I don't want to keep writing the same code over and over.

I have written generic Point classes, line/line intersection algorithms and Layer administration code more times than I can remember. I don't like menial programming, so this is effectively my code library. But you can use it too!

The language used is Processing, which is a mostly-Java-syntax language. I hardly ever use Java-specific ninja code, so rewriting any of these snippets to your favourite language is less than a minute's worth of work, typically.

LinePairRotation snippet

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/**
 * Perform a coordinate tranlation/rotation so that
 * line (x3/y3, x4/y4) becomes (0/0, .../0), with
 * the other coordinates transformed accordingly.
 *
 * INPUT x1,y1,x2,y2 constitute a line segment S1.
 *       x3,y3,x4,y4 constitute a line segment S2.
 *       angle is the angle of S2 in the world.
 *       cosine represents cos(-angle).
 *       sine represents sin(-angle).
 *
 * Angle, cosine, and sine are required as arguments
 * because while we can compute them every time this
 * function is called, that's just throwing away cycles.
 *
 * RETURNS float[9], with [0]/[1], [2]/[3], [4]/[5]
 *                   and [6]/[7] being the rotated points
 *                   for lines S1 and S2. Element [8]
 *                   is the rotation angle, because you
 *                   may want to send this data on, and
 *                   then you don't want to waste time
 *                   repacking a float[8] to a float[9].
 */
float[] translateRotate(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float angle, float cosine, float sine)
{
  // First, translate all coordinates so that x3/y3 lies on 0/0
  x1 -= x3;   y1 -= y3;
  x2 -= x3;   y2 -= y3;
  x4 -= x3;   y4 -= y3;

  // Rotate (x1'/y1') about (0,0)
  float x1n = x1 * cosine - y1 * sine,
         y1n = x1 * sine + y1 * cosine;

  // Rotate (x2'/y2') about (0,0)
  float x2n = x2 * cosine - y2 * sine,
         y2n = x2 * sine + y2 * cosine;

  // Rotate (x4'/y4') about (0,0)
  float x4n = x4 * cosine - y4 * sine;

  // And then return the transformed coordinates, plus angle used
  return new float[] {x1n, y1n, x2n, y2n, 0, 0, x4n, 0, angle};
}

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Written and maintained by Mike "Pomax" Kamermans. All code snippets on this site are "do whatever you want with it" licensed.