1 # This file is part of NIT (http://www.nitlanguage.org).
3 # Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
9 # http://www.apache.org/licenses/LICENSE-2.0
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
17 # Provides interfaces and classes to represent basic geometry needs.
20 import points_and_lines
22 # An 2d abstract bounded object
23 interface Boxed[N
: Numeric]
26 # require: left <= right
27 fun left
: N
is abstract
31 # require: right >= left
32 fun right
: N
is abstract
36 # require: top >= bottom
37 fun top
: N
is abstract
41 # require: bottom <= top
42 fun bottom
: N
is abstract
44 # Is `other` contained within `self`?
46 # var a = new Box[Int].lbwh(1, 1, 4, 4)
47 # var b = new Box[Int].lbwh(2, 2, 2, 2)
48 # var c = new Box[Int].lbwh(0, 2, 8, 2)
49 # assert a.contains(b)
50 # assert not b.contains(a)
51 # assert c.contains(b)
52 # assert not b.contains(c)
53 # assert not a.contains(c)
54 # assert not c.contains(a)
55 fun contains
(other
: Boxed[N
]): Bool
57 return self.top
>= other
.top
and self.bottom
<= other
.bottom
and
58 self.left
<= other
.left
and self.right
>= other
.right
61 # Does `self` intersect with `other`?
63 # var a = new Box[Int].lbwh(0, 0, 2, 2)
64 # var b = new Box[Int].lbwh(1, 1, 8, 2)
65 # var c = new Box[Int].lbwh(3, 0, 2, 8)
66 # assert a.intersects(b)
67 # assert b.intersects(a)
68 # assert b.intersects(c)
69 # assert c.intersects(b)
70 # assert not c.intersects(a)
71 # assert not a.intersects(c)
72 fun intersects
(other
: Boxed[N
]): Bool
74 return self.left
<= other
.right
and other
.left
<= self.right
and
75 self.top
>= other
.bottom
and other
.top
>= self.bottom
79 # A 2d bounded object and an implementation of `Boxed`
81 # This class offers many constructors specialized for different usage. They are
82 # named according to the order of their arguments.
91 # Create a `Box` covering all of the `boxed`
93 # var box = new Box[Int].around(new Point[Int](-4,-4), new Point[Int](4,4))
94 # assert box.left == -4 and box.bottom == -4
95 # assert box.right == 4 and box.top == 4
96 init around
(boxed
: Boxed[N
]...)
98 assert not boxed
.is_empty
100 var left
: nullable N
= null
101 var right
: nullable N
= null
102 var top
: nullable N
= null
103 var bottom
: nullable N
= null
106 if left
== null or box
.left
< left
then left
= box
.left
107 if right
== null or box
.right
> right
then right
= box
.right
108 if top
== null or box
.top
> top
then top
= box
.top
109 if bottom
== null or box
.bottom
< bottom
then bottom
= box
.bottom
112 assert left
!= null and right
!= null and top
!= null and bottom
!= null
120 # Create a `Box` using left, right, bottom and top
121 init lrbt
(left
, right
, bottom
, top
: N
)
129 # Create a `Box` using left, right, top and bottom
130 init lrtb
(left
, right
, top
, bottom
: N
)
138 # Create a `Box` using left, bottom, width and height
139 init lbwh
(left
, bottom
, width
, height
: N
)
144 self.right
= left
+ width
145 self.top
= bottom
+ height
148 # Create a `Box` using left, top, width and height
149 init ltwh
(left
, top
, width
, height
: N
)
154 self.right
= left
+ width
155 self.bottom
= top
- height
158 redef fun to_s
do return "<left: {left}, right: {right}, top: {top}, bottom: {bottom}>"
161 # An 3d abstract bounded object
162 interface Boxed3d[N
: Numeric]
167 # require: front >= back
168 fun front
: N
is abstract
172 # require: back <= bottom
173 fun back
: N
is abstract
175 # var a = new Box3d[Int].lbfwhd(1, 1, -1, 4, 4, 4)
176 # var b = new Box3d[Int].lbfwhd(2, 2, -2, 2, 2, 2)
177 # var c = new Box3d[Int].lbfwhd(2, 2, 0, 2, 2, 8)
178 # assert a.contains(b)
179 # assert not b.contains(a)
180 # assert c.contains(b)
181 # assert not b.contains(c)
182 # assert not a.contains(c)
183 # assert not c.contains(a)
184 redef fun contains
(other
)
186 return super and (not other
isa Boxed3d[N
] or
187 (self.front
>= other
.front
and self.back
<= other
.back
))
190 # var a = new Box3d[Int].lbfwhd(0, 0, 0, 2, 2, 2)
191 # var b = new Box3d[Int].lbfwhd(1, 1, 1, 8, 2, 2)
192 # var c = new Box3d[Int].lbfwhd(3, 0, 0, 2, 2, 8)
193 # assert a.intersects(b)
194 # assert b.intersects(a)
195 # assert b.intersects(c)
196 # assert c.intersects(b)
197 # assert not c.intersects(a)
198 # assert not a.intersects(c)
199 redef fun intersects
(other
)
201 return super and (not other
isa Boxed3d[N
] or
202 (self.back
<= other
.front
and other
.back
<= self.front
))
206 # A 3d bounded object and an implementation of Boxed
208 # This class offers many constructors specialized for different usage. They are
209 # named according to the order of their arguments.
210 class Box3d[N
: Numeric]
217 # Create a `Box` covering all of the `boxed`
219 # var box = new Box[Int].around(new Point[Int](-4,-4), new Point[Int](4,4))
220 # assert box.left == -4 and box.bottom == -4
221 # assert box.right == 4 and box.top == 4
222 init around
(boxed
: Boxed3d[N
]...)
224 assert not boxed
.is_empty
226 var left
: nullable N
= null
227 var right
: nullable N
= null
228 var top
: nullable N
= null
229 var bottom
: nullable N
= null
230 var front
: nullable N
= null
231 var back
: nullable N
= null
234 if left
== null or box
.left
< left
then left
= box
.left
235 if right
== null or box
.right
> right
then right
= box
.right
236 if top
== null or box
.top
> top
then top
= box
.top
237 if bottom
== null or box
.bottom
< bottom
then bottom
= box
.bottom
238 if front
== null or box
.front
> front
then front
= box
.front
239 if back
== null or box
.back
< back
then back
= box
.back
242 assert left
!= null and right
!= null and top
!= null and bottom
!= null
250 # Create a `Box3d` using left, right, bottom, top, front and back
251 init lrbtfb
(left
, right
, bottom
, top
, front
, back
: N
)
253 lrbt
(left
, right
, bottom
, top
)
259 # Create a `Box3d` using left, right, top, bottom, front and back
260 init lrtbfb
(left
, right
, top
, bottom
, front
, back
: N
)
262 lrtb
(left
, right
, top
, bottom
)
268 # Create a `Box3d` using left, top, front, width, height and depth
269 init lbfwhd
(left
, bottom
, front
, width
, height
, depth
: N
)
271 lbwh
(left
, bottom
, width
, height
)
274 self.back
= front
- depth
277 # Create a `Box3d` using left, top, front, width, height and depth
278 init ltfwhd
(left
, top
, front
, width
, height
, depth
: N
)
280 ltwh
(left
, top
, width
, height
)
283 self.back
= front
- depth
286 redef fun to_s
do return "<left: {left}, right: {right}, top: {top}, bottom: {bottom}, front: {front}, back: {back}"
289 redef class IPoint[N
]
292 redef fun left
do return x
293 redef fun right
do return x
294 redef fun top
do return y
295 redef fun bottom
do return y
298 redef class IPoint3d[N
]
301 redef fun front
do return z
302 redef fun back
do return z
308 redef fun left
do return point_left
.x
309 redef fun right
do return point_right
.x
310 redef fun top
do return point_left
.y
.min
(point_right
.y
)
311 redef fun bottom
do return point_left
.y
.max
(point_right
.y
)
314 redef class ILine3d[N
]
317 redef fun front
do return point_left
.z
.min
(point_right
.z
)
318 redef fun back
do return point_left
.z
.max
(point_right
.z
)