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

315 lines
9.7 KiB
Python

# Copyright (c) 2010-2024, Manfred Moitzi
# License: MIT License
from __future__ import annotations
from typing import Optional
import math
from ezdxf.math import Vec2, intersection_line_line_2d, UVec
from .construct2d import is_point_left_of_line, TOLERANCE
from .bbox import BoundingBox2d
__all__ = ["ConstructionRay", "ConstructionLine", "ParallelRaysError"]
class ParallelRaysError(ArithmeticError):
pass
HALF_PI = math.pi / 2.0
THREE_PI_HALF = 1.5 * math.pi
DOUBLE_PI = math.pi * 2.0
ABS_TOL = 1e-12
class ConstructionRay:
"""Construction tool for infinite 2D rays.
Args:
p1: definition point 1
p2: ray direction as 2nd point or ``None``
angle: ray direction as angle in radians or ``None``
"""
def __init__(
self, p1: UVec, p2: Optional[UVec] = None, angle: Optional[float] = None
):
self._location = Vec2(p1)
self._angle: Optional[float]
self._slope: Optional[float]
self._yof0: Optional[float]
self._direction: Vec2
self._is_vertical: bool
self._is_horizontal: bool
if p2 is not None:
p2_ = Vec2(p2)
if self._location.x < p2_.x:
self._direction = (p2_ - self._location).normalize()
else:
self._direction = (self._location - p2_).normalize()
self._angle = self._direction.angle
elif angle is not None:
self._angle = angle
self._direction = Vec2.from_angle(angle)
else:
raise ValueError("p2 or angle required.")
if abs(self._direction.x) <= ABS_TOL:
self._slope = None
self._yof0 = None
else:
self._slope = self._direction.y / self._direction.x
self._yof0 = self._location.y - self._slope * self._location.x
self._is_vertical = self._slope is None
self._is_horizontal = abs(self._direction.y) <= ABS_TOL
@property
def location(self) -> Vec2:
"""Location vector as :class:`Vec2`."""
return self._location
@property
def direction(self) -> Vec2:
"""Direction vector as :class:`Vec2`."""
return self._direction
@property
def slope(self) -> Optional[float]:
"""Slope of ray or ``None`` if vertical."""
return self._slope
@property
def angle(self) -> float:
"""Angle between x-axis and ray in radians."""
if self._angle is None:
return self._direction.angle
else:
return self._angle
@property
def angle_deg(self) -> float:
"""Angle between x-axis and ray in degrees."""
return math.degrees(self.angle)
@property
def is_vertical(self) -> bool:
"""``True`` if ray is vertical (parallel to y-axis)."""
return self._is_vertical
@property
def is_horizontal(self) -> bool:
"""``True`` if ray is horizontal (parallel to x-axis)."""
return self._is_horizontal
def __repr__(self) -> str:
return (
"ConstructionRay(p1=({0.location.x:.3f}, {0.location.y:.3f}), "
"angle={0.angle:.5f})".format(self)
)
def is_parallel(self, other: ConstructionRay) -> bool:
"""Returns ``True`` if rays are parallel."""
if self._is_vertical:
return other._is_vertical
if other._is_vertical:
return False
if self._is_horizontal:
return other._is_horizontal
# guards above guarantee that no slope is None
return math.isclose(self._slope, other._slope, abs_tol=ABS_TOL) # type: ignore
def intersect(self, other: ConstructionRay) -> Vec2:
"""Returns the intersection point as ``(x, y)`` tuple of `self` and
`other`.
Raises:
ParallelRaysError: if rays are parallel
"""
ray1 = self
ray2 = other
if ray1.is_parallel(ray2):
raise ParallelRaysError("Rays are parallel")
if ray1._is_vertical:
x = ray1._location.x
if ray2.is_horizontal:
y = ray2._location.y
else:
y = ray2.yof(x)
elif ray2._is_vertical:
x = ray2._location.x
if ray1.is_horizontal:
y = ray1._location.y
else:
y = ray1.yof(x)
elif ray1._is_horizontal:
y = ray1._location.y
x = ray2.xof(y)
elif ray2._is_horizontal:
y = ray2._location.y
x = ray1.xof(y)
else:
# calc intersection with the 'straight-line-equation'
# based on y(x) = y0 + x*slope
# guards above guarantee that no slope is None
x = (ray1._yof0 - ray2._yof0) / (ray2._slope - ray1._slope) # type: ignore
y = ray1.yof(x)
return Vec2((x, y))
def orthogonal(self, location: UVec) -> ConstructionRay:
"""Returns orthogonal ray at `location`."""
return ConstructionRay(location, angle=self.angle + HALF_PI)
def yof(self, x: float) -> float:
"""Returns y-value of ray for `x` location.
Raises:
ArithmeticError: for vertical rays
"""
if self._is_vertical:
raise ArithmeticError
# guard above guarantee that slope is not None
return self._yof0 + float(x) * self._slope # type: ignore
def xof(self, y: float) -> float:
"""Returns x-value of ray for `y` location.
Raises:
ArithmeticError: for horizontal rays
"""
if self._is_vertical: # slope == None
return self._location.x
elif not self._is_horizontal: # slope != None & slope != 0
return (float(y) - self._yof0) / self._slope # type: ignore
else:
raise ArithmeticError
def bisectrix(self, other: ConstructionRay) -> ConstructionRay:
"""Bisectrix between `self` and `other`."""
intersection = self.intersect(other)
alpha = (self.angle + other.angle) / 2.0
return ConstructionRay(intersection, angle=alpha)
class ConstructionLine:
"""Construction tool for 2D lines.
The :class:`ConstructionLine` class is similar to :class:`ConstructionRay`,
but has a start- and endpoint. The direction of line goes from start- to
endpoint, "left of line" is always in relation to this line direction.
Args:
start: start point of line as :class:`Vec2` compatible object
end: end point of line as :class:`Vec2` compatible object
"""
def __init__(self, start: UVec, end: UVec):
self.start = Vec2(start)
self.end = Vec2(end)
def __repr__(self) -> str:
return "ConstructionLine({0.start}, {0.end})".format(self)
@property
def bounding_box(self) -> BoundingBox2d:
"""bounding box of line as :class:`BoundingBox2d` object."""
return BoundingBox2d((self.start, self.end))
def translate(self, dx: float, dy: float) -> None:
"""
Move line about `dx` in x-axis and about `dy` in y-axis.
Args:
dx: translation in x-axis
dy: translation in y-axis
"""
v = Vec2(dx, dy)
self.start += v
self.end += v
@property
def sorted_points(self):
return (
(self.end, self.start)
if self.start > self.end
else (self.start, self.end)
)
@property
def ray(self):
"""collinear :class:`ConstructionRay`."""
return ConstructionRay(self.start, self.end)
def __eq__(self, other: object) -> bool:
if not isinstance(other, ConstructionLine):
raise TypeError(type(other))
return self.sorted_points == other.sorted_points
def __lt__(self, other: object) -> bool:
if not isinstance(other, ConstructionLine):
raise TypeError(type(other))
return self.sorted_points < other.sorted_points
def length(self) -> float:
"""Returns length of line."""
return (self.end - self.start).magnitude
def midpoint(self) -> Vec2:
"""Returns mid point of line."""
return self.start.lerp(self.end)
@property
def is_vertical(self) -> bool:
"""``True`` if line is vertical."""
return math.isclose(self.start.x, self.end.x)
@property
def is_horizontal(self) -> bool:
"""``True`` if line is horizontal."""
return math.isclose(self.start.y, self.end.y)
def inside_bounding_box(self, point: UVec) -> bool:
"""Returns ``True`` if `point` is inside of line bounding box."""
return self.bounding_box.inside(point)
def intersect(
self, other: ConstructionLine, abs_tol: float = TOLERANCE
) -> Optional[Vec2]:
"""Returns the intersection point of to lines or ``None`` if they have
no intersection point.
Args:
other: other :class:`ConstructionLine`
abs_tol: tolerance for distance check
"""
return intersection_line_line_2d(
(self.start, self.end),
(other.start, other.end),
virtual=False,
abs_tol=abs_tol,
)
def has_intersection(
self, other: ConstructionLine, abs_tol: float = TOLERANCE
) -> bool:
"""Returns ``True`` if has intersection with `other` line."""
return self.intersect(other, abs_tol=abs_tol) is not None
def is_point_left_of_line(self, point: UVec, colinear=False) -> bool:
"""Returns ``True`` if `point` is left of construction line in relation
to the line direction from start to end.
If `colinear` is ``True``, a colinear point is also left of the line.
"""
return is_point_left_of_line(
point, self.start, self.end, colinear=colinear
)