Re: [boost] GGL Questions

Hi Peter, Thanks for your interest in GGL, and for trying to integrate it into your project. Lines and rays don't exist yet in GGL indeed. Adding them would basically consist in defining the corresponding concepts (like for polygon, segment, etc...) and then specialize the distance and intersection (to start with) algorithms for them, which is completely feasible. I'm personnally more video games oriented so I have already thought about the need of such things actually. As for directions, it's not there just because we didn't need it until now (there only exist a notion of orientation for points ranges traversal). I guess it would only be a traits to define and to use in algorithms that needed it. So to summarize, all those things are not yet there, but can easily be added. HTH Bruno

Just realized that fixing the subject name might have messed things up in some email clients, so I put the original email below... Bruno On Thu, Nov 12, 2009 at 4:16 PM, Peter Schregle <p.schregle@impuls-imaging.com> wrote:
We are thinking about replacing our geometric algorithms with the ones from GGL.
We would want to somehow adapt our own geometric primitives so that GGL can work with them, and with points, line segments and polygons this works rather nicely.
However, we also have a few other concepts, where we have not found a simple way to adapt them to GGL.
1) Line We consider a line being an infinite line in the mathematical sense, i.e. it does not have endpoints but extends into infinity on both sides. We want to be able to calculate the distance between such a line and a point, or the point of intersection ot two lines if it exists.
2) Ray We consider a ray being a line with one endpoint or origin, and extending into infinity. Here also we want to be able to calculate the distance between a ray and a point, or between two rays, or points of intersections etc.
3) Direction In order to implement a line and a ray as descibed above, we have introduced the concept of direction (which is basically the same as a direction unit vector, or an equivalent angle). Is there a concept like this in GGL? How could we calculate the angle of a line segment in GGL?
Best regards Peter
PS: By the way: I find the acronym GGL unfortunate. For me it feels a bit awkward, and I was typing it wrong all the time while preparing this text. Everytime I use it I'm forced to think hard about what it means, in order to get it right. I would prefer a more descriptive name like geometry or geolib, or something else that can be memorized better.
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Bruno Lalande