by1)(bx2,by2)
- * intersect
- ****************************************************************/
- #define D ((ax2-ax1)*(by1-by2) - (ay2-ay1)*(bx1-bx2))
- #define D1 ((bx1-ax1)*(by1-by2) - (by1-ay1)*(bx1-bx2))
- #define D2 ((ax2-ax1)*(by1-ay1) - (ay2-ay1)*(bx1-ax1))
- int
- dig_test_for_intersection(double ax1, double ay1,
- double ax2, double ay2,
- double bx1, double by1, double bx2, double by2)
- {
- register double d, d1, d2;
- double t;
- int switched;
- if (ax1 > ax2 || (ax1 == ax2 && ay1 > ay2)) {
- t = ax1;
- ax1 = ax2;
- ax2 = t;
- t = ay1;
- ay1 = ay2;
- ay2 = t;
- }
- if (bx1 > bx2 || (bx1 == bx2 && by1 > by2)) {
- t = bx1;
- bx1 = bx2;
- bx2 = t;
- t = by1;
- by1 = by2;
- by2 = t;
- }
- switched = 0;
- if (bx1 < ax1)
- switched = 1;
- else if (bx1 == ax1) {
- if (bx2 < ax2)
- switched = 1;
- else if (bx2 == ax2) {
- if (by1 < ay1)
- switched = 1;
- else if (by1 == ay1) {
- if (by2 < ay2)
- switched = 1;
- }
- }
- }
- if (switched) {
- t = ax1;
- ax1 = bx1;
- bx1 = t;
- t = ax2;
- ax2 = bx2;
- bx2 = t;
- t = ay1;
- ay1 = by1;
- by1 = t;
- t = ay2;
- ay2 = by2;
- by2 = t;
- }
- d = D;
- d1 = D1;
- d2 = D2;
- if (d > 0)
- return (d1 >= 0 && d2 >= 0 && d >= d1 && d >= d2);
- if (d < 0)
- return (d1 <= 0 && d2 <= 0 && d <= d1 && d <= d2);
- /* lines are parallel */
- if (d1 || d2)
- return 0;
- /* segments are colinear. check for overlap */
- /* Collinear vertical */
- if (ax1 == ax2) {
- if (ay1 > ay2) {
- t = ay1;
- ay1 = ay2;
- ay2 = t;
- }
- if (by1 > by2) {
- t = by1;
- by1 = by2;
- by2 = t;
- }
- if (ay1 > by2)
- return 0;
- if (ay2 < by1)
- return 0;
- /* there is overlap */
- if (ay1 == by2 || ay2 == by1)
- return 1; /* endpoints only */
- return -1; /* true overlap */
- }
- else {
- if (ax1 > ax2) {
- t = ax1;
- ax1 = ax2;
- ax2 = t;
- }
- if (bx1 > bx2) {
- t = bx1;
- bx1 = bx2;
- bx2 = t;
- }
- if (ax1 > bx2)
- return 0;
- if (ax2 < bx1)
- return 0;
- /* there is overlap */
- if (ax1 == bx2 || ax2 == bx1)
- return 1; /* endpoints only */
- return -1; /* true overlap */
- }
- return 0; /* should not be reached */
- }
- int
- dig_find_intersection(double ax1, double ay1,
- double ax2, double ay2,
- double bx1, double by1,
- double bx2, double by2, double *x, double *y)
- {
- register double d, r1, r2;
- double t;
- int switched;
- if (ax1 > ax2 || (ax1 == ax2 && ay1 > ay2)) {
- t = ax1;
- ax1 = ax2;
- ax2 = t;
- t = ay1;
- ay1 = ay2;
- ay2 = t;
- }
- if (bx1 > bx2 || (bx1 == bx2 && by1 > by2)) {
- t = bx1;
- bx1 = bx2;
- bx2 = t;
- t = by1;
- by1 = by2;
- by2 = t;
- }
- switched = 0;
- if (bx1 < ax1)
- switched = 1;
- else if (bx1 == ax1) {
- if (bx2 < ax2)
- switched = 1;
- else if (bx2 == ax2) {
- if (by1 < ay1)
- switched = 1;
- else if (by1 == ay1) {
- if (by2 < ay2)
- switched = 1;
- }
- }
- }
- if (switched) {
- t = ax1;
- ax1 = bx1;
- bx1 = t;
- t = ax2;
- ax2 = bx2;
- bx2 = t;
- t = ay1;
- ay1 = by1;
- by1 = t;
- t = ay2;
- ay2 = by2;
- by2 = t;
- }
- d = D;
- if (d) {
- r1 = D1 / d;
- r2 = D2 / d;
- if (r1 < 0 || r1 > 1 || r2 < 0 || r2 > 1) {
- return 0;
- }
- *x = ax1 + r1 * (ax2 - ax1);
- *y = ay1 + r1 * (ay2 - ay1);
- return 1;
- }
- /* lines are parallel */
- if (D1 || D2) {
- return 0;
- }
- /* segments are colinear. check for overlap */
- /* Collinear vertical */
- if (ax1 == ax2) {
- if (ay1 > by2)
- return 0;
- if (ay2 < by1)
- return 0;
- /* there is overlap */
- if (ay1 == by2) {
- *x = ax1;
- *y = ay1;
- return 1; /* endpoints only */
- }
- if (ay2 == by1) {
- *x = ax2;
- *y = ay2;
- return 1; /* endpoints only */
- }
- /* overlap, no single intersection point */
- if (ay1 > by1 && ay1 < by2) {
- *x = ax1;
- *y = ay1;
- }
- else {
- *x = ax2;
- *y = ay2;
- }
- return -1;
- }
- else {
- if (ax1 > bx2)
- return 0;
- if (ax2 < bx1)
- return 0;
- /* there is overlap */
- if (ax1 == bx2) {
- *x = ax1;
- *y = ay1;
- return 1; /* endpoints only */
- }
- if (ax2 == bx1) {
- *x = ax2;
- *y = ay2;
- return 1; /* endpoints only */
- }
-
- /* overlap, no single intersection point */
- if (ax1 > bx1 && ax1 < bx2) {
- *x = ax1;
- *y = ay1;
- }
- else {
- *x = ax2;
- *y = ay2;
- }
- return -1;
- }
- return 0; /* should not be reached */
- }
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