# This file is part of NIT (http://www.nitlanguage.org). # # Copyright 2014 Alexis Laferrière # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Interfaces and classes to represent basic geometry needs. module points_and_lines is serialize import serialization # Abstract 2d point, strongly linked to its implementation `Point` interface IPoint[N: Numeric] # Horizontal coordinate fun x: N is abstract # Vertical coordinate fun y: N is abstract redef fun to_s do return "({x}, {y})" # Distance with `other` # # ~~~ # var p0 = new Point[Float](0.0, 0.0) # var p1 = new Point[Float](2.0, 3.0) # assert p0.dist(p1).is_approx(3.6, 0.01) # ~~~ # # If `self` or `other` are in 3D, the distance takes into account the 3 axes. # For a 2D point, the Z coordinate is considered to be 0. # # ~~~ # var p2 = new Point3d[Float](0.0, 0.0, 0.0) # var p3 = new Point3d[Float](2.0, 3.0, 4.0) # var p4 = new Point[Float](2.0, 3.0) # assert p2.dist(p3).is_approx(5.385, 0.01) # assert p2.dist(p4).is_approx(3.606, 0.01) # ~~~ fun dist(other: Point[Numeric]): N do return x.value_of(dist2(other).to_f.sqrt) end # Square of the distance with `other` # # May be used as an approximation to compare distance between two points. # # ~~~ # var p0 = new Point[Float](0.0, 0.0) # var p1 = new Point[Float](2.0, 3.0) # assert p0.dist2(p1) == 13.0 # ~~~ # # If `self` or `other` are in 3D, the distance takes into account the 3 axes. # For a 2D point, the Z coordinate is considered to be 0. # # ~~~ # var p2 = new Point3d[Float](0.0, 0.0, 0.0) # var p3 = new Point3d[Float](2.0, 3.0, 4.0) # var p4 = new Point[Float](2.0, 3.0) # assert p2.dist2(p3).is_approx(29.0, 0.01) # assert p2.dist2(p4).is_approx(13.0, 0.01) # assert p4.dist2(p2).is_approx(13.0, 0.01) # ~~~ fun dist2(other: Point[Numeric]): N do return x.value_of(other.dist2_with_2d(self)) private fun dist2_with_2d(other: IPoint[Numeric]): Numeric do return dist2_xy(other) private fun dist2_with_3d(other: IPoint3d[Numeric]): Numeric do return dist2_xy(other).add(other.z.mul(other.z)) # Square of the distance with `other` on the X and Y axes private fun dist2_xy(other: IPoint[N]): N do var dx = other.x.sub(x) var dy = other.y.sub(y) var s = (dx.mul(dx)).add(dy.mul(dy)) return x.value_of(s) end # Linear interpolation between `self` and `other` at `p` out of `1.0` # # ~~~ # var p0 = new Point[Float](0.0, 0.0) # var p1 = new Point[Float](2.0, 3.0) # assert p0.lerp(p1, 0.0) == p0 # assert p0.lerp(p1, 1.0) == p1 # assert p0.lerp(p1, 0.5) == new Point[Float](1.0, 1.5) # ~~~ # # TODO 3D implementation. fun lerp(other: Point[Numeric], p: Float): Point[N] do var xx = x.to_f + (other.x.to_f - x.to_f).to_f * p var yy = y.to_f + (other.y.to_f - y.to_f).to_f * p return new Point[N](x.value_of(xx), y.value_of(yy)) end redef fun ==(o) do return o isa IPoint[Numeric] and o.x == x and o.y == y end # 2D point with `x` and `z` class Point[N: Numeric] super IPoint[N] redef var x: N = 0.0 is writable, optional redef var y: N = 0.0 is writable, optional end # Abstract 3d point, strongly linked to its implementation `Point3d` interface IPoint3d[N: Numeric] super IPoint[N] # Depth coordinate fun z: N is abstract redef fun to_s do return "({x}, {y}, {z})" redef fun dist2(other) do return x.value_of(other.dist2_with_3d(self)) redef fun dist2_with_2d(other) do return dist2_xy(other).add(z.mul(z)) redef fun dist2_with_3d(other) do var dz = other.z.sub(z) var s = dist2_xy(other).add(dz.mul(dz)) return x.value_of(s) end # Get a new `Point3d[Float]` at an offset of `x, y, z` from `self` # # ~~~ # var origin = new Point3d[Float](1.0, 1.0, 1.0) # assert origin.offset(1.0, 2.0, 3.0).to_s == "(2.0, 3.0, 4.0)" # ~~~ fun offset(x, y, z: Numeric): Point3d[Float] do return new Point3d[Float](self.x.to_f+x.to_f, self.y.to_f+y.to_f, self.z.to_f+z.to_f) end # 3D point with `x`, `y` and `z` class Point3d[N: Numeric] super IPoint3d[N] super Point[N] redef var z: N = 0.0 is writable, optional end # Abstract 2D line segment between two ordered points interface ILine[N: Numeric] # The type of points that ends the segment type P: IPoint[N] # Point at the left-end of the segment fun point_left: P is abstract # Point at the right-end of the segment fun point_right: P is abstract redef fun to_s do return "{point_left}--{point_right}" end # 2D line segment between two ordered points class Line[N: Numeric] super ILine[N] redef var point_left redef var point_right init do var a = point_left var b = point_right if a.x > b.x then point_left = b point_right = a end end end # Abstract 3D line segment between two ordered points interface ILine3d[N: Numeric] super ILine[N] redef type P: IPoint3d[N] end # 3D line segment between two ordered points class Line3d[N: Numeric] super Line[N] super ILine3d[N] end