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// SPDX-License-Identifier: BSD-3-Clause

// ***************************************************************************************************************************************
//                    Point, CLine & Circle classes part of geometry.lib
//                    g.j.hawkesford August 2006 for Camtek Gmbh
//
// This program is released under the BSD license. See the file COPYING for details.
//
// ***************************************************************************************************************************************

#include "geometry.h"
using namespace geoff_geometry;

namespace geoff_geometry
{
int UNITS = MM;
double TOLERANCE = 1.0e-06;
double TOLERANCE_SQ = TOLERANCE * TOLERANCE;
double TIGHT_TOLERANCE = 1.0e-09;
double UNIT_VECTOR_TOLERANCE = 1.0e-10;
double RESOLUTION = 1.0e-06;

// dummy functions
const wchar_t* getMessage(const wchar_t* original)
{
    return original;
}
void FAILURE(const wchar_t* str)
{
    throw(str);
}
void FAILURE(const std::wstring& str)
{
    throw(str);
}

void set_Tolerances(int mode)
{
    UNIT_VECTOR_TOLERANCE = 1.0e-10;
    switch (UNITS = mode) {
        case MM:
            geoff_geometry::TOLERANCE = 1.0e-03;  // Peps
            RESOLUTION = 1.0e-03;
            TIGHT_TOLERANCE = 1.0e-06;
            break;
        case INCHES:
            TOLERANCE = 1.0e-04;  // Peps
            RESOLUTION = 1.0e-04;
            TIGHT_TOLERANCE = 1.0e-7;
            break;
        case METRES:
            TOLERANCE = 1.0e-06;  // p4c...SW
            RESOLUTION = 1.0e-06;
            TIGHT_TOLERANCE = 1.0e-09;
            break;
        default:
            FAILURE(L"INVALID UNITS");
    }
    TOLERANCE_SQ = TOLERANCE * TOLERANCE;
}

double mm(double value)
{
    switch (UNITS) {
        default:
            return value;
        case METRES:
            return value * .001;
        case INCHES:
            return value / 25.4;
    }
}

// ostream operators  = non-member overload
// *********************************************************************************************************
wostream& operator<<(wostream& op, Point& p)
{
    // for debug - print point to file
    if (!p.ok) {
        op << L" ok=\"false\"";
    }
    else {
        op << L" x=\"" << p.x << L"\" y=\"" << p.y << L"\"";
    }
    return op;
}

wostream& operator<<(wostream& op, CLine& cl)
{
    // for debug - print cline to file
    if (!cl.ok) {
        op << L"(CLine UNSET)";
    }
    else {
        op << L"sp=" << cl.p << L" v=" << cl.v;
    }
    return op;
}

wostream& operator<<(wostream& op, Plane& pl)
{
    // for debug - print plane to file stream
    if (!pl.ok) {
        op << L"(Plane UNSET)";
    }
    else {
        op << L"d=" << pl.d << L" normal=" << pl.normal;
    }
    return op;
}

ostream& operator<<(ostream& op, Point3d& p)
{
    // for debug - print point to file
    //		if(!p.ok)
    //			op << "ok=\"false\"";
    //		else
    op << "x=\"" << p.x << "\" y=\"" << p.y << "\" z=" << p.z << "\"";
    return op;
}

wostream& operator<<(wostream& op, Vector2d& v)
{
    // for debug - print vector to file
    op << L"(" << v.getx() << L", " << v.gety() << L")";
    return op;
}

wostream& operator<<(wostream& op, Vector3d& v)
{
    // for debug - print vector to file
    op << L"(" << v.getx() << L", " << v.gety() << L"," << v.getz() << L")";
    return op;
}

wostream& operator<<(wostream& op, Circle& c)
{
    // for debug - print circle to file
    if (!c.ok) {
        op << L"ok=\"false\"";
    }
    else {
        op << L" x=\"" << c.pc.x << L"\" y=\"" << c.pc.y << L"\" radius=\"" << c.radius << L"\"";
    }
    return op;
}

wostream& operator<<(wostream& op, Span& sp)
{
    // for debug - print span to file stream
    op << L"p0 = " << sp.p0 << L" p1=" << sp.p1;
    if (sp.dir) {
        op << L" pc=" << sp.pc << L" dir=" << ((sp.dir == CW) ? L"CW" : L"ACW") << L" radius="
           << sp.radius;
    }
    return op;
}


// ***************************************************************************************************************************************
// point classes
// ***************************************************************************************************************************************
Point::Point(const Point3d& p)
{  // copy constructor  Point p1(p2);
    x = p.x;
    y = p.y;
    //			ok = p.ok;
    ok = true;
}

Point::Point(const Vector2d& v)
{
    x = v.getx();
    y = v.gety();
    ok = true;
}

Point3d::Point3d(const Vector3d& v)
{
    x = v.getx();
    y = v.gety();
    z = v.getz();  // ok = true;
}

bool Point3d::operator==(const Point3d& p) const
{
    // p1 == p2 (uses TOLERANCE)
    if (FNE(this->x, p.x, TOLERANCE) || FNE(this->y, p.y, TOLERANCE) || FNE(this->z, p.z, TOLERANCE)) {
        return false;
    }
    return true;
}

Point Point::Transform(const Matrix& m)
{
    // transform Point
    Point ret;
    m.Transform2d(&x, &ret.x);
    ret.ok = true;
    return ret;
}
Point3d Point3d::Transform(const Matrix& m)
{
    // transform Point
    Point3d ret;
    m.Transform(&x, &ret.x);
    //		ret.ok = true;
    return ret;
}

Point Point::operator+(const Vector2d& v) const
{
    return Point(x + v.getx(), y + v.gety());
}

Point3d Point3d::operator+(const Vector3d& v) const
{
    return Point3d(x + v.getx(), y + v.gety(), z + v.getz());
}

bool Point::operator==(const Point& p) const
{
    // p1 == p2 (uses TOLERANCE)
    if (FNE(this->x, p.x, TOLERANCE) || FNE(this->y, p.y, TOLERANCE)) {
        return false;
    }
    return true;
}


double Point::Dist(const Point& p) const
{  // distance between 2 points
    return Vector2d(*this, p).magnitude();
}

double Point::DistSq(const Point& p) const
{  // distance squared between 2 points
    return Vector2d(*this, p).magnitudesqd();
}

double Point3d::Dist(const Point3d& p) const
{  // distance between 2 points
    return Vector3d(*this, p).magnitude();
}

double Point3d::DistSq(const Point3d& p) const
{  // distance squared
    return (this->x - p.x) * (this->x - p.x) + (this->y - p.y) * (this->y - p.y)
        + (this->z - p.z) * (this->z - p.z);
}

Point Point::Mid(const Point& p1, double factor) const
{
    // Mid
    return geoff_geometry::Mid(*this, p1, factor);
}

Point3d Point3d::Mid(const Point3d& p, double factor) const
{
    // Mid
    return Vector3d(*this, p) * factor + *this;
}

Point Mid(const Point& p0, const Point& p1, double factor)
{
    // mid or partway between 2 points
    return Vector2d(p0, p1) * factor + p0;
}
Point Rel(const Point& p, double x0, double y0)
{
    // Relative point
    return (p.ok) ? Point(p.x + x0, p.y + y0) : INVALID_POINT;
}

Point Polar(const Point& p, double angle, double r)
{
    // polar from this point
    angle *= DegreesToRadians;
    return (p.ok) ? Point(p.x + r * cos(angle), p.y + r * sin(angle)) : INVALID_POINT;
}

// ***************************************************************************************************************************************
// clines
// ***************************************************************************************************************************************
// const CLine horiz(Point(0, 0), 1, 0);  // define global horizontal line

double CLine::c()
{
    // returns c for ax + by + c = 0 format (peps format where needed)
    return (v.getx() * p.y - v.gety() * p.x);
}
void CLine::Normalise()
{
    // normalise the cline vector
    ok = v.normalise() >= TOLERANCE;
}

CLine::CLine(const Span& sp)
{
    p = sp.p0;
    v = sp.vs;
    ok = sp.returnSpanProperties && !sp.NullSpan;
}

CLine Normal(const CLine& s)
{
    // returns normal to this line
    return CLine(s.p, ~s.v, false);
}
const CLine CLine::operator~(void)
{
    return CLine(this->p, ~v, false);
}
CLine Normal(const CLine& s, const Point& p)
{
    // returns normal to this line thro' p
    return CLine(p, ~s.v, false);
}

CLine CLine::Transform(Matrix& m)
{

    Point p0 = this->p;
    Point p1(p0.x + v.getx(), p0.y + v.gety());
    return CLine(p0.Transform(m), p1.Transform(m));
}


double CLine::Dist(const Point& p0) const
{
    // distance between cline & point  >0 cw about point   <0 acw about point
    return this->v ^ Vector2d(p0, this->p);
}

double Point::Dist(const CLine& cl) const
{
    // distance between cline & point  >0 cw about point   <0 acw about point
    return cl.v ^ Vector2d(*this, cl.p);
}

Point CLine::Intof(const CLine& s)
{
    // Intof 2 Clines
    return geoff_geometry::Intof(*this, s);
}

Point CLine::Intof(int NF, const Circle& c)
{
    // Intof Cline & Circleconst
    return geoff_geometry::Intof(NF, *this, c);
}
Point CLine::Intof(int NF, const Circle& c, Point& otherInters)
{
    // Intof Cline & Circle & other intersection
    return geoff_geometry::Intof(NF, *this, c, otherInters);
}

Point Intof(const CLine& s0, const CLine& s1)
{
    // inters of 2 clines  (parameterise lines x = x0 + t * dx)
    double cp = s1.v ^ s0.v;
    if (fabs(cp) > 1.0e-6) {
        double t = (s1.v ^ Vector2d(s0.p, s1.p)) / cp;
        return s0.v * t + s0.p;
    }
    return INVALID_POINT;
}
Point XonCLine(CLine& s, double xval)
{
    // return point given X on a line
    return Intof(s, CLine(Point(xval, 0), 0, 1, false));
}
Point YonCLine(CLine& s, double yval)
{
    // return point given Y on a line
    return Intof(s, CLine(Point(0, yval), 1, 0, false));
}
Point Along(const CLine& s, double d)
{
    // distance along line
    return Point(s.p.x + d * s.v.getx(), s.p.y + d * s.v.gety(), s.ok);
}

Point Along(const CLine& s, double d, Point& p)
{
    // distance along line from point
    return Point(p.x + d * s.v.getx(), p.y + d * s.v.gety(), p.ok);
}
Point Around(const Circle& c, double d, const Point& p)
{
    // distance around circle from point
    CLine radial(c.pc, p);
    if (radial.ok) {
        if (fabs(c.radius) > TOLERANCE) {
            double a = sin(-d / c.radius);
            double b = cos(-d / c.radius);
            return Point(
                c.pc.x - c.radius * (radial.v.gety() * a - radial.v.getx() * b),
                c.pc.y + c.radius * (radial.v.gety() * b + radial.v.getx() * a)
            );
        }
    }
    return INVALID_POINT;
}
CLine AtAngle(double angle, const Point& p0, const CLine& s)
{
    // cline at angle [to a cline] thro' a point
    angle *= DegreesToRadians;
    Vector2d v(cos(angle), sin(angle));
    return CLine(
        p0,
        v.getx() * s.v.getx() - v.gety() * s.v.gety(),
        v.gety() * s.v.getx() + v.getx() * s.v.gety()
    );
}
CLine Parallel(int side, const CLine& s0, double distance)
{
    // parallel to line by distance
    Vector2d v = ~s0.v;
    return CLine(v * ((double)side * distance) + s0.p, s0.v.getx(), s0.v.gety());
}

CLine Parallel(const CLine& s0, Point& p)
{
    // parallel to line through point
    return CLine(p, s0.v.getx(), s0.v.gety());
}

CLine CLine::Bisector(const CLine& s)
{
    //  bisector of 2 clines
    return CLine(this->Intof(s), this->v.getx() + s.v.getx(), this->v.gety() + s.v.gety());
}


// ***************************************************************************************************************************************
// circle methods
// ***************************************************************************************************************************************

Circle::Circle(const Point& p, double rad)
{
    // Circle
    pc = p;
    radius = rad;
    ok = pc.ok;
}

Circle::Circle(const Point& p, const Point& pc0)
{
    if ((ok = (p.ok && pc0.ok))) {
        pc = pc0;
        radius = p.Dist(pc0);
    }
    else {
        radius = 0;
    }
}

Circle::Circle(const Span& sp)
{
    pc = sp.pc;
    radius = sp.radius;
    ok = sp.returnSpanProperties;
}

bool Circle::operator==(const Circle& c) const
{
    // c1 == c2 (uses TOLERANCE)
    return FEQ(this->radius, c.radius, TOLERANCE) && (this->pc == c.pc);
}

Circle Circle::Transform(Matrix& m)
{  // transform
    Point p0 = this->pc;
    double scale;
    if (!m.GetScale(scale)) {
        FAILURE(getMessage(L"Differential Scale not allowed for this method"));
    }
    return Circle(p0.Transform(m), radius * scale);
}

Point Circle::Intof(int LR, const Circle& c1)
{
    // intof 2 circles
    return geoff_geometry::Intof(LR, *this, c1);
}
Point Circle::Intof(int LR, const Circle& c1, Point& otherInters)
{
    // intof 2 circles, (returns the other intersection)
    return geoff_geometry::Intof(LR, *this, c1, otherInters);
}
int Circle::Intof(const Circle& c1, Point& leftInters, Point& rightInters)
{
    // intof 2 circles, (returns the other intersection)
    return geoff_geometry::Intof(*this, c1, leftInters, rightInters);
}

CLine Circle::Tanto(int AT, double angle, const CLine& s0) const
{
    // cline tanto circle at angle to optional cline
    return geoff_geometry::Tanto(AT, *this, angle, s0);
}

CLine Tanto(int AT, const Circle& c, const Point& p)
{
    // CLine tangent to a circle through a point
    Vector2d v(p, c.pc);
    double d = v.magnitude();
    CLine s(p, ~v, false);  // initialise cline

    if (d < TOLERANCE || d < fabs(c.radius) - TOLERANCE) {  // point inside circle ?
        return INVALID_CLINE;
    }
    else {
        if (d > fabs(c.radius) + TOLERANCE) {  // point outside circle
            v.Rotate(sqrt((d - c.radius) * (d + c.radius)), -AT * c.radius);
            s.v = v;
        }
    }
    s.Normalise();
    return s;
}

CLine Tanto(int AT0, const Circle& c0, int AT1, const Circle& c)
{
    // cline tanto 2 circles
    CLine s;
    Circle c1 = c;
    c1.radius -= (double)(AT0 * AT1) * c0.radius;
    s = Tanto(AT1, c1, c0.pc);
    s.p.x += (double)AT0 * c0.radius * s.v.gety();
    s.p.y -= (double)AT0 * c0.radius * s.v.getx();
    return s;
}

CLine Tanto(int AT, const Circle& c, double angle, const CLine& s0)
{
    // cline at an angle [to a cline] tanto a circle
    CLine s = AtAngle(angle, c.pc, s0);
    s.p.x += (double)AT * c.radius * s.v.gety();
    s.p.y -= (double)AT * c.radius * s.v.getx();
    //	s.p += ~s.v * (AT * c.radius);
    s.ok = true;
    return s;
}
Point AtAngle(const Circle& c, double angle)
{
    // Point at an angle on circle
    angle *= DegreesToRadians;
    return Point(c.pc.x + c.radius * cos(angle), c.pc.y + c.radius * sin(angle));
}

Point On(const CLine& s, const Point& p)
{
    // returns point that is nearest to s from p
    double t = s.v * Vector2d(s.p, p);
    return s.v * t + s.p;
}

Point On(const Circle& c, const Point& p)
{
    // returns point that is nearest to c from p
    double r = p.Dist(c.pc);
    if (r < TOLERANCE) {
        FAILURE(getMessage(L",Point on Circle centre - On(Circle& c, Point& p)"));
    }
    return (Mid(p, c.pc, (r - c.radius) / r));
}


Point Intof(int NF, const CLine& s, const Circle& c)
{
    // inters of cline & circle  eg.     p1 = Intof(NEARINT, s1, c1);
    Point otherInters;
    return Intof(NF, s, c, otherInters);
}

Point Intof(int NF, const CLine& s, const Circle& c, Point& otherInters)
{
    // inters of cline & circle  eg.     p1 = Intof(NEARINT, s1, c1);
    // otherInters returns the other intersection
#if 1
    // solving	x = x0 + dx * t			x = y0 + dy * t
    //			x = xc + R * cos(a)		y = yc + R * sin(a)		for t
    // gives :-  t� (dx� + dy�) + 2t(dx*dx0 + dy*dy0) + (x0-xc)� + (y0-yc)� - R� = 0
    int nRoots;
    double t, tFar, tNear, tOther;
    Vector2d v0(c.pc, s.p);
    if ((nRoots = quadratic(1, 2 * (v0 * s.v), v0.magnitudesqd() - c.radius * c.radius, tFar, tNear))
        != 0) {
        if (nRoots == 2 && NF == NEARINT) {
            t = tNear;
            tOther = tFar;
        }
        else {
            t = tFar;
            tOther = (nRoots == 2) ? tNear : tFar;
        }
        otherInters = s.v * tOther + s.p;
        return s.v * t + s.p;
    }
    return INVALID_POINT;
}
#else
    // geometric solution - this is similar to the peps method, and it may offer better tolerancing
    // than above??
    Point intof;
    CLine normal = Normal(s, c.pc);
    intof = s.Intof(normal);
    double d = intof.Dist(c.pc);

    if (fabs(d - c.radius) < TOLERANCE) {  // tangent (near enough for non-large radius I suppose?)
        return intof;
    }

    if (d > c.radius + TOLERANCE) {  // no intersection
        return INVALID_POINT;
    }

    double q = (c.radius - d) * (c.radius + d);
    if (q < 0) {  // line inside tolerance
        return intof;
    }

    return Along(s, -(double)NF * sqrt(q), intof);  // 2 intersections (return near/far case)
}
#endif
Point Intof(int intMode, const Circle& c0, const Circle& c1)
{
    // inters of 2 circles		 eg.     p1 = Intof(LEFTINT, c1, c2)
    Point otherInters;
    return Intof(intMode, c0, c1, otherInters);
}

Point Intof(int intMode, const Circle& c0, const Circle& c1, Point& otherInters)
{
    // inters of 2 circles		 eg.     p1 = Intof(LEFTINT, c1, c2);u
    Point pLeft, pRight;
    switch (Intof(c0, c1, pLeft, pRight)) {
        default:
            return INVALID_POINT;
        case 1:
            otherInters = pLeft;
            return pLeft;
        case 2:
            if (intMode == LEFTINT) {
                otherInters = pRight;
                return pLeft;
            }
            else {
                otherInters = pLeft;
                return pRight;
            }
    }
}

int Intof(const Circle& c0, const Circle& c1, Point& pLeft, Point& pRight)
{
    // inters of 2 circles
    // returns the number of intersctions
    Vector2d v(c0.pc, c1.pc);
    double d = v.normalise();
    if (d < TOLERANCE) {  // co-incident circles
        return 0;
    }

    double sum = fabs(c0.radius) + fabs(c1.radius);
    double diff = fabs(fabs(c0.radius) - fabs(c1.radius));
    if (d > sum + TOLERANCE || d < diff - TOLERANCE) {
        return 0;
    }

    // dist from centre of this circle to mid intersection
    double d0 = 0.5 * (d + (c0.radius + c1.radius) * (c0.radius - c1.radius) / d);
    if (d0 - c0.radius > TOLERANCE) {  // circles don't intersect
        return 0;
    }

    double h = (c0.radius - d0) * (c0.radius + d0);  // half distance between intersects squared
    if (h < 0) {
        d0 = c0.radius;  // tangent
    }
    pLeft = v * d0 + c0.pc;  // mid-point of intersects
    if (h < TOLERANCE_SQ) {  // tangent
        return 1;
    }
    h = sqrt(h);

    v = ~v;  // calculate 2 intersects
    pRight = v * h + pLeft;
    v = -v;
    pLeft = v * h + pLeft;
    return 2;
}

Circle Tanto(int NF, CLine& s0, Point& p, double rad)
{
    // circle tanto a CLine thro' a point
    double d = s0.Dist(p);
    if (fabs(d) > rad + TOLERANCE) {  // point too far from line
        return INVALID_CIRCLE;
    }
    CLine s0offset = Parallel(RIGHTINT, s0, rad);

    return Circle(Intof(NF, s0offset, Circle(p, rad)), rad);
}

Circle Tanto(int AT1, CLine& s1, int AT2, CLine& s2, double rad)
{
    // circle tanto 2 clines with radius
    CLine Offs1 = Parallel(AT1, s1, rad);
    CLine Offs2 = Parallel(AT2, s2, rad);
    Point pc = Intof(Offs1, Offs2);
    return (pc.ok) ? Circle(pc, rad) : INVALID_CIRCLE;
}
Circle Tanto(int AT1, CLine s1, int AT2, CLine s2, int AT3, CLine s3)
{
    // circle tanto 3 CLines
    double s1c = s1.c(), s2c = s2.c(), s3c = s3.c();
    double d = s1.v.gety() * (AT2 * s3.v.getx() - AT3 * s2.v.getx())
        + s2.v.gety() * (AT3 * s1.v.getx() - AT1 * s3.v.getx())
        + s3.v.gety() * (AT1 * s2.v.getx() - AT2 * s1.v.getx());
    if (fabs(d) < UNIT_VECTOR_TOLERANCE) {
        return INVALID_CIRCLE;
    }
    double radius = (s1.v.gety() * (s2.v.getx() * s3c - s3.v.getx() * s2c)
                     + s2.v.gety() * (s3.v.getx() * s1c - s1.v.getx() * s3c)
                     + s3.v.gety() * (s1.v.getx() * s2c - s2.v.getx() * s1c))
        / d;
    if (radius < TOLERANCE) {
        return INVALID_CIRCLE;
    }

    CLine Offs1 = Parallel(AT1, s1, radius);
    CLine Offs2 = Parallel(AT2, s2, radius);

    Point p = Intof(Offs1, Offs2);
    if (!p.ok) {
        CLine Offs3 = Parallel(AT3, s3, radius);  // s1 & s2 parallel
        p = Intof(Offs1, Offs3);
        if (!p.ok) {  // 3 parallel lines
            return INVALID_CIRCLE;
        }
    }
    return Circle(p, radius);
}
Circle Thro(int LR, const Point& p0, const Point& p1, double rad)
{
    // circle thro' 2 points, given radius and side
    CLine thro(p0, p1);
    if (thro.ok) {
        double d = 0.5 * p0.Dist(p1);
        Point pm = Mid(p0, p1);

        if (d > rad + TOLERANCE) {
            return INVALID_CIRCLE;
        }
        else if (d > rad - TOLERANCE) {
            // within tolerance of centre of 2 points
            return Circle(pm, d);
        }
        else {
            // 2 solutions
            return Circle(Along(Normal(thro, pm), (double)LR * sqrt((rad + d) * (rad - d)), pm), rad);
        }
    }
    return INVALID_CIRCLE;
}

Circle Thro(const Point& p0, const Point& p1)
{
    // circle thro 2 points (diametric)
    return Circle(p0.Mid(p1), .5 * p0.Dist(p1));
}
Circle Thro(const Point& p0, const Point& p1, const Point& p2)
{
    // circle thro 3 points
    CLine s0(p0, p1);
    if (!s0.ok) {  // p0 & p1 coincident
        return Thro(p1, p2);
    }

    CLine s1(p0, p2);
    if (!s1.ok) {  // p0 & p2 coincident
        return Thro(p0, p1);
    }

    CLine s2(p2, p1);
    if (!s2.ok) {  // p1 & p2 coincident
        return Thro(p0, p2);
    }

    Point p = Intof(Normal(s0, Mid(p0, p1)), Normal(s1, Mid(p0, p2)));
    return (p.ok) ? Circle(p, p0.Dist(p)) : INVALID_CIRCLE;
}
Circle Tanto(int NF, int AT0, const CLine& s0, int AT1, const Circle& c1, double rad)
{
    // circle tanto cline & circle with radius
    CLine Offs0 = Parallel(AT0, s0, rad);
    Circle c2 = c1;
    c2.radius += AT1 * rad;
    Point pc = Intof(NF, Offs0, c2);
    return (pc.ok) ? Circle(pc, rad) : INVALID_CIRCLE;
}

Circle Tanto(int LR, int AT0, const Circle& c0, const Point& p, double rad)
{
    // circle tanto circle & thro' a point
    Circle c2 = c0;
    c2.radius += AT0 * rad;
    Circle c1(p, rad);
    Point pc = Intof(LR, c2, c1);
    return (pc.ok) ? Circle(pc, rad) : INVALID_CIRCLE;
}
Circle Tanto(int LR, int AT0, const Circle& c0, int AT1, const Circle& c1, double rad)
{
    // circle tanto 2 circles
    Circle c2 = c0;
    Circle c3 = c1;
    c2.radius += AT0 * rad;
    c3.radius += AT1 * rad;
    Point pc = Intof(LR, c2, c3);
    return (pc.ok) ? Circle(pc, rad) : INVALID_CIRCLE;
}

Circle Parallel(int side, const Circle& c0, double distance)
{
    // parallel to circle by distance
    return Circle(c0.pc, c0.radius + (double)side * distance);
}

// distance
double atn360(double dy, double dx)
{
    // angle 0 to 2pi
    double ang = atan2(dy, dx);
    return ((ang < 0) ? 2 * PI + ang : ang);
}

double Dist(const Point& p0, const Circle& c, const Point& p1)
{
    // clockwise distance around c from p0 to p1
    double a0 = atn360(p0.y - c.pc.y, p0.x - c.pc.x);
    double a1 = atn360(p1.y - c.pc.y, p1.x - c.pc.x);
    if (a1 > a0) {
        a1 -= 2 * PI;
    }
    return (a0 - a1) * c.radius;
}
double Dist(const CLine& s, const Circle& c)
{
    // distance between line and circle
    return fabs(s.Dist(c.pc)) - c.radius;
}
double Dist(const Circle& c0, const Circle& c1)
{
    // distance between 2 circles
    return c0.pc.Dist(c1.pc) - c0.radius - c1.radius;
}
double Dist(const Circle& c, const Point& p)
{
    // distance between circle and point
    return p.Dist(On(c, p));
}

double IncludedAngle(const Vector2d& v0, const Vector2d& v1, int dir)
{
    // returns the absolute included angle between 2 vectors in the direction of dir ( 1=acw  -1=cw)
    double inc_ang = v0 * v1;
    if (inc_ang > 1. - UNIT_VECTOR_TOLERANCE) {
        return 0;
    }
    if (inc_ang < -1. + UNIT_VECTOR_TOLERANCE) {
        inc_ang = PI;
    }
    else {  // dot product,   v1 . v2  =  cos ang
        if (inc_ang > 1.0) {
            inc_ang = 1.0;
        }
        inc_ang = acos(inc_ang);  // 0 to pi radians

        if (dir * (v0 ^ v1) < 0) {
            inc_ang = 2 * PI - inc_ang;  // cp
        }
    }
    return dir * inc_ang;
}

double IncludedAngle(const Vector3d& v0, const Vector3d& v1, const Vector3d& normal, int dir)
{
    // returns the absolute included angle between 2 vectors in the direction of dir ( 1=acw  -1=cw)
    // about normal
    double inc_ang = v0 * v1;

    if (inc_ang >= -NEARLY_ONE) {  // dot product,   v1 . v2  =  cos ang
        inc_ang = acos(inc_ang);   // 0 to pi radians

        if (dir * (normal * (v0 ^ v1)) < 0) {
            inc_ang = 2 * PI - inc_ang;  // cp
        }
    }
    else {
        inc_ang = PI;  // semi-cicle
    }

    return dir * inc_ang;
}

int corner(const Vector2d& v0, const Vector2d& v1, double cpTol)
{
    // returns corner
    //						0 (TANGENT) = tangent
    //						1 (LEFT)    = left turn
    //					   -1 (RIGHT)   = right turn
    double cp = v0 ^ v1;
    if (fabs(cp) < cpTol) {
        return TANGENT;
    }

    return (cp > 0) ? GEOFF_LEFT : GEOFF_RIGHT;
}

int quadratic(double a, double b, double c, double& x0, double& x1)
{
    // solves quadratic equation ax² + bx + c = 0
    // returns number of real roots
    //		double epsilon = 1.0e-6;
    double epsilon = (geoff_geometry::UNITS == METRES) ? 1.0e-09 : 1.0e-06;
    double epsilonsq = epsilon * epsilon;
    if (fabs(a) < epsilon) {
        if (fabs(b) < epsilon) {  // invalid
            return 0;
        }
        x0 = -c / b;
        return 1;
    }
    b /= a;
    c /= a;
    double s = b * b - 4 * c;
    if (s < -epsilon) {  // imaginary roots
        return 0;
    }
    x0 = -0.5 * b;
    if (s > epsilonsq) {
        s = 0.5 * sqrt(s);
        x1 = x0 - s;
        x0 += s;
        return 2;
    }
    return 1;
}

Plane::Plane(const Point3d& p0, const Point3d& p1, const Point3d& p2)
{
    // constructor plane from 3 points
    normal = Vector3d(p0, p1) ^ Vector3d(p0, p2);
    normal.normalise();
    ok = (normal != NULL_VECTOR);
    d = -(normal * Vector3d(p0));
}

Plane::Plane(const Point3d& p0, const Vector3d& v, bool normalise)
{
    // constructor plane from point & vector
    normal = v;
    if (normalise) {
        normal.normalise();
    }
    ok = (normal != NULL_VECTOR);
    d = -(normal * Vector3d(p0));
}

Plane::Plane(double dist, const Vector3d& n)
{
    normal = n;
    double mag = normal.normalise();
    ok = (normal != NULL_VECTOR);
    if (ok) {
        d = dist / mag;
    }
    else {
        d = 0;
    }
}

double Plane::Dist(const Point3d& p) const
{
    // returns signed distance to plane from point p
    return (normal * Vector3d(p)) + d;
}

Point3d Plane::Near(const Point3d& p) const
{
    // returns near point to p on the plane
    return -normal * Dist(p) + p;
}

bool Plane::Intof(const Line& l, Point3d& intof, double& t) const
{
    // intersection between plane and line
    // input this plane, line
    // output intof
    // method returns true for valid intersection
    double den = l.v * this->normal;
    if (fabs(den) < UNIT_VECTOR_TOLERANCE) {  // line is parallel to the plane, return false, even
                                              // if the line lies on the plane
        return false;
    }

    t = -(normal * Vector3d(l.p0) + d) / den;
    intof = l.v * t + l.p0;
    return true;
}

bool Plane::Intof(const Plane& pl, Line& intof) const
{
    // intersection of 2 planes
    Vector3d d = this->normal ^ pl.normal;
    d.normalise();
    intof.ok = false;
    if (d == NULL_VECTOR) {  // parallel planes
        return false;
    }

    intof.v = d;
    intof.length = 1;

    double dot = this->normal * pl.normal;

    double den = dot * dot - 1.;
    double a = (this->d - pl.d * dot) / den;
    double b = (pl.d - this->d * dot) / den;
    intof.p0 = a * this->normal + b * pl.normal;
    intof.ok = true;
    return true;
}

bool Plane::Intof(const Plane& pl0, const Plane& pl1, Point3d& intof) const
{
    // intersection of 3 planes
    Line tmp;
    if (Intof(pl0, tmp)) {
        double t;
        return pl1.Intof(tmp, intof, t);
    }
    return false;
}
}  // namespace geoff_geometry