/****************************************************************************** ** Filename: fpoint.c ** Purpose: Abstract data type for a 2D point (floating point coords) ** Author: Dan Johnson ** History: Thu Apr 12 10:44:15 1990, DSJ, Created. ** ** (c) Copyright Hewlett-Packard Company, 1988. ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** http://www.apache.org/licenses/LICENSE-2.0 ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. ******************************************************************************/ /*---------------------------------------------------------------------------- Include Files and Type Defines ----------------------------------------------------------------------------*/ #include "const.h" #include "fpoint.h" #include #include /*---------------------------------------------------------------------------- Public Code ----------------------------------------------------------------------------*/ FLOAT32 DistanceBetween(FPOINT A, FPOINT B) { double xd = XDelta(A, B); double yd = YDelta(A, B); return sqrt(static_cast(xd * xd + yd * yd)); } /** * Return the angle from Point1 to Point2 normalized to * lie in the range 0 to FullScale (where FullScale corresponds * to 2*pi or 360 degrees). * @param Point1 points to compute angle between * @param Point2 points to compute angle between * @param FullScale value to associate with 2*pi * @return none * @note Globals: none * @note Exceptions: none * @note History: Wed Mar 28 14:27:25 1990, DSJ, Created. */ FLOAT32 NormalizedAngleFrom(FPOINT *Point1, FPOINT *Point2, FLOAT32 FullScale) { FLOAT32 Angle; FLOAT32 NumRadsInCircle = 2.0 * PI; Angle = AngleFrom (*Point1, *Point2); if (Angle < 0.0) Angle += NumRadsInCircle; Angle *= FullScale / NumRadsInCircle; if (Angle < 0.0 || Angle >= FullScale) Angle = 0.0; return (Angle); }