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Boundary.pde
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Boundary.pde
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class Boundary {
PVector a, b;
Boundary(PVector a, PVector b) {
this.a = a;
this.b = b;
}
void show(boolean show) {
stroke(255);
if (show)
line(a.x, a.y, b.x, b.y);
}
void setA(float x, float y) {
a.set(x, y);
}
void setB(float x, float y) {
b.set(x, y);
}
}
/**
*
*
*
*
**/
class boundaryShape extends Shape {
boolean released = true;
boundaryShape(ArrayList<PVector> points, color c) {
super();
this.fill = c;
//translate points to Boundaries
bounds = new ArrayList<Boundary>();
for (int i = 0; i < points.size()-1; i++) {
bounds.add(new Boundary(points.get(i).copy(), points.get(i+1).copy()));
}
updateCenter();
updateShape();
}
void show() {
shape(shayp);
if (selected)
showSelected();
}
void showSelected() {
//vertices
fill(0);
noStroke();
ellipse(bounds.get(0).a.x, bounds.get(0).a.y, 5, 5);
ellipse(bounds.get(bounds.size()-1).b.x, bounds.get(bounds.size()-1).b.y, 5, 5);
//orientation
noFill();
stroke(0);
strokeWeight(1);
line(xpos, ypos, xpos+heading.x*50, ypos+heading.y*50);
}
void update() {
setState();
switch(state) {
case STAY:
break;
case ROTATE:
rotateTo(mouseX, mouseY);
break;
case SLIDE:
moveTo(mouseX, mouseY);
break;
}
updateCenter();
updateShape();
}
// for boundaries, just show if it has been selected. Boundaries will be immutable once made.
void setSelected() {
boolean near = nearBoundaries();
if (mousePressed && near && released) {
selected = true;
} else if (mousePressed && !near && released) {
selected = false;
}
released = !mousePressed;
}
// state order: rotate, slide, grow, adjust
int setState() {
setSelected();
if (mousePressed && keyPressed && keyCode == CONTROL) { // check ROTATE
if (state != ROTATE && selected) {
state = ROTATE;
}
} else if (mousePressed) { // check SLIDE
if (state != SLIDE && selected) {
state = SLIDE;
mouseGrabX = mouseX;
mouseGrabY = mouseY;
}
} else { // nothing
state = STAY;
}
if (state != STAY) {
selected = true;
} else if (mousePressed && state == STAY && !menu.mouseOverMenu()) {
selected = false;
}
return -1;
}
boolean nearBoundaries() {
for (Boundary b : bounds) {
float dist = distToLineSeg(b.a, b.b, new PVector(mouseX, mouseY));
if (dist < 10)
return true;
}
return false;
}
}
// https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
// Grumdrig
float distToLineSeg(PVector v, PVector w, PVector p) {
// Return minimum distance between line segment vw and point p
float l2 = PVector.dist(v, w)*PVector.dist(v, w); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0) return PVector.dist(p, v); // v == w case
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
// We clamp t from [0,1] to handle points outside the segment vw.
float t = max(0, min(1, PVector.dot(PVector.sub(p, v), PVector.sub(w, v)) / l2));
PVector projection = PVector.add(v, PVector.sub(w, v).mult(t)); // Projection falls on the segment
return PVector.dist(p, projection);
}