UltimateZoneBuilder/Source/Plugins/UDBScript/API/Line2DWrapper.cs
biwa 5b2b149b40
UDBScript version 5 (#819)
Improved UDBScript to version 5:

- Added Plane class
- Added BlockMap, BlockEntry, and BlackMapQueryResult classes
- Sector class
  - Added getLabelPositions method to get the position of sector labels (where tags, effects etc. are displayed)
- Added support for JavaScript BigInt for UDMF fields. This means it's not necessary anymore to use UniValue to assign integers to new UDMF fields. Instead it can be done like this: sector.fields.my_int_field = 1n;
- Added type information file (udbscript.d.ts)
2022-11-13 01:15:17 +01:00

425 lines
16 KiB
C#

#region ================== Copyright (c) 2021 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
#region ================== Namespaces
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.UDBScript.Wrapper
{
internal struct Line2DWrapper
{
#region ================== Variables
/// <summary>
/// `Vector2D` position of start of the line.
/// </summary>
public Vector2DWrapper v1;
/// <summary>
/// `Vector2D` position of end of the line.
/// </summary>
public Vector2DWrapper v2;
#endregion
#region ================== Constructors
internal Line2DWrapper(Line2D line)
{
v1 = new Vector2DWrapper(line.v1);
v2 = new Vector2DWrapper(line.v2);
}
/// <summary>
/// Creates a new `Line2D` from two points.
/// ```
/// let line1 = new UDB.Line2D(new Vector2D(32, 64), new Vector2D(96, 128));
/// let line2 = new UDB.Line2D([ 32, 64 ], [ 96, 128 ]);
/// ```
/// </summary>
/// <param name="v1">First point</param>
/// <param name="v2">Second point</param>
public Line2DWrapper(object v1, object v2)
{
try
{
this.v1 = new Vector2DWrapper(BuilderPlug.Me.GetVector3DFromObject(v1));
this.v2 = new Vector2DWrapper(BuilderPlug.Me.GetVector3DFromObject(v2));
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
#endregion
#region ================== Internals
internal Line2D AsLine2D()
{
return new Line2D(v1._x, v1._y, v2._x, v2._y);
}
#endregion
#region ================== Statics
/// <summary>
/// Checks if two lines intersect. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="line1">First `Line2D`</param>
/// <param name="line2">Second `Line2D`</param>
/// <param name="bounded">`true` to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>`true` if the lines intersect, `false` if they do not</returns>
public static bool areIntersecting(Line2DWrapper line1, Line2DWrapper line2, bool bounded=true)
{
double u_ray;
return Line2D.GetIntersection(line1.v1.AsVector2D(), line1.v2.AsVector2D(), line2.v1._x, line2.v1._y, line2.v2._x, line2.v2._y, out u_ray, bounded);
}
/// <summary>
/// Checks if two lines defined by their start and end points intersect. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="a1">First point of first line</param>
/// <param name="a2">Second point of first line</param>
/// <param name="b1">First point of second line</param>
/// <param name="b2">Second point of second line</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>`true` if the lines intersect, `false` if they do not</returns>
public static bool areIntersecting(object a1, object a2, object b1, object b2, bool bounded=true)
{
try
{
Vector2D v1 = BuilderPlug.Me.GetVector3DFromObject(a1);
Vector2D v2 = BuilderPlug.Me.GetVector3DFromObject(a2);
Vector2D v3 = BuilderPlug.Me.GetVector3DFromObject(b1);
Vector2D v4 = BuilderPlug.Me.GetVector3DFromObject(b2);
double u_ray;
return Line2D.GetIntersection(v1, v2, v3.x, v3.y, v4.x, v4.y, out u_ray, bounded);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the intersection point of two lines as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="a1">First point of first line</param>
/// <param name="a2">Second point of first line</param>
/// <param name="b1">First point of second line</param>
/// <param name="b2">Second point of second line</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>The intersection point as `Vector2D`</returns>
public static Vector2DWrapper getIntersectionPoint(object a1, object a2, object b1, object b2, bool bounded = true)
{
try
{
Vector2D v1 = BuilderPlug.Me.GetVector3DFromObject(a1);
Vector2D v2 = BuilderPlug.Me.GetVector3DFromObject(a2);
Vector2D v3 = BuilderPlug.Me.GetVector3DFromObject(b1);
Vector2D v4 = BuilderPlug.Me.GetVector3DFromObject(b2);
return new Vector2DWrapper(Line2D.GetIntersectionPoint(new Line2D(v1, v2), new Line2D(v3, v4), bounded));
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns which the of the line defined by its start and end point a given point is on.
/// </summary>
/// <param name="v1">First point of the line</param>
/// <param name="v2">Second point of the line</param>
/// <param name="p">Point to check</param>
/// <returns>`&lt; 0` if `p` is on the front (right) side, `&gt; 0` if `p` is on the back (left) side, `== 0` if `p` in on the line</returns>
public static double getSideOfLine(object v1, object v2, object p)
{
try
{
Vector2D v11 = BuilderPlug.Me.GetVector3DFromObject(v1);
Vector2D v21 = BuilderPlug.Me.GetVector3DFromObject(v2);
Vector2D p1 = BuilderPlug.Me.GetVector3DFromObject(p);
return Line2D.GetSideOfLine(v11, v21, p1);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the shortest distance from point `p` to the line defined by its start and end points. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="v1">First point of the line</param>
/// <param name="v2">Second point of the line</param>
/// <param name="p">Point to get the distance to</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>The shortest distance to the line</returns>
public static double getDistanceToLine(object v1, object v2, object p, bool bounded=true)
{
try
{
Vector2D v11 = BuilderPlug.Me.GetVector3DFromObject(v1);
Vector2D v21 = BuilderPlug.Me.GetVector3DFromObject(v2);
Vector2D p1 = BuilderPlug.Me.GetVector3DFromObject(p);
return Line2D.GetDistanceToLine(v11, v21, p1, bounded);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the shortest square distance from point `p` to the line defined by its start and end points. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="v1">First point of the line</param>
/// <param name="v2">Second point of the line</param>
/// <param name="p">Point to get the distance to</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>The shortest square distance to the line</returns>
public static double getDistanceToLineSq(object v1, object v2, object p, bool bounded = true)
{
try
{
Vector2D v11 = BuilderPlug.Me.GetVector3DFromObject(v1);
Vector2D v21 = BuilderPlug.Me.GetVector3DFromObject(v2);
Vector2D p1 = BuilderPlug.Me.GetVector3DFromObject(p);
return Line2D.GetDistanceToLineSq(v11, v21, p1, bounded);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the offset coordinate on the line nearest to the given point. `0.0` being on the first point, `1.0` being on the second point, and `u = 0.5` being in the middle between the points.
/// </summary>
/// <param name="v1">First point of the line</param>
/// <param name="v2">Second point of the line</param>
/// <param name="p">Point to get the nearest offset coordinate from</param>
/// <returns>The offset value relative to the first point of the line.</returns>
public static double getNearestOnLine(object v1, object v2, object p)
{
try
{
Vector2D v11 = BuilderPlug.Me.GetVector3DFromObject(v1);
Vector2D v21 = BuilderPlug.Me.GetVector3DFromObject(v2);
Vector2D p1 = BuilderPlug.Me.GetVector3DFromObject(p);
return Line2D.GetNearestOnLine(v11, v21, p1);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the coordinate on a line defined by its start and end points as `Vector2D`.
/// </summary>
/// <param name="v1">First point of the line</param>
/// <param name="v2">Second point of the line</param>
/// <param name="u">Offset coordinate relative to the first point of the line</param>
/// <returns>Point on the line as `Vector2D`</returns>
public static Vector2DWrapper getCoordinatesAt(object v1, object v2, double u)
{
try
{
Vector2D v11 = BuilderPlug.Me.GetVector3DFromObject(v1);
Vector2D v21 = BuilderPlug.Me.GetVector3DFromObject(v2);
return new Vector2DWrapper(Line2D.GetCoordinatesAt(v11, v21, u));
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
#endregion
#region ================== Methods
/// <summary>
/// Returns the coordinates on the line, where `u` is the position between the first and second point, `u = 0.0` being on the first point, `u = 1.0` being on the second point, and `u = 0.5` being in the middle between the points.
/// </summary>
/// <param name="u">Position on the line, between 0.0 and 1.0</param>
/// <returns>Position on the line as `Vector2D`</returns>
public Vector2DWrapper getCoordinatesAt(double u)
{
return new Vector2DWrapper(new Line2D(v1._x, v1._y, v2._x, v2._y).GetCoordinatesAt(u));
}
/// <summary>
/// Returns the length of the `Line2D`.
/// </summary>
/// <returns>Length of the `Line2D`</returns>
public double getLength()
{
return Line2D.GetLength(v2._x - v1._x, v2._y - v1._y);
}
/// <summary>
/// Returns the angle of the `Line2D` in radians.
/// </summary>
/// <returns>Angle of `Line2D` in radians</returns>
public double getAngleRad()
{
return new Line2D(v1.AsVector2D(), v2.AsVector2D()).GetAngle();
}
/// <summary>
/// Return the angle of the `Line2D` in degrees.
/// </summary>
/// <returns>Angle of the `Line2D` in degrees</returns>
public double getAngle()
{
return Angle2D.RadToDeg(new Line2D(v1.AsVector2D(), v2.AsVector2D()).GetAngle());
}
/// <summary>
/// Returns the perpendicular of this line as `Vector2D`.
/// </summary>
/// <returns>Perpendicular of this line as `Vector2D`</returns>
public Vector2DWrapper getPerpendicular()
{
return new Vector2DWrapper(new Line2D(v1._x, v1._y, v2._x, v2._y).GetPerpendicular());
}
/// <summary>
/// Checks if the given `Line2D` intersects this line. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="ray">`Line2D` to check against</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>`true` if lines intersect, `false` if they do not intersect</returns>
public bool isIntersecting(Line2DWrapper ray, bool bounded=true)
{
double u_ray;
return AsLine2D().GetIntersection(ray.v1._x, ray.v1._y, ray.v2._x, ray.v2._y, out u_ray, bounded);
}
/// <summary>
/// Checks if the given line intersects this line. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="a1">First point of the line to check against</param>
/// <param name="a2">Second point of the line to check against</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>`true` if the lines intersect, `false` if they do not</returns>
public bool isIntersecting(object a1, object a2, bool bounded = true)
{
try
{
Vector2D v3 = BuilderPlug.Me.GetVector3DFromObject(a1);
Vector2D v4 = BuilderPlug.Me.GetVector3DFromObject(a2);
double u_ray;
return AsLine2D().GetIntersection(v3.x, v3.y, v4.x, v4.y, out u_ray, bounded);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the intersection point of of the given line defined by its start and end points with this line as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="a1">First point of first line</param>
/// <param name="a2">Second point of first line</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>The intersection point as `Vector2D`</returns>
public Vector2DWrapper getIntersectionPoint(object a1, object a2, bool bounded = true)
{
try
{
Vector2D v3 = BuilderPlug.Me.GetVector3DFromObject(a1);
Vector2D v4 = BuilderPlug.Me.GetVector3DFromObject(a2);
Line2D line = AsLine2D();
double u_ray;
line.GetIntersection(v3.x, v3.y, v4.x, v4.y, out u_ray, bounded);
return new Vector2DWrapper(line.GetCoordinatesAt(u_ray));
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
/// <summary>
/// Returns the intersection point of of the given line with this line as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
/// </summary>
/// <param name="ray">Other `Line2D` to get the intersection point from</param>
/// <param name="bounded">`true` (default) to use finite length of lines, `false` to use infinite length of lines</param>
/// <returns>The intersection point as `Vector2D`</returns>
public Vector2DWrapper getIntersectionPoint(Line2DWrapper ray, bool bounded=true)
{
Line2D thisline = AsLine2D();
Line2D otherline = ray.AsLine2D();
double u_ray;
thisline.GetIntersection(otherline, out u_ray, bounded);
return new Vector2DWrapper(thisline.GetCoordinatesAt(u_ray));
}
/// <summary>
/// Returns which the of the line defined by its start and end point a given point is on.
/// </summary>
/// <param name="p">Point to check</param>
/// <returns>`&lt; 0` if `p` is on the front (right) side, `&gt; 0` if `p` is on the back (left) side, `== 0` if `p` in on the line</returns>
public double getSideOfLine(object p)
{
try
{
Vector2D p1 = BuilderPlug.Me.GetVector3DFromObject(p);
return AsLine2D().GetSideOfLine(p1);
}
catch (CantConvertToVectorException e)
{
throw BuilderPlug.Me.ScriptRunner.CreateRuntimeException(e.Message);
}
}
public override string ToString()
{
return AsLine2D().ToString();
}
#endregion
}
}