Finally remove other_math routines

Replace with standard SEG and VECTOR2 alternatives.  Add QA test for
additional SEG-line intersection routine
This commit is contained in:
Seth Hillbrand 2025-07-20 17:19:59 -07:00
parent 0459c54a92
commit 4c03ab8ebb
14 changed files with 460 additions and 1224 deletions

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@ -52,7 +52,6 @@ add_library( kimath STATIC
target_link_libraries( kimath
core
clipper2
othermath
rtree
Boost::headers
${wxWidgets_LIBRARIES} # wxLogDebug, wxASSERT

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@ -222,6 +222,16 @@ public:
return Intersect( aSeg, false, true );
}
/**
* Check if this segment intersects a line defined by slope \a aSlope and offset \a aOffset.
*
* @param aSlope slope of the line
* @param aOffset offset of the line
* @param aIntersection output intersection point, if exists
* @return true if the segment intersects the line, false otherwise
*/
bool IntersectsLine( double aSlope, double aOffset, VECTOR2I& aIntersection ) const;
/**
* Compute a segment perpendicular to this one, passing through point \a aP.
*

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@ -447,6 +447,76 @@ OPT_VECTOR2I SEG::Intersect( const SEG& aSeg, bool aIgnoreEndpoints, bool aLines
}
bool SEG::IntersectsLine( double aSlope, double aOffset, VECTOR2I& aIntersection ) const
{
const VECTOR2L segA( A );
const VECTOR2L segB( B );
const VECTOR2L segDir = segB - segA;
// Handle vertical segment case
if( segDir.x == 0 )
{
// Vertical segment: x = A.x, find y on the line
const double intersect_y = aSlope * A.x + aOffset;
const int intersect_y_int = KiROUND( intersect_y );
// Check if intersection is within segment's y-range
const int seg_min_y = std::min( A.y, B.y );
const int seg_max_y = std::max( A.y, B.y );
if( intersect_y_int >= seg_min_y && intersect_y_int <= seg_max_y )
{
aIntersection = VECTOR2I( A.x, intersect_y_int );
return true;
}
return false;
}
const VECTOR2L lineDir( 1000, static_cast<ecoord>( aSlope * 1000 ) );
const ecoord cross_product = segDir.Cross( lineDir );
if( cross_product == 0 )
{
// Parallel lines - check if segment lies on the line
const double expected_y = aSlope * A.x + aOffset;
const double diff = std::abs( A.y - expected_y );
if( diff < 0.5 )
{
// Collinear: segment lies on the line, return midpoint
aIntersection = ( A + B ) / 2;
return true;
}
return false; // Parallel but not collinear
}
// Find intersection using parametric equations
// Segment: P = segA + t * segDir
// Line: y = aSlope * x + aOffset
//
// At intersection: segA.y + t * segDir.y = aSlope * (segA.x + t * segDir.x) + aOffset
// Solving for t: t = (aSlope * segA.x + aOffset - segA.y) / (segDir.y - aSlope * segDir.x)
const double numerator = aSlope * segA.x + aOffset - segA.y;
const double denominator = segDir.y - aSlope * segDir.x;
const double t = numerator / denominator;
// Check if intersection is within segment bounds
if( t >= 0.0 && t <= 1.0 )
{
const double intersect_x = segA.x + t * segDir.x;
const double intersect_y = segA.y + t * segDir.y;
aIntersection = VECTOR2I( KiROUND( intersect_x ), KiROUND( intersect_y ) );
return true;
}
return false;
}
SEG SEG::PerpendicularSeg( const VECTOR2I& aP ) const
{
VECTOR2I slope( B - A );
@ -616,13 +686,8 @@ int SEG::Distance( const VECTOR2I& aP ) const
SEG::ecoord SEG::SquaredDistance( const VECTOR2I& aP ) const
{
// Using the VECTOR2L() reflexive c'tor is a performance hit.
// Even sticking these in a lambda still invokes it.
VECTOR2L ab, ap;
ab.x = static_cast<int64_t>( B.x ) - A.x;
ab.y = static_cast<int64_t>( B.y ) - A.y;
ap.x = static_cast<int64_t>( aP.x ) - A.x;
ap.y = static_cast<int64_t>( aP.y ) - A.y;
VECTOR2<ecoord> ab( ecoord( B.x ) - A.x, ecoord( B.y ) - A.y );
VECTOR2<ecoord> ap( ecoord( aP.x ) - A.x, ecoord( aP.y ) - A.y );
ecoord e = ap.Dot( ab );
@ -633,9 +698,8 @@ SEG::ecoord SEG::SquaredDistance( const VECTOR2I& aP ) const
if( e >= f )
{
VECTOR2L bp;
bp.x = static_cast<int64_t>( aP.x ) - B.x;
bp.y = static_cast<int64_t>( aP.y ) - B.y;
VECTOR2<ecoord> bp( ecoord( aP.x ) - B.x, ecoord( aP.y ) - B.y );
return bp.Dot( bp );
}

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@ -43,7 +43,6 @@
#include <vector>
#include <clipper2/clipper.h>
#include <math_for_graphics.h>
#include <geometry/geometry_utils.h>
#include <geometry/polygon_triangulation.h>
#include <geometry/seg.h> // for SEG, OPT_VECTOR2I
@ -3203,15 +3202,23 @@ const std::vector<SEG> SHAPE_POLY_SET::GenerateHatchLines( const std::vector<dou
for( int64_t a = min_a; a < max_a; a += aSpacing )
{
pointbuffer.clear();
SEG hatch_line( VECTOR2I( 0, a ), VECTOR2I( 1, a + slope ) );
// Iterate through all vertices
for( auto iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
{
const SEG seg = *iterator;
double x, y;
VECTOR2I pt;
if( FindLineSegmentIntersection( a, slope, seg.A.x, seg.A.y, seg.B.x, seg.B.y, x, y ) )
pointbuffer.emplace_back( KiROUND( x ), KiROUND( y ) );
if( seg.IntersectsLine( slope, a, pt ) )
{
// If the intersection point is outside the polygon, skip it
if( pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y )
continue;
// Add the intersection point to the buffer
pointbuffer.emplace_back( KiROUND( pt.x ), KiROUND( pt.y ) );
}
}
// sort points in order of descending x (if more than 2) to

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@ -28,7 +28,6 @@
#include "ar_matrix.h"
#include <lset.h>
#include <math/util.h> // for KiROUND
#include <math_for_graphics.h>
#include <trigo.h>
#include <pcb_shape.h>
@ -407,7 +406,10 @@ void AR_MATRIX::traceCircle( int ux0, int uy0, int ux1, int uy1, int lg, int lay
int x1, y1; // End point.
int ii;
radius = KiROUND( Distance( ux0, uy0, ux1, uy1 ) );
VECTOR2I pt1( ux0, uy0 );
VECTOR2I pt2( ux1, uy1 );
radius = pt1.Distance( pt2 );
x0 = x1 = radius;
y0 = y1 = 0;
@ -567,7 +569,10 @@ void AR_MATRIX::traceArc( int ux0, int uy0, int ux1, int uy1, const EDA_ANGLE& a
int ii;
EDA_ANGLE angle, startAngle;
radius = KiROUND( Distance( ux0, uy0, ux1, uy1 ) );
VECTOR2I pt1( ux0, uy0 );
VECTOR2I pt2( ux1, uy1 );
radius = pt1.Distance( pt2 );
x0 = ux1 - ux0;
y0 = uy1 - uy0;
@ -632,7 +637,9 @@ void AR_MATRIX::TraceFilledRectangle( int ux0, int uy0, int ux1, int uy1, double
cx = ( ux0 + ux1 ) / 2;
cy = ( uy0 + uy1 ) / 2;
radius = KiROUND( Distance( ux0, uy0, cx, cy ) );
VECTOR2I pt1( ux0, uy0 );
VECTOR2I pt2( cx, cy );
radius = pt1.Distance( pt2 );
// Calculating coordinate limits belonging to the rectangle.
row_max = ( cy + radius ) / m_GridRouting;

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@ -22,7 +22,6 @@
*/
#include <common.h>
#include <math_for_graphics.h>
#include <board_design_settings.h>
#include <footprint.h>
#include <layer_range.h>
@ -1263,8 +1262,10 @@ void DRC_TEST_PROVIDER_COPPER_CLEARANCE::testZonesToZones()
if( ax2 < bx1 )
break;
actual = GetClearanceBetweenSegments( bx1, by1, bx2, by2, 0, ax1, ay1, ax2, ay2, 0,
clearance, &pt.x, &pt.y );
int64_t dist_sq = 0;
VECTOR2I other_pt;
refSegment.NearestPoints( testSegment, pt, other_pt, dist_sq );
actual = std::floor( std::sqrt( dist_sq ) + 0.5 );
if( actual < clearance )
{

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@ -1225,4 +1225,354 @@ BOOST_AUTO_TEST_CASE( IntersectZeroLengthSegments )
BOOST_CHECK_EQUAL( *intersection6, VECTOR2I( 100, 100 ) );
}
/**
* Test cases for segment-line intersection
*/
struct SEG_LINE_INTERSECT_CASE : public KI_TEST::NAMED_CASE
{
SEG m_seg;
double m_slope;
double m_offset;
bool m_exp_intersect;
VECTOR2I m_exp_point;
};
/**
* Predicate to check expected intersection between a segment and an infinite line
* @param aSeg the segment
* @param aSlope the line slope
* @param aOffset the line y-intercept
* @param aExpIntersect expected intersection result
* @param aExpPoint expected intersection point (if intersection occurs)
* @return does the intersection calculated agree?
*/
bool SegLineIntersectCorrect( const SEG& aSeg, double aSlope, double aOffset,
bool aExpIntersect, const VECTOR2I& aExpPoint = VECTOR2I() )
{
VECTOR2I intersection;
const bool intersects = aSeg.IntersectsLine( aSlope, aOffset, intersection );
bool ok = ( intersects == aExpIntersect );
if( !ok )
{
std::stringstream ss;
ss << "Line intersection incorrect: expected " << aExpIntersect << ", got " << intersects;
BOOST_TEST_INFO( ss.str() );
}
// Check intersection point if intersection was expected
if( ok && aExpIntersect && aExpPoint != VECTOR2I() )
{
// Allow some tolerance for intersection point calculation
const int tolerance = 1;
bool pointOk = ( std::abs( intersection.x - aExpPoint.x ) <= tolerance &&
std::abs( intersection.y - aExpPoint.y ) <= tolerance );
if( !pointOk )
{
std::stringstream ss;
ss << "Intersection point incorrect: expected " << aExpPoint.Format()
<< ", got " << intersection.Format();
BOOST_TEST_INFO( ss.str() );
ok = false;
}
}
return ok;
}
// clang-format off
static const std::vector<SEG_LINE_INTERSECT_CASE> seg_line_intersect_cases = {
// Basic intersection cases
{
"Horizontal segment, diagonal line",
{ { 0, 5 }, { 10, 5 } },
1.0, 0.0, // y = x
true,
{ 5, 5 }
},
{
"Vertical segment, horizontal line",
{ { 5, 0 }, { 5, 10 } },
0.0, 3.0, // y = 3
true,
{ 5, 3 }
},
{
"Diagonal segment, horizontal line crossing",
{ { 0, 0 }, { 10, 10 } },
0.0, 5.0, // y = 5
true,
{ 5, 5 }
},
{
"Diagonal segment, vertical line (steep slope)",
{ { 0, 0 }, { 10, 10 } },
1000.0, -5000.0, // Very steep line: y = 1000x - 5000, crosses at x=5
true,
{ 5, 5 }
},
// Non-intersecting cases
{
"Horizontal segment, parallel horizontal line",
{ { 0, 5 }, { 10, 5 } },
0.0, 10.0, // y = 10 (parallel to y = 5)
false,
{ 0, 0 }
},
{
"Diagonal segment, parallel line",
{ { 0, 0 }, { 10, 10 } },
1.0, 5.0, // y = x + 5 (parallel to y = x)
false,
{ 0, 0 }
},
{
"Segment above line",
{ { 0, 10 }, { 10, 10 } },
0.0, 5.0, // y = 5
false,
{ 0, 0 }
},
{
"Segment to left of steep line",
{ { 0, 0 }, { 2, 2 } },
1.0, 10.0, // y = x + 10
false,
{ 0, 0 }
},
// Collinear cases (segment lies on line)
{
"Horizontal segment on horizontal line",
{ { 0, 5 }, { 10, 5 } },
0.0, 5.0, // y = 5
true,
{ 5, 5 } // Midpoint
},
{
"Diagonal segment on diagonal line",
{ { 0, 0 }, { 10, 10 } },
1.0, 0.0, // y = x
true,
{ 5, 5 } // Midpoint
},
{
"Vertical segment, any line slope (collinear impossible)",
{ { 5, 0 }, { 5, 10 } },
2.0, -5.0, // y = 2x - 5, passes through (5, 5)
true,
{ 5, 5 }
},
// Edge cases
{
"Zero-length segment (point) on line",
{ { 3, 7 }, { 3, 7 } },
2.0, 1.0, // y = 2x + 1, point (3,7) should be on this line
true,
{ 3, 7 }
},
{
"Zero-length segment (point) not on line",
{ { 3, 5 }, { 3, 5 } },
2.0, 1.0, // y = 2x + 1, point (3,5) not on line (should be y=7)
false,
{ 0, 0 }
},
{
"Line with zero slope (horizontal)",
{ { 0, 0 }, { 10, 5 } },
0.0, 2.5, // y = 2.5
true,
{ 5, 2 } // Intersection at x=5, y=2.5 rounded to y=2 or 3
},
{
"Very steep positive slope",
{ { 0, 0 }, { 10, 1 } },
100.0, -250.0, // y = 100x - 250, intersects at x=2.5
true,
{ 2, 0 } // Approximately (2.5, 0)
},
{
"Very steep negative slope",
{ { 0, 0 }, { 10, 10 } },
-100.0, 505.0, // y = -100x + 505, intersects at x=5.05, y≈0
true,
{ 5, 5 } // Approximately (5.05, 0) but segment has y=5 at x=5
},
{
"Fractional slope",
{ { 0, 0 }, { 12, 8 } },
0.5, 1.0, // y = 0.5x + 1
true,
{ 6, 4 } // Intersection where segment y = 2x/3 meets line y = 0.5x + 1
},
// Endpoint intersections
{
"Line passes through segment start point",
{ { 2, 3 }, { 80, 90 } },
1.0, 1.0, // y = x + 1, passes through (2,3)
true,
{ 2, 3 }
},
{
"Line passes through segment end point",
{ { 20, 30 }, { 8, 9 } },
1.0, 1.0, // y = x + 1, passes through (8,9)
true,
{ 8, 9 }
},
{
"Line intersects near endpoint",
{ { 0, 0 }, { 10, 0 } },
0.0, 0.0, // y = 0, same as segment
true,
{ 5, 0 } // Collinear, returns midpoint
},
// Precision edge cases
{
"Nearly parallel lines",
{ { 0, 0 }, { 1000, 1 } },
0.0011, -0.05, // Very slightly different slope
true,
{ 500, 1 } // At 500, y will round up to 1 in both cases
},
{
"Line intersection outside segment bounds",
{ { 5, 5 }, { 10, 10 } },
1.0, -10.0, // y = x - 10, would intersect extended line at (15, 5)
false,
{ 0, 0 }
},
};
// clang-format on
BOOST_DATA_TEST_CASE( SegLineIntersection, boost::unit_test::data::make( seg_line_intersect_cases ), c )
{
BOOST_CHECK_PREDICATE( SegLineIntersectCorrect, ( c.m_seg )( c.m_slope )( c.m_offset )( c.m_exp_intersect )( c.m_exp_point ) );
}
// Additional focused test cases for specific scenarios
BOOST_AUTO_TEST_CASE( IntersectLineVerticalSegments )
{
// Test vertical segments with various line slopes
SEG verticalSeg( { 5, 0 }, { 5, 10 } );
VECTOR2I intersection;
// Horizontal line intersecting vertical segment
bool intersects1 = verticalSeg.IntersectsLine( 0.0, 7.0, intersection );
BOOST_CHECK( intersects1 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 5, 7 ) );
// Diagonal line intersecting vertical segment
bool intersects2 = verticalSeg.IntersectsLine( 2.0, -5.0, intersection ); // y = 2x - 5
BOOST_CHECK( intersects2 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 5, 5 ) ); // At x=5: y = 2*5 - 5 = 5
// Line that misses vertical segment
bool intersects3 = verticalSeg.IntersectsLine( 1.0, 20.0, intersection ); // y = x + 20
BOOST_CHECK( !intersects3 );
}
BOOST_AUTO_TEST_CASE( IntersectLineVerticalSegmentsCorrection )
{
// Corrected test for vertical segments
SEG verticalSeg( { 5, 0 }, { 5, 10 } );
VECTOR2I intersection;
// Line that misses vertical segment (intersection outside y-range)
bool intersects1 = verticalSeg.IntersectsLine( 1.0, 20.0, intersection ); // y = x + 20
BOOST_CHECK( !intersects1 ); // At x=5: y = 25, which is outside [0,10]
// Line that intersects within segment bounds
bool intersects2 = verticalSeg.IntersectsLine( 0.5, 2.0, intersection ); // y = 0.5x + 2
BOOST_CHECK( intersects2 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 5, 5 ) ); // At x=5: y = 0.5*5 + 2 = 4.5 ≈ 5 (round up)
}
BOOST_AUTO_TEST_CASE( IntersectLineParallelDetection )
{
// Test parallel line detection using cross products
// Horizontal segment with horizontal line
SEG horizontalSeg( { 0, 5 }, { 10, 5 } );
VECTOR2I intersection;
// Parallel but not collinear
bool intersects1 = horizontalSeg.IntersectsLine( 0.0, 8.0, intersection ); // y = 8
BOOST_CHECK( !intersects1 );
// Collinear (segment lies on line)
bool intersects2 = horizontalSeg.IntersectsLine( 0.0, 5.0, intersection ); // y = 5
BOOST_CHECK( intersects2 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 5, 5 ) ); // Midpoint
// Diagonal segment with parallel line
SEG diagonalSeg( { 0, 0 }, { 10, 10 } );
// Parallel but offset
bool intersects3 = diagonalSeg.IntersectsLine( 1.0, 3.0, intersection ); // y = x + 3
BOOST_CHECK( !intersects3 );
// Collinear
bool intersects4 = diagonalSeg.IntersectsLine( 1.0, 0.0, intersection ); // y = x
BOOST_CHECK( intersects4 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 5, 5 ) ); // Midpoint
}
BOOST_AUTO_TEST_CASE( IntersectLinePrecisionEdgeCases )
{
// Test precision-sensitive cases
// Very shallow segment with steep line
SEG shallowSeg( { 0, 100 }, { 1000000, 101 } ); // Almost horizontal
VECTOR2I intersection;
bool intersects = shallowSeg.IntersectsLine( 1000.0, -499900.0, intersection );
// Line: y = 1000x - 499900
// This should intersect around x = 500, y ≈ 100.001
if( intersects )
{
BOOST_CHECK( intersection.x >= 0 && intersection.x <= 1000000 );
BOOST_CHECK( intersection.y >= 100 && intersection.y <= 101 );
}
// Test with very large coordinates
SEG largeSeg( { 1000000, 1000000 }, { 2000000, 2000000 } );
bool intersects2 = largeSeg.IntersectsLine( 1.0, 0.0, intersection ); // y = x
BOOST_CHECK( intersects2 );
BOOST_CHECK_EQUAL( intersection, VECTOR2I( 1500000, 1500000 ) ); // Midpoint
}
BOOST_AUTO_TEST_CASE( IntersectLineZeroLengthSegments )
{
// Test with zero-length segments (points)
VECTOR2I point( 10, 20 );
SEG pointSeg( point, point );
VECTOR2I intersection;
// Point lies on line
bool intersects1 = pointSeg.IntersectsLine( 2.0, 0.0, intersection ); // y = 2x
BOOST_CHECK( intersects1 ); // Point (10, 20) is on line y = 2x
BOOST_CHECK_EQUAL( intersection, point );
// Point does not lie on line
bool intersects2 = pointSeg.IntersectsLine( 3.0, 0.0, intersection ); // y = 3x
BOOST_CHECK( !intersects2 ); // Point (10, 20) not on line y = 3x (would be y = 30)
// Point on horizontal line
bool intersects3 = pointSeg.IntersectsLine( 0.0, 20.0, intersection ); // y = 20
BOOST_CHECK( intersects3 );
BOOST_CHECK_EQUAL( intersection, point );
}
BOOST_AUTO_TEST_SUITE_END()

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@ -58,7 +58,6 @@ add_subdirectory( magic_enum )
add_subdirectory( markdown2html )
add_subdirectory( nanodbc )
add_subdirectory( nanosvg )
add_subdirectory( other_math )
add_subdirectory( rectpack2d )
add_subdirectory( rtree )
add_subdirectory( tinyspline_lib )

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@ -1,16 +0,0 @@
add_library( othermath OBJECT
math_for_graphics.cpp
)
target_include_directories( othermath
PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}
)
# kiround is needed
target_include_directories( othermath
PRIVATE
${PROJECT_BINARY_DIR}
${PROJECT_SOURCE_DIR}/libs/kimath/include
)

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@ -1,339 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
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you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
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We protect your rights with two steps: (1) copyright the software, and
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Finally, any free program is threatened constantly by software
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The precise terms and conditions for copying, distribution and
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

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@ -1,5 +0,0 @@
This directory contains miscellaneous mathematical functions from various libraries.
math_for_graphics.cpp/h is from FreePCB (https://www.freepcb.com/) and is licensed under GPLv2.
SutherlandHodgmanClipPoly is licensed under GPLv2.

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@ -1,273 +0,0 @@
/********************************************************************************
* Copyright (C) 2004 Sjaak Priester
*
* This 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 file 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 Tinter; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
********************************************************************************/
// SutherlandHodgman
// Class to perform polygon clipping against an upright rectangular boundary window.
// Implementation of Sutherland-Hodgman algorithm (1974).
//
// Version 1.0 (C) 2004, Sjaak Priester, Amsterdam.
// mailto:sjaak@sjaakpriester.nl
// http://www.sjaakpriester.nl
#ifndef __SUTHERLAND_HODGMAN_H__
#define __SUTHERLAND_HODGMAN_H__
#include <vector>
#include <functional>
#ifndef _GDIPLUS_H
// I designed this with GDI+ in mind. However, this particular code doesn't
// use GDI+ at all, only some of it's variable types.
// These definitions are substitutes for those of GDI+.
typedef double REAL;
class PointF
{
public:
REAL X;
REAL Y;
PointF() : X( 0 )
, Y( 0 ) { }
PointF( const PointF& p ) : X( p.X )
, Y( p.Y ) { }
PointF( REAL x, REAL y ) : X( x )
, Y( y ) { }
PointF operator+( const PointF& p ) const { return PointF( X + p.X, Y + p.Y ); }
PointF operator-( const PointF& p ) const { return PointF( X - p.X, Y - p.Y ); }
bool Equals( const PointF& p ) { return (X == p.X) && (Y == p.Y); }
};
class RectF
{
public:
REAL X;
REAL Y;
REAL Width;
REAL Height;
RectF() { X = 0, Y = 0, Height = 0, Width = 0; }
RectF( const RectF& r )
{
X = r.X; Y = r.Y; Height = r.Height, Width = r.Width;
}
RectF( REAL x, REAL y, REAL w, REAL h ) : X( x ), Y( y ),Width( w ), Height( h )
{ }
REAL GetLeft() const { return X; }
REAL GetTop() const { return Y; }
REAL GetRight() const { return X + Width; }
REAL GetBottom() const { return Y + Height; }
};
#endif // _GDIPLUS_H
typedef std::vector<PointF> pointVector;
typedef std::vector<PointF>::iterator pointIterator;
typedef std::vector<PointF>::const_iterator cpointIterator;
class SutherlandHodgman
{
public:
// Constructor. Parameter is the boundary rectangle.
// SutherlandHodgman expects a 'normalized' boundary rectangle, meaning
// that boundaries.GetRight() > boundaries.GetLeft() and
// boundaries.GetBottom() > boundaries.GetTop().
// In other words: boundary.Width > 0 and boundaries.Height > 0.
// If this is violated, nothing will be output.
SutherlandHodgman( RectF& boundaries ) :
m_stageBottom( m_stageOut, boundaries.GetBottom() )
, /* Initialize each stage */ m_stageLeft( m_stageBottom, boundaries.GetLeft() )
, /* with its next stage and */ m_stageTop( m_stageLeft, boundaries.GetTop() )
, /* the boundary position. */ m_stageRight( m_stageTop, boundaries.GetRight() )
{
}
void Clip( pointVector& input, pointVector& clipped )
{
clipped.clear();
m_stageOut.SetDestination( &clipped );
// Clip each input vertex.
for( cpointIterator it = input.begin(); it != input.end(); ++it )
m_stageRight.HandleVertex( *it );
// Do the final step.
m_stageRight.Finalize();
}
private:
// Implementation of a horizontal boundary (top or bottom).
// Comp is a std::binary_function object, comparing its two parameters, f.i. std::less.
template <class Comp>
class BoundaryHor
{
public:
BoundaryHor( REAL y ) : m_Y( y ) { }
bool IsInside( const PointF& pnt ) const
{
return Comp ()( pnt.Y, m_Y );
} // return true if pnt.Y is at the inside of the boundary
PointF Intersect( const PointF& p0, const PointF& p1 ) const // return intersection point of line p0...p1 with boundary
{ // assumes p0...p1 is not strictly horizontal
PointF d = p1 - p0;
REAL xslope = d.X / d.Y;
PointF r;
r.Y = m_Y;
r.X = p0.X + xslope * (m_Y - p0.Y);
return r;
}
private:
REAL m_Y;
};
// Implementation of a vertical boundary (left or right).
template <class Comp>
class BoundaryVert
{
public:
BoundaryVert( REAL x ) : m_X( x )
{ }
bool IsInside( const PointF& pnt ) const
{
return Comp() ( pnt.X, m_X );
}
PointF Intersect( const PointF& p0, const PointF& p1 ) const // assumes p0...p1 is not strictly vertical
{
PointF d = p1 - p0;
REAL yslope = d.Y / d.X;
PointF r;
r.X = m_X;
r.Y = p0.Y + yslope * (m_X - p0.X);
return r;
}
private:
REAL m_X;
};
// This template class is the workhorse of the algorithm. It handles the clipping against one boundary.
// Boundary is either BoundaryHor or BoundaryVert, Stage is the next ClipStage, or the output stage.
template <class Boundary, class Stage>
class ClipStage : private Boundary
{
public:
ClipStage( Stage& nextStage, REAL position ) :
Boundary( position ) , m_NextStage( nextStage ), m_bFirst( true ), m_bPreviousInside( false )
{ }
// Function to handle one vertex
void HandleVertex( const PointF& pntCurrent )
{
bool bCurrentInside = this->IsInside( pntCurrent ); // See if vertex is inside the boundary.
if( m_bFirst ) // If this is the first vertex...
{
m_pntFirst = pntCurrent; // ... just remember it,...
m_bFirst = false;
}
else // Common cases, not the first vertex.
{
if( bCurrentInside ) // If this vertex is inside...
{
if( !m_bPreviousInside ) // ... and the previous one was outside
m_NextStage.HandleVertex( this->Intersect( m_pntPrevious, pntCurrent ) );
// ... first output the intersection point.
m_NextStage.HandleVertex( pntCurrent ); // Output the current vertex.
}
else if( m_bPreviousInside ) // If this vertex is outside, and the previous one was inside...
m_NextStage.HandleVertex( this->Intersect( m_pntPrevious, pntCurrent ) );
// ... output the intersection point.
// If neither current vertex nor the previous one are inside, output nothing.
}
m_pntPrevious = pntCurrent; // Be prepared for next vertex.
m_bPreviousInside = bCurrentInside;
}
void Finalize()
{
HandleVertex( m_pntFirst ); // Close the polygon.
m_NextStage.Finalize(); // Delegate to the next stage.
}
private:
Stage& m_NextStage; // the next stage
bool m_bFirst; // true if no vertices have been handled
PointF m_pntFirst; // the first vertex
PointF m_pntPrevious; // the previous vertex
bool m_bPreviousInside; // true if the previous vertex was inside the Boundary
};
class OutputStage
{
public:
OutputStage() : m_pDest( 0 ) { }
void SetDestination( pointVector* pDest ) { m_pDest = pDest; }
void HandleVertex( const PointF& pnt ) { m_pDest->push_back( pnt ); } // Append the vertex to the output container.
void Finalize() { } // Do nothing.
private:
pointVector* m_pDest;
};
// These typedefs define the four boundaries. In keeping up with the GDI/GDI+ interpretation of
// rectangles, we include the left and top boundaries, but not the right and bottom boundaries.
// In other words: a vertex on the left boundary is considered to be inside, but a vertex
// on the right boundary is considered to be outside.
typedef BoundaryVert<std::less<REAL> > BoundaryRight;
typedef BoundaryHor<std::greater_equal<REAL> > BoundaryTop;
typedef BoundaryVert<std::greater_equal<REAL> > BoundaryLeft;
typedef BoundaryHor<std::less<REAL> > BoundaryBottom;
// Next typedefs define the four stages. First template parameter is the boundary,
// second template parameter is the next stage.
typedef ClipStage<BoundaryBottom, OutputStage> ClipBottom;
typedef ClipStage<BoundaryLeft, ClipBottom> ClipLeft;
typedef ClipStage<BoundaryTop, ClipLeft> ClipTop;
typedef ClipStage<BoundaryRight, ClipTop> ClipRight;
// Our data members.
OutputStage m_stageOut;
ClipBottom m_stageBottom;
ClipLeft m_stageLeft;
ClipTop m_stageTop;
ClipRight m_stageRight;
};
#endif

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@ -1,497 +0,0 @@
// math for graphics utility routines and RC, from FreePCB
#include <vector>
#include <cmath>
#include <float.h>
#include <limits.h>
#include <cstdlib> // for abs function on ints
#include <algorithm>
#include <math_for_graphics.h>
#include <math/util.h>
static bool InRange( double x, double xi, double xf );
/* Function FindLineSegmentIntersection
* find intersection between line y = a + bx and line segment (xi,yi) to (xf,yf)
* if b > DBL_MAX/10, assume vertical line at x = a
* return false if no intersection or true if intersect
* return coords of intersections in *x1, *y1, *x2, *y2
* if no intersection, returns min distance in dist
*/
bool FindLineSegmentIntersection( double a, double b, int xi, int yi, int xf, int yf,
double& x1, double& y1, double* dist )
{
double xx = 0, yy = 0; // Init made to avoid C compil "uninitialized" warning
bool bVert = false;
if( b > DBL_MAX / 10.0 )
bVert = true;
if( xf != xi ) // non-vertical segment, get intersection
{
// horizontal or oblique straight segment
// put into form y = c + dx;
double d = (double) (yf - yi) / (double) (xf - xi);
double c = yf - d * xf;
if( bVert )
{
// if vertical line, easy
if( InRange( a, xi, xf ) )
{
x1 = a;
y1 = c + d * a;
return true;
}
else
{
if( dist )
*dist = std::min( std::abs( a - xi ), std::abs( a - xf ) );
return false;
}
}
if( std::abs( b - d ) < 1E-12 )
{
// parallel lines
if( dist )
{
*dist = GetPointToLineDistance( a, b, xi, xf );
}
return false; // lines parallel
}
// calculate intersection
xx = (c - a) / (b - d);
yy = a + b * (xx);
// see if intersection is within the line segment
if( yf == yi )
{
// horizontal line
if( (xx>=xi && xx>xf) || (xx<=xi && xx<xf) )
return false;
}
else
{
// oblique line
if( (xx>=xi && xx>xf) || (xx<=xi && xx<xf)
|| (yy>yi && yy>yf) || (yy<yi && yy<yf) )
return false;
}
}
else
{
// vertical line segment
if( bVert )
return false;
xx = xi;
yy = a + b * xx;
if( (yy>=yi && yy>yf) || (yy<=yi && yy<yf) )
return false;
}
x1 = xx;
y1 = yy;
return true;
}
/*
* Function TestForIntersectionOfStraightLineSegments
* Test for intersection of line segments
* If lines are parallel, returns false
* If true, returns also intersection coords in x, y
* if false, returns min. distance in dist (may be 0.0 if parallel)
*/
bool TestForIntersectionOfStraightLineSegments( int x1i, int y1i, int x1f, int y1f,
int x2i, int y2i, int x2f, int y2f,
int* x, int* y, double* d )
{
double a, b, dist;
// first, test for intersection
if( x1i == x1f && x2i == x2f )
{
// both segments are vertical, can't intersect
}
else if( y1i == y1f && y2i == y2f )
{
// both segments are horizontal, can't intersect
}
else if( x1i == x1f && y2i == y2f )
{
// first seg. vertical, second horizontal, see if they cross
if( InRange( x1i, x2i, x2f )
&& InRange( y2i, y1i, y1f ) )
{
if( x )
*x = x1i;
if( y )
*y = y2i;
if( d )
*d = 0.0;
return true;
}
}
else if( y1i == y1f && x2i == x2f )
{
// first seg. horizontal, second vertical, see if they cross
if( InRange( y1i, y2i, y2f )
&& InRange( x2i, x1i, x1f ) )
{
if( x )
*x = x2i;
if( y )
*y = y1i;
if( d )
*d = 0.0;
return true;
}
}
else if( x1i == x1f )
{
// first segment vertical, second oblique
// get a and b for second line segment, so that y = a + bx;
b = double( y2f - y2i ) / (x2f - x2i);
a = (double) y2i - b * x2i;
double x1, y1;
bool test = FindLineSegmentIntersection( a, b, x1i, y1i, x1f, y1f,
x1, y1 );
if( test )
{
if( InRange( y1, y1i, y1f ) && InRange( x1, x2i, x2f ) && InRange( y1, y2i, y2f ) )
{
if( x )
*x = KiROUND( x1 );
if( y )
*y = KiROUND( y1 );
if( d )
*d = 0.0;
return true;
}
}
}
else if( y1i == y1f )
{
// first segment horizontal, second oblique
// get a and b for second line segment, so that y = a + bx;
b = double( y2f - y2i ) / (x2f - x2i);
a = (double) y2i - b * x2i;
double x1, y1;
bool test = FindLineSegmentIntersection( a, b, x1i, y1i, x1f, y1f, x1, y1 );
if( test )
{
if( InRange( x1, x1i, x1f ) && InRange( x1, x2i, x2f ) && InRange( y1, y2i, y2f ) )
{
if( x )
*x = KiROUND( x1 );
if( y )
*y = KiROUND( y1 );
if( d )
*d = 0.0;
return true;
}
}
}
else if( x2i == x2f )
{
// second segment vertical, first oblique
// get a and b for first line segment, so that y = a + bx;
b = double( y1f - y1i ) / (x1f - x1i);
a = (double) y1i - b * x1i;
double x1, y1;
bool test = FindLineSegmentIntersection( a, b, x2i, y2i, x2f, y2f, x1, y1 );
if( test )
{
if( InRange( x1, x1i, x1f ) && InRange( y1, y1i, y1f ) && InRange( y1, y2i, y2f ) )
{
if( x )
*x = KiROUND( x1 );
if( y )
*y = KiROUND( y1 );
if( d )
*d = 0.0;
return true;
}
}
}
else if( y2i == y2f )
{
// second segment horizontal, first oblique
// get a and b for second line segment, so that y = a + bx;
b = double( y1f - y1i ) / (x1f - x1i);
a = (double) y1i - b * x1i;
double x1, y1;
bool test = FindLineSegmentIntersection( a, b, x2i, y2i, x2f, y2f, x1, y1 );
if( test )
{
if( InRange( x1, x1i, x1f ) && InRange( y1, y1i, y1f ) )
{
if( x )
*x = KiROUND( x1 );
if( y )
*y = KiROUND( y1 );
if( d )
*d = 0.0;
return true;
}
}
}
else
{
// both segments oblique
if( long( y1f - y1i ) * (x2f - x2i) != long( y2f - y2i ) * (x1f - x1i) )
{
// not parallel, get a and b for first line segment, so that y = a + bx;
b = double( y1f - y1i ) / (x1f - x1i);
a = (double) y1i - b * x1i;
double x1, y1;
bool test = FindLineSegmentIntersection( a, b, x2i, y2i, x2f, y2f, x1, y1 );
// both segments oblique
if( test )
{
if( InRange( x1, x1i, x1f ) && InRange( y1, y1i, y1f ) )
{
if( x )
*x = KiROUND( x1 );
if( y )
*y = KiROUND( y1 );
if( d )
*d = 0.0;
return true;
}
}
}
}
// don't intersect, get shortest distance between each endpoint and the other line segment
dist = GetPointToLineSegmentDistance( x1i, y1i, x2i, y2i, x2f, y2f );
double xx = x1i;
double yy = y1i;
double dd = GetPointToLineSegmentDistance( x1f, y1f, x2i, y2i, x2f, y2f );
if( dd < dist )
{
dist = dd;
xx = x1f;
yy = y1f;
}
dd = GetPointToLineSegmentDistance( x2i, y2i, x1i, y1i, x1f, y1f );
if( dd < dist )
{
dist = dd;
xx = x2i;
yy = y2i;
}
dd = GetPointToLineSegmentDistance( x2f, y2f, x1i, y1i, x1f, y1f );
if( dd < dist )
{
dist = dd;
xx = x2f;
yy = y2f;
}
if( x )
*x = KiROUND( xx );
if( y )
*y = KiROUND( yy );
if( d )
*d = dist;
return false;
}
/* Function GetClearanceBetweenSegments
* Get clearance between 2 segments
* Returns coordinates of the closest point between these 2 segments in x, y
* If clearance > max_cl, just returns max_cl+1 and doesn't return x,y
*/
int GetClearanceBetweenSegments( int x1i, int y1i, int x1f, int y1f, int w1,
int x2i, int y2i, int x2f, int y2f, int w2,
int max_cl, int* x, int* y )
{
// check clearance between bounding rectangles
int min_dist = max_cl + ( (w1 + w2) / 2 );
if( std::min( x1i, x1f ) - std::max( x2i, x2f ) > min_dist )
return max_cl+1;
if( std::min( x2i, x2f ) - std::max( x1i, x1f ) > min_dist )
return max_cl+1;
if( std::min( y1i, y1f ) - std::max( y2i, y2f ) > min_dist )
return max_cl+1;
if( std::min( y2i, y2f ) - std::max( y1i, y1f ) > min_dist )
return max_cl+1;
int xx, yy;
double dist;
TestForIntersectionOfStraightLineSegments( x1i, y1i, x1f, y1f,
x2i, y2i, x2f, y2f, &xx, &yy, &dist );
int d = KiROUND( dist ) - ((w1 + w2) / 2);
if( d < 0 )
d = 0;
if( x )
*x = xx;
if( y )
*y = yy;
return d;
}
/* Function GetPointToLineDistance
* Get min. distance from (x,y) to line y = a + bx
* if b > DBL_MAX/10, assume vertical line at x = a
* returns closest point on line in xpp, ypp
*/
double GetPointToLineDistance( double a, double b, int x, int y, double* xpp, double* ypp )
{
if( b > DBL_MAX / 10 )
{
// vertical line
if( xpp && ypp )
{
*xpp = a;
*ypp = y;
}
return std::abs( a - x );
}
// find c,d such that (x,y) lies on y = c + dx where d=(-1/b)
double d = -1.0 / b;
double c = (double) y - d * x;
// find nearest point to (x,y) on line through (xi,yi) to (xf,yf)
double xp = (a - c) / (d - b);
double yp = a + b * xp;
if( xpp && ypp )
{
*xpp = xp;
*ypp = yp;
}
// find distance
return Distance( x, y, xp, yp );
}
/**
* Function GetPointToLineSegmentDistance
* Get distance between line segment and point
* @param x,y = point
* @param xi,yi Start point of the line segament
* @param xf,yf End point of the line segment
* @return the distance
*/
double GetPointToLineSegmentDistance( int x, int y, int xi, int yi, int xf, int yf )
{
// test for vertical or horizontal segment
if( xf==xi )
{
// vertical line segment
if( InRange( y, yi, yf ) )
return std::abs( x - xi );
else
return std::min( Distance( x, y, xi, yi ), Distance( x, y, xf, yf ) );
}
else if( yf==yi )
{
// horizontal line segment
if( InRange( x, xi, xf ) )
return std::abs( y - yi );
else
return std::min( Distance( x, y, xi, yi ), Distance( x, y, xf, yf ) );
}
else
{
// oblique segment
// find a,b such that (xi,yi) and (xf,yf) lie on y = a + bx
double b = (double) (yf - yi) / (xf - xi);
double a = (double) yi - b * xi;
// find c,d such that (x,y) lies on y = c + dx where d=(-1/b)
double d = -1.0 / b;
double c = (double) y - d * x;
// find nearest point to (x,y) on line through (xi,yi) to (xf,yf)
double xp = (a - c) / (d - b);
double yp = a + b * xp;
// find distance
if( InRange( xp, xi, xf ) && InRange( yp, yi, yf ) )
return Distance( x, y, xp, yp );
else
return std::min( Distance( x, y, xi, yi ), Distance( x, y, xf, yf ) );
}
}
// test for value within range
bool InRange( double x, double xi, double xf )
{
if( xf > xi )
{
if( x >= xi && x <= xf )
return true;
}
else
{
if( x >= xf && x <= xi )
return true;
}
return false;
}

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@ -1,71 +0,0 @@
#ifndef MATH_FOR_GRAPHICS_H
#define MATH_FOR_GRAPHICS_H
// math stuff for graphics, from FreePCB
/* Function FindLineSegmentIntersection
* find intersection between line y = a + bx and line segment (xi,yi) to (xf,yf)
* if b > DBL_MAX/10, assume vertical line at x = a
* return false if no intersection or true if intersect
* return coords of intersections in x1, y1
* if no intersection, returns min distance in dist
*/
bool FindLineSegmentIntersection( double a, double b, int xi, int yi, int xf, int yf,
double& x1, double& y1, double * dist=NULL );
/* Function FindSegmentIntersections
* find intersections between line segment (xi,yi) to (xf,yf)
* and line segment (xi2,yi2) to (xf2,yf2)
* returns true if intersection found
*/
bool FindSegmentIntersections( int xi, int yi, int xf, int yf,
int xi2, int yi2, int xf2, int yf2 );
/**
* Function TestForIntersectionOfStraightLineSegments
* Test for intersection of line segments
* If lines are parallel, returns false
* If true, returns also intersection coords in x, y
* if false, returns min. distance in dist (may be 0.0 if parallel)
* and coords on nearest point in one of the segments in (x,y)
* @param x1i, y1i, x1f, y1f = integer coordinates of the first segment
* @param x2i, y2i, x2f, y2f = integer coordinates of the other segment
* @param x, y = pointers on 2 integer to store the intersection coordinates (can be NULL)
* @param dist = pointeur on a double to store the dist.
* @return true if intersect.
*/
bool TestForIntersectionOfStraightLineSegments( int x1i, int y1i, int x1f, int y1f,
int x2i, int y2i, int x2f, int y2f,
int * x=NULL, int * y=NULL, double * dist=NULL );
/* Function GetClearanceBetweenSegments
* Get clearance between 2 segments
* Returns coordinates of the closest point between these 2 segments in x, y
* If clearance > max_cl, just returns max_cl+1 and doesn't return x,y
*/
int GetClearanceBetweenSegments( int x1i, int y1i, int x1f, int y1f, int w1,
int x2i, int y2i, int x2f, int y2f, int w2,
int max_cl, int * x, int * y );
/**
* Function GetPointToLineSegmentDistance
* Get distance between line segment and point
* @param x,y = point
* @param xi,yi, xf,yf = the end-points of the line segment
* @return the distance
*/
double GetPointToLineSegmentDistance( int x, int y, int xi, int yi, int xf, int yf );
/* Function GetPointToLineDistance
* Get min. distance from (x,y) to line y = a + bx
* if b > DBL_MAX/10, assume vertical line at x = a
* returns closest point on line in xpp, ypp
*/
double GetPointToLineDistance( double a, double b, int x, int y,
double * xp=NULL, double * yp=NULL );
inline double Distance( double x1, double y1, double x2, double y2 )
{
return hypot( x1 - x2, y1 - y2 );
}
#endif