/* * Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef VLINE_H #define VLINE_H #include "vglobal.h" #include "vpoint.h" V_BEGIN_NAMESPACE class VLine { public: VLine() = default; VLine(float x1, float y1, float x2, float y2) : mX1(x1), mY1(y1), mX2(x2), mY2(y2) { } VLine(const VPointF &p1, const VPointF &p2) : mX1(p1.x()), mY1(p1.y()), mX2(p2.x()), mY2(p2.y()) { } float length() const { return length(mX1, mY1, mX2, mY2);} void splitAtLength(float length, VLine &left, VLine &right) const; VPointF p1() const { return {mX1, mY1}; } VPointF p2() const { return {mX2, mY2}; } float angle() const; static float length(float x1, float y1, float x2, float y2); private: float mX1{0}; float mY1{0}; float mX2{0}; float mY2{0}; }; inline float VLine::angle() const { static constexpr float K_PI = 3.141592f; const float dx = mX2 - mX1; const float dy = mY2 - mY1; const float theta = std::atan2(dy, dx) * 180.0f / K_PI; return theta; } // approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm. // With alpha = 1, beta = 3/8, giving results with the largest error less // than 7% compared to the exact value. inline V_ALWAYS_INLINE float VLine::length(float x1, float y1, float x2, float y2) { float x = x2 - x1; float y = y2 - y1; x = x < 0 ? -x : x; y = y < 0 ? -y : y; return (x > y ? x + 0.375f * y : y + 0.375f * x); } inline void VLine::splitAtLength(float lengthAt, VLine &left, VLine &right) const { float len = length(); float dx = ((mX2 - mX1) / len) * lengthAt; float dy = ((mY2 - mY1) / len) * lengthAt; left.mX1 = mX1; left.mY1 = mY1; left.mX2 = left.mX1 + dx; left.mY2 = left.mY1 + dy; right.mX1 = left.mX2; right.mY1 = left.mY2; right.mX2 = mX2; right.mY2 = mY2; } #endif //VLINE_H