#pragma once // Copyright (c) 2024-2026 Tarik Moussa. // SPDX-License-Identifier: MIT // 2-D projective geometry utilities for the Euclidean signature. // Ported from de.jreality.math.P2 and de.varylab.discreteconformal.math.P2Big. // // Points and lines are represented as homogeneous 3-vectors (x, y, w). // In the Euclidean case a finite point (px, py) is stored as (px, py, 1). #include #include namespace conformallab { // ── Point / line duality ────────────────────────────────────────────────────── /// Cross-product point–line duality in P²: returns the intersection /// of two lines (or the line through two points). Same as Java /// `P2.pointFromLines` / `P2.lineFromPoints`. inline Eigen::Vector3d pointFromLines(const Eigen::Vector3d& l1, const Eigen::Vector3d& l2) { return l1.cross(l2); } // ── Euclidean perpendicular bisector ───────────────────────────────────────── /// Homogeneous line coordinates `(a, b, c)` of the perpendicular /// bisector of `[p, q]` in the Euclidean plane (`ax + by + c = 0`). /// Same as Java `P2.perpendicularBisector(p, q, Pn.EUCLIDEAN)`. inline Eigen::Vector3d perpendicularBisectorEuclidean(const Eigen::Vector3d& p_h, const Eigen::Vector3d& q_h) { // Dehomogenize Eigen::Vector2d p = p_h.head<2>() / p_h(2); Eigen::Vector2d q = q_h.head<2>() / q_h(2); // Direction vector (p → direction, matching jReality sign convention) Eigen::Vector2d d = p - q; // Midpoint Eigen::Vector2d m = (p + q) * 0.5; // Line: d[0]*(x - m[0]) + d[1]*(y - m[1]) = 0 // = d[0]*x + d[1]*y - (d[0]*m[0] + d[1]*m[1]) double c = -(d(0) * m(0) + d(1) * m(1)); return {d(0), d(1), c}; } /// Euclidean distance between two P² homogeneous points (dehomogenises both). inline double euclideanDistanceP2(const Eigen::Vector3d& p_h, const Eigen::Vector3d& q_h) { Eigen::Vector2d p = p_h.head<2>() / p_h(2); Eigen::Vector2d q = q_h.head<2>() / q_h(2); return (p - q).norm(); } // ── Direct Euclidean isometry from two point-frames ────────────────────────── /// Build the 3×3 projective frame matrix anchored at `p0` with `p1` /// defining the positive x-direction (Euclidean case). Columns: /// `[dehom(p0), unit_dir(p0→p1), perp_dir]`. template Eigen::Matrix makeFrameMatrix(Eigen::Matrix p0_h, Eigen::Matrix p1_h) { // Dehomogenize Eigen::Matrix p0 = p0_h / p0_h(2); // (px, py, 1) Eigen::Matrix p1_d = p1_h / p1_h(2); // Unit direction p0 → p1 Eigen::Matrix dir2 = (p1_d - p0).template head<2>(); dir2.normalize(); Eigen::Matrix p1n(dir2(0), dir2(1), S(0)); // Perpendicular direction Eigen::Matrix p2(-dir2(1), dir2(0), S(0)); Eigen::Matrix M; M.col(0) = p0; M.col(1) = p1n; M.col(2) = p2; return M; } /// 3×3 Euclidean isometry (as a projective matrix) that maps the /// frame `(s1, s2)` to the frame `(t1, t2)`. Same as Java /// `P2.makeDirectIsometryFromFrames(..., Pn.EUCLIDEAN)`. template Eigen::Matrix makeDirectIsometryFromFramesEuclidean( Eigen::Matrix s1, Eigen::Matrix s2, Eigen::Matrix t1, Eigen::Matrix t2) { auto toS = makeFrameMatrix(s1, s2); auto toT = makeFrameMatrix(t1, t2); return toT * toS.inverse(); } } // namespace conformallab