#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)); } private static bool IsEqualFloat(float a, float 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) { float rateXY = 0f; if (line.v2.y != line.v1.y) { float dx = line.v2.x - line.v1.x; float dy = line.v2.y - line.v1.y; rateXY = dx / dy; } float x1 = line.v1.x, y1 = line.v1.y; float 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 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 } }