mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
265 lines
5.8 KiB
C#
265 lines
5.8 KiB
C#
|
|
#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.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Geometry
|
|
{
|
|
public struct Vector2D
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const float TINY_VALUE = 0.0000000001f;
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Coordinates
|
|
public float x;
|
|
public float y;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructors
|
|
|
|
// Constructor
|
|
public Vector2D(float x, float y)
|
|
{
|
|
this.x = x;
|
|
this.y = y;
|
|
}
|
|
|
|
// Constructor
|
|
public Vector2D(Vector3D v)
|
|
{
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Statics
|
|
|
|
// Conversion to Vector3D
|
|
public static implicit operator Vector3D(Vector2D a)
|
|
{
|
|
return new Vector3D(a);
|
|
}
|
|
|
|
// This adds two vectors
|
|
public static Vector2D operator +(Vector2D a, Vector2D b)
|
|
{
|
|
return new Vector2D(a.x + b.x, a.y + b.y);
|
|
}
|
|
|
|
// This adds to a vector
|
|
public static Vector2D operator +(float a, Vector2D b)
|
|
{
|
|
return new Vector2D(a + b.x, a + b.y);
|
|
}
|
|
|
|
// This adds to a vector
|
|
public static Vector2D operator +(Vector2D a, float b)
|
|
{
|
|
return new Vector2D(a.x + b, a.y + b);
|
|
}
|
|
|
|
// This subtracts two vectors
|
|
public static Vector2D operator -(Vector2D a, Vector2D b)
|
|
{
|
|
return new Vector2D(a.x - b.x, a.y - b.y);
|
|
}
|
|
|
|
// This subtracts from a vector
|
|
public static Vector2D operator -(Vector2D a, float b)
|
|
{
|
|
return new Vector2D(a.x - b, a.y - b);
|
|
}
|
|
|
|
// This subtracts from a vector
|
|
public static Vector2D operator -(float a, Vector2D b)
|
|
{
|
|
return new Vector2D(a - b.x, a - b.y);
|
|
}
|
|
|
|
// This reverses a vector
|
|
public static Vector2D operator -(Vector2D a)
|
|
{
|
|
return new Vector2D(-a.x, -a.y);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator *(float s, Vector2D a)
|
|
{
|
|
return new Vector2D(a.x * s, a.y * s);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator *(Vector2D a, float s)
|
|
{
|
|
return new Vector2D(a.x * s, a.y * s);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator *(Vector2D a, Vector2D b)
|
|
{
|
|
return new Vector2D(a.x * b.x, a.y * b.y);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator /(float s, Vector2D a)
|
|
{
|
|
return new Vector2D(a.x / s, a.y / s);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator /(Vector2D a, float s)
|
|
{
|
|
return new Vector2D(a.x / s, a.y / s);
|
|
}
|
|
|
|
// This scales a vector
|
|
public static Vector2D operator /(Vector2D a, Vector2D b)
|
|
{
|
|
return new Vector2D(a.x / b.x, a.y / b.y);
|
|
}
|
|
|
|
// This calculates the dot product
|
|
public static float DotProduct(Vector2D a, Vector2D b)
|
|
{
|
|
// Calculate and return the dot product
|
|
return a.x * b.x + a.y * b.y;
|
|
}
|
|
|
|
// This reflects the vector v over mirror m
|
|
// Note that mirror m must be normalized!
|
|
// R = V - 2 * M * (M dot V)
|
|
public static Vector2D Reflect(Vector2D v, Vector2D m)
|
|
{
|
|
// Get the dot product of v and m
|
|
float dp = Vector2D.DotProduct(m, v);
|
|
|
|
// Make the reflected vector
|
|
Vector2D mv = new Vector2D();
|
|
mv.x = v.x - (2f * m.x * dp);
|
|
mv.y = v.y - (2f * m.y * dp);
|
|
|
|
// Return the reflected vector
|
|
return mv;
|
|
}
|
|
|
|
// This returns the reversed vector
|
|
public static Vector2D Reversed(Vector2D v)
|
|
{
|
|
// Return reversed vector
|
|
return new Vector2D(-v.x, -v.y);
|
|
}
|
|
|
|
// This returns a vector from an angle
|
|
public static Vector2D FromAngle(float angle)
|
|
{
|
|
// Return vector from angle
|
|
return new Vector2D((float)Math.Sin(angle), -(float)Math.Cos(angle));
|
|
}
|
|
|
|
// This returns a vector from an angle with a given legnth
|
|
public static Vector2D FromAngle(float angle, float length)
|
|
{
|
|
// Return vector from angle
|
|
return FromAngle(angle) * length;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This calculates the angle
|
|
public float GetAngle()
|
|
{
|
|
// Calculate and return the angle
|
|
return -(float)Math.Atan2(-y, x) + (float)Math.PI * 0.5f;
|
|
}
|
|
|
|
// This calculates the length
|
|
public float GetLength()
|
|
{
|
|
// Calculate and return the length
|
|
return (float)Math.Sqrt(x * x + y * y);
|
|
}
|
|
|
|
// This calculates the square length
|
|
public float GetLengthSq()
|
|
{
|
|
// Calculate and return the square length
|
|
return x * x + y * y;
|
|
}
|
|
|
|
// This calculates the length
|
|
public float GetManhattanLength()
|
|
{
|
|
// Calculate and return the length
|
|
return Math.Abs(x) + Math.Abs(y);
|
|
}
|
|
|
|
// This returns a normalized vector
|
|
public Vector2D GetNormal()
|
|
{
|
|
float lensq = this.GetLengthSq();
|
|
if(lensq > TINY_VALUE)
|
|
{
|
|
// Divide each element by the length
|
|
float mul = 1f / (float)Math.Sqrt(lensq);
|
|
return new Vector2D(x * mul, y * mul);
|
|
}
|
|
else
|
|
{
|
|
// Cannot make normal
|
|
return new Vector2D(0f, 0f);
|
|
}
|
|
}
|
|
|
|
// This scales the vector
|
|
public Vector2D GetScaled(float s)
|
|
{
|
|
// Scale the vector
|
|
return new Vector2D(x * s, y * s);
|
|
}
|
|
|
|
// This changes the vector length
|
|
public Vector2D GetFixedLength(float l)
|
|
{
|
|
// Normalize, then scale
|
|
return this.GetNormal().GetScaled(l);
|
|
}
|
|
|
|
// Output
|
|
public override string ToString()
|
|
{
|
|
return x + ", " + y;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|