rect/rectangle.go

135 lines
3.0 KiB
Go
Raw Normal View History

package rect
import (
"math"
"sort"
)
type Rectangle struct {
P1, P2, P3, P4 Point
}
func (r Rectangle) IsRect() bool {
// make sure they aren't all just the same point
if (r.P1.X == r.P2.X && r.P1.X == r.P3.X && r.P1.X == r.P4.X) &&
(r.P1.Y == r.P2.Y && r.P1.Y == r.P3.Y && r.P1.Y == r.P4.Y) {
return false
}
cx := (r.P1.X + r.P2.X + r.P3.X + r.P4.X) / 4.0
cy := (r.P1.Y + r.P2.Y + r.P3.Y + r.P4.Y) / 4.0
dd1 := math.Sqrt(math.Abs(cx-r.P1.X)) + math.Sqrt(math.Abs(cy-r.P1.Y))
dd2 := math.Sqrt(math.Abs(cx-r.P2.X)) + math.Sqrt(math.Abs(cy-r.P2.Y))
dd3 := math.Sqrt(math.Abs(cx-r.P3.X)) + math.Sqrt(math.Abs(cy-r.P3.Y))
dd4 := math.Sqrt(math.Abs(cx-r.P4.X)) + math.Sqrt(math.Abs(cy-r.P4.Y))
return dd1 == dd2 && dd1 == dd3 && dd1 == dd4
}
func (r Rectangle) Neighbors(p Point) (Point, Point) {
keys := []float64{distance(r.P1, p), distance(r.P2, p), distance(r.P3, p), distance(r.P4, p)}
sort.Float64s(keys)
n := []Point{}
d := distance(r.P1, p)
if keys[1] == d || keys[2] == d {
n = append(n, r.P1)
}
d = distance(r.P2, p)
if keys[1] == d || keys[2] == d {
n = append(n, r.P2)
}
d = distance(r.P3, p)
if keys[1] == d || keys[2] == d {
n = append(n, r.P3)
}
d = distance(r.P4, p)
if keys[1] == d || keys[2] == d {
n = append(n, r.P4)
}
return n[0], n[1]
}
func (r Rectangle) Size() float64 {
n1, n2 := r.Neighbors(r.P1)
return distance(r.P1, n1) * distance(r.P1, n2)
}
func (r Rectangle) inOrder() []Point {
n1, n2 := r.Neighbors(r.P1)
accross := &Point{}
if r.P2 != n1 || r.P2 != n2 {
accross = &r.P2
}
if r.P3 != n1 || r.P3 != n2 {
accross = &r.P3
}
if r.P4 != n1 || r.P4 != n2 {
accross = &r.P4
}
return []Point{r.P1, n1, n2, *accross}
}
func Adjacency(r1, r2 Rectangle) bool {
order1 := r1.inOrder()
order2 := r2.inOrder()
sides1 := []line{
line{order1[0], order1[1]},
line{order1[0], order1[2]},
line{order1[3], order1[1]},
line{order1[3], order1[2]},
}
sides2 := []line{
line{order2[0], order2[1]},
line{order2[0], order2[2]},
line{order2[3], order2[1]},
line{order2[3], order2[2]},
}
for _, i := range sides1 {
for _, j := range sides2 {
if lineOnLine(i, j) {
return true
}
}
}
return false
}
func sumOfTri(r Rectangle, p Point) bool {
n1, n2 := r.Neighbors(r.P1)
x1, x2 := Point{}, Point{}
accross := &Point{}
if r.P2 != n1 || r.P2 != n2 {
accross = &r.P2
x1, x2 = r.Neighbors(r.P2)
}
if r.P3 != n1 || r.P3 != n2 {
accross = &r.P3
x1, x2 = r.Neighbors(r.P3)
}
if r.P4 != n1 || r.P4 != n2 {
accross = &r.P4
x1, x2 = r.Neighbors(r.P4)
}
sumTri := SizeTriangle(r.P1, n1, p) +
SizeTriangle(r.P1, n2, p) +
SizeTriangle(*accross, x1, p) +
SizeTriangle(*accross, x2, p)
if r.Size() == sumTri {
return true
}
return false
}
// Containment returns whether r2 is contained inside of r1
func Containment(r1, r2 Rectangle) bool {
if r1.Size() <= r2.Size() {
return false
}
if sumOfTri(r1, r2.P1) && sumOfTri(r1, r2.P2) && sumOfTri(r1, r2.P3) && sumOfTri(r1, r2.P4) {
return true
}
return false
}