mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 21:01:33 +00:00
19ef987556
- added snapping to grid and snapping to nearest vertex for resize in EditSelectionMode - added line that shows the alignment during resize in EditSelectionMode
275 lines
7.8 KiB
C#
275 lines
7.8 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct Line2D
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Coordinates
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public Vector2D v1;
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public Vector2D v2;
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#endregion
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#region ================== Constructors
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// Constructor
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public Line2D(Vector2D v1, Vector2D v2)
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{
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this.v1 = v1;
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this.v2 = v2;
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}
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// Constructor
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public Line2D(Vector2D v1, float x2, float y2)
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{
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this.v1 = v1;
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this.v2 = new Vector2D(x2, y2);
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}
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// Constructor
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public Line2D(float x1, float y1, Vector2D v2)
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{
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this.v1 = new Vector2D(x1, y1);
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this.v2 = v2;
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}
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// Constructor
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public Line2D(float x1, float y1, float x2, float y2)
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{
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this.v1 = new Vector2D(x1, y1);
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this.v2 = new Vector2D(x2, y2);
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}
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#endregion
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#region ================== Statics
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// This calculates the length
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public static float GetLength(float dx, float dy)
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{
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// Calculate and return the length
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return (float)Math.Sqrt(GetLengthSq(dx, dy));
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}
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// This calculates the square of the length
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public static float GetLengthSq(float dx, float dy)
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{
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// Calculate and return the length
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return dx * dx + dy * dy;
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}
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// This calculates the normal of a line
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public static Vector2D GetNormal(float dx, float dy)
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{
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return new Vector2D(dx, dy).GetNormal();
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4)
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{
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float u_ray, u_line;
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray)
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{
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float u_line;
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
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{
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// Calculate divider
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float div = (y4 - y3) * (v2.x - v1.x) - (x4 - x3) * (v2.y - v1.y);
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// Can this be tested?
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if((div > 0.000001f) || (div < -0.000001f))
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{
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// Calculate the intersection distance from the line
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u_line = ((x4 - x3) * (v1.y - y3) - (y4 - y3) * (v1.x - x3)) / div;
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// Calculate the intersection distance from the ray
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u_ray = ((v2.x - v1.x) * (v1.y - y3) - (v2.y - v1.y) * (v1.x - x3)) / div;
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// Return if intersecting
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return (u_ray >= 0.0f) && (u_ray <= 1.0f) && (u_line >= 0.0f) && (u_line <= 1.0f);
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}
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else
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{
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// Unable to detect intersection
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u_line = float.NaN;
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u_ray = float.NaN;
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return false;
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}
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}
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// This tests on which side of the line the given coordinates are
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// returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
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public static float GetSideOfLine(Vector2D v1, Vector2D v2, Vector2D p)
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{
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// Calculate and return side information
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return (p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y);
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}
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// This returns the shortest distance from given coordinates to line
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public static float GetDistanceToLine(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
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{
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return (float)Math.Sqrt(GetDistanceToLineSq(v1, v2, p, bounded));
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}
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// This returns the shortest distance from given coordinates to line
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public static float GetDistanceToLineSq(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
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{
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// Calculate intersection offset
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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);
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if(bounded)
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{
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/*
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// Limit intersection offset to the line
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float lbound = 1f / GetLength(v2.x - v1.x, v2.y - v1.y);
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float ubound = 1f - lbound;
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if(u < lbound) u = lbound;
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if(u > ubound) u = ubound;
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*/
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if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
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}
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// Calculate intersection point
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Vector2D i = v1 + u * (v2 - v1);
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// Return distance between intersection and point
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// which is the shortest distance to the line
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float ldx = p.x - i.x;
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float ldy = p.y - i.y;
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return ldx * ldx + ldy * ldy;
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}
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// This returns the offset coordinates on the line nearest to the given coordinates
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public static float GetNearestOnLine(Vector2D v1, Vector2D v2, Vector2D p)
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{
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// Calculate and return intersection offset
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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);
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}
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// This returns the coordinates at a specific position on the line
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public static Vector2D GetCoordinatesAt(Vector2D v1, Vector2D v2, float u)
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{
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// Calculate and return intersection offset
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return new Vector2D(v1.x + u * (v2.x - v1.x), v1.y + u * (v2.y - v1.y));
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}
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#endregion
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#region ================== Methods
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// This returns the perpendicular vector by simply making a normal
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public Vector2D GetPerpendicular()
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{
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Vector2D d = GetDelta();
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return new Vector2D(-d.y, d.x);
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}
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// This calculates the angle
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public float GetAngle()
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{
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// Calculate and return the angle
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Vector2D d = GetDelta();
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return -(float)Math.Atan2(-d.y, d.x) + (float)Math.PI * 0.5f;
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}
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public Vector2D GetDelta() { return v2 - v1; }
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public float GetLength() { return Line2D.GetLength(v2.x - v1.x, v2.y - v1.y); }
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public float GetLengthSq() { return Line2D.GetLengthSq(v2.x - v1.x, v2.y - v1.y); }
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public bool GetIntersection(float x3, float y3, float x4, float y4)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4);
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray);
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
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}
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public bool GetIntersection(Line2D ray)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y);
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}
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public bool GetIntersection(Line2D ray, out float u_ray)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray);
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}
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public bool GetIntersection(Line2D ray, out float u_ray, out float u_line)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, out u_line);
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}
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public float GetSideOfLine(Vector2D p)
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{
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return Line2D.GetSideOfLine(v1, v2, p);
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}
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public float GetDistanceToLine(Vector2D p, bool bounded)
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{
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return Line2D.GetDistanceToLine(v1, v2, p, bounded);
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}
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public float GetDistanceToLineSq(Vector2D p, bool bounded)
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{
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return Line2D.GetDistanceToLineSq(v1, v2, p, bounded);
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}
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public float GetNearestOnLine(Vector2D p)
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{
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return Line2D.GetNearestOnLine(v1, v2, p);
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}
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public Vector2D GetCoordinatesAt(float u)
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{
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return Line2D.GetCoordinatesAt(v1, v2, u);
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}
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#endregion
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}
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}
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