GGCircles.mesa
Author: Eric Bier on June 4, 1985 4:58:33 pm PDT
Last edited by Bier on August 16, 1985 1:30:24 pm PDT
Contents: Routines for finding the intersections of various types of circles, lines, and points.
DIRECTORY
GGModelTypes;
GGCircles: CEDAR DEFINITIONS =
BEGIN
Arc: TYPE = GGModelTypes.Arc;
Circle: TYPE = GGModelTypes.Circle;
Point: TYPE = GGModelTypes.Point;
Edge: TYPE = GGModelTypes.Edge;
Line: TYPE = GGModelTypes.Line;
Vector: TYPE = GGModelTypes.Vector;
Circles
CreateEmptyCircle: PROC [] RETURNS [circle: Circle];
CopyCircle: PROC [from: Circle, to: Circle];
Since lines are fairly large data structures, you may prefer to allocate one with CreateEmptyLine and repeatedly fill it with new data instead of allocating a new one each time.
FillCircleFromPointAndRadius: PROC [pt: Point, radius: REAL, circle: Circle];
This procedures allocate a new Line.
CircleFromPointAndRadius: PROC [pt: Point, radius: REAL] RETURNS [circle: Circle];
LineMeetsCircle: PROC [line: Line, circle: Circle] RETURNS [points: ARRAY [1..2] OF Point, hitCount: [0..2]];
CircleMeetsCircle: PROC [circle1, circle2: Circle] RETURNS [points: ARRAY [1..2] OF Point, hitCount: [0..2]];
CircleMeetsEdge: PROC [circle: Circle, edge: Edge] RETURNS [intersection: Point, miss: BOOL];
SignedCircleDistance: PROC [pt: Point, circle: Circle] RETURNS [d: REAL];
CircleDistance: PROC [pt: Point, circle: Circle] RETURNS [d: REAL];
PointProjectedOntoCircle: PROC [pt: Point, circle: Circle] RETURNS [projectedPt: Point];
We drop a normal from the point onto the line and find where it hits
the line equation of the normal we drop can be found as in FillLineAsNormal above.
Finds any old point on line and returns it.
Returns the direction vector of line.
Arcs
CreateArc: PROC [v1, v2: Point] RETURNS [arc: Arc];
CreateEmptyArc: PROC RETURNS [arc: Arc];
FillArc: PROC [v1, v2: Point, arc: Arc];
CopyArc: PROC [from: Arc, to: Arc];
CirclePointOnArc: PROC [pt: Point, arc: Arc] RETURNS [BOOL];
Assumes pt is on edge.line. Is it on edge?
NearestEndpoint: PROC [pt: Point, arc: Arc] RETURNS [endpoint: Point];
DistanceSquaredToNearestEndpoint: PROC [pt: Point, arc: Arc] RETURNS [distanceSquared: REAL];
NearestPointOnArc: PROC [pt: Point, arc: Arc] RETURNS [onArc: Point];
Faster than DistancePointToPoint[pt, NearestEndpoint[pt, edge]] (if you don't care what the endpoint is).
DistancePointToArc: PROC [pt: Point, arc: Arc] RETURNS [distance: REAL];
Perpendicular distance if possible, else distance to nearest endpoint.
DistanceSquaredPointToArc: PROC [pt: Point, arc: Arc] RETURNS [distanceSquared: REAL];
END.