Ejemplo n.º 1
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        /// <summary>
        /// Determine which "clock direction" (e.g. clockwise or counter-clockwise) the other
        /// vector is from this vector, assuming both are "rooted" at (0,0)
        /// </summary>
        /// <remarks>
        /// This is basically the calculation for the determinant of the two vectors.
        /// </remarks>
        /// <param name="_other">The other vector</param>
        /// <returns>-1: Clockwise, 1: CounterClockwise, 0: Colinear</returns>
        public int ClockDirection(SVector2d _other)
        {
            var left  = X * _other.Y;
            var right = Y * _other.X;

            return((right > left) ? -1 : (left > right) ? 1 : 0);
        }
Ejemplo n.º 2
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        /// <summary>
        /// The square of the distance between this vector and another vector (assumed to be
        /// point vectors)
        /// </summary>
        /// <param name="_other">The other vector</param>
        /// <returns>The distance squared between this and another vector</returns>
        public double DistanceSquared(SVector2d _other)
        {
            var xx = X - _other.X;
            var yy = Y - _other.Y;

            return(xx * xx + yy * yy);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Return true if the vector AB to vector AC is counterclockwise. It is
        /// counterclockwise when the determinant is positive. Clockwise: Negative.
        /// Co-linear: 0
        /// </summary>
        /// <remarks>This is really just a determinant of vectors AB and AC</remarks>
        /// <param name="_a"></param>
        /// <param name="_b"></param>
        /// <param name="_c"></param>
        /// <returns>-1: Clockwise, 1: CounterClockwise, 0: Colinear</returns>
        private static int ClockDirection(SVector2d _a, SVector2d _b, SVector2d _c)
        {
            var left  = (_c.Y - _a.Y) * (_b.X - _a.X);
            var right = (_b.Y - _a.Y) * (_c.X - _a.X);

            return(left <right ? -1 : left> right ? 1 : 0);
        }
Ejemplo n.º 4
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        /// <summary>
        /// Determine if a point is inside the "box" formed by the endpoints of this segment
        /// </summary>
        /// <param name="_point">The point to test</param>
        /// <returns>
        /// TRUE if a point in space is inside the "box" formed by the two endpoints of this
        /// segment
        /// </returns>
        public bool HasInBox(SVector2d _point)
        {
            if (_point.X < m_point1.X && _point.X < m_point2.X)
            {
                return(false);
            }
            if (_point.X > m_point1.X && _point.X > m_point2.X)
            {
                return(false);
            }

            if (_point.Y < m_point1.Y && _point.Y < m_point2.Y)
            {
                return(false);
            }
            if (_point.Y > m_point1.Y && _point.Y > m_point2.Y)
            {
                return(false);
            }

            return(true);
        }
Ejemplo n.º 5
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 /// <summary>
 /// Determine if this and another vector form acute angles with each other
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>TRUE if the vectors are acute</returns>
 public bool AreAcute(SVector2d _other) => NormalizedDot(_other) > 0;
Ejemplo n.º 6
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 /// <summary>
 /// Determine if this and another vector form obtuse angles with each other
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>TRUE if the vectors are obtuse</returns>
 public bool AreObtuse(SVector2d _other) => NormalizedDot(_other) < 0;
Ejemplo n.º 7
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 /// <summary>
 /// Determine if this and another vector are orthogonal- perpendicular
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>TRUE if the vectors are orthogonal</returns>
 public bool AreOrthogonal(SVector2d _other) => NormalizedDot(_other).IsClose(0);
Ejemplo n.º 8
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        /// <summary>
        /// Determine if this and another vector are parallel and pointing in the same direction
        /// </summary>
        /// <param name="_other">The other vector</param>
        /// <returns>TRUE if the vectors are parallel and in the same direction</returns>
        public bool AreParallelSameDir(SVector2d _other)
        {
            var dot = NormalizedDot(_other);

            return(dot.IsClose(1));
        }
Ejemplo n.º 9
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 /// <summary>
 /// Construct with axis coordinates of the endpoints
 /// </summary>
 /// <param name="_x1"></param>
 /// <param name="_y1"></param>
 /// <param name="_x2"></param>
 /// <param name="_y2"></param>
 public LineSegment(double _x1, double _y1, double _x2, double _y2)
 {
     m_point1 = new SVector2d(_x1, _y1);
     m_point2 = new SVector2d(_x2, _y2);
 }
Ejemplo n.º 10
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 /// <summary>
 /// Calculate the dot-product of this vector and another vector. This is also equal to
 /// the cosine of the angle between the two vectors.
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>The normalized dot-product, a scalar value</returns>
 public double CosineOfAngleBetween(SVector2d _other) => Dot(_other) / (Length * _other.Length);
Ejemplo n.º 11
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 /// <summary>
 /// Calculate the dot-product of this vector and another vector. This is also equal to
 /// the cosine of the angle between the two vectors.
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>The normalized dot-product, a scalar value</returns>
 public double NormalizedDot(SVector2d _other) => Dot(_other) / (Length * _other.Length);
Ejemplo n.º 12
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 /// <summary>
 /// Return a vector equal to another vector minus this vector
 /// </summary>
 /// <param name="_other">The vector to subtract this vector from</param>
 /// <returns>
 /// A vector pointing from "this" (a position vector) to another position vector.
 /// </returns>
 public SVector2d PointTo(SVector2d _other) => _other - this;
Ejemplo n.º 13
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 /// <summary>
 /// Return a vector equal to this vector plus another vector
 /// </summary>
 /// <param name="_other">The vector to add to this one</param>
 /// <returns>A vector representing the sum of two vectors</returns>
 public SVector2d AddTo(SVector2d _other) => this + _other;
Ejemplo n.º 14
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 /// <summary>
 /// Calculate the dot-product of this vector and another vector
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>The dot-product, a scalar value</returns>
 public double Dot(SVector2d _other) => X * _other.X + Y * _other.Y;
Ejemplo n.º 15
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        /// <summary>
        /// Determine if this (point) vector travelling at a specific speed can intersect a
        /// second (point) vector travelling at a given linear velocity
        /// </summary>
        /// <param name="_myPosition">The position of "me"</param>
        /// <param name="_mySpeed">The speed at which this point can travel</param>
        /// <param name="_otherPosition">The position of the target point</param>
        /// <param name="_otherVelocity">The velocity of the target point</param>
        /// <param name="_interceptPosition">
        /// If interception is possible, the point of interception
        /// </param>
        /// <param name="_interceptTime">
        /// If interception is possible, the time of interception
        /// </param>
        /// <returns>
        /// The velocity vector that this point should use in order to intercept, or
        /// <see cref="SVector2d.NotAVector"/> if interception is not possible
        /// </returns>
        public static SVector2d Intercept(
            SVector2d _myPosition,
            double _mySpeed,
            SVector2d _otherPosition,
            SVector2d _otherVelocity,
            out SVector2d _interceptPosition,
            out double _interceptTime)
        {
            // First check- Are we already on top of the target? If so, its valid and we're done
            if (_myPosition.AreSame(_otherPosition))
            {
                _interceptPosition = _myPosition;
                _interceptTime     = 0;
                return(SVector2d.Zero); // (0,0)
            }

            // Set "out" parameters as if a failure occurred.
            _interceptPosition = NotAVector;
            _interceptTime     = double.NaN;

            // Check- Am I moving? Be gracious about exception throwing even though negative
            // speed is undefined.
            if (_mySpeed <= 0)
            {
                return(NotAVector); // No interception
            }
            var otherSpeed      = _otherVelocity.Length;
            var vectorFromOther = _myPosition - _otherPosition;
            var distanceToOther = vectorFromOther.Length;

            // Check- Is the other thing not moving? If it isn't, the calcs don't work because
            // we can't use the Law of Cosines
            if (otherSpeed.IsClose(0))
            {
                _interceptPosition = _otherPosition;
                _interceptTime     = distanceToOther / _mySpeed;
            }
            else // Everything looks OK for the Law of Cosines approach
            {
                var cosTheta = vectorFromOther.Dot(_otherVelocity) / (distanceToOther * otherSpeed);

                var a = _mySpeed * _mySpeed - otherSpeed * otherSpeed;
                var b = 2 * distanceToOther * otherSpeed * cosTheta;
                var c = -distanceToOther * distanceToOther;

                if (!CMath.QuadraticSolver(a, b, c, out var t1, out var t2))
                {
                    return(SVector2d.NotAVector);
                }

                if (t1 < 0 && t2 < 0)
                {
                    return(SVector2d.NotAVector);
                }
                else if (t1 > 0 && t2 > 0)
                {
                    _interceptTime = Math.Min(t1, t2);
                }
                else
                {
                    _interceptTime = Math.Max(t1, t2);
                }

                _interceptPosition = _otherPosition + _otherVelocity * _interceptTime;
            }

            // Calculate the resulting velocity based on the time and intercept position
            var velocity = _interceptPosition - _myPosition;

            return(velocity.WithNewLength(_mySpeed));
        }
Ejemplo n.º 16
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 /// <summary>
 /// Return the angle (radians) between this and the provided vector
 /// </summary>
 /// <remarks>Another way of saying SVector2.ToRadians( _other - this )</remarks>
 /// <param name="_other"></param>
 /// <returns></returns>
 public double AngleBetween(SVector2d _other) => Math.Atan2(_other.Y - Y, _other.X - X);
Ejemplo n.º 17
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 /// <summary>
 /// Is another vector the "same" as this vector? "Same" implies "really close", as
 /// opposed to "double==double"
 /// </summary>
 /// <param name="_other">The vector to compare to this one</param>
 /// <returns>TRUE if the X,Y values are "close"</returns>
 public bool AreSame(SVector2d _other) => X.IsClose(_other.X) && Y.IsClose(_other.Y);
Ejemplo n.º 18
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 /// <summary>
 /// Return the angle (radians) as if using the law of cosines, where "this" is the
 /// mid-point (where the interesting angle is) of the triangle formed between this and
 /// the two points provided.
 /// </summary>
 /// <param name="_first">the first one of the two other points in the triangle</param>
 /// <param name="_second">the second one of the two other points in the triangle</param>
 /// <returns></returns>
 public double AngleBetween(SVector2d _first, SVector2d _second) => AngleBetween(_first) - AngleBetween(_second);
Ejemplo n.º 19
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 /// <summary>
 /// The distance between this vector and another vector
 /// </summary>
 /// <param name="_other">The other vector</param>
 /// <returns>The distance between this and another vector</returns>
 public double Distance(SVector2d _other) => Math.Sqrt(DistanceSquared(_other));
Ejemplo n.º 20
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 /// <summary>
 /// Construct with two vectors
 /// </summary>
 /// <param name="_point1"></param>
 /// <param name="_point2"></param>
 public LineSegment(SVector2d _point1, SVector2d _point2)
 {
     m_point1 = _point1;
     m_point2 = _point2;
 }