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stepanalyser/.venv/lib/python3.12/site-packages/ezdxf/math/box.py
Christian Anetzberger a197de9456 initial
2026-01-22 20:23:51 +01:00

269 lines
8.3 KiB
Python

# Copyright (c) 2019-2022, Manfred Moitzi
# License: MIT License
from __future__ import annotations
from typing import Sequence, Iterable
import math
from ezdxf.math import Vec2, UVec
from .bbox import BoundingBox2d
from .line import ConstructionLine
from .construct2d import point_to_line_relation
ABS_TOL = 1e-12
__all__ = ["ConstructionBox"]
class ConstructionBox:
"""Construction tool for 2D rectangles.
Args:
center: center of rectangle
width: width of rectangle
height: height of rectangle
angle: angle of rectangle in degrees
"""
def __init__(
self,
center: UVec = (0, 0),
width: float = 1,
height: float = 1,
angle: float = 0,
):
self._center = Vec2(center)
self._width: float = abs(width)
self._height: float = abs(height)
self._angle: float = angle # in degrees
# corners: lower left, lower right, upper right, upper left:
self._corners: Sequence[Vec2] = tuple()
self._tainted: bool = True
@classmethod
def from_points(cls, p1: UVec, p2: UVec) -> ConstructionBox:
"""Creates a box from two opposite corners, box sides are parallel to x-
and y-axis.
Args:
p1: first corner as :class:`Vec2` compatible object
p2: second corner as :class:`Vec2` compatible object
"""
_p1 = Vec2(p1)
_p2 = Vec2(p2)
width: float = abs(_p2.x - _p1.x)
height: float = abs(_p2.y - _p1.y)
center: Vec2 = _p1.lerp(_p2)
return cls(center=center, width=width, height=height)
def update(self) -> None:
if not self._tainted:
return
center = self.center
w2 = Vec2.from_deg_angle(self._angle, self._width / 2.0)
h2 = Vec2.from_deg_angle(self._angle + 90, self._height / 2.0)
self._corners = (
center - w2 - h2, # lower left
center + w2 - h2, # lower right
center + w2 + h2, # upper right
center - w2 + h2, # upper left
)
self._tainted = False
@property
def bounding_box(self) -> BoundingBox2d:
""":class:`BoundingBox2d`"""
return BoundingBox2d(self.corners)
@property
def center(self) -> Vec2:
"""box center"""
return self._center
@center.setter
def center(self, c: UVec) -> None:
self._center = Vec2(c)
self._tainted = True
@property
def width(self) -> float:
"""box width"""
return self._width
@width.setter
def width(self, w: float) -> None:
self._width = abs(w)
self._tainted = True
@property
def height(self) -> float:
"""box height"""
return self._height
@height.setter
def height(self, h: float) -> None:
self._height = abs(h)
self._tainted = True
@property
def incircle_radius(self) -> float:
"""incircle radius"""
return min(self._width, self._height) * 0.5
@property
def circumcircle_radius(self) -> float:
"""circum circle radius"""
return math.hypot(self._width, self._height) * 0.5
@property
def angle(self) -> float:
"""rotation angle in degrees"""
return self._angle
@angle.setter
def angle(self, a: float) -> None:
self._angle = a
self._tainted = True
@property
def corners(self) -> Sequence[Vec2]:
"""box corners as sequence of :class:`Vec2` objects."""
self.update()
return self._corners
def __iter__(self) -> Iterable[Vec2]:
"""Iterable of box corners as :class:`Vec2` objects."""
return iter(self.corners)
def __getitem__(self, corner) -> Vec2:
"""Get corner by index `corner`, ``list`` like slicing is supported."""
return self.corners[corner]
def __repr__(self) -> str:
"""Returns string representation of box as
``ConstructionBox(center, width, height, angle)``"""
return f"ConstructionBox({self.center}, {self.width}, {self.height}, {self.angle})"
def translate(self, dx: float, dy: float) -> None:
"""Move box about `dx` in x-axis and about `dy` in y-axis.
Args:
dx: translation in x-axis
dy: translation in y-axis
"""
self.center += Vec2((dx, dy))
def expand(self, dw: float, dh: float) -> None:
"""Expand box: `dw` expand width, `dh` expand height."""
self.width += dw
self.height += dh
def scale(self, sw: float, sh: float) -> None:
"""Scale box: `sw` scales width, `sh` scales height."""
self.width *= sw
self.height *= sh
def rotate(self, angle: float) -> None:
"""Rotate box by `angle` in degrees."""
self.angle += angle
def is_inside(self, point: UVec) -> bool:
"""Returns ``True`` if `point` is inside of box."""
point = Vec2(point)
delta = self.center - point
if abs(self.angle) < ABS_TOL: # fast path for horizontal rectangles
return abs(delta.x) <= (self._width / 2.0) and abs(delta.y) <= (
self._height / 2.0
)
else:
distance = delta.magnitude
if distance > self.circumcircle_radius:
return False
elif distance <= self.incircle_radius:
return True
else:
# inside if point is "left of line" of all borderlines.
p1, p2, p3, p4 = self.corners
return all(
(
point_to_line_relation(point, a, b) < 1
for a, b in [(p1, p2), (p2, p3), (p3, p4), (p4, p1)]
)
)
def is_any_corner_inside(self, other: ConstructionBox) -> bool:
"""Returns ``True`` if any corner of `other` box is inside this box."""
return any(self.is_inside(p) for p in other.corners)
def is_overlapping(self, other: ConstructionBox) -> bool:
"""Returns ``True`` if this box and `other` box do overlap."""
distance = (self.center - other.center).magnitude
max_distance = self.circumcircle_radius + other.circumcircle_radius
if distance > max_distance:
return False
min_distance = self.incircle_radius + other.incircle_radius
if distance <= min_distance:
return True
if self.is_any_corner_inside(other):
return True
if other.is_any_corner_inside(self):
return True
# no corner is inside of any box, maybe crossing boxes?
# check intersection of diagonals
c1, c2, c3, c4 = self.corners
diag1 = ConstructionLine(c1, c3)
diag2 = ConstructionLine(c2, c4)
t1, t2, t3, t4 = other.corners
test_diag = ConstructionLine(t1, t3)
if test_diag.has_intersection(diag1) or test_diag.has_intersection(
diag2
):
return True
test_diag = ConstructionLine(t2, t4)
if test_diag.has_intersection(diag1) or test_diag.has_intersection(
diag2
):
return True
return False
def border_lines(self) -> Sequence[ConstructionLine]:
"""Returns borderlines of box as sequence of :class:`ConstructionLine`."""
p1, p2, p3, p4 = self.corners
return (
ConstructionLine(p1, p2),
ConstructionLine(p2, p3),
ConstructionLine(p3, p4),
ConstructionLine(p4, p1),
)
def intersect(self, line: ConstructionLine) -> list[Vec2]:
"""Returns 0, 1 or 2 intersection points between `line` and box
borderlines.
Args:
line: line to intersect with borderlines
Returns:
list of intersection points
=========== ==================================
list size Description
=========== ==================================
0 no intersection
1 line touches box at one corner
2 line intersects with box
=========== ==================================
"""
result = set()
for border_line in self.border_lines():
p = line.intersect(border_line)
if p is not None:
result.add(p)
return sorted(result)