Mercurial > projects > dwt-addons
view dwtx/draw2d/geometry/Geometry.d @ 98:95307ad235d9
Added Draw2d code, still work in progress
author | Frank Benoit <benoit@tionex.de> |
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date | Sun, 03 Aug 2008 00:52:14 +0200 |
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/******************************************************************************* * Copyright (c) 2005, 2008 IBM Corporation and others. * All rights reserved. This program and the accompanying materials * are made available under the terms of the Eclipse Public License v1.0 * which accompanies this distribution, and is available at * http://www.eclipse.org/legal/epl-v10.html * * Contributors: * IBM Corporation - initial API and implementation * Port to the D programming language: * Frank Benoit <benoit@tionex.de> *******************************************************************************/ module dwtx.draw2d.geometry.Geometry; import dwt.dwthelper.utils; /** * A Utilities class for geometry operations. * @author Pratik Shah * @since 3.1 */ public class Geometry { /** * Determines whether the two line segments formed by the given coordinates intersect. If * one of the two line segments starts or ends on the other line, then they are considered * to be intersecting. * * @param ux x coordinate of starting point of line 1 * @param uy y coordinate of starting point of line 1 * @param vx x coordinate of ending point of line 1 * @param vy y coordinate of endpoing point of line 1 * @param sx x coordinate of the starting point of line 2 * @param sy y coordinate of the starting point of line 2 * @param tx x coordinate of the ending point of line 2 * @param ty y coordinate of the ending point of line 2 * @return <code>true</code> if the two line segments formed by the given coordinates * cross * @since 3.1 */ public static bool linesIntersect(int ux, int uy, int vx, int vy, int sx, int sy, int tx, int ty) { /* * Given the segments: u-------v. s-------t. If s->t is inside the triangle u-v-s, * then check whether the line u->u splits the line s->t. */ /* Values are casted to long to avoid integer overflows */ long usX = cast(long) ux - sx; long usY = cast(long) uy - sy; long vsX = cast(long) vx - sx; long vsY = cast(long) vy - sy; long stX = cast(long) sx - tx; long stY = cast(long) sy - ty; if (productSign(cross(vsX, vsY, stX, stY), cross(stX, stY, usX, usY)) >= 0) { long vuX = cast(long) vx - ux; long vuY = cast(long) vy - uy; long utX = cast(long) ux - tx; long utY = cast(long) uy - ty; return productSign(cross(-usX, -usY, vuX, vuY), cross(vuX, vuY, utX, utY)) <= 0; } return false; } private static int productSign(long x, long y) { if (x is 0 || y is 0) { return 0; } else if (x < 0 ^ y < 0) { return -1; } return 1; } private static long cross(long x1, long y1, long x2, long y2) { return x1 * y2 - x2 * y1; } }