view Framework/Scene2D/ScenePoint2D.h @ 1327:4f8db2d202c8 broker

OrthancSeriesProgressiveLoader now has two modes that can be selected at object creation : - progressive (will first load jpeg50, then jpeg90 then PAM) - non-progressive (will directly load PAM (uncompressed)) Please note that the slice loading order remains dynamic and depending upon the slice that the client code wishes to extract from the volume.
author Benjamin Golinvaux <bgo@osimis.io>
date Wed, 25 Mar 2020 14:34:27 +0100
parents 7ec8fea061b9
children
line wrap: on
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/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2020 Osimis S.A., Belgium
 *
 * This program is free software: you can redistribute it and/or
 * modify it under the terms of the GNU Affero General Public License
 * as published by the Free Software Foundation, either version 3 of
 * the License, or (at your option) any later version.
 *
 * This program 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
 * Affero General Public License for more details.
 *
 * You should have received a copy of the GNU Affero General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 **/


#pragma once

#include "../Toolbox/AffineTransform2D.h"
#include "../Toolbox/LinearAlgebra.h"

namespace OrthancStone
{
  class ScenePoint2D
  {
  private:
    double  x_;
    double  y_;

  public:
    ScenePoint2D() :
      x_(0),
      y_(0)
    {
    }

    ScenePoint2D(double x,
      double y) :
      x_(x),
      y_(y)
    {
    }

    double GetX() const
    {
      return x_;
    }

    double GetY() const
    {
      return y_;
    }

    ScenePoint2D Apply(const AffineTransform2D& t) const
    {
      double x = x_;
      double y = y_;
      t.Apply(x, y);
      return ScenePoint2D(x, y);
    }

    const ScenePoint2D operator-(const ScenePoint2D& a) const
    {
      ScenePoint2D v;
      v.x_ = x_ - a.x_;
      v.y_ = y_ - a.y_;

      return v;
    }

    const ScenePoint2D operator+(const ScenePoint2D& a) const
    {
      ScenePoint2D v;
      v.x_ = x_ + a.x_;
      v.y_ = y_ + a.y_;

      return v;
    }

    const ScenePoint2D operator*(double a) const
    {
      ScenePoint2D v;
      v.x_ = x_ * a;
      v.y_ = y_ * a;

      return v;
    }

    const ScenePoint2D operator/(double a) const
    {
      ScenePoint2D v;
      v.x_ = x_ / a;
      v.y_ = y_ / a;

      return v;
    }

    static void MidPoint(ScenePoint2D& result, const ScenePoint2D& a, const ScenePoint2D& b)
    {
      result.x_ = 0.5 * (a.x_ + b.x_);
      result.y_ = 0.5 * (a.y_ + b.y_);
    }

    static double Dot(const ScenePoint2D& a, const ScenePoint2D& b)
    {
      return a.x_ * b.x_ + a.y_ * b.y_;
    }

    static double SquaredMagnitude(const ScenePoint2D& v)
    {
      return v.x_ * v.x_ + v.y_ * v.y_;
    }

    static double Magnitude(const ScenePoint2D& v)
    {
      double squaredMagnitude = SquaredMagnitude(v);
      if (LinearAlgebra::IsCloseToZero(squaredMagnitude))
        return 0.0;
      return sqrt(squaredMagnitude);
    }

    static double SquaredDistancePtPt(const ScenePoint2D& a, const ScenePoint2D& b)
    {
      ScenePoint2D n = b - a;
      return Dot(n, n);
    }

    static double DistancePtPt(const ScenePoint2D& a, const ScenePoint2D& b)
    {
      double squaredDist = SquaredDistancePtPt(a, b);
      return sqrt(squaredDist);
    }

    /**
    Distance from point p to [a,b] segment

    Rewritten from https://www.randygaul.net/2014/07/23/distance-point-to-line-segment/
    */
    static double SquaredDistancePtSegment(const ScenePoint2D& a, const ScenePoint2D& b, const ScenePoint2D& p)
    {
      ScenePoint2D n = b - a;
      ScenePoint2D pa = a - p;

      double c = Dot(n, pa);

      // Closest point is a
      if (c > 0.0)
        return Dot(pa, pa);

      ScenePoint2D bp = p - b;

      // Closest point is b
      if (Dot(n, bp) > 0.0)
        return Dot(bp, bp);

      // if segment length is very short, we approximate distance to the
      // distance with a
      double nq = Dot(n, n);
      if (LinearAlgebra::IsCloseToZero(nq))
      {
        // segment is very small: approximate distance from point to segment
        // with distance from p to a
        return Dot(pa, pa);
      }
      else
      {
        // Closest point is between a and b
        ScenePoint2D e = pa - n * (c / nq);
        return Dot(e, e);
      }
    }
  };
}