mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-15 00:51:39 +00:00
390 lines
8.8 KiB
C#
390 lines
8.8 KiB
C#
|
||
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
||
|
||
/*
|
||
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
||
* This program is released under GNU General Public License
|
||
*
|
||
* 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.
|
||
*
|
||
*/
|
||
|
||
#endregion
|
||
|
||
#region ================== Namespaces
|
||
|
||
using System;
|
||
|
||
#endregion
|
||
|
||
namespace CodeImp.DoomBuilder.Geometry
|
||
{
|
||
public struct Vector2D
|
||
{
|
||
#region ================== Constants
|
||
|
||
private const float TINY_VALUE = 0.0000000001f;
|
||
|
||
#endregion
|
||
|
||
#region ================== Variables
|
||
|
||
// Coordinates
|
||
public float x;
|
||
public float y;
|
||
|
||
#endregion
|
||
|
||
#region ================== Constructors
|
||
|
||
// Constructor
|
||
public Vector2D(float x, float y)
|
||
{
|
||
this.x = x;
|
||
this.y = y;
|
||
}
|
||
|
||
// Constructor
|
||
public Vector2D(Vector3D v)
|
||
{
|
||
this.x = v.x;
|
||
this.y = v.y;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Statics
|
||
|
||
// Conversion to Vector3D
|
||
public static implicit operator Vector3D(Vector2D a)
|
||
{
|
||
return new Vector3D(a);
|
||
}
|
||
|
||
// This adds two vectors
|
||
public static Vector2D operator +(Vector2D a, Vector2D b)
|
||
{
|
||
return new Vector2D(a.x + b.x, a.y + b.y);
|
||
}
|
||
|
||
// This adds to a vector
|
||
public static Vector2D operator +(float a, Vector2D b)
|
||
{
|
||
return new Vector2D(a + b.x, a + b.y);
|
||
}
|
||
|
||
// This adds to a vector
|
||
public static Vector2D operator +(Vector2D a, float b)
|
||
{
|
||
return new Vector2D(a.x + b, a.y + b);
|
||
}
|
||
|
||
// This subtracts two vectors
|
||
public static Vector2D operator -(Vector2D a, Vector2D b)
|
||
{
|
||
return new Vector2D(a.x - b.x, a.y - b.y);
|
||
}
|
||
|
||
// This subtracts from a vector
|
||
public static Vector2D operator -(Vector2D a, float b)
|
||
{
|
||
return new Vector2D(a.x - b, a.y - b);
|
||
}
|
||
|
||
// This subtracts from a vector
|
||
public static Vector2D operator -(float a, Vector2D b)
|
||
{
|
||
return new Vector2D(a - b.x, a - b.y);
|
||
}
|
||
|
||
// This reverses a vector
|
||
public static Vector2D operator -(Vector2D a)
|
||
{
|
||
return new Vector2D(-a.x, -a.y);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator *(float s, Vector2D a)
|
||
{
|
||
return new Vector2D(a.x * s, a.y * s);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator *(Vector2D a, float s)
|
||
{
|
||
return new Vector2D(a.x * s, a.y * s);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator *(Vector2D a, Vector2D b)
|
||
{
|
||
return new Vector2D(a.x * b.x, a.y * b.y);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator /(float s, Vector2D a)
|
||
{
|
||
return new Vector2D(a.x / s, a.y / s);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator /(Vector2D a, float s)
|
||
{
|
||
return new Vector2D(a.x / s, a.y / s);
|
||
}
|
||
|
||
// This scales a vector
|
||
public static Vector2D operator /(Vector2D a, Vector2D b)
|
||
{
|
||
return new Vector2D(a.x / b.x, a.y / b.y);
|
||
}
|
||
|
||
// This calculates the dot product
|
||
public static float DotProduct(Vector2D a, Vector2D b)
|
||
{
|
||
// Calculate and return the dot product
|
||
return a.x * b.x + a.y * b.y;
|
||
}
|
||
|
||
// This calculates the cross product
|
||
public static Vector2D CrossProduct(Vector2D a, Vector2D b)
|
||
{
|
||
Vector2D result = new Vector2D();
|
||
|
||
// Calculate and return the dot product
|
||
result.x = a.y * b.x;
|
||
result.y = a.x * b.y;
|
||
return result;
|
||
}
|
||
|
||
// This compares a vector
|
||
public static bool operator ==(Vector2D a, Vector2D b)
|
||
{
|
||
return (a.x == b.x) && (a.y == b.y);
|
||
}
|
||
|
||
// This compares a vector
|
||
public static bool operator !=(Vector2D a, Vector2D b)
|
||
{
|
||
return (a.x != b.x) || (a.y != b.y);
|
||
}
|
||
|
||
// This reflects the vector v over mirror m
|
||
// Note that mirror m must be normalized!
|
||
// R = V - 2 * M * (M dot V)
|
||
public static Vector2D Reflect(Vector2D v, Vector2D m)
|
||
{
|
||
// Get the dot product of v and m
|
||
float dp = Vector2D.DotProduct(m, v);
|
||
|
||
// Make the reflected vector
|
||
Vector2D mv = new Vector2D();
|
||
mv.x = v.x - (2f * m.x * dp);
|
||
mv.y = v.y - (2f * m.y * dp);
|
||
|
||
// Return the reflected vector
|
||
return mv;
|
||
}
|
||
|
||
// This returns the reversed vector
|
||
public static Vector2D Reversed(Vector2D v)
|
||
{
|
||
// Return reversed vector
|
||
return new Vector2D(-v.x, -v.y);
|
||
}
|
||
|
||
// This returns a vector from an angle
|
||
public static Vector2D FromAngle(float angle)
|
||
{
|
||
// Return vector from angle
|
||
return new Vector2D((float)Math.Sin(angle), -(float)Math.Cos(angle));
|
||
}
|
||
|
||
// This returns a vector from an angle with a given legnth
|
||
public static Vector2D FromAngle(float angle, float length)
|
||
{
|
||
// Return vector from angle
|
||
return FromAngle(angle) * length;
|
||
}
|
||
|
||
// This calculates the angle
|
||
public static float GetAngle(Vector2D a, Vector2D b)
|
||
{
|
||
// Calculate and return the angle
|
||
return -(float)Math.Atan2(-(a.y - b.y), (a.x - b.x)) + Angle2D.PIHALF;//mxd //(float)Math.PI * 0.5f;
|
||
}
|
||
|
||
// This returns the square distance between two points
|
||
public static float DistanceSq(Vector2D a, Vector2D b)
|
||
{
|
||
Vector2D d = a - b;
|
||
return d.GetLengthSq();
|
||
}
|
||
|
||
// This returns the distance between two points
|
||
public static float Distance(Vector2D a, Vector2D b)
|
||
{
|
||
Vector2D d = a - b;
|
||
return d.GetLength();
|
||
}
|
||
|
||
// This returns the manhattan distance between two points
|
||
public static float ManhattanDistance(Vector2D a, Vector2D b)
|
||
{
|
||
Vector2D d = a - b;
|
||
return Math.Abs(d.x) + Math.Abs(d.y);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Methods
|
||
|
||
// This returns the perpendicular vector by simply making a normal
|
||
public Vector2D GetPerpendicular()
|
||
{
|
||
return new Vector2D(-y, x);
|
||
}
|
||
|
||
// This returns a vector with the sign of all components
|
||
public Vector2D GetSign()
|
||
{
|
||
return new Vector2D(Math.Sign(x), Math.Sign(y));
|
||
}
|
||
|
||
// This calculates the angle
|
||
public float GetAngle()
|
||
{
|
||
// Calculate and return the angle
|
||
return -(float)Math.Atan2(-y, x) + Angle2D.PIHALF; //mxd
|
||
}
|
||
|
||
// This calculates the length
|
||
public float GetLength()
|
||
{
|
||
// Calculate and return the length
|
||
return (float)Math.Sqrt(x * x + y * y);
|
||
}
|
||
|
||
// This calculates the square length
|
||
public float GetLengthSq()
|
||
{
|
||
// Calculate and return the square length
|
||
return x * x + y * y;
|
||
}
|
||
|
||
// This calculates the length
|
||
public float GetManhattanLength()
|
||
{
|
||
// Calculate and return the length
|
||
return Math.Abs(x) + Math.Abs(y);
|
||
}
|
||
|
||
// This returns a normalized vector
|
||
public Vector2D GetNormal()
|
||
{
|
||
float lensq = this.GetLengthSq();
|
||
if(lensq > TINY_VALUE)
|
||
{
|
||
// Divide each element by the length
|
||
float mul = 1f / (float)Math.Sqrt(lensq);
|
||
return new Vector2D(x * mul, y * mul);
|
||
}
|
||
else
|
||
{
|
||
// Cannot make normal
|
||
return new Vector2D(0f, 0f);
|
||
}
|
||
}
|
||
|
||
// This scales the vector
|
||
public Vector2D GetScaled(float s)
|
||
{
|
||
// Scale the vector
|
||
return new Vector2D(x * s, y * s);
|
||
}
|
||
|
||
// This changes the vector length
|
||
public Vector2D GetFixedLength(float l)
|
||
{
|
||
// Normalize, then scale
|
||
return this.GetNormal().GetScaled(l);
|
||
}
|
||
|
||
// Output
|
||
public override string ToString()
|
||
{
|
||
return x + ", " + y;
|
||
}
|
||
|
||
// Transform
|
||
public Vector2D GetTransformed(float offsetx, float offsety, float scalex, float scaley)
|
||
{
|
||
return new Vector2D((x + offsetx) * scalex, (y + offsety) * scaley);
|
||
}
|
||
|
||
// Inverse Transform
|
||
public Vector2D GetInvTransformed(float invoffsetx, float invoffsety, float invscalex, float invscaley)
|
||
{
|
||
return new Vector2D((x * invscalex) + invoffsetx, (y * invscaley) + invoffsety);
|
||
}
|
||
|
||
// Rotate (Added by Anders <20>strand 2008-05-18)
|
||
public Vector2D GetRotated(float theta)
|
||
{
|
||
float cos = (float)Math.Cos(theta);
|
||
float sin = (float)Math.Sin(theta);
|
||
float rx = cos * x - sin * y;
|
||
float ry = sin * x + cos * y;
|
||
return new Vector2D(rx, ry);
|
||
}
|
||
|
||
//JBR Linear interpolate into...
|
||
public Vector2D LinearInto(Vector2D dest, float delta)
|
||
{
|
||
float px = x + (dest.x - x) * delta;
|
||
float py = y + (dest.y - y) * delta;
|
||
return new Vector2D(px, py);
|
||
}
|
||
|
||
//JBR Check if close to another vector (square collision)
|
||
public bool CloseTo(Vector2D dest, float epsilon)
|
||
{
|
||
return Math.Abs(dest.x - x) <= epsilon && Math.Abs(dest.y - y) <= epsilon;
|
||
}
|
||
|
||
//JBR Round coordinates
|
||
public Vector2D GetRounded()
|
||
{
|
||
return new Vector2D((float)Math.Round(x), (float)Math.Round(y));
|
||
}
|
||
|
||
// Checks if the Vector has valid values for x and y
|
||
public bool IsFinite()
|
||
{
|
||
return !float.IsNaN(x) && !float.IsNaN(y) && !float.IsInfinity(x) && !float.IsInfinity(y);
|
||
}
|
||
|
||
//mxd. Addeed to make compiler a bit more happy...
|
||
public override int GetHashCode()
|
||
{
|
||
return base.GetHashCode();
|
||
}
|
||
|
||
//mxd. Addeed to make compiler a bit more happy...
|
||
public override bool Equals(object obj)
|
||
{
|
||
if(!(obj is Vector2D)) return false;
|
||
|
||
Vector2D other = (Vector2D)obj;
|
||
|
||
if(x != other.x) return false;
|
||
if(y != other.y) return false;
|
||
return true;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|