335 lines
10 KiB
Go
335 lines
10 KiB
Go
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package pixel
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import (
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"fmt"
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"math"
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)
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// Circle is a 2D circle. It is defined by two properties:
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// - Center vector
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// - Radius float64
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type Circle struct {
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Center Vec
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Radius float64
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}
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// C returns a new Circle with the given radius and center coordinates.
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//
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// Note that a negative radius is valid.
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func C(center Vec, radius float64) Circle {
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return Circle{
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Center: center,
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Radius: radius,
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}
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}
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// String returns the string representation of the Circle.
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//
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// c := pixel.C(10.1234, pixel.ZV)
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// c.String() // returns "Circle(10.12, Vec(0, 0))"
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// fmt.Println(c) // Circle(10.12, Vec(0, 0))
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func (c Circle) String() string {
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return fmt.Sprintf("Circle(%s, %.2f)", c.Center, c.Radius)
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}
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// Norm returns the Circle in normalized form - this sets the radius to its absolute value.
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//
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// c := pixel.C(-10, pixel.ZV)
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// c.Norm() // returns pixel.Circle{pixel.Vec{0, 0}, 10}
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func (c Circle) Norm() Circle {
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return Circle{
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Center: c.Center,
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Radius: math.Abs(c.Radius),
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}
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}
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// Area returns the area of the Circle.
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func (c Circle) Area() float64 {
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return math.Pi * math.Pow(c.Radius, 2)
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}
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// Moved returns the Circle moved by the given vector delta.
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func (c Circle) Moved(delta Vec) Circle {
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return Circle{
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Center: c.Center.Add(delta),
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Radius: c.Radius,
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}
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}
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// Resized returns the Circle resized by the given delta. The Circles center is use as the anchor.
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//
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// c := pixel.C(pixel.ZV, 10)
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// c.Resized(-5) // returns pixel.Circle{pixel.Vec{0, 0}, 5}
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// c.Resized(25) // returns pixel.Circle{pixel.Vec{0, 0}, 35}
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func (c Circle) Resized(radiusDelta float64) Circle {
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return Circle{
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Center: c.Center,
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Radius: c.Radius + radiusDelta,
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}
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}
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// Contains checks whether a vector `u` is contained within this Circle (including it's perimeter).
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func (c Circle) Contains(u Vec) bool {
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toCenter := c.Center.To(u)
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return c.Radius >= toCenter.Len()
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}
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// Formula returns the values of h and k, for the equation of the circle: (x-h)^2 + (y-k)^2 = r^2
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// where r is the radius of the circle.
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func (c Circle) Formula() (h, k float64) {
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return c.Center.X, c.Center.Y
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}
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// maxCircle will return the larger circle based on the radius.
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func maxCircle(c, d Circle) Circle {
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if c.Radius < d.Radius {
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return d
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}
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return c
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}
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// minCircle will return the smaller circle based on the radius.
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func minCircle(c, d Circle) Circle {
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if c.Radius < d.Radius {
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return c
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}
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return d
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}
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// Union returns the minimal Circle which covers both `c` and `d`.
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func (c Circle) Union(d Circle) Circle {
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biggerC := maxCircle(c.Norm(), d.Norm())
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smallerC := minCircle(c.Norm(), d.Norm())
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// Get distance between centers
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dist := c.Center.To(d.Center).Len()
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// If the bigger Circle encompasses the smaller one, we have the result
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if dist+smallerC.Radius <= biggerC.Radius {
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return biggerC
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}
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// Calculate radius for encompassing Circle
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r := (dist + biggerC.Radius + smallerC.Radius) / 2
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// Calculate center for encompassing Circle
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theta := .5 + (biggerC.Radius-smallerC.Radius)/(2*dist)
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center := Lerp(smallerC.Center, biggerC.Center, theta)
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return Circle{
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Center: center,
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Radius: r,
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}
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}
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// Intersect returns the maximal Circle which is covered by both `c` and `d`.
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//
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// If `c` and `d` don't overlap, this function returns a zero-sized circle at the centerpoint between the two Circle's
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// centers.
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func (c Circle) Intersect(d Circle) Circle {
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// Check if one of the circles encompasses the other; if so, return that one
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biggerC := maxCircle(c.Norm(), d.Norm())
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smallerC := minCircle(c.Norm(), d.Norm())
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if biggerC.Radius >= biggerC.Center.To(smallerC.Center).Len()+smallerC.Radius {
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return biggerC
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}
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// Calculate the midpoint between the two radii
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// Distance between centers
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dist := c.Center.To(d.Center).Len()
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// Difference between radii
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diff := dist - (c.Radius + d.Radius)
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// Distance from c.Center to the weighted midpoint
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distToMidpoint := c.Radius + 0.5*diff
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// Weighted midpoint
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center := Lerp(c.Center, d.Center, distToMidpoint/dist)
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// No need to calculate radius if the circles do not overlap
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if c.Center.To(d.Center).Len() >= c.Radius+d.Radius {
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return C(center, 0)
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}
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radius := c.Center.To(d.Center).Len() - (c.Radius + d.Radius)
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return Circle{
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Center: center,
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Radius: math.Abs(radius),
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}
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}
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// IntersectLine will return the shortest Vec such that if the Circle is moved by the Vec returned, the Line and Rect no
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// longer intersect.
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func (c Circle) IntersectLine(l Line) Vec {
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return l.IntersectCircle(c).Scaled(-1)
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}
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// IntersectRect returns a minimal required Vector, such that moving the circle by that vector would stop the Circle
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// and the Rect intersecting. This function returns a zero-vector if the Circle and Rect do not overlap, and if only
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// the perimeters touch.
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//
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// This function will return a non-zero vector if:
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// - The Rect contains the Circle, partially or fully
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// - The Circle contains the Rect, partially of fully
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func (c Circle) IntersectRect(r Rect) Vec {
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// Checks if the c.Center is not in the diagonal quadrants of the rectangle
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if (r.Min.X <= c.Center.X && c.Center.X <= r.Max.X) || (r.Min.Y <= c.Center.Y && c.Center.Y <= r.Max.Y) {
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// 'grow' the Rect by c.Radius in each orthagonal
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grown := Rect{Min: r.Min.Sub(V(c.Radius, c.Radius)), Max: r.Max.Add(V(c.Radius, c.Radius))}
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if !grown.Contains(c.Center) {
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// c.Center not close enough to overlap, return zero-vector
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return ZV
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}
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// Get minimum distance to travel out of Rect
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rToC := r.Center().To(c.Center)
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h := c.Radius - math.Abs(rToC.X) + (r.W() / 2)
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v := c.Radius - math.Abs(rToC.Y) + (r.H() / 2)
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if rToC.X < 0 {
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h = -h
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}
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if rToC.Y < 0 {
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v = -v
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}
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// No intersect
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if h == 0 && v == 0 {
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return ZV
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}
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if math.Abs(h) > math.Abs(v) {
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// Vertical distance shorter
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return V(0, v)
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}
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return V(h, 0)
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} else {
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// The center is in the diagonal quadrants
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// Helper points to make code below easy to read.
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rectTopLeft := V(r.Min.X, r.Max.Y)
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rectBottomRight := V(r.Max.X, r.Min.Y)
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// Check for overlap.
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if !(c.Contains(r.Min) || c.Contains(r.Max) || c.Contains(rectTopLeft) || c.Contains(rectBottomRight)) {
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// No overlap.
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return ZV
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}
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var centerToCorner Vec
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if c.Center.To(r.Min).Len() <= c.Radius {
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// Closest to bottom-left
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centerToCorner = c.Center.To(r.Min)
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}
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if c.Center.To(r.Max).Len() <= c.Radius {
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// Closest to top-right
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centerToCorner = c.Center.To(r.Max)
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}
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if c.Center.To(rectTopLeft).Len() <= c.Radius {
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// Closest to top-left
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centerToCorner = c.Center.To(rectTopLeft)
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}
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if c.Center.To(rectBottomRight).Len() <= c.Radius {
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// Closest to bottom-right
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centerToCorner = c.Center.To(rectBottomRight)
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}
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cornerToCircumferenceLen := c.Radius - centerToCorner.Len()
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return centerToCorner.Unit().Scaled(cornerToCircumferenceLen)
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}
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}
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// IntersectionPoints returns all the points where the Circle intersects with the line provided. This can be zero, one or
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// two points, depending on the location of the shapes. The points of intersection will be returned in order of
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// closest-to-l.A to closest-to-l.B.
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func (c Circle) IntersectionPoints(l Line) []Vec {
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cContainsA := c.Contains(l.A)
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cContainsB := c.Contains(l.B)
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// Special case for both endpoint being contained within the circle
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if cContainsA && cContainsB {
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return []Vec{}
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}
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// Get closest point on the line to this circles' center
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closestToCenter := l.Closest(c.Center)
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// If the distance to the closest point is greater than the radius, there are no points of intersection
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if closestToCenter.To(c.Center).Len() > c.Radius {
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return []Vec{}
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}
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// If the distance to the closest point is equal to the radius, the line is tangent and the closest point is the
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// point at which it touches the circle.
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if closestToCenter.To(c.Center).Len() == c.Radius {
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return []Vec{closestToCenter}
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}
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// Special case for endpoint being on the circles' center
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if c.Center == l.A || c.Center == l.B {
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otherEnd := l.B
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if c.Center == l.B {
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otherEnd = l.A
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}
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intersect := c.Center.Add(c.Center.To(otherEnd).Unit().Scaled(c.Radius))
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return []Vec{intersect}
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}
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// This means the distance to the closest point is less than the radius, so there is at least one intersection,
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// possibly two.
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// If one of the end points exists within the circle, there is only one intersection
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if cContainsA || cContainsB {
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containedPoint := l.A
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otherEnd := l.B
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if cContainsB {
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containedPoint = l.B
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otherEnd = l.A
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}
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// Use trigonometry to get the length of the line between the contained point and the intersection point.
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// The following is used to describe the triangle formed:
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// - a is the side between contained point and circle center
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// - b is the side between the center and the intersection point (radius)
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// - c is the side between the contained point and the intersection point
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// The captials of these letters are used as the angles opposite the respective sides.
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// a and b are known
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a := containedPoint.To(c.Center).Len()
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b := c.Radius
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// B can be calculated by subtracting the angle of b (to the x-axis) from the angle of c (to the x-axis)
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B := containedPoint.To(c.Center).Angle() - containedPoint.To(otherEnd).Angle()
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// Using the Sin rule we can get A
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A := math.Asin((a * math.Sin(B)) / b)
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// Using the rule that there are 180 degrees (or Pi radians) in a triangle, we can now get C
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C := math.Pi - A + B
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// If C is zero, the line segment is in-line with the center-intersect line.
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var c float64
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if C == 0 {
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c = b - a
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} else {
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// Using the Sine rule again, we can now get c
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c = (a * math.Sin(C)) / math.Sin(A)
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}
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// Travelling from the contained point to the other end by length of a will provide the intersection point.
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return []Vec{
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containedPoint.Add(containedPoint.To(otherEnd).Unit().Scaled(c)),
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}
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}
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// Otherwise the endpoints exist outside of the circle, and the line segment intersects in two locations.
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// The vector formed by going from the closest point to the center of the circle will be perpendicular to the line;
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// this forms a right-angled triangle with the intersection points, with the radius as the hypotenuse.
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// Calculate the other triangles' sides' length.
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a := math.Sqrt(math.Pow(c.Radius, 2) - math.Pow(closestToCenter.To(c.Center).Len(), 2))
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// Travelling in both directions from the closest point by length of a will provide the two intersection points.
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first := closestToCenter.Add(closestToCenter.To(l.A).Unit().Scaled(a))
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second := closestToCenter.Add(closestToCenter.To(l.B).Unit().Scaled(a))
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if first.To(l.A).Len() < second.To(l.A).Len() {
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return []Vec{first, second}
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}
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return []Vec{second, first}
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}
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