#include namespace icl{ StraightLine2D::StraightLine2D(float angle, float distance){ o = Pos(cos(angle),sin(angle))*distance; v = Pos(o[1],-o[0]); v = v/v.length(); } StraightLine2D::StraightLine2D(const Pos &o, const Pos &v): o(o),v(v){ float l = v.length(); if(l){ this->v = this->v/l; } } StraightLine2D::PointPolar StraightLine2D::getAngleAndDistance() const{ Pos p(v[1],-v[0]); return PointPolar(distance(Pos(0,0)),atan2(-v[0],v[1])); } float StraightLine2D::distance(const Pos &p2) const{ Pos p = p2-o; Pos v = this->v/this->v.length(); float fac = (p[0]*v[0] + p[1]*v[1])/(v[0]*v[0] + v[1]*v[1]); return ((v*fac)-p).length(); } StraightLine2D::Pos StraightLine2D::intersect(const StraightLine2D &other) const throw(ICLException){ float A1,B1,C1,A2,B2,C2; { Pos a=o; Pos b=o+v; A1 = b[1]-a[1]; B1 = a[0]-b[0]; C1 = A1*a[0] + B1*a[1]; } { Pos a=other.o; Pos b=other.o+other.v; A2 = b[1]-a[1]; B2 = a[0]-b[0]; C2 = A2*a[0] + B2*a[1]; } float det = A1*B2 - A2*B1; if(det == 0){ throw ICLException("lines are parallel"); } return Pos((B2*C1 - B1*C2)/det,(A1*C2 - A2*C1)/det); } StraightLine2D::Pos StraightLine2D::getClosestPoint(const Pos &p) const{ Pos x = p - o; return o + v*(v[0]*x[0]+v[1]*x[1]); } }