ilqgames
A new real-time solver for large-scale differential games.
line_segment2.cpp
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34  * Authors: David Fridovich-Keil ( dfk@eecs.berkeley.edu )
35  */
36 
37 ///////////////////////////////////////////////////////////////////////////////
38 //
39 // Line segment in 2D.
40 //
41 ///////////////////////////////////////////////////////////////////////////////
42 
43 #include <ilqgames/geometry/line_segment2.h>
44 #include <ilqgames/utils/types.h>
45 
46 namespace ilqgames {
47 
48 bool LineSegment2::Side(const Point2& query) const {
49  const Point2 relative_query = query - p1_;
50  const float cross_product = relative_query.x() * unit_direction_.y() -
51  unit_direction_.x() * relative_query.y();
52 
53  return cross_product > 0.0;
54 }
55 
56 Point2 LineSegment2::ClosestPoint(const Point2& query, bool* is_endpoint,
57  float* signed_squared_distance) const {
58  // Find query relative to p1.
59  const Point2 relative_query = query - p1_;
60 
61  // Find dot product and signed length of cross product.
62  const float dot_product = relative_query.dot(unit_direction_);
63  const float cross_product = relative_query.x() * unit_direction_.y() -
64  unit_direction_.x() * relative_query.y();
65 
66  const float cross_product_sign = sgn(cross_product);
67 
68  // Determine closest point. This will either be an endpoint or the interior of
69  // the segment.
70  if (dot_product < 0.0) {
71  // Query lies behind this line segment, so closest point is p1.
72  if (is_endpoint) *is_endpoint = true;
73 
74  if (signed_squared_distance) {
75  *signed_squared_distance =
76  cross_product_sign * relative_query.squaredNorm();
77  }
78 
79  return p1_;
80  } else if (dot_product > length_) {
81  // Closest point is p2.
82  if (is_endpoint) *is_endpoint = true;
83 
84  if (signed_squared_distance) {
85  *signed_squared_distance =
86  cross_product_sign * (query - p2_).squaredNorm();
87  }
88 
89  return p2_;
90  }
91 
92  // Closest point is in the interior of the line segment.
93  if (is_endpoint) *is_endpoint = false;
94 
95  if (signed_squared_distance)
96  *signed_squared_distance =
97  cross_product_sign * cross_product * cross_product;
98 
99  return p1_ + dot_product * unit_direction_;
100 }
101 
102 } // namespace ilqgames