void turnaround(double distance, char opt) { goCM(distance); //go forward that distance if (opt == 'p') { //do a point turn pointTurn(180); } else if (opt == 'u') { circle0(0, 180); //do a half circle for a U-turn } else if (opt == 't') { circle0(THREE_TURN_RADIUS, 60); //first half-sort-of-turn for the three-point turn reverseCircle0(THREE_TURN_RADIUS, 60); circle0(THREE_TURN_RADIUS, 65); } goCM(distance); //returns back to its original place }
void circle(double radius) { circle0(radius, 360); //make a circle with radius radius, and go 360 degrees }
bool IntrArc2Arc2<Real>::Find () { mQuantity = 0; Circle2<Real> circle0(mArc0->Center, mArc0->Radius); Circle2<Real> circle1(mArc1->Center, mArc1->Radius); IntrCircle2Circle2<Real> intr(circle0, circle1); if (!intr.Find()) { // arcs do not intersect mIntersectionType = IT_EMPTY; return false; } if (intr.GetIntersectionType() == IT_OTHER) { // Arcs are cocircular. Determine if they overlap. Let arc0 be // <A0,A1> and arc1 be <B0,B1>, the points ordered counterclockwise // around the circle of the arc. if (mArc1->Contains(mArc0->End0)) { if (mArc1->Contains(mArc0->End1)) { // Arc0 inside arc 1, <B0,A0,A1,B1>. mIntersectionType = IT_OTHER; mIntersectionArc = *mArc0; } else { if (mArc0->End0 != mArc1->End1) { // Arc0 and arc1 overlap, <B0,A0,B1,A1>. mIntersectionType = IT_OTHER; mIntersectionArc.Center = mArc0->Center; mIntersectionArc.Radius = mArc0->Radius; mIntersectionArc.End0 = mArc0->End0; mIntersectionArc.End1 = mArc1->End1; } else { // Arc0 and arc1 share end point, <B0,A0,B1,A1>, A0 = B1. mIntersectionType = IT_POINT; mQuantity = 1; mPoint[0] = mArc0->End0; } } return true; } if (mArc1->Contains(mArc0->End1)) { if (mArc0->End1 != mArc1->End0) { // Arc0 and arc1 overlap, <A0,B0,A1,B1>. mIntersectionType = IT_OTHER; mIntersectionArc.Center = mArc0->Center; mIntersectionArc.Radius = mArc0->Radius; mIntersectionArc.End0 = mArc1->End0; mIntersectionArc.End1 = mArc0->End1; } else { // Arc0 and arc1 share end point, <A0,B0,A1,B1>, B0 = A1. mIntersectionType = IT_POINT; mQuantity = 1; mPoint[0] = mArc1->End0; } return true; } if (mArc0->Contains(mArc1->End0)) { // Arc1 inside arc0, <A0,B0,B1,A1>. mIntersectionType = IT_OTHER; mIntersectionArc = *mArc1; return true; } else { // Arcs do not overlap, <A0,A1,B0,B1>. mIntersectionType = IT_EMPTY; return false; } } // Test whether circle-circle intersection points are on the arcs. for (int i = 0; i < intr.GetQuantity(); ++i) { if (mArc0->Contains(intr.GetPoint(i)) && mArc1->Contains(intr.GetPoint(i))) { mPoint[mQuantity++] = intr.GetPoint(i); } } mIntersectionType = (mQuantity > 0 ? IT_POINT : IT_EMPTY); return mIntersectionType != IT_EMPTY; }