/////////////////////////////////////////////// //////////////////PROPERTIES/////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// ////////////////////METHODS//////////////////// /////////////////////////////////////////////// //////////////TRANSFORM_METHODS//////////////// public override void moveTo(float x, float y) { float oldX = this.Center.X; float oldY = this.Center.Y; if (OnMoveStart != null) { if (!OnMoveStart.Invoke(this, oldX, oldY)) { return; } } if (OnMoving != null) { OnMoving.Invoke(this, oldX, oldY); } this.systemCenter = new GlPointR2(x, y); updatePointsPosition(); if (OnMoved != null) { OnMoved.Invoke(this, oldX, oldY); } }
protected override void updatePointsPosition() { this.b = -2 * this.a * this.systemCenter.X; this.c = this.a * this.a * this.systemCenter.X + this.systemCenter.Y; this.COS = directVector.deltaX / directVector.Length; this.SIN = directVector.deltaY / directVector.Length; float yFocus = 1 / Math.Abs(4 * a); this.parabolaFocus = new GlPointR2(-yFocus * SIN + systemCenter.X, yFocus * COS + systemCenter.Y); this.parabolaDirectriss = new GlLineR2(new GlPointR2(yFocus * SIN + systemCenter.X, -yFocus * COS + systemCenter.Y), new GlVectorR2(1, 0).getRotatedVector(-SIN, COS)); for (int i = 0; i < 180; i++) { float SIN_A = (float)Math.Sin(i * Math.PI / 180); float COS_A = (float)Math.Cos(i * Math.PI / 180); float SINH_A = (float)Math.Sin(i * Math.PI / 360); float AbsedA = (float)Math.Abs(a); float PartRes = (float)(Math.Sqrt(2 * AbsedA) * Math.Sqrt(2 * a * SIN_A * SIN_A - 8 * a * SINH_A * SINH_A + 8 * SINH_A * SINH_A * AbsedA)); float fDevider = 8 * AbsedA * AbsedA - 4 * a * AbsedA + 4 * a * AbsedA * COS_A; float x1 = PartRes / fDevider; float x2 = PartRes / -fDevider; float y1 = a * x1 * x1; float y2 = a * x2 * x2; this.curvePoints[180 + i] = new GlPointR2(x1 * COS - y1 * SIN + systemCenter.X, x1 * SIN + y1 * COS + systemCenter.Y); this.curvePoints[179 - i] = new GlPointR2(x2 * COS - y2 * SIN + systemCenter.X, x2 * SIN + y2 * COS + systemCenter.Y); } }
/////////////////////////////////////////////// //////////////////PROPERTIES/////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// ////////////////////METHODS//////////////////// /////////////////////////////////////////////// //////////////TRANSFORM_METHODS//////////////// public override void moveTo(float x, float y) { if (OnMoveStart != null) { if (!OnMoveStart.Invoke(this, this.polyCenter.X, this.polyCenter.Y)) { return; } } if (OnMoving != null) { OnMoving.Invoke(this, this.polyCenter.X, this.polyCenter.Y); } GlVectorR2 delta = new GlVectorR2(x - polyCenter.X, y - polyCenter.Y); for (int i = 0; i < vertexes.Length; i++) { vertexes[i] = delta.fromPointToPoint(vertexes[i]); } GlPointR2 OP = new GlPointR2(this.polyCenter); this.polyCenter = new GlPointR2(x, y); if (OnMoved != null) { OnMoved.Invoke(this, OP.X, OP.Y); } }
/////////////////////////////////////////////// //////////////////PROPERTIES/////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// ////////////////////METHODS//////////////////// /////////////////////////////////////////////// //////////////TRANSFORM_METHODS//////////////// public override void moveTo(float x, float y) { float oldX = systemCenter.X, oldY = systemCenter.Y; if (OnMoveStart != null) { if (!OnMoveStart.Invoke(this, oldX, oldY)) { return; } } if (OnMoving != null) { OnMoving.Invoke(this, oldX, oldY); } GlVectorR2 moveVector = new GlVectorR2(x - this.systemCenter.X, y - this.systemCenter.Y); this.systemCenter = new GlPointR2(x, y); foreach (GlFigure F in this.figuresAmount) { GlPointR2 newCenter = moveVector.fromPointToPoint(F.Center); F.moveTo(newCenter.X, newCenter.Y); } if (OnMoved != null) { OnMoving.Invoke(this, oldX, oldY); } }
public override GlPointR2[] getIntersection(GlPolygon POLY) { if (POLY == null || POLY.CountOfPoints == 0) { return new GlPointR2[] { } } ; GlPointR2[] Intersections = new GlPointR2[POLY.CountOfPoints]; int countOfIntersections = 0; GlPointR2[] faultInter = new GlLineR2(POLY[POLY.CountOfPoints - 1], new GlVectorR2(POLY[0].X - POLY[POLY.CountOfPoints - 1].X, POLY[0].Y - POLY[POLY.CountOfPoints - 1].Y)).getIntersection(this); if (faultInter.Length == 1 && new GlLineSegment(POLY[0], POLY[POLY.CountOfPoints - 1]).isPointBelongs(faultInter[0])) { Intersections[countOfIntersections++] = faultInter[0]; } for (int i = 0; i < POLY.CountOfPoints - 1; i++) { faultInter = new GlLineR2(POLY[i], new GlVectorR2(POLY[i + 1].X - POLY[i].X, POLY[i + 1].Y - POLY[i].Y)).getIntersection(this); if (faultInter.Length == 1 && new GlLineSegment(POLY[i + 1], POLY[i]).isPointBelongs(faultInter[0])) { Intersections[countOfIntersections++] = faultInter[0]; } } GlPointR2[] result = new GlPointR2[countOfIntersections]; Array.Copy(Intersections, result, countOfIntersections); return(result); }
/// <summary> /// Determines the position of given point in a rotated and parallel-moved coordinate system /// </summary> /// <param name="P">Point to be translated</param> /// <param name="SIN">sin of a counter-wise angle of system rotation</param> /// <param name="COS">cos of a counter-wise angle of system rotation</param> /// <param name="systemCenter">Center of the system point is being tanslated to</param> /// <returns>Translated point</returns> public GlPointR2 getPointTranslatedToRotatedSystem(float SIN, float COS, GlPointR2 systemCenter) { GlPointR2 TranslatedPoint = new GlPointR2(this); TranslatedPoint.moveTo((TranslatedPoint.X - systemCenter.X) * COS + (TranslatedPoint.Y - systemCenter.Y) * SIN, -(TranslatedPoint.X - systemCenter.X) * SIN + (TranslatedPoint.Y - systemCenter.Y) * COS); return(TranslatedPoint); }
/////////////////////////////////////////////// ////////////////////FIELDS///////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// /////////////////CONSTRUCTORS////////////////// /////////////////////////////////////////////// public GlHyperbola(float realHalfAxis, float additionalHalfAxis, GlVectorR2 xAxisDirection, GlPointR2 systemCenter) { this.curvePoints = new GlPointR2[179]; if (xAxisDirection == null || systemCenter == null) { directVector = new GlVectorR2(0, 0); systemCenter = new GlPointR2(float.NaN, float.NaN); Ra = 0; Rb = 0; return; } this.directVector = xAxisDirection; this.systemCenter = systemCenter; this.Ra = realHalfAxis; this.Rb = additionalHalfAxis; if (directVector.isNullVector() || systemCenter.isNullPoint()) { return; } updatePointsPosition(); }
/// <summary> /// Determines the position of given point in a standard coordinate system /// </summary> /// <param name="P">Point to be translated back</param> /// <param name="SIN">sin of a counter-wise angle of system rotation</param> /// <param name="COS">cos of a counter-wise angle of system rotation</param> /// <param name="systemCenter">Center of the system point was tanslated to</param> /// <returns>Translated back point</returns> public GlPointR2 getTranslatedBackPoint(float SIN, float COS, GlPointR2 systemCenter) { GlPointR2 TranslatedPoint = new GlPointR2(this); TranslatedPoint.moveTo(TranslatedPoint.X * COS - TranslatedPoint.Y * SIN + systemCenter.X, TranslatedPoint.X * SIN + TranslatedPoint.Y * COS + systemCenter.Y); return(TranslatedPoint); }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { if (L == null || this.isNullParabola() || L.isNullLine()) { return new GlPointR2[] { } } ; GlParabola PC = new GlParabola(this.A, new GlPointR2(0, 0), new GlVectorR2(1, 0)); GlPointR2 LP0 = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Vertex); GlPointR2 LP1 = L.DirectVector.getRotatedVector(this.SIN, this.COS).fromPointToPoint(LP0); float fPartRes = LP0.Y - LP1.Y; float sPartRes = (float)Math.Sqrt(4 * PC.A * (LP0.X - LP1.X) * (LP0.X * LP1.Y - LP1.X * LP0.Y + PC.C * (LP1.X - LP0.X)) + (float)Math.Pow(PC.B * (LP0.X - LP1.X) - LP0.Y + LP1.Y, 2.0)); float tPartRes = PC.B * (LP1.X - LP0.X); float devider = 2 * PC.A * (LP0.X - LP1.X); float x1 = (fPartRes + sPartRes + tPartRes) / devider; float x2 = (fPartRes - sPartRes + tPartRes) / devider; float y1 = PC.A * x1 * x1 + PC.B * x1 + PC.C; float y2 = PC.A * x2 * x2 + PC.B * x2 + PC.C; return(new GlPointR2[] { new GlPointR2(x1, y1).getTranslatedBackPoint(this.SIN, this.COS, this.Vertex), new GlPointR2(x2, y2).getTranslatedBackPoint(this.SIN, this.COS, this.Vertex) }); }
/////////////////////////////////////////////// //////////////////PROPERTIES/////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// ////////////////////METHODS//////////////////// /////////////////////////////////////////////// //////////////TRANSFORM_METHODS//////////////// public void moveTo(GlPointR2 newBelongsPoint) { if (newBelongsPoint == null || newBelongsPoint.isNullPoint()) { return; } if (OnMoveStart != null) { if (!OnMoveStart.Invoke(this, this.pointOfLine.X, this.pointOfLine.Y)) { return; } } if (OnMoving != null) { OnMoving.Invoke(this, this.pointOfLine.X, this.pointOfLine.Y); } GlPointR2 OP = new GlPointR2(this.PointOfLine); this.pointOfLine = newBelongsPoint; if (OnMoved != null) { OnMoved.Invoke(this, OP.X, OP.Y); } }
/////////////////////////////////////////////// ////////////////////FIELDS///////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// /////////////////CONSTRUCTORS////////////////// /////////////////////////////////////////////// /// <param name="R1">size of X half-axis</param> /// <param name="R2">size of Y half-axis</param> /// <param name="VectorR1">Vector of x-axis positive direction</param> /// <param name="OvalCenter">Point of the center of the oval</param> public GlOval(float R1, float R2, GlVectorR2 VectorR1, GlPointR2 OvalCenter) { this.curvePoints = new GlPointR2[360]; if (VectorR1 == null || OvalCenter == null) { directVector = new GlVectorR2(0, 0); systemCenter = new GlPointR2(float.NaN, float.NaN); Ra = 0; Rb = 0; return; } this.systemCenter = new GlPointR2(OvalCenter); this.Ra = R1; this.Rb = R2; this.directVector = VectorR1; if (VectorR1.isNullVector()) { return; } this.Length = (int)Math.Ceiling(Math.PI * Math.Sqrt(2 * (R1 * R1 + R2 * R2))); updatePointsPosition(); }
/////////////INSIDE_BELONGS_METHODS//////////// /////////////////////////////////////////////// ///////////////ADDITIONAL_METHODS////////////// public virtual void AddVertex(GlPointR2 P) { if (P == null || P.isNullPoint()) { return; } if (OnVertexAddingStart != null) { if (!OnVertexAddingStart.Invoke(P)) { return; } } if (OnVertexAdding != null) { OnVertexAdding.Invoke(P); } if (polyCenter == null) { polyCenter = P; } GlPointR2[] copy = this.vertexes; this.vertexes = new GlPointR2[this.vertexes.Length + 1]; Array.Copy(copy, this.vertexes, copy.Length); this.vertexes[this.vertexes.Length - 1] = P; if (OnVertexAdded != null) { OnVertexAdded.Invoke(P); } }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { if (!this.isIntersects(L)) { return new GlPointR2[] { } } ; GlPointR2[] Intersections = new GlPointR2[2]; GlPointR2 LineMovedPoint = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); GlLineR2 IL = new GlLineR2(LineMovedPoint, L.DirectVector.getRotatedVector(this.SIN, this.COS)); float Devider = (float)(Math.Pow(this.RadA * IL.DirectVector.deltaY, 2.0) + Math.Pow(this.RadB * IL.DirectVector.deltaX, 2.0)); float PartRes = (float)Math.Sqrt(Math.Pow(this.RadA * IL.DirectVector.deltaY, 2.0) + Math.Pow(this.RadB * IL.DirectVector.deltaX, 2.0) - Math.Pow(IL.PointOfLine.X * IL.DirectVector.deltaY, 2.0) + (double)(2 * IL.PointOfLine.X * IL.PointOfLine.Y * IL.DirectVector.deltaX * IL.DirectVector.deltaY) - Math.Pow(IL.DirectVector.deltaX * IL.PointOfLine.Y, 2.0)); float xPart = this.RadA * IL.PointOfLine.X * (float)Math.Pow(IL.DirectVector.deltaY, 2.0) - this.RadA * IL.DirectVector.deltaX * IL.DirectVector.deltaY * IL.PointOfLine.Y; float yPart = this.RadB * IL.PointOfLine.Y * (float)Math.Pow(IL.DirectVector.deltaX, 2.0) - this.RadB * IL.DirectVector.deltaX * IL.DirectVector.deltaY * IL.PointOfLine.X; float xC1 = this.RadA * (this.RadB * IL.DirectVector.deltaX * PartRes + xPart) / Devider; float yC1 = this.RadB * (this.RadA * IL.DirectVector.deltaY * PartRes + yPart) / Devider; float xC2 = -this.RadA * (this.RadB * IL.DirectVector.deltaX * PartRes - xPart) / Devider; float yC2 = -this.RadB * (this.RadA * IL.DirectVector.deltaY * PartRes - yPart) / Devider; Intersections[0] = new GlPointR2(xC1, yC1).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); Intersections[1] = new GlPointR2(xC2, yC2).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); return(Intersections); }
/////////////////////////////////////////////// /////////////////CONSTRUCTORS////////////////// /////////////////////////////////////////////// public GlTriangle(GlPointR2 P1, GlPointR2 P2, GlPointR2 P3) : base((P1 == null || P2 == null || P3 == null)? new GlPointR2(float.NaN, float.NaN) : new GlPointR2((P1.X + P2.X + P3.X) / 3, (P1.Y + P2.Y + P3.Y) / 3), new GlPointR2[] { P1, P2, P3 }) { this.S = Math.Abs((P1.X - P3.X) * (P2.Y - P3.Y) - (P1.Y - P3.Y) * (P2.X - P3.X)) / 2; }
public GlLineR2 getParallel(GlPointR2 P) { if (P == null || this.pointOfLine.isNullPoint() || P.isNullPoint()) { return(null); } return(new GlLineR2(P, this.DirectVector)); }
public GlLineR2 getPerpendicular(GlPointR2 P) { GlPointR2 projection = this.getProjection(P); if (projection == null) { return(null); } return(new GlLineR2(projection, new GlVectorR2(projection.X - P.X, projection.Y - P.Y))); }
public override bool isPointBelongs(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(false); } GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); return(Math.Abs(TP.X - RealHalfAixis * Math.Sqrt(TP.Y * TP.Y + Math.Pow(AdditionalHalfAixis, 2.0)) / AdditionalHalfAixis) < FAULT); }
////////////////TANGENT_METHODS//////////////// /////////////////////////////////////////////// /////////////INSIDE_BELONGS_METHODS//////////// public override bool isPointInside(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(false); } GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); return(Math.Pow(TP.X / RealHalfAixis, 2.0) - Math.Pow(TP.Y / AdditionalHalfAixis, 2.0) - 1 > -FAULT); }
////////////INTERSECTION_METHODS/////////////// /////////////////////////////////////////////// /////////////INSIDE_BELONGS_METHODS//////////// public override bool isPointBelongs(GlPointR2 P) { foreach (GlFigure F in figuresAmount) { if (F.isPointBelongs(P)) { return(true); } } return(false); }
public override bool isPointBelongs(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(false); } GlPointR2 LineMovedPoint = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); return(Math.Abs(Math.Pow(LineMovedPoint.X / this.RadA, 2.0) + Math.Pow(LineMovedPoint.Y / this.RadB, 2.0) - 1) < FAULT); }
public override bool isPointBelongs(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(false); } GlPointR2 RP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Vertex); GlParabola RPB = new GlParabola(this.A, new GlPointR2(0, 0), new GlVectorR2(1, 0)); return(Math.Abs(RP.Y - RPB.A * RP.X * RP.X - RPB.B * RP.X - RPB.C) < FAULT); }
/////////////////////////////////////////////// ////////////////////FIELDS///////////////////// /////////////////////////////////////////////// /*********************************************/ /////////////////////////////////////////////// /////////////////CONSTRUCTORS////////////////// /////////////////////////////////////////////// public GlLineR2(GlPointR2 belongsPoint, GlVectorR2 directVector) { if (belongsPoint == null || directVector == null) { this.directVector = new GlVectorR2(0, 0); pointOfLine = new GlPointR2(float.NaN, float.NaN); return; } this.pointOfLine = belongsPoint; this.directVector = directVector; }
/////////////INTERSECTION_METHODS////////////// /////////////////////////////////////////////// ////////////////TANGENT_METHODS//////////////// public GlLineR2[] getTangentFromPoint(GlPointR2 P) { if (P == null || P.isNullPoint() || this.isPointInside(P)) { return new GlLineR2[] { } } ; GlOval IO = new GlOval(this.RadA, this.RadB, new GlVectorR2(this.RadA, 0.0f), new GlPointR2(0.0f, 0.0f)); GlPointR2 MovedPoint = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); if (this.RadA > this.RadB) { IO = new GlOval(this.RadB, this.RadA, this.directVector.getRotatedVector((float)Math.PI / 2), new GlPointR2(0.0f, 0.0f)); MovedPoint.moveTo(MovedPoint.Y, -MovedPoint.X); } float Devider = (float)(Math.Pow(IO.RadA * MovedPoint.Y, 2.0) + Math.Pow(IO.RadB * MovedPoint.X, 2.0)); float fPartRes = (float)Math.Pow(IO.RadA, 3.0) * IO.RadB * MovedPoint.X; float sPartRes = IO.RadA * IO.RadA * MovedPoint.Y * (float)Math.Sqrt(Math.Abs(-Math.Pow(IO.RadA, 4.0) + Math.Pow(IO.RadA * MovedPoint.Y, 2.0) + Math.Pow(IO.RadB * MovedPoint.X, 2.0))); float xI1 = (fPartRes + sPartRes) / Devider; float xI2 = (fPartRes - sPartRes) / Devider; float yI1 = (MovedPoint.X < 0 ? 1 : -1) * IO.RadB * (float)Math.Sqrt(Math.Abs(IO.RadA * IO.RadA - xI1 * xI1)) / IO.RadA; float yI2 = (MovedPoint.X < 0 ? -1 : 1) * IO.RadB * (float)Math.Sqrt(Math.Abs(IO.RadA * IO.RadA - xI2 * xI2)) / IO.RadA; if (Math.Abs(MovedPoint.X) < IO.RadA) { yI1 = (MovedPoint.Y < 0 && yI1 >= 0) ? -Math.Abs(yI1) : ((MovedPoint.Y > 0 && yI1 < 0) ? Math.Abs(yI1) : yI1); yI2 = (MovedPoint.Y < 0 && yI2 >= 0) ? -Math.Abs(yI2) : ((MovedPoint.Y > 0 && yI2 < 0) ? Math.Abs(yI2) : yI2); } if (this.RadA > this.RadB) { float temp = xI1; xI1 = -yI1; yI1 = temp; temp = xI2; xI2 = -yI2; yI2 = temp; } GlPointR2 P1 = new GlPointR2(xI1, yI1).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); GlPointR2 P2 = new GlPointR2(xI2, yI2).getTranslatedBackPoint(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); return(new GlLineR2[] { new GlLineR2(P1, new GlVectorR2(P1.X - P.X, P1.Y - P.Y)), new GlLineR2(P2, new GlVectorR2(P2.X - P.X, P2.Y - P.Y)) }); }
////////////////DRAW_METHODS/////////////////// /////////////////////////////////////////////// /////////////INSIDE_BELONGS_METHODS//////////// public bool isPointInside(GlPointR2 P) { float SP = 0; for (int i = 0; i < this.CountOfPoints - 1; i++) { SP += new GlTriangle(P, this.vertexes[i], this.vertexes[i + 1]).S; } SP += new GlTriangle(P, this.vertexes[this.CountOfPoints - 1], this.vertexes[0]).S; return(Math.Abs(SP - S) < FAULT); }
/////////////INTERSECTION_METHODS////////////// /////////////////////////////////////////////// ////////////////TANGENT_METHODS//////////////// public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || !this.isPointBelongs(P)) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); float k = (TP.Y >= 0 ? 1 : -1) * AdditionalHalfAixis * TP.X / (RealHalfAixis * (float)Math.Sqrt(TP.X * TP.X - Math.Pow(RealHalfAixis, 2.0))); GlLineR2 tangent = new GlLineR2(P, new GlVectorR2(1, 0).getRotatedVector((float)Math.Atan(k))); tangent.Rotate(this.SIN, this.COS); return(tangent); }
public GlPointR2 getProjection(GlPointR2 P) { if (P == null || this.PointOfLine.isNullPoint() || P.isNullPoint()) { return(new GlPointR2(null)); } if (this.DirectVector.isNullVector()) { return(this.pointOfLine); } float both = (this.DirectVector.deltaX * (P.X - this.pointOfLine.X) + this.DirectVector.deltaY * (P.Y - this.pointOfLine.Y)) / (float)Math.Pow(this.DirectVector.Length, 2.0); return(new GlPointR2(this.DirectVector.deltaX * both + this.pointOfLine.X, this.DirectVector.deltaY * both + this.pointOfLine.Y)); }
public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || P.isNullPoint() || !this.isPointBelongs(P) || this.RadA == 0.0f) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlOval IO = new GlOval(this.RadA, this.RadB, new GlVectorR2(this.RadA, 0.0f), new GlPointR2(0.0f, 0.0f)); GlPointR2 MovedPoint = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, new GlPointR2(this.CenterX, this.CenterY)); GlLineR2 tangent = new GlLineR2(MovedPoint, new GlVectorR2(-(float)Math.Pow(this.RadA, 2.0) * MovedPoint.Y, (float)Math.Pow(this.RadB, 2.0) * MovedPoint.X)); tangent.Rotate(this.SIN, this.COS); tangent.moveTo(P); return(tangent); }
/////////////INTERSECTION_METHODS////////////// /////////////////////////////////////////////// ////////////////TANGENT_METHODS//////////////// public override GlLineR2 getTangentFromBelongs(GlPointR2 P) { if (P == null || P.isNullPoint()) { return(new GlLineR2(new GlPointR2(null), new GlVectorR2(null))); } GlParabola TPB = new GlParabola(this.A, new GlPointR2(0, 0), new GlVectorR2(1, 0)); GlPointR2 TP = P.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Vertex); float k = 2 * TPB.A * TP.X + TPB.B; GlLineR2 tangent = new GlLineR2(P, new GlVectorR2(1, 0).getRotatedVector((float)Math.Atan(k))); tangent.Rotate(this.SIN, this.COS); return(tangent); }
public override GlFigure getScaled(float scale) { GlPointR2 C = new GlPointR2(this.Center); C.moveTo(C.X * scale, C.Y * scale); GlPolygon PR = new GlPolygon(C); for (int i = 0; i < this.CountOfPoints; i++) { GlPointR2 P = this[i]; P.moveTo(P.X * scale, P.Y * scale); PR.AddVertex(new GlPointR2(P)); } PR.moveTo(this.Center.X, this.Center.Y); return(PR); }
//////////////TRANSFORM_METHODS//////////////// /////////////////////////////////////////////// /////////////INTERSECTION_METHODS////////////// public override GlPointR2[] getIntersection(GlLineR2 L) { GlVectorR2 translatedVector = new GlVectorR2(L.DirectVector).getRotatedVector(this.SIN, this.COS); GlPointR2 FP = L.PointOfLine.getPointTranslatedToRotatedSystem(this.SIN, this.COS, this.Center); GlPointR2 SP = translatedVector.fromPointToPoint(FP); float fPartRes = (float)Math.Pow(AdditionalHalfAixis * (FP.X - SP.X), 2.0); float sPartRes = (float)Math.Pow(RealHalfAixis * (FP.Y - SP.Y), 2.0); float tPartRes = FP.X * SP.Y - SP.X * FP.Y; float sqrtPart = RealHalfAixis * AdditionalHalfAixis * (FP.X - SP.X) * (float)Math.Sqrt(fPartRes - sPartRes + Math.Pow(tPartRes, 2.0)); float x1 = (-(float)Math.Pow(RealHalfAixis, 2.0) * (FP.Y - SP.Y) * tPartRes + sqrtPart) / (sPartRes - fPartRes); float x2 = (-(float)Math.Pow(RealHalfAixis, 2.0) * (FP.Y - SP.Y) * tPartRes - sqrtPart) / (sPartRes - fPartRes); float y1 = AdditionalHalfAixis * (float)Math.Sqrt(x1 * x1 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y2 = -AdditionalHalfAixis * (float)Math.Sqrt(x2 * x2 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y3 = -AdditionalHalfAixis * (float)Math.Sqrt(x1 * x1 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; float y4 = AdditionalHalfAixis * (float)Math.Sqrt(x2 * x2 - Math.Pow(RealHalfAixis, 2.0)) / RealHalfAixis; GlPointR2[] RP = { new GlPointR2(x1, y1).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x2, y2).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x1, y3).getTranslatedBackPoint(this.SIN, this.COS, this.Center), new GlPointR2(x2, y4).getTranslatedBackPoint(this.SIN, this.COS, this.Center) }; List <GlPointR2> res = new List <GlPointR2>(); for (int i = 0; i < RP.Length; i++) { bool a = this.isPointBelongs(RP[i]); bool b = L.isPointBelongs(RP[i]); if (a && b) { res.Add(RP[i]); } } return(res.ToArray()); }