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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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404 lines
12 KiB
C#
Executable file
404 lines
12 KiB
C#
Executable file
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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.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct Line2D
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Coordinates
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public Vector2D v1;
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public Vector2D v2;
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#endregion
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#region ================== Constructors
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// Constructor
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public Line2D(Vector2D v1, Vector2D v2)
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{
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this.v1 = v1;
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this.v2 = v2;
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}
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// Constructor
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public Line2D(Vector2D v1, float x2, float y2)
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{
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this.v1 = v1;
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this.v2 = new Vector2D(x2, y2);
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}
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// Constructor
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public Line2D(float x1, float y1, Vector2D v2)
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{
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this.v1 = new Vector2D(x1, y1);
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this.v2 = v2;
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}
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// Constructor
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public Line2D(float x1, float y1, float x2, float y2)
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{
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this.v1 = new Vector2D(x1, y1);
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this.v2 = new Vector2D(x2, y2);
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}
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//mxd. Constructor
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public Line2D(Linedef line)
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{
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this.v1 = line.Start.Position;
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this.v2 = line.End.Position;
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}
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#endregion
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#region ================== Statics
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// This calculates the length
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public static float GetLength(float dx, float dy)
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{
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// Calculate and return the length
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return (float)Math.Sqrt(GetLengthSq(dx, dy));
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}
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// This calculates the square of the length
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public static float GetLengthSq(float dx, float dy)
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{
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// Calculate and return the length
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return dx * dx + dy * dy;
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}
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// This calculates the normal of a line
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public static Vector2D GetNormal(float dx, float dy)
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{
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return new Vector2D(dx, dy).GetNormal();
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}
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//mxd. This tests if given lines intersects
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public static bool GetIntersection(Line2D line1, Line2D line2)
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{
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return GetIntersection(line1.v1, line1.v2, line2.v1.x, line2.v1.y, line2.v2.x, line2.v2.y);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4)
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{
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float u_ray, u_line;
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray)
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{
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float u_line;
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, true);
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}
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//mxd. This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, bool bounded)
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{
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float u_line;
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, bounded);
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}
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//mxd. Gets intersection point between given lines
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public static Vector2D GetIntersectionPoint(Line2D line1, Line2D line2, bool bounded)
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{
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float u_ray, u_line;
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if(GetIntersection(line1.v1, line1.v2, line2.v1.x, line2.v1.y, line2.v2.x, line2.v2.y, out u_ray, out u_line, bounded))
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return GetCoordinatesAt(line2.v1, line2.v2, u_ray);
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// No dice...
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return new Vector2D(float.NaN, float.NaN);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
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{
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return GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line, true);
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}
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// This tests if the line intersects with the given line coordinates
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public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4, out float u_ray, out float u_line, bool bounded)
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{
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// Calculate divider
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float div = (y4 - y3) * (v2.x - v1.x) - (x4 - x3) * (v2.y - v1.y);
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// Can this be tested?
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if(div != 0.0f)
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{
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// Calculate the intersection distance from the line
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u_line = ((x4 - x3) * (v1.y - y3) - (y4 - y3) * (v1.x - x3)) / div;
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// Calculate the intersection distance from the ray
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u_ray = ((v2.x - v1.x) * (v1.y - y3) - (v2.y - v1.y) * (v1.x - x3)) / div;
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// Return if intersecting
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if(bounded && (u_ray < 0.0f || u_ray > 1.0f || u_line < 0.0f || u_line > 1.0f)) return false; //mxd
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return true;
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}
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// Unable to detect intersection
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u_line = float.NaN;
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u_ray = float.NaN;
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return false;
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}
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// This tests on which side of the line the given coordinates are
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// returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
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public static float GetSideOfLine(Vector2D v1, Vector2D v2, Vector2D p)
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{
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// Calculate and return side information
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return (p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y);
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}
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// This returns the shortest distance from given coordinates to line
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public static float GetDistanceToLine(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
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{
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return (float)Math.Sqrt(GetDistanceToLineSq(v1, v2, p, bounded));
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}
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// This returns the shortest distance from given coordinates to line
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public static float GetDistanceToLineSq(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
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{
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// Calculate intersection offset
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float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / GetLengthSq(v2.x - v1.x, v2.y - v1.y);
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if(bounded)
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{
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/*
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// Limit intersection offset to the line
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float lbound = 1f / GetLength(v2.x - v1.x, v2.y - v1.y);
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float ubound = 1f - lbound;
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if(u < lbound) u = lbound;
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if(u > ubound) u = ubound;
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*/
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if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
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}
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// Calculate intersection point
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Vector2D i = v1 + u * (v2 - v1);
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// Return distance between intersection and point
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// which is the shortest distance to the line
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float ldx = p.x - i.x;
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float ldy = p.y - i.y;
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return ldx * ldx + ldy * ldy;
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}
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// This returns the offset coordinates on the line nearest to the given coordinates
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public static float GetNearestOnLine(Vector2D v1, Vector2D v2, Vector2D p)
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{
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// Calculate and return intersection offset
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return ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / GetLengthSq(v2.x - v1.x, v2.y - v1.y);
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}
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// This returns the coordinates at a specific position on the line
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public static Vector2D GetCoordinatesAt(Vector2D v1, Vector2D v2, float u)
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{
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// Calculate and return intersection offset
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return new Vector2D(v1.x + u * (v2.x - v1.x), v1.y + u * (v2.y - v1.y));
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}
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// Cohen-Sutherland algorithm
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public static Line2D ClipToRectangle(Line2D line, RectangleF rect, out bool intersects)
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{
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int flags1 = MapSet.GetCSFieldBits(line.v1, rect);
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int flags2 = MapSet.GetCSFieldBits(line.v2, rect);
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intersects = false;
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Line2D result = line;
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while (true)
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{
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if (flags1 == 0 && flags2 == 0)
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{
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// Line is fully inside the box
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intersects = true;
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return result;
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}
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if ((flags1 & flags2) != 0)
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{
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// Both points are in the same outer area
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intersects = false;
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return new Line2D();
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}
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float x, y;
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int outFlags = flags1 != 0 ? flags1 : flags2;
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if ((outFlags & 0x1) > 0) // Top
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{
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x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Top - result.v1.y) / (result.v2.y - result.v1.y);
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y = rect.Top;
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}
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else if ((outFlags & 0x2) > 0) // Bottom
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{
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x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Bottom - result.v1.y) / (result.v2.y - result.v1.y);
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y = rect.Bottom;
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}
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else if ((outFlags & 0x4) > 0) // Left
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{
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y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Left - result.v1.x) / (result.v2.x - result.v1.x);
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x = rect.Left;
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}
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else if ((outFlags & 0x8) > 0) // Right
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{
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y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Right - result.v1.x) / (result.v2.x - result.v1.x);
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x = rect.Right;
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}
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else
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{
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intersects = true;
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return result;
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}
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if (outFlags == flags1)
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{
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result.v1 = new Vector2D(x, y);
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flags1 = MapSet.GetCSFieldBits(result.v1, rect);
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}
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else
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{
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result.v2 = new Vector2D(x, y);
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flags2 = MapSet.GetCSFieldBits(result.v2, rect);
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}
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}
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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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Vector2D d = GetDelta();
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return new Vector2D(-d.y, d.x);
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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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// Calculate and return the angle
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Vector2D d = GetDelta();
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return -(float)Math.Atan2(-d.y, d.x) + Angle2D.PIHALF;
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}
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public Vector2D GetDelta() { return v2 - v1; }
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public float GetLength() { return Line2D.GetLength(v2.x - v1.x, v2.y - v1.y); }
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public float GetLengthSq() { return Line2D.GetLengthSq(v2.x - v1.x, v2.y - v1.y); }
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// Output
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public override string ToString()
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{
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return "(" + v1 + ") - (" + v2 + ")";
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4);
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, true);
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, bool bounded)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, bounded);
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}
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public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, out float u_line)
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{
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return Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line);
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}
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public bool GetIntersection(Line2D ray)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y);
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}
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public bool GetIntersection(Line2D ray, out float u_ray)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, true);
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}
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public bool GetIntersection(Line2D ray, out float u_ray, bool bounded)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, bounded);
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}
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public bool GetIntersection(Line2D ray, out float u_ray, out float u_line)
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{
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return Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, out u_line);
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}
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public float GetSideOfLine(Vector2D p)
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{
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return Line2D.GetSideOfLine(v1, v2, p);
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}
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public float GetDistanceToLine(Vector2D p, bool bounded)
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{
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return Line2D.GetDistanceToLine(v1, v2, p, bounded);
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}
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public float GetDistanceToLineSq(Vector2D p, bool bounded)
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{
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return Line2D.GetDistanceToLineSq(v1, v2, p, bounded);
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}
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public float GetNearestOnLine(Vector2D p)
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{
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return Line2D.GetNearestOnLine(v1, v2, p);
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}
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public Vector2D GetCoordinatesAt(float u)
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{
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return Line2D.GetCoordinatesAt(v1, v2, u);
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}
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public Line2D GetTransformed(float offsetx, float offsety, float scalex, float scaley)
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{
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return new Line2D(v1.GetTransformed(offsetx, offsety, scalex, scaley),
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v2.GetTransformed(offsetx, offsety, scalex, scaley));
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}
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// Inverse Transform
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public Line2D GetInvTransformed(float invoffsetx, float invoffsety, float invscalex, float invscaley)
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{
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return new Line2D(v1.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley),
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v2.GetInvTransformed(invoffsetx, invoffsety, invscalex, invscaley));
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}
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#endregion
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}
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}
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