/* * The JTS Topology Suite is a collection of Java classes that * implement the fundamental operations required to validate a given * geo-spatial data set to a known topological specification. * * Copyright (C) 2001 Vivid Solutions * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * For more information, contact: * * Vivid Solutions * Suite #1A * 2328 Government Street * Victoria BC V8T 5G5 * Canada * * (250)385-6040 * www.vividsolutions.com */ package com.revolsys.math; import com.revolsys.geometry.algorithm.CGAlgorithms; import com.revolsys.geometry.model.Point; import com.revolsys.util.MathUtil; /** * Utility functions for working with angles. * Unless otherwise noted, methods in this class express angles in radians. */ public class Angle { /** Constant representing clockwise orientation */ public static final int CLOCKWISE = CGAlgorithms.CLOCKWISE; /** Constant representing counterclockwise orientation */ public static final int COUNTERCLOCKWISE = CGAlgorithms.COUNTERCLOCKWISE; /** Constant representing no orientation */ public static final int NONE = CGAlgorithms.COLLINEAR; public static final double PI_OVER_2 = Math.PI / 2.0; public static final double PI_OVER_4 = Math.PI / 4.0; public static final double PI_TIMES_2 = 2.0 * Math.PI; /** * Calculate the angle of a coordinates * * @param x The x coordinate. * @param y The y coordinate. * @return The distance. */ public static double angle(final double x, final double y) { final double angle = Math.atan2(y, x); return angle; } public static double angle2d(final double x1, final double y1, final double x2, final double y2) { final double dx = x2 - x1; final double dy = y2 - y1; final double angle = Math.atan2(dy, dx); return angle; } public static double angle2dClockwise(final double x1, final double y1, final double x2, final double y2) { final double dx = x2 - x1; final double dy = y2 - y1; final double angle = Math.atan2(dy, dx); if (angle == 0) { return angle; } else if (angle < 0) { return -angle; } else { return PI_TIMES_2 - angle; } } /** * Calculate the angle between three coordinates. Uses the SSS theorem http://mathworld.wolfram.com/SSSTheorem.html * * @param x1 The first x coordinate. * @param y1 The first y coordinate. * @param x2 The second x coordinate. * @param y2 The second y coordinate. * @param x3 The third x coordinate. * @param y3 The third y coordinate. * @return The distance. */ public static double angleBetween(final double x1, final double y1, final double x2, final double y2, final double x3, final double y3) { final double dxA = x2 - x1; final double dyA = y2 - y1; final double aSq = dxA * dxA + dyA * dyA; final double dxB = x3 - x2; final double dyB = y3 - y2; final double bSq = dxB * dxB + dyB * dyB; final double dxC = x1 - x3; final double dyC = y1 - y3; final double cSq = dxC * dxC + dyC * dyC; final double a = Math.sqrt(aSq); final double b = Math.sqrt(bSq); final double ab2 = 2 * a * b; final double abMinuscSqDivAb2 = (aSq + bSq - cSq) / ab2; final double angle = Math.acos(abMinuscSqDivAb2); return angle; } /** * Returns the un-oriented smallest angle between two vectors. * The computed angle will be in the range 0->Pi. * * @param p1 the tip of one vector * @param p2 the tail of each vector * @param p3 the tip of the other vector * @return the angle between tail-tip1 and tail-tip2 */ public static double angleBetween(final Point p1, final Point p2, final Point p3) { final double x1 = p1.getX(); final double y1 = p1.getY(); final double x2 = p2.getX(); final double y2 = p2.getY(); final double x3 = p3.getX(); final double y3 = p3.getY(); return angleBetween(x1, y1, x2, y2, x3, y3); } public static double angleBetweenOriented(double angle1, double angle2) { if (angle1 < 0) { angle1 = MathUtil.PI_TIMES_2 + angle1; } if (angle2 < 0) { angle2 = MathUtil.PI_TIMES_2 + angle2; } if (angle2 < angle1) { angle2 = angle2 + MathUtil.PI_TIMES_2; } final double angleBetween = angle2 - angle1; return angleBetween; } public static double angleBetweenOriented(final double x1, final double y1, final double x, final double y, final double x2, final double y2) { final double angle1 = Angle.angle2d(x, y, x1, y1); final double angle2 = Angle.angle2d(x, y, x2, y2); final double angDelta = angle1 - angle2; // normalize, maintaining orientation if (angDelta <= -Math.PI) { return angDelta + PI_TIMES_2; } if (angDelta > Math.PI) { return angDelta - PI_TIMES_2; } return angDelta; } /** * Returns the oriented smallest angle between two vectors. * The computed angle will be in the range (-Pi, Pi]. * A positive result corresponds to a counterclockwise * (CCW) rotation * from v1 to v2; * a negative result corresponds to a clockwise (CW) rotation; * a zero result corresponds to no rotation. * * @param tip1 the tip of v1 * @param tail the tail of each vector * @param tip2 the tip of v2 * @return the angle between v1 and v2, relative to v1 */ public static double angleBetweenOriented(final Point tip1, final Point tail, final Point tip2) { final double x1 = tip1.getX(); final double y1 = tip1.getY(); final double x = tail.getX(); final double y = tail.getY(); final double x2 = tip2.getX(); final double y2 = tip2.getY(); return angleBetweenOriented(x1, y1, x, y, x2, y2); } public static double angleDegrees(final double x1, final double y1, final double x2, final double y2) { final double width = x2 - x1; final double height = y2 - y1; if (width == 0) { if (height < 0) { return 270; } else { return 90; } } else if (height == 0) { if (width < 0) { return 180; } else { return 0; } } final double arctan = Math.atan(height / width); double degrees = Math.toDegrees(arctan); if (width < 0) { degrees = 180 + degrees; } else { degrees = (360 + degrees) % 360; } return degrees; } /** * Computes the unoriented smallest difference between two angles. * The angles are assumed to be normalized to the range [-Pi, Pi]. * The result will be in the range [0, Pi]. * * @param angle1 the angle of one vector (in [-Pi, Pi] ) * @param angle2 the angle of the other vector (in range [-Pi, Pi] ) * @return the angle (in radians) between the two vectors (in range [0, Pi] ) */ public static double angleDiff(final double angle1, final double angle2) { double delAngle; if (angle1 < angle2) { delAngle = angle2 - angle1; } else { delAngle = angle1 - angle2; } if (delAngle > Math.PI) { delAngle = 2 * Math.PI - delAngle; } return delAngle; } public static double angleDiff(final double angle1, final double angle2, final boolean clockwise) { if (clockwise) { if (angle2 < angle1) { final double angle = angle2 + Math.PI * 2 - angle1; return angle; } else { final double angle = angle2 - angle1; return angle; } } else { if (angle1 < angle2) { final double angle = angle1 + Math.PI * 2 - angle2; return angle; } else { final double angle = angle1 - angle2; return angle; } } } public static double angleDiffDegrees(final double a, final double b) { final double largest = Math.max(a, b); final double smallest = Math.min(a, b); double diff = largest - smallest; if (diff > 180) { diff = 360 - diff; } return diff; } public static double angleNorthDegrees(final double x1, final double y1, final double x2, final double y2) { final double angle = angleDegrees(x1, y1, x2, y2); return MathUtil.getNorthClockwiseAngle(angle); } /** * Returns whether an angle must turn clockwise or counterclockwise * to overlap another angle. * * @param ang1 an angle (in radians) * @param ang2 an angle (in radians) * @return whether a1 must turn CLOCKWISE, COUNTERCLOCKWISE or NONE to * overlap a2. */ public static int getTurn(final double ang1, final double ang2) { final double crossproduct = Math.sin(ang2 - ang1); if (crossproduct > 0) { return COUNTERCLOCKWISE; } if (crossproduct < 0) { return CLOCKWISE; } return NONE; } /** * Computes the interior angle between two segments of a ring. The ring is * assumed to be oriented in a clockwise direction. The computed angle will be * in the range [0, 2Pi] * * @param p0 * a point of the ring * @param p1 * the next point of the ring * @param p2 * the next point of the ring * @return the interior angle based at <code>p1</code> */ public static double interiorAngle(final Point p0, final Point p1, final Point p2) { final double anglePrev = p1.angle2d(p0); final double angleNext = p1.angle2d(p2); return Math.abs(angleNext - anglePrev); } /** * Tests whether the angle between p0-p1-p2 is acute. * An angle is acute if it is less than 90 degrees. * <p> * Note: this implementation is not precise (determistic) for angles very close to 90 degrees. * * @param p0 an endpoint of the angle * @param p1 the base of the angle * @param p2 the other endpoint of the angle */ public static boolean isAcute(final Point p0, final Point p1, final Point p2) { // relies on fact that A dot B is positive iff A ang B is acute final double dx0 = p0.getX() - p1.getX(); final double dy0 = p0.getY() - p1.getY(); final double dx1 = p2.getX() - p1.getX(); final double dy1 = p2.getY() - p1.getY(); final double dotprod = dx0 * dx1 + dy0 * dy1; return dotprod > 0; } /** * Tests whether the angle between p0-p1-p2 is obtuse. * An angle is obtuse if it is greater than 90 degrees. * <p> * Note: this implementation is not precise (determistic) for angles very close to 90 degrees. * * @param p0 an endpoint of the angle * @param p1 the base of the angle * @param p2 the other endpoint of the angle */ public static boolean isObtuse(final Point p0, final Point p1, final Point p2) { // relies on fact that A dot B is negative iff A ang B is obtuse final double dx0 = p0.getX() - p1.getX(); final double dy0 = p0.getY() - p1.getY(); final double dx1 = p2.getX() - p1.getX(); final double dy1 = p2.getY() - p1.getY(); final double dotprod = dx0 * dx1 + dy0 * dy1; return dotprod < 0; } /** * Computes the normalized value of an angle, which is the * equivalent angle in the range ( -Pi, Pi ]. * * @param angle the angle to normalize * @return an equivalent angle in the range (-Pi, Pi] */ public static double normalize(double angle) { while (angle > Math.PI) { angle -= PI_TIMES_2; } while (angle <= -Math.PI) { angle += PI_TIMES_2; } return angle; } /** * Computes the normalized positive value of an angle, which is the * equivalent angle in the range [ 0, 2*Pi ). * E.g.: * <ul> * <li>normalizePositive(0.0) = 0.0 * <li>normalizePositive(-PI) = PI * <li>normalizePositive(-2PI) = 0.0 * <li>normalizePositive(-3PI) = PI * <li>normalizePositive(-4PI) = 0 * <li>normalizePositive(PI) = PI * <li>normalizePositive(2PI) = 0.0 * <li>normalizePositive(3PI) = PI * <li>normalizePositive(4PI) = 0.0 * </ul> * * @param angle the angle to normalize, in radians * @return an equivalent positive angle */ public static double normalizePositive(double angle) { if (angle < 0.0) { while (angle < 0.0) { angle += PI_TIMES_2; } // in case round-off error bumps the value over if (angle >= PI_TIMES_2) { angle = 0.0; } } else { while (angle >= PI_TIMES_2) { angle -= PI_TIMES_2; } // in case round-off error bumps the value under if (angle < 0.0) { angle = 0.0; } } return angle; } }