mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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21cab1d134
Fixed, Make Sectors mode: in some cases sector shape detection logic returned incorrect shape, or no shape at all.
372 lines
8.7 KiB
C#
372 lines
8.7 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 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 calculates the cross product
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public static Vector2D CrossProduct(Vector2D a, Vector2D b)
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{
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Vector2D result = new Vector2D();
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// Calculate and return the dot product
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result.x = a.y * b.x;
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result.y = a.x * b.y;
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return result;
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}
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// This compares a vector
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public static bool operator ==(Vector2D a, Vector2D b)
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{
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return (a.x == b.x) && (a.y == b.y);
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}
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// This compares a vector
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public static bool operator !=(Vector2D a, Vector2D b)
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{
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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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// This calculates the angle
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public static float GetAngle(Vector2D a, Vector2D b)
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{
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// Calculate and return the angle
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return -(float)Math.Atan2(-(a.y - b.y), (a.x - b.x)) + Angle2D.PIHALF;//mxd //(float)Math.PI * 0.5f;
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}
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// This returns the square distance between two points
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public static float DistanceSq(Vector2D a, Vector2D b)
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{
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Vector2D d = a - b;
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return d.GetLengthSq();
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}
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// This returns the distance between two points
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public static float Distance(Vector2D a, Vector2D b)
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{
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Vector2D d = a - b;
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return d.GetLength();
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}
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// This returns the manhattan distance between two points
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public static float ManhattanDistance(Vector2D a, Vector2D b)
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{
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Vector2D d = a - b;
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return Math.Abs(d.x) + Math.Abs(d.y);
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}
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#endregion
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#region ================== Methods
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// This returns the perpendicular vector by simply making a normal
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public Vector2D GetPerpendicular()
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{
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return new Vector2D(-y, x);
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}
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// This returns a vector with the sign of all components
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public Vector2D GetSign()
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{
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return new Vector2D(Math.Sign(x), Math.Sign(y));
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}
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// This calculates the angle
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public float GetAngle()
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{
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//mxd. Let's make sure the angle is in [0 .. PI2] range...
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float angle = -(float)Math.Atan2(-y, x) + Angle2D.PIHALF;
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if(angle < 0f) angle += Angle2D.PI2;
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return angle;
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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(float offsetx, float offsety, float scalex, float scaley)
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{
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return new Vector2D((x + offsetx) * scalex, (y + offsety) * scaley);
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}
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// Inverse Transform
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public Vector2D GetInvTransformed(float invoffsetx, float invoffsety, float invscalex, float invscaley)
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{
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return new Vector2D((x * invscalex) + invoffsetx, (y * invscaley) + invoffsety);
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}
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// Rotate (Added by Anders <20>strand 2008-05-18)
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public Vector2D GetRotated(float theta)
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{
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float cos = (float)Math.Cos(theta);
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float sin = (float)Math.Sin(theta);
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float rx = cos * x - sin * y;
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float ry = sin * x + cos * y;
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return new Vector2D(rx, ry);
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}
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// Checks if the Vector has valid values for x and y
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public bool IsFinite()
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{
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return !float.IsNaN(x) && !float.IsNaN(y) && !float.IsInfinity(x) && !float.IsInfinity(y);
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}
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//mxd. Addeed to make compiler a bit more happy...
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public override int GetHashCode()
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{
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return base.GetHashCode();
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}
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//mxd. Addeed to make compiler a bit more happy...
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public override bool Equals(object obj)
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{
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if(!(obj is Vector2D)) return false;
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Vector2D other = (Vector2D)obj;
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if(x != other.x) return false;
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if(y != other.y) return false;
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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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