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

// written by g.j.hawkesford 2006 for Camtek Gmbh
//
// This program is released under the BSD license. See the file COPYING for details.
//

#include "geometry.h"

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//            finite intersections
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

#ifndef WIN32
# define __min(a, b) ((a < b) ? a : b)
# define __max(a, b) ((a > b) ? a : b)
#endif

namespace geoff_geometry
{
int Intof(const Span& sp0, const Span& sp1, Point& p0, Point& p1, double t[4])
{
    // returns the number of intersects (lying within spans sp0, sp1)
    if (sp0.box.outside(sp1.box)) {
        return 0;
    }
    if (!sp0.dir) {
        if (!sp1.dir) {
            // line line
            return LineLineIntof(sp0, sp1, p0, t);
        }
        else {
            // line arc
            return LineArcIntof(sp0, sp1, p0, p1, t);
        }
    }
    else {
        if (!sp1.dir) {
            // arc line
            return LineArcIntof(sp1, sp0, p0, p1, t);
        }
        else {
            // arc arc
            return ArcArcIntof(sp0, sp1, p0, p1);
        }
    }
}

int LineLineIntof(const Span& sp0, const Span& sp1, Point& p, double t[2])
{
    // intersection between 2 Line2d
    // returns 0 for no intersection in range of either span
    // returns 1 for intersction in range of both spans
    // t[0] is parameter on sp0,
    // t[1] is parameter on sp1
    Vector2d v0(sp0.p0, sp0.p1);
    Vector2d v1(sp1.p0, sp1.p1);
    Vector2d v2(sp0.p0, sp1.p0);

    double cp = v1 ^ v0;

    if (fabs(cp) < UNIT_VECTOR_TOLERANCE) {
        p = INVALID_POINT;
        return 0;  // parallel or degenerate lines
    }

    t[0] = (v1 ^ v2) / cp;
    p = v0 * t[0] + sp0.p0;
    p.ok = true;
    double toler = geoff_geometry::TOLERANCE / sp0.length;  // calc a parametric tolerance

    t[1] = (v0 ^ v2) / cp;
    if (t[0] < -toler || t[0] > 1 + toler) {  // intersection on first?
        return 0;
    }
    toler = geoff_geometry::TOLERANCE / sp1.length;  // calc a parametric tolerance
    if (t[1] < -toler || t[1] > 1 + toler) {         // intersection on second?
        return 0;
    }
    return 1;
}

int LineArcIntof(const Span& line, const Span& arc, Point& p0, Point& p1, double t[4])
{
    // inters of line arc
    // solving	x = x0 + dx * t			x = y0 + dy * t
    //			x = xc + R * cos(a)		y = yc + R * sin(a)		for t
    // gives :-  t² (dx² + dy²) + 2t(dx*dx0 + dy*dy0) + (x0-xc)² + (y0-yc)² - R² = 0
    int nRoots;
    Vector2d v0(arc.pc, line.p0);
    Vector2d v1(line.p0, line.p1);
    double s = v1.magnitudesqd();

    p0.ok = p1.ok = false;
    if ((nRoots = quadratic(s, 2 * (v0 * v1), v0.magnitudesqd() - arc.radius * arc.radius, t[0], t[1]))
        != 0) {
        double toler = geoff_geometry::TOLERANCE / sqrt(s);  // calc a parametric tolerance
        if (t[0] > -toler && t[0] < 1 + toler) {
            p0 = v1 * t[0] + line.p0;
            p0.ok = arc.OnSpan(p0, &t[2]);
        }
        if (nRoots == 2) {
            if (t[1] > -toler && t[1] < 1 + toler) {
                p1 = v1 * t[1] + line.p0;
                p1.ok = arc.OnSpan(p1, &t[3]);
            }
        }
        if (!p0.ok && p1.ok) {
            p0 = p1;
            p1.ok = false;
        }
        nRoots = (int)p0.ok + (int)p1.ok;
    }
    return nRoots;
}

int ArcArcIntof(const Span& arc0, const Span& arc1, Point& pLeft, Point& pRight)
{
    // Intof 2 arcs
    int numInts = Intof(Circle(arc0.pc, arc0.radius), Circle(arc1.pc, arc1.radius), pLeft, pRight);

    if (numInts == 0) {
        pLeft = arc0.p1;
        pLeft.ok = false;
        return 0;
    }
    int nLeft = arc0.OnSpan(pLeft) && arc1.OnSpan(pLeft);
    int nRight = (numInts == 2) ? arc0.OnSpan(pRight) && arc1.OnSpan(pRight) : 0;
    if (nLeft == 0 && nRight) {
        pLeft = pRight;
    }
    return nLeft + nRight;
}

bool Span::OnSpan(const Point& p) const
{
    double t;
    return OnSpan(p, &t);
}

bool Span::OnSpan(const Point& p, double* t) const
{
    // FAST OnSpan test - assumes that p lies ON the unbounded span
#if _DEBUG
    if (!this->returnSpanProperties) {
        FAILURE(L"OnSpan - properties no set, incorrect calling code");
    }
#endif

    bool ret;

    if (dir == LINEAR) {
#if _DEBUG
        // check p is on line
        CLine cl(*this);
        double d = fabs(cl.Dist(p));
        if (d > geoff_geometry::TOLERANCE) {
            FAILURE(L"OnSpan - point not on linear span, incorrect calling code");
        }
#endif
        Vector2d v0(p0, p);
        *t = vs * v0;
        *t = *t / length;
        ret = (*t >= 0 && *t <= 1.0);
    }
    else {
        // true if p lies on arc span sp (p must be on circle of span)
#if _DEBUG
        // check that p lies on the arc
        double d = p.Dist(pc);
        if (FNE(d, radius, geoff_geometry::TOLERANCE)) {
            FAILURE(L"OnSpan - point not on circular span, incorrect calling code");
        }

#endif
#if 0  // alt method (faster, but doesn't provide t)
			Vector2d v0(p0, p);
			Vector2d v1(p0, p1);

			// check angle to point from start
			double cp;
			ret = ((cp = (dir * (v0 ^ v1))) > 0);
			*t = 0.0;// incorrect !!!
#else
        Vector2d v = ~Vector2d(pc, p);
        v.normalise();
        if (dir == CW) {
            v = -v;
        }

        double ang = IncludedAngle(vs, v, dir);
        *t = ang / angle;
        ret = (*t >= 0 && *t <= 1.0);
#endif
    }

    return ret;
}

Line::Line(const Point3d& p, const Vector3d& v0, bool boxed)
{
    // constructor from point & vector
    p0 = p;
    v = v0;
    length = v.magnitude();
    if (boxed) {
        minmax();
    }
    ok = (length > geoff_geometry::TOLERANCE);
}

Line::Line(const Point3d& p, const Point3d& p1)
{
    // constructor from 2 points
    p0 = p;
    v = Vector3d(p, p1);
    length = v.magnitude();
    minmax();
    ok = (length > geoff_geometry::TOLERANCE);
}

Line::Line(const Span& sp)
{
    // constructor from linear span
    p0 = sp.p0;
    v = sp.vs * sp.length;
    length = sp.length;
    //	box = sp.box;
    box.min = Point3d(sp.box.min);
    box.max = Point3d(sp.box.max);
    ok = !sp.NullSpan;
}

void Line::minmax()
{
    MinMax(this->p0, box.min, box.max);
    MinMax(this->v + this->p0, box.min, box.max);
}

bool Line::atZ(double z, Point3d& p) const
{
    // returns p at z on line
    if (FEQZ(this->v.getz())) {
        return false;
    }
    double t = (z - this->p0.z) / this->v.getz();
    p = Point3d(this->p0.x + t * this->v.getx(), this->p0.y + t * this->v.gety(), z);
    return true;
}


bool Line::Shortest(const Line& l2, Line& lshort, double& t1, double& t2) const
{
    /*
    Calculate the line segment PaPb that is the shortest route between
    two lines P1P2 and P3P4. Calculate also the values of mua and mub where
    Pa = P1 + t1 (P2 - P1)
    Pb = P3 + t2 (P4 - P3)
    Return FALSE if no solution exists.       P Bourke method.
        Input this 1st line
        Input l2   2nd line
        Output lshort shortest line between lines (if !lshort.ok, the line intersect at a point
    lshort.p0) Output t1 parameter at intersection on 1st Line Output t2 parameter at intersection
    on 2nd Line

    */
    Vector3d v13(l2.p0, this->p0);
    if (!this->ok || !l2.ok) {
        return false;
    }

    double d1343 = v13 * l2.v;  // dot products
    double d4321 = l2.v * this->v;
    double d1321 = v13 * this->v;
    double d4343 = l2.v * l2.v;
    double d2121 = this->v * this->v;

    double denom = d2121 * d4343 - d4321 * d4321;
    if (fabs(denom) < 1.0e-09) {
        return false;
    }
    double numer = d1343 * d4321 - d1321 * d4343;

    t1 = numer / denom;
    t2 = (d1343 + d4321 * t1) / d4343;

    lshort = Line(t1 * this->v + this->p0, t2 * l2.v + l2.p0);
    t1 *= this->length;
    t2 *= l2.length;  // parameter in line length for tolerance checking
    return true;
}

int Intof(const Line& l0, const Line& l1, Point3d& intof)
{
    /* intersection of 2 vectors
    returns 0 for  intercept but not within either vector
    returns 1 for intercept on both vectors

    note that this routine always returns 0 for parallel vectors
    method:
    x = x0 + dx0 * t0	for l0
    ...
    ...
    x = x1 + dx1 * t1	for l1
    ...
    ...

    x0 + dx0 * t0 = x1 + dx1 * t1
    dx0 * t0 - dx1 * t1 + x0 - x1 = 0

    setup 3 x 3 determinent for
    a0 t0 + b0 t1 + c0 = 0
    a1 t0 + b1 t1 + c1 = 0
    a2 t0 + b2 t1 + c2 = 0

    from above a = l0.v
    b = -l1.v
    c = Vector3d(l1, l0)
    */
    //	Vector3d a = l0.v;
    if (l0.box.outside(l1.box)) {
        return 0;
    }
    Vector3d b = -l1.v;
    Vector3d c = Vector3d(l1.p0, l0.p0);
    Vector3d det = l0.v ^ b;
    Vector3d t = b ^ c;

    // choose largest determinant & corresponding parameter for accuracy
    double t0 = t.getx();
    double d = det.getx();

    if (fabs(det.getz()) > fabs(det.gety())) {
        if (fabs(det.getz()) > fabs(det.getx())) {
            t0 = t.getz();
            d = det.getz();
        }
    }
    else {
        if (fabs(det.gety()) > fabs(det.getx())) {
            t0 = t.gety();
            d = det.gety();
        }
    }

    if (fabs(d) < 1.0e-06) {
        return 0;
    }

    t0 /= d;
    intof = l0.v * t0 + l0.p0;

    Point3d other;
    double t1;
    if (Dist(l1, intof, other, t1) > geoff_geometry::TOLERANCE) {
        return 0;
    }

    t0 *= l0.length;
    if (t0 < -geoff_geometry::TOLERANCE || t0 > l0.length + geoff_geometry::TOLERANCE
        || t1 < -geoff_geometry::TOLERANCE || t1 > l1.length + geoff_geometry::TOLERANCE) {
        return 0;
    }
    return 1;
}


double Dist(const Line& l, const Point3d& p, Point3d& pnear, double& t)
{
    // returns the distance of a point from a line and the near point on the extended line and the
    // parameter of the near point (0-length) in range
    pnear = Near(l, p, t);
    return p.Dist(pnear);
}

Point3d Near(const Line& l, const Point3d& p, double& t)
{
    // returns the near point from a line on the extended line and the parameter of the near point
    // (0-length) in range
    t = (Vector3d(l.p0, p) * l.v) / l.length;  // t parametrised 0 - line length
    return l.v * (t / l.length) + l.p0;
}

Point3d Line::Near(const Point3d& p, double& t) const
{
    // returns the near point from a line on the extended line and the parameter of the near point
    // (0-length) in range
    t = (Vector3d(this->p0, p) * this->v) / this->length;  // t parametrised 0 - line length
    return this->v * (t / this->length) + this->p0;
}

double DistSq(const Point3d* p, const Vector3d* vl, const Point3d* pf)
{
    /// returns the distance squared of pf from the line given by p,vl
    /// vl must be normalised
    Vector3d v(*p, *pf);
    Vector3d vcp = *vl ^ v;
    double d = vcp.magnitudeSq();  // l * sina
    return d;
}

double Dist(const Point3d* p, const Vector3d* vl, const Point3d* pf)
{
    /// returns the distance of pf from the line given by p,vl
    /// vl must be normalised
    Vector3d v(*p, *pf);
    Vector3d vcp = *vl ^ v;
    double d = vcp.magnitude();  // l * sina
    return d;
}

double Dist(const Span& sp, const Point& p, Point& pnear)
{
    // returns distance of p from span, pnear is the nearpoint on the span (or endpoint)
    if (!sp.dir) {
        double d, t;
        Point3d unused_pnear;
        d = Dist(Line(sp), Point3d(p), unused_pnear, t);
        if (t < -geoff_geometry::TOLERANCE) {
            pnear = sp.p0;  // nearpoint
            d = pnear.Dist(p);
        }
        else if (t > sp.length + geoff_geometry::TOLERANCE) {
            pnear = sp.p1;
            d = pnear.Dist(p);
        }
        return d;
    }
    else {
        // put pnear on the circle
        double radiusp;
        Vector2d v(sp.pc, p);
        if ((radiusp = v.magnitude()) < geoff_geometry::TOLERANCE) {
            // point specified on circle centre - use first point as near point
            pnear = sp.p0;  // nearpoint
            return sp.radius;
        }
        else {
            pnear = v * (sp.radius / radiusp) + sp.pc;

            // check if projected point is on the arc
            if (sp.OnSpan(pnear)) {
                return fabs(radiusp - sp.radius);
            }

            // point not on arc so calc nearest end-point
            double ndist = p.Dist(sp.p0);
            double dist = p.Dist(sp.p1);
            if (ndist >= dist) {
                // sp.p1 is near point
                pnear = sp.p1;
                return dist;
            }

            // sp.p0 is near point
            pnear = sp.p0;  // nearpoint
            return ndist;
        }
    }
}

bool OnSpan(const Span& sp, const Point& p)
{
    Point nullPoint;
    return OnSpan(sp, p, false, nullPoint, nullPoint);
}

bool OnSpan(const Span& sp, const Point& p, bool nearPoints, Point& pNear, Point& pOnSpan)
{
    // function returns true if pNear == pOnSpan
    //			returns pNear & pOnSpan if nearPoints true
    //			pNear (nearest on unbound span)
    //			pOnSpan (nearest on finite span)
    if (sp.dir) {
        // arc
        if (fabs(p.Dist(sp.pc) - sp.radius) > geoff_geometry::TOLERANCE) {
            if (!nearPoints) {
                return false;
            }
        }

        pNear = On(Circle(sp.pc, sp.radius), p);

        if (sp.OnSpan(pNear)) {
            if (nearPoints) {
                pOnSpan = pNear;
            }
            return true;  // near point is on arc - already calculated
        }

        // point not on arc return the nearest end-point
        if (nearPoints) {
            pOnSpan = (p.Dist(sp.p0) >= p.Dist(sp.p1)) ? sp.p1 : sp.p0;
        }
        return false;
    }
    else {
        // straight
        if (fabs(CLine(sp.p0, sp.vs).Dist(p)) > geoff_geometry::TOLERANCE) {
            if (!nearPoints) {
                return false;
            }
        }
        Vector2d v(sp.p0, p);
        double t = v * sp.vs;
        if (nearPoints) {
            pNear = sp.vs * t + sp.p0;
        }
        bool onSpan = (t > -geoff_geometry::TOLERANCE && t < sp.length + geoff_geometry::TOLERANCE);
        if (!onSpan) {
            if (nearPoints) {
                pOnSpan = (p.Dist(sp.p0) >= p.Dist(sp.p1)) ? sp.p1 : sp.p0;
            }
        }
        else {
            if (nearPoints) {
                pOnSpan = pNear;
            }
        }
        return onSpan;
    }
}

// Triangle3d Constructors
Triangle3d::Triangle3d(const Point3d& p1, const Point3d& p2, const Point3d& p3)
{
    vert1 = p1;
    vert2 = p2;
    vert3 = p3;
    v0 = Vector3d(vert1, vert2);
    v1 = Vector3d(vert1, vert3);
    ok = true;

    // set box
    box.min.x = __min(__min(vert1.x, vert2.x), vert3.x);
    box.min.y = __min(__min(vert1.y, vert2.y), vert3.y);
    box.min.z = __min(__min(vert1.z, vert2.z), vert3.z);

    box.max.x = __max(__max(vert1.x, vert2.x), vert3.x);
    box.max.y = __max(__max(vert1.y, vert2.y), vert3.y);
    box.max.z = __max(__max(vert1.z, vert2.z), vert3.z);
}

// Triangle3d methods
bool Triangle3d::Intof(const Line& l, Point3d& intof) const
{
    // returns intersection triangle to line in intof
    // function returns true for intersection, false for no intersection
    // method based on Möller & Trumbore(1997) (Barycentric coordinates)
    // based on incorrect Pseudo code from "Geometric Tools for Computer Graphics" p.487
    if (box.outside(l.box)) {
        return false;
    }

    Vector3d line(l.v);
    line.normalise();

    Vector3d p = line ^ v1;  // cross product
    double tmp = p * v0;     // dot product

    if (FEQZ(tmp)) {
        return false;
    }

    tmp = 1 / tmp;
    Vector3d s(vert1, l.p0);

    double u = tmp * (s * p);  // barycentric coordinate
    if (u < 0 || u > 1) {      // not inside triangle
        return false;
    }

    Vector3d q = s ^ v0;
    double v = tmp * (line * q);  // barycentric coordinate
    if (v < 0 || v > 1) {         // not inside triangle
        return false;
    }

    if (u + v > 1) {  // not inside triangle
        return false;
    }

    double t = tmp * (v1 * q);
    intof = line * t + l.p0;
    return true;
}


// box class
bool Box::outside(const Box& b) const
{
    // returns true if this box is outside b
    if (!b.ok || !this->ok) {  // no box set
        return false;
    }
    if (this->max.x < b.min.x) {
        return true;
    }
    if (this->max.y < b.min.y) {
        return true;
    }
    if (this->min.x > b.max.x) {
        return true;
    }
    if (this->min.y > b.max.y) {
        return true;
    }
    return false;
}

void Box::combine(const Box& b)
{
    if (b.max.x > this->max.x) {
        this->max.x = b.max.x;
    }
    if (b.max.y > this->max.y) {
        this->max.y = b.max.y;
    }
    if (b.min.x < this->min.x) {
        this->min.x = b.min.x;
    }
    if (b.min.y < this->min.y) {
        this->min.y = b.min.y;
    }
}

void Box3d::combine(const Box3d& b)
{
    if (b.max.x > this->max.x) {
        this->max.x = b.max.x;
    }
    if (b.max.y > this->max.y) {
        this->max.y = b.max.y;
    }
    if (b.max.z > this->max.z) {
        this->max.z = b.max.z;
    }
    if (b.min.x < this->min.x) {
        this->min.x = b.min.x;
    }
    if (b.min.y < this->min.y) {
        this->min.y = b.min.y;
    }
    if (b.min.z < this->min.z) {
        this->min.z = b.min.z;
    }
}

bool Box3d::outside(const Box3d& b) const
{
    // returns true if this box is outside b
    if (!b.ok || !this->ok) {  // no box set
        return false;
    }
    if (this->max.x < b.min.x) {
        return true;
    }
    if (this->max.y < b.min.y) {
        return true;
    }
    if (this->max.z < b.min.z) {
        return true;
    }
    if (this->min.x > b.max.x) {
        return true;
    }
    if (this->min.y > b.max.y) {
        return true;
    }
    if (this->min.z > b.max.z) {
        return true;
    }
    return false;
}

Line IsPtsLine(const double* a, int n, double tolerance, double* deviation)
{
    // returns a Line if all points are within tolerance
    // deviation is returned as the sum of all deviations of interior points to line(sp,ep)
    int np = n / 3;  // number of points
    *deviation = 0;  // cumulative deviation
    if (np < 2) {    // Invalid line
        return Line();
    }

    Point3d sp(&a[0]);
    Point3d ep(&a[n - 3]);
    Line line(sp, ep);  // line start - end

    if (line.ok) {
        for (int j = 1; j < np - 1; j++) {
            Point3d mp(&a[j * 3]);
            double t, d = 0;
            if ((d = mp.Dist(line.Near(mp, t))) > tolerance) {
                line.ok = false;
                return line;
            }
            *deviation = *deviation + d;
        }
    }
    return line;
}
}  // namespace geoff_geometry