/** * Determines whether this sector intersects the specified geographic line segment. The line * segment is specified by a begin location and an end location. The locations are are assumed to * be connected by a linear path in geographic space. This returns true if any location along that * linear path intersects this sector, including the begin and end locations. * * @param begin the line segment begin location. * @param end the line segment end location. * @return true <code>true</code> if this sector intersects the line segment, otherwise <code> * false</code>. * @throws IllegalArgumentException if either the begin location or the end location is null. */ public boolean intersectsSegment(LatLon begin, LatLon end) { if (begin == null) { throw new IllegalArgumentException("Begin Is Null"); } if (end == null) { throw new IllegalArgumentException("End Is Null"); } Vec4 segmentBegin = new Vec4(begin.getLongitude().degrees, begin.getLatitude().degrees, 0); Vec4 segmentEnd = new Vec4(end.getLongitude().degrees, end.getLatitude().degrees, 0); Vec4 tmp = segmentEnd.subtract3(segmentBegin); Vec4 segmentCenter = segmentBegin.add3(segmentEnd).divide3(2); Vec4 segmentDirection = tmp.normalize3(); double segmentExtent = tmp.getLength3() / 2.0; LatLon centroid = this.getCentroid(); Vec4 boxCenter = new Vec4(centroid.getLongitude().degrees, centroid.getLatitude().degrees, 0); double boxExtentX = this.getDeltaLonDegrees() / 2.0; double boxExtentY = this.getDeltaLatDegrees() / 2.0; Vec4 diff = segmentCenter.subtract3(boxCenter); if (Math.abs(diff.x) > (boxExtentX + segmentExtent * Math.abs(segmentDirection.x))) { return false; } if (Math.abs(diff.y) > (boxExtentY + segmentExtent * Math.abs(segmentDirection.y))) { return false; } //noinspection SuspiciousNameCombination Vec4 segmentPerp = new Vec4(segmentDirection.y, -segmentDirection.x, 0); return Math.abs(segmentPerp.dot3(diff)) <= (boxExtentX * Math.abs(segmentPerp.x) + boxExtentY * Math.abs(segmentPerp.y)); }
/** * Compute points on either side of a line segment. This method requires a point on the line, and * either a next point, previous point, or both. * * @param point Center point about which to compute side points. * @param prev Previous point on the line. May be null if {@code next} is non-null. * @param next Next point on the line. May be null if {@code prev} is non-null. * @param leftPositions Left position will be added to this list. * @param rightPositions Right position will be added to this list. * @param halfWidth Distance from the center line to the left or right lines. * @param globe Current globe. */ protected void generateParallelPoints( Vec4 point, Vec4 prev, Vec4 next, List<Position> leftPositions, List<Position> rightPositions, double halfWidth, Globe globe) { if ((point == null) || (prev == null && next == null)) { String message = Logging.getMessage("nullValue.PointIsNull"); Logging.logger().severe(message); throw new IllegalArgumentException(message); } if (leftPositions == null || rightPositions == null) { String message = Logging.getMessage("nullValue.PositionListIsNull"); Logging.logger().severe(message); throw new IllegalArgumentException(message); } if (globe == null) { String message = Logging.getMessage("nullValue.GlobeIsNull"); Logging.logger().severe(message); throw new IllegalArgumentException(message); } Vec4 offset; Vec4 normal = globe.computeSurfaceNormalAtPoint(point); // Compute vector in the direction backward along the line. Vec4 backward = (prev != null) ? prev.subtract3(point) : point.subtract3(next); // Compute a vector perpendicular to segment BC, and the globe normal vector. Vec4 perpendicular = backward.cross3(normal); double length; // If both next and previous points are supplied then calculate the angle that bisects the angle // current, next, prev. if (next != null && prev != null && !Vec4.areColinear(prev, point, next)) { // Compute vector in the forward direction. Vec4 forward = next.subtract3(point); // Calculate the vector that bisects angle ABC. offset = forward.normalize3().add3(backward.normalize3()); offset = offset.normalize3(); // Compute the scalar triple product of the vector BC, the normal vector, and the offset // vector to // determine if the offset points to the left or the right of the control line. double tripleProduct = perpendicular.dot3(offset); if (tripleProduct < 0) { offset = offset.multiply3(-1); } // Determine the length of the offset vector that will keep the left and right lines parallel // to the control // line. Angle theta = backward.angleBetween3(offset); if (!Angle.ZERO.equals(theta)) length = halfWidth / theta.sin(); else length = halfWidth; } else { offset = perpendicular.normalize3(); length = halfWidth; } offset = offset.multiply3(length); // Determine the left and right points by applying the offset. Vec4 ptRight = point.add3(offset); Vec4 ptLeft = point.subtract3(offset); // Convert cartesian points to geographic. Position posLeft = globe.computePositionFromPoint(ptLeft); Position posRight = globe.computePositionFromPoint(ptRight); leftPositions.add(posLeft); rightPositions.add(posRight); }