mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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160 lines
5.1 KiB
C#
160 lines
5.1 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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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public class ProjectedFrustum2D
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{
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#region ================== Variables
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// Frustum settings
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private float near;
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private float far;
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private float fov;
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private Vector2D pos;
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private float xyangle;
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private float zangle;
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// Frustum lines
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private Line2D[] lines;
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// Circle
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private Vector2D center;
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private float radius;
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#endregion
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#region ================== Properties
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public float Near { get { return near; } }
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public float Far { get { return far; } }
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public float Fov { get { return fov; } }
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public Vector2D Position { get { return pos; } }
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public float XYAngle { get { return xyangle; } }
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public float ZAngle { get { return zangle; } }
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public Line2D[] Lines { get { return lines; } }
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public Vector2D Center { get { return center; } }
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public float Radius { get { return radius; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public ProjectedFrustum2D(Vector2D pos, float xyangle, float zangle, float near, float far, float fov)
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{
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Vector2D[] forwards = new Vector2D[4];
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Vector2D[] downwards = new Vector2D[4];
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Vector2D[] corners = new Vector2D[4];
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// Initialize
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this.pos = pos;
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this.xyangle = xyangle;
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this.zangle = zangle;
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this.near = near;
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this.far = far;
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this.fov = fov;
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// Make the corners for a forward frustum
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// The corners are in this order: Left-Far, Right-Far, Left-Near, Right-Near
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float fovhalf = fov * 0.5f;
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float fovhalfcos = (float)Math.Cos(fovhalf);
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float farsidelength = far / fovhalfcos;
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float nearsidelength = near / fovhalfcos;
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forwards[0] = pos + Vector2D.FromAngle(xyangle - fovhalf, farsidelength);
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forwards[1] = pos + Vector2D.FromAngle(xyangle + fovhalf, farsidelength);
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forwards[2] = pos + Vector2D.FromAngle(xyangle - fovhalf, nearsidelength);
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forwards[3] = pos + Vector2D.FromAngle(xyangle + fovhalf, nearsidelength);
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// Make the corners for a downward frustum
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// The corners are in the same order as above
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//float farradius = far * (float)Math.Tan(fovhalf) * Angle2D.SQRT2;
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float farradius = far * 0.5f * Angle2D.SQRT2;
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downwards[0] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.25f, farradius);
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downwards[1] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.25f, farradius);
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downwards[2] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.75f, farradius);
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downwards[3] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.75f, farradius);
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// Interpolate between the two to make the final corners depending on the z angle
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float d = Math.Abs((float)Math.Sin(zangle));
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corners[0] = forwards[0] * (1.0f - d) + downwards[0] * d;
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corners[1] = forwards[1] * (1.0f - d) + downwards[1] * d;
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corners[2] = forwards[2] * (1.0f - d) + downwards[2] * d;
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corners[3] = forwards[3] * (1.0f - d) + downwards[3] * d;
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// Make the frustum lines
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// Note that the lines all have their right side inside the frustum!
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lines = new Line2D[4];
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lines[0] = new Line2D(corners[2], corners[0]);
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lines[1] = new Line2D(corners[1], corners[3]);
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lines[2] = new Line2D(corners[3], corners[2]);
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lines[3] = new Line2D(corners[0], corners[1]);
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// Calculate the circle center
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center = (corners[0] + corners[1] + corners[2] + corners[3]) * 0.25f;
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// Calculate the radius from the center to the farthest corner
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float radius2 = 0.0f;
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for(int i = 0; i < corners.Length; i++)
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{
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float distance2 = Vector2D.DistanceSq(center, corners[i]);
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if(distance2 > radius2) radius2 = distance2;
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}
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radius = (float)Math.Sqrt(radius2);
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}
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#endregion
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#region ================== Methods
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// This checks if a specified circle is intersecting the frustum
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// NOTE: This checks only against the actual frustum and does not use the frustum circle!
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public bool IntersectCircle(Vector2D circlecenter, float circleradius)
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{
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// Go for all frustum lines
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for(int i = 0; i < lines.Length; i++)
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{
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// Check on which side the circle center lies
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if(lines[i].GetSideOfLine(circlecenter) < 0)
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{
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// Center is outside the frustum
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// If the circle is not overlapping, it is not intersecting.
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if(lines[i].GetDistanceToLineSq(circlecenter, false) > (circleradius * circleradius)) return false;
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}
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}
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// Intersecting!
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return true;
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}
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//mxd
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/*public bool IntersectPoint(Vector2D point) {
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for (int i = 0; i < lines.Length; i++) {
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if (lines[i].GetSideOfLine(point) < 0)
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return false;
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}
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return true;
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}*/
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#endregion
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}
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}
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