#include "CurveIntersection.h" #include "LineUtilities.h" bool implicitLine(const _Line& line, double& slope, double& axisIntercept) { _Point delta; tangent(line, delta); bool moreHorizontal = fabs(delta.x) > fabs(delta.y); if (moreHorizontal) { slope = delta.y / delta.x; axisIntercept = line[0].y - slope * line[0].x; } else { slope = delta.x / delta.y; axisIntercept = line[0].x - slope * line[0].y; } return moreHorizontal; } int reduceOrder(const _Line& line, _Line& reduced) { reduced[0] = line[0]; int different = line[0] != line[1]; reduced[1] = line[different]; return 1 + different; } void sub_divide(const _Line& line, double t1, double t2, _Line& dst) { _Point delta; tangent(line, delta); dst[0].x = line[0].x - t1 * delta.x; dst[0].y = line[0].y - t1 * delta.y; dst[1].x = line[0].x - t2 * delta.x; dst[1].y = line[0].y - t2 * delta.y; } // may have this below somewhere else already: // copying here because I thought it was clever // Copyright 2001, softSurfer (www.softsurfer.com) // This code may be freely used and modified for any purpose // providing that this copyright notice is included with it. // SoftSurfer makes no warranty for this code, and cannot be held // liable for any real or imagined damage resulting from its use. // Users of this code must verify correctness for their application. // Assume that a class is already given for the object: // Point with coordinates {float x, y;} //=================================================================== // isLeft(): tests if a point is Left|On|Right of an infinite line. // Input: three points P0, P1, and P2 // Return: >0 for P2 left of the line through P0 and P1 // =0 for P2 on the line // <0 for P2 right of the line // See: the January 2001 Algorithm on Area of Triangles #if 0 float isLeft( _Point P0, _Point P1, _Point P2 ) { return (float) ((P1.x - P0.x)*(P2.y - P0.y) - (P2.x - P0.x)*(P1.y - P0.y)); } #endif