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