mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
34703ce89d
Fixed, Edit Selection mode: texture scale was flipped when "Floor/Ceiling Transform" -> "Scale" was enabled. Changed: a warning is no longer displayed when trying to compile an empty SCRIPTS lump. Updated ZDoom_DECORATE.cfg.
134 lines
3.7 KiB
C#
134 lines
3.7 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 Angle2D
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{
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#region ================== Constants
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public const float PI = (float)Math.PI;
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public const float PIHALF = (float)Math.PI * 0.5f;
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public const float PI2 = (float)Math.PI * 2f;
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public const float PIDEG = 57.295779513082320876798154814105f;
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public const float SQRT2 = 1.4142135623730950488016887242097f;
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#endregion
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#region ================== Methods
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// This converts doom angle to real angle
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public static float DoomToReal(int doomangle)
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{
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return (float)Math.Round(Normalized(DegToRad((doomangle + 90))), 4);
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}
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// This converts real angle to doom angle
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public static int RealToDoom(float realangle)
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{
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return (int)Math.Round(RadToDeg(Normalized(realangle - PIHALF)));
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}
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// This converts degrees to radians
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public static float DegToRad(float deg)
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{
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return deg / PIDEG;
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}
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// This converts radians to degrees
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public static float RadToDeg(float rad)
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{
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return rad * PIDEG;
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}
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// This normalizes an angle
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public static float Normalized(float a)
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{
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while(a < 0f) a += PI2;
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while(a >= PI2) a -= PI2;
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return a;
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}
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// This returns the difference between two angles
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public static float Difference(float a, float b)
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{
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// Calculate delta angle
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float d = Normalized(a) - Normalized(b);
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// Make corrections for zero barrier
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if(d < 0f) d += PI2;
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if(d > PI) d = PI2 - d;
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// Return result
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return d;
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}
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//mxd. Slade 3 MathStuff::angle2DRad ripoff...
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//Returns the angle between the 2d points [p1], [p2] and [p3]
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public static float GetAngle(Vector2D p1, Vector2D p2, Vector2D p3)
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{
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// From: http://stackoverflow.com/questions/3486172/angle-between-3-points
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// modified not to bother converting to degrees
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Vector2D ab = new Vector2D(p2.x - p1.x, p2.y - p1.y);
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Vector2D cb = new Vector2D(p2.x - p3.x, p2.y - p3.y);
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// dot product
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float dot = (ab.x * cb.x + ab.y * cb.y);
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// length square of both vectors
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float abSqr = ab.x * ab.x + ab.y * ab.y;
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float cbSqr = cb.x * cb.x + cb.y * cb.y;
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// square of cosine of the needed angle
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float cosSqr = dot * dot / abSqr / cbSqr;
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// this is a known trigonometric equality:
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// cos(alpha * 2) = [ cos(alpha) ]^2 * 2 - 1
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float cos2 = 2.0f * cosSqr - 1.0f;
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// Here's the only invocation of the heavy function.
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// It's a good idea to check explicitly if cos2 is within [-1 .. 1] range
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float alpha2 =
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(cos2 <= -1) ? PI :
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(cos2 >= 1) ? 0.0f :
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(float)Math.Acos(cos2);
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float rs = alpha2 * 0.5f;
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// Now revolve the ambiguities.
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// 1. If dot product of two vectors is negative - the angle is definitely
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// above 90 degrees. Still we have no information regarding the sign of the angle.
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// NOTE: This ambiguity is the consequence of our method: calculating the cosine
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// of the double angle. This allows us to get rid of calling sqrt.
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if(dot < 0) rs = PI - rs;
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// 2. Determine the sign. For this we'll use the Determinant of two vectors.
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float det = (ab.x * cb.y - ab.y * cb.x);
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if(det < 0) rs = (2.0f * PI) - rs;
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return rs;
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}
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#endregion
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}
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}
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