/* * Copyright (c) 2016 Vivid Solutions. * * All rights reserved. This program and the accompanying materials * are made available under the terms of the Eclipse Public License v1.0 * and Eclipse Distribution License v. 1.0 which accompanies this distribution. * The Eclipse Public License is available at http://www.eclipse.org/legal/epl-v10.html * and the Eclipse Distribution License is available at * * http://www.eclipse.org/org/documents/edl-v10.php. */ package org.locationtech.jts.algorithm; import org.locationtech.jts.geom.Coordinate; /** * Utility functions for working with angles. * Unless otherwise noted, methods in this class express angles in radians. */ public class Angle { public static final double PI_TIMES_2 = 2.0 * Math.PI; public static final double PI_OVER_2 = Math.PI / 2.0; public static final double PI_OVER_4 = Math.PI / 4.0; /** Constant representing counterclockwise orientation */ public static final int COUNTERCLOCKWISE = CGAlgorithms.COUNTERCLOCKWISE; /** Constant representing clockwise orientation */ public static final int CLOCKWISE = CGAlgorithms.CLOCKWISE; /** Constant representing no orientation */ public static final int NONE = CGAlgorithms.COLLINEAR; private Angle() {} /** * Converts from radians to degrees. * @param radians an angle in radians * @return the angle in degrees */ public static double toDegrees(double radians) { return (radians * 180) / (Math.PI); } /** * Converts from degrees to radians. * * @param angleDegrees an angle in degrees * @return the angle in radians */ public static double toRadians(double angleDegrees) { return (angleDegrees * Math.PI) / 180.0; } /** * Returns the angle of the vector from p0 to p1, * relative to the positive X-axis. * The angle is normalized to be in the range [ -Pi, Pi ]. * * @return the normalized angle (in radians) that p0-p1 makes with the positive x-axis. */ public static double angle(Coordinate p0, Coordinate p1) { double dx = p1.x - p0.x; double dy = p1.y - p0.y; return Math.atan2(dy, dx); } /** * Returns the angle that the vector from (0,0) to p, * relative to the positive X-axis. * The angle is normalized to be in the range ( -Pi, Pi ]. * * @return the normalized angle (in radians) that p makes with the positive x-axis. */ public static double angle(Coordinate p) { return Math.atan2(p.y, p.x); } /** * 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 (deterministic) 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(Coordinate p0, Coordinate p1, Coordinate p2) { // relies on fact that A dot B is positive iff A ang B is acute double dx0 = p0.x - p1.x; double dy0 = p0.y - p1.y; double dx1 = p2.x - p1.x; double dy1 = p2.y - p1.y; 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 (deterministic) 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(Coordinate p0, Coordinate p1, Coordinate p2) { // relies on fact that A dot B is negative iff A ang B is obtuse double dx0 = p0.x - p1.x; double dy0 = p0.y - p1.y; double dx1 = p2.x - p1.x; double dy1 = p2.y - p1.y; double dotprod = dx0 * dx1 + dy0 * dy1; return dotprod < 0; } /** * Returns the unoriented smallest angle between two vectors. * The computed angle will be in the range [0, Pi). * * @param tip1 the tip of one vector * @param tail the tail of each vector * @param tip2 the tip of the other vector * @return the angle between tail-tip1 and tail-tip2 */ public static double angleBetween(Coordinate tip1, Coordinate tail, Coordinate tip2) { double a1 = angle(tail, tip1); double a2 = angle(tail, tip2); return diff(a1, a2); } /** * 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(Coordinate tip1, Coordinate tail, Coordinate tip2) { double a1 = angle(tail, tip1); double a2 = angle(tail, tip2); double angDel = a2 - a1; // normalize, maintaining orientation if (angDel <= -Math.PI) return angDel + PI_TIMES_2; if (angDel > Math.PI) return angDel - PI_TIMES_2; return angDel; } /** * 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(Coordinate p0, Coordinate p1, Coordinate p2) { double anglePrev = Angle.angle(p1, p0); double angleNext = Angle.angle(p1, p2); return Math.abs(angleNext - anglePrev); } /** * 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(double ang1, double ang2) { double crossproduct = Math.sin(ang2 - ang1); if (crossproduct > 0) { return COUNTERCLOCKWISE; } if (crossproduct < 0) { return CLOCKWISE; } return NONE; } /** * 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; } /** * 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 ang1 the angle of one vector (in [-Pi, Pi] ) * @param ang2 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 diff(double ang1, double ang2) { double delAngle; if (ang1 < ang2) { delAngle = ang2 - ang1; } else { delAngle = ang1 - ang2; } if (delAngle > Math.PI) { delAngle = (2 * Math.PI) - delAngle; } return delAngle; } }