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 }