UltimateZoneBuilder/Source/Core/Geometry/Line2D.cs

418 lines
13 KiB
C#
Raw Normal View History

#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, double x2, double y2)
{
this.v1 = v1;
this.v2 = new Vector2D(x2, y2);
}
// Constructor
public Line2D(double x1, double y1, Vector2D v2)
{
this.v1 = new Vector2D(x1, y1);
this.v2 = v2;
}
// Constructor
public Line2D(double x1, double y1, double x2, double 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 double GetLength(double dx, double dy)
{
// Calculate and return the length
return Math.Sqrt(GetLengthSq(dx, dy));
}
// This calculates the square of the length
public static double GetLengthSq(double dx, double dy)
{
// Calculate and return the length
return dx * dx + dy * dy;
}
// This calculates the normal of a line
public static Vector2D GetNormal(double dx, double 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, double x3, double y3, double x4, double y4)
{
double 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, double x3, double y3, double x4, double y4, out double u_ray)
{
double 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, double x3, double y3, double x4, double y4, out double u_ray, bool bounded)
{
double 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)
{
double 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(double.NaN, double.NaN);
}
// This tests if the line intersects with the given line coordinates
public static bool GetIntersection(Vector2D v1, Vector2D v2, double x3, double y3, double x4, double y4, out double u_ray, out double 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, double x3, double y3, double x4, double y4, out double u_ray, out double u_line, bool bounded)
{
// Calculate divider
double div = (y4 - y3) * (v2.x - v1.x) - (x4 - x3) * (v2.y - v1.y);
// Can this be tested?
if(div != 0.0)
{
// 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 < 0.0 || u_ray > 1.0 || u_line < 0.0 || u_line > 1.0)) return false; //mxd
return true;
}
// Unable to detect intersection
u_line = double.NaN;
u_ray = double.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 double 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 double GetDistanceToLine(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
{
return Math.Sqrt(GetDistanceToLineSq(v1, v2, p, bounded));
}
// This returns the shortest distance from given coordinates to line
public static double GetDistanceToLineSq(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
{
// Calculate intersection offset
double 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
double ldx = p.x - i.x;
double 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 double 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, double u)
{
// Calculate and return intersection offset
return new Vector2D(v1.x + u * (v2.x - v1.x), v1.y + u * (v2.y - v1.y));
}
private static bool IsEqualFloat(double a, double b)
{
return Math.Abs(a - b) < 0.0001f;
}
// Some random self-written aglrithm instead of Cohen-Sutherland algorithm which used to hang up randomly
public static Line2D ClipToRectangle(Line2D line, RectangleF rect, out bool intersects)
{
double rateXY = 0f;
if (line.v2.y != line.v1.y)
{
double dx = line.v2.x - line.v1.x;
double dy = line.v2.y - line.v1.y;
rateXY = dx / dy;
}
double x1 = line.v1.x, y1 = line.v1.y;
double x2 = line.v2.x, y2 = line.v2.y;
for (int i = 0; i < 2; i++)
{
// check x1,y1
if (y1 < rect.Top)
{
x1 += (rect.Top - y1) * rateXY;
y1 = rect.Top;
}
if (x1 < rect.Left)
{
if (rateXY != 0) y1 += (rect.Left - x1) / rateXY;
x1 = rect.Left;
}
// check x2,y2
if (y2 < rect.Top)
{
x2 += (rect.Top - y2) * rateXY;
y2 = rect.Top;
}
if (x2 < rect.Left)
{
if (rateXY != 0) y2 += (rect.Left - x2) / rateXY;
x2 = rect.Left;
}
// check x1,y1
if (y1 > rect.Bottom)
{
x1 -= (y1 - rect.Bottom) * rateXY;
y1 = rect.Bottom;
}
if (x1 > rect.Right)
{
if (rateXY != 0) y1 -= (x1 - rect.Right) / rateXY;
x1 = rect.Right;
}
// check x2,y2
if (y2 > rect.Bottom)
{
x2 -= (y2 - rect.Bottom) * rateXY;
y2 = rect.Bottom;
}
if (x2 > rect.Right)
{
if (rateXY != 0) y2 -= (x2 - rect.Right) / rateXY;
x2 = rect.Right;
}
}
if ((IsEqualFloat(x1, x2) && (IsEqualFloat(x1, rect.Left) || IsEqualFloat(x1, rect.Right)) ||
(IsEqualFloat(y1, y2) && (IsEqualFloat(y1, rect.Bottom) || IsEqualFloat(y1, rect.Top)))))
{
intersects = false;
return new Line2D();
}
intersects = true;
return new Line2D(x1, y1, x2, y2);
}
#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 double GetAngle()
{
// Calculate and return the angle
Vector2D d = GetDelta();
return -Math.Atan2(-d.y, d.x) + Angle2D.PIHALF;
}
public Vector2D GetDelta() { return v2 - v1; }
public double GetLength() { return Line2D.GetLength(v2.x - v1.x, v2.y - v1.y); }
public double GetLengthSq() { return Line2D.GetLengthSq(v2.x - v1.x, v2.y - v1.y); }
// Output
public override string ToString()
{
return "(" + v1 + ") - (" + v2 + ")";
}
public bool GetIntersection(double x3, double y3, double x4, double y4)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4);
}
public bool GetIntersection(double x3, double y3, double x4, double y4, out double u_ray)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, true);
}
public bool GetIntersection(double x3, double y3, double x4, double y4, out double u_ray, bool bounded)
{
return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, bounded);
}
public bool GetIntersection(double x3, double y3, double x4, double y4, out double u_ray, out double 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 double 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 double 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 double u_ray, out double 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 double GetSideOfLine(Vector2D p)
{
return Line2D.GetSideOfLine(v1, v2, p);
}
public double GetDistanceToLine(Vector2D p, bool bounded)
{
return Line2D.GetDistanceToLine(v1, v2, p, bounded);
}
public double GetDistanceToLineSq(Vector2D p, bool bounded)
{
return Line2D.GetDistanceToLineSq(v1, v2, p, bounded);
}
public double GetNearestOnLine(Vector2D p)
{
return Line2D.GetNearestOnLine(v1, v2, p);
}
public Vector2D GetCoordinatesAt(double u)
{
return Line2D.GetCoordinatesAt(v1, v2, u);
}
public Line2D GetTransformed(double offsetx, double offsety, double scalex, double scaley)
{
return new Line2D(v1.GetTransformed(offsetx, offsety, scalex, scaley),
v2.GetTransformed(offsetx, offsety, scalex, scaley));
}
// Inverse Transform
public Line2D GetInvTransformed(double invoffsetx, double invoffsety, double invscalex, double invscaley)
{
return new Line2D(v1.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley),
v2.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley));
}
#endregion
}
}