UltimateZoneBuilder/Source/Core/Geometry/ProjectedFrustum2D.cs
MaxED 82722e546c Visual mode: fixed incorrect sidedef texture mouse dragging when texture was scaled in TEXTURES.
Visual mode: texture offsets are now clamped to texture size when dragging textures with mouse.
Visual mode, UDMF: when gravity is enabled, sector gravity now affects camera movement.
2013-08-02 12:50:53 +00:00

160 lines
5.2 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;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public class ProjectedFrustum2D
{
#region ================== Variables
// Frustum settings
private float near;
private float far;
private float fov;
private Vector2D pos;
private float xyangle;
private float zangle;
// Frustum lines
private Line2D[] lines;
// Circle
private Vector2D center;
private float radius;
#endregion
#region ================== Properties
public float Near { get { return near; } }
public float Far { get { return far; } }
public float Fov { get { return fov; } }
public Vector2D Position { get { return pos; } }
public float XYAngle { get { return xyangle; } }
public float ZAngle { get { return zangle; } }
public Line2D[] Lines { get { return lines; } }
public Vector2D Center { get { return center; } }
public float Radius { get { return radius; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public ProjectedFrustum2D(Vector2D pos, float xyangle, float zangle, float near, float far, float fov)
{
Vector2D[] forwards = new Vector2D[4];
Vector2D[] downwards = new Vector2D[4];
Vector2D[] corners = new Vector2D[4];
// Initialize
this.pos = pos;
this.xyangle = xyangle;
this.zangle = zangle;
this.near = near;
this.far = far;
this.fov = fov;
// Make the corners for a forward frustum
// The corners are in this order: Left-Far, Right-Far, Left-Near, Right-Near
float fovhalf = fov * 0.5f;
float fovhalfcos = (float)Math.Cos(fovhalf);
float farsidelength = far / fovhalfcos;
float nearsidelength = near / fovhalfcos;
forwards[0] = pos + Vector2D.FromAngle(xyangle - fovhalf, farsidelength);
forwards[1] = pos + Vector2D.FromAngle(xyangle + fovhalf, farsidelength);
forwards[2] = pos + Vector2D.FromAngle(xyangle - fovhalf, nearsidelength);
forwards[3] = pos + Vector2D.FromAngle(xyangle + fovhalf, nearsidelength);
// Make the corners for a downward frustum
// The corners are in the same order as above
//float farradius = far * (float)Math.Tan(fovhalf) * Angle2D.SQRT2;
float farradius = far * 0.5f * Angle2D.SQRT2;
downwards[0] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.25f, farradius);
downwards[1] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.25f, farradius);
downwards[2] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.75f, farradius);
downwards[3] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.75f, farradius);
// Interpolate between the two to make the final corners depending on the z angle
float d = Math.Abs((float)Math.Sin(zangle));
corners[0] = forwards[0] * (1.0f - d) + downwards[0] * d;
corners[1] = forwards[1] * (1.0f - d) + downwards[1] * d;
corners[2] = forwards[2] * (1.0f - d) + downwards[2] * d;
corners[3] = forwards[3] * (1.0f - d) + downwards[3] * d;
// Make the frustum lines
// Note that the lines all have their right side inside the frustum!
lines = new Line2D[4];
lines[0] = new Line2D(corners[2], corners[0]);
lines[1] = new Line2D(corners[1], corners[3]);
lines[2] = new Line2D(corners[3], corners[2]);
lines[3] = new Line2D(corners[0], corners[1]);
// Calculate the circle center
center = (corners[0] + corners[1] + corners[2] + corners[3]) * 0.25f;
// Calculate the radius from the center to the farthest corner
float radius2 = 0.0f;
for(int i = 0; i < corners.Length; i++)
{
float distance2 = Vector2D.DistanceSq(center, corners[i]);
if(distance2 > radius2) radius2 = distance2;
}
radius = (float)Math.Sqrt(radius2);
}
#endregion
#region ================== Methods
// This checks if a specified circle is intersecting the frustum
// NOTE: This checks only against the actual frustum and does not use the frustum circle!
public bool IntersectCircle(Vector2D circlecenter, float circleradius)
{
// Go for all frustum lines
for(int i = 0; i < lines.Length; i++)
{
// Check on which side the circle center lies
if(lines[i].GetSideOfLine(circlecenter) < 0)
{
// Center is outside the frustum
// If the circle is not overlapping, it is not intersecting.
if(lines[i].GetDistanceToLineSq(circlecenter, false) > (circleradius * circleradius)) return false;
}
}
// Intersecting!
return true;
}
//mxd
/*public bool IntersectPoint(Vector2D point) {
for (int i = 0; i < lines.Length; i++) {
if (lines[i].GetSideOfLine(point) < 0)
return false;
}
return true;
}*/
#endregion
}
}