UltimateZoneBuilder/Source/Core/Geometry/Line2D.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public struct Line2D
{
#region ================== Constants
#endregion
#region ================== Variables
// Coordinates
public Vector2D v1;
public Vector2D v2;
#endregion
#region ================== Constructors
// Constructor
public Line2D(Vector2D v1, Vector2D v2)
{
this.v1 = v1;
this.v2 = v2;
}
// Constructor
public Line2D(Vector2D v1, float x2, float y2)
{
this.v1 = v1;
this.v2 = new Vector2D(x2, y2);
}
// Constructor
public Line2D(float x1, float y1, Vector2D v2)
{
this.v1 = new Vector2D(x1, y1);
this.v2 = v2;
}
// Constructor
public Line2D(float x1, float y1, float x2, float y2)
{
this.v1 = new Vector2D(x1, y1);
this.v2 = new Vector2D(x2, y2);
}
//mxd. Constructor
public Line2D(Linedef line)
{
this.v1 = line.Start.Position;
this.v2 = line.End.Position;
}
#endregion
#region ================== Statics
// This calculates the length
public static float GetLength(float dx, float dy)
{
// Calculate and return the length
return (float)Math.Sqrt(GetLengthSq(dx, dy));
}
// This calculates the square of the length
public static float GetLengthSq(float dx, float dy)
{
// Calculate and return the length
return dx * dx + dy * dy;
}
// This calculates the normal of a line
public static Vector2D GetNormal(float dx, float dy)
{
return new Vector2D(dx, dy).GetNormal();
}
//mxd. This tests if given lines intersects
public static bool GetIntersection(Line2D line1, Line2D line2)
{
return GetIntersection(line1.v1, line1.v2, line2.v1.x, line2.v1.y, line2.v2.x, line2.v2.y);
}
// This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4)
{
float u_ray, u_line;
return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
}
// This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray)
{
float u_line;
return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, true);
}
//mxd. This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, bool bounded)
{
float u_line;
return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, bounded);
}
//mxd. Gets intersection point between given lines
public static Vector2D GetIntersectionPoint(Line2D line1, Line2D line2, bool bounded)
{
float u_ray, u_line;
if(GetIntersection(line1.v1, line1.v2, line2.v1.x, line2.v1.y, line2.v2.x, line2.v2.y, out u_ray, out u_line, bounded))
return GetCoordinatesAt(line2.v1, line2.v2, u_ray);
// No dice...
return new Vector2D(float.NaN, float.NaN);
}
// This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
{
return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, true);
}
// This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, out float u_line, bool bounded)
{
// Calculate divider
float div = (y4 - y3) * (v2.x - v1.x) - (x4 - x3) * (v2.y - v1.y);
// Can this be tested?
if(div != 0.0f)
{
// Calculate the intersection distance from the line
u_line = ((x4 - x3) * (v1.y - y3) - (y4 - y3) * (v1.x - x3)) / div;
// Calculate the intersection distance from the ray
u_ray = ((v2.x - v1.x) * (v1.y - y3) - (v2.y - v1.y) * (v1.x - x3)) / div;
// Return if intersecting
if(bounded && (u_ray < 0.0f || u_ray > 1.0f || u_line < 0.0f || u_line > 1.0f)) return false; //mxd
return true;
}
// Unable to detect intersection
u_line = float.NaN;
u_ray = float.NaN;
return false;
}
// This tests on which side of the line the given coordinates are
// returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
public static float GetSideOfLine(Vector2D v1, Vector2D v2, Vector2D p)
{
// Calculate and return side information
return (p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y);
}
// This returns the shortest distance from given coordinates to line
public static float GetDistanceToLine(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
{
return (float)Math.Sqrt(GetDistanceToLineSq(v1, v2, p, bounded));
}
// This returns the shortest distance from given coordinates to line
public static float GetDistanceToLineSq(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
{
// Calculate intersection offset
float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / GetLengthSq(v2.x - v1.x, v2.y - v1.y);
if(bounded)
{
/*
// Limit intersection offset to the line
float lbound = 1f / GetLength(v2.x - v1.x, v2.y - v1.y);
float ubound = 1f - lbound;
if(u < lbound) u = lbound;
if(u > ubound) u = ubound;
*/
if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
}
// Calculate intersection point
Vector2D i = v1 + u * (v2 - v1);
// Return distance between intersection and point
// which is the shortest distance to the line
float ldx = p.x - i.x;
float ldy = p.y - i.y;
return ldx * ldx + ldy * ldy;
}
// This returns the offset coordinates on the line nearest to the given coordinates
public static float GetNearestOnLine(Vector2D v1, Vector2D v2, Vector2D p)
{
// Calculate and return intersection offset
return ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / GetLengthSq(v2.x - v1.x, v2.y - v1.y);
}
// This returns the coordinates at a specific position on the line
public static Vector2D GetCoordinatesAt(Vector2D v1, Vector2D v2, float u)
{
// Calculate and return intersection offset
return new Vector2D(v1.x + u * (v2.x - v1.x), v1.y + u * (v2.y - v1.y));
}
// Cohen-Sutherland algorithm
public static Line2D ClipToRectangle(Line2D line, RectangleF rect, out bool intersects)
{
int flags1 = MapSet.GetCSFieldBits(line.v1, rect);
int flags2 = MapSet.GetCSFieldBits(line.v2, rect);
intersects = false;
Line2D result = line;
while (true)
{
if (flags1 == 0 && flags2 == 0)
{
// Line is fully inside the box
intersects = true;
return result;
}
if ((flags1 & flags2) != 0)
{
// Both points are in the same outer area
intersects = false;
return new Line2D();
}
float x, y;
int outFlags = flags1 != 0 ? flags1 : flags2;
if ((outFlags & 0x1) > 0) // Top
{
x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Top - result.v1.y) / (result.v2.y - result.v1.y);
y = rect.Top;
}
else if ((outFlags & 0x2) > 0) // Bottom
{
x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Bottom - result.v1.y) / (result.v2.y - result.v1.y);
y = rect.Bottom;
}
else if ((outFlags & 0x4) > 0) // Left
{
y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Left - result.v1.x) / (result.v2.x - result.v1.x);
x = rect.Left;
}
else if ((outFlags & 0x8) > 0) // Right
{
y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Right - result.v1.x) / (result.v2.x - result.v1.x);
x = rect.Right;
}
else
{
intersects = true;
return result;
}
if (outFlags == flags1)
{
result.v1 = new Vector2D(x, y);
flags1 = MapSet.GetCSFieldBits(result.v1, rect);
}
else
{
result.v2 = new Vector2D(x, y);
flags2 = MapSet.GetCSFieldBits(result.v2, rect);
}
}
}
#endregion
#region ================== Methods
// This returns the perpendicular vector by simply making a normal
public Vector2D GetPerpendicular()
{
Vector2D d = GetDelta();
return new Vector2D(-d.y, d.x);
}
// This calculates the angle
public float GetAngle()
{
// Calculate and return the angle
Vector2D d = GetDelta();
return -(float)Math.Atan2(-d.y, d.x) + Angle2D.PIHALF;
}
public Vector2D GetDelta() { return v2 - v1; }
public float GetLength() { return Line2D.GetLength(v2.x - v1.x, v2.y - v1.y); }
public float GetLengthSq() { return Line2D.GetLengthSq(v2.x - v1.x, v2.y - v1.y); }
// Output
public override string ToString()
{
return "(" + v1 + ") - (" + v2 + ")";
}
public bool GetIntersection(float x3, float y3, float x4, float y4)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4);
}
public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, true);
}
public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, bool bounded)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, bounded);
}
public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
}
public bool GetIntersection(Line2D ray)
{
return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y);
}
public bool GetIntersection(Line2D ray, out float u_ray)
{
return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, true);
}
public bool GetIntersection(Line2D ray, out float u_ray, bool bounded)
{
return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, bounded);
}
public bool GetIntersection(Line2D ray, out float u_ray, out float u_line)
{
return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, out u_line);
}
public float GetSideOfLine(Vector2D p)
{
return Line2D.GetSideOfLine(v1, v2, p);
}
public float GetDistanceToLine(Vector2D p, bool bounded)
{
return Line2D.GetDistanceToLine(v1, v2, p, bounded);
}
public float GetDistanceToLineSq(Vector2D p, bool bounded)
{
return Line2D.GetDistanceToLineSq(v1, v2, p, bounded);
}
public float GetNearestOnLine(Vector2D p)
{
return Line2D.GetNearestOnLine(v1, v2, p);
}
public Vector2D GetCoordinatesAt(float u)
{
return Line2D.GetCoordinatesAt(v1, v2, u);
}
public Line2D GetTransformed(float offsetx, float offsety, float scalex, float scaley)
{
return new Line2D(v1.GetTransformed(offsetx, offsety, scalex, scaley),
v2.GetTransformed(offsetx, offsety, scalex, scaley));
}
// Inverse Transform
public Line2D GetInvTransformed(float invoffsetx, float invoffsety, float invscalex, float invscaley)
{
return new Line2D(v1.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley),
v2.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley));
}
#endregion
}
}