public static double AngleBetween(XVector vector1, XVector vector2) { double y = vector1._x * vector2._y - vector2._x * vector1._y; double x = vector1._x * vector2._x + vector1._y * vector2._y; return(Math.Atan2(y, x) * 57.295779513082323); }
public static bool Equals(XVector vector1, XVector vector2) { if (vector1.X.Equals(vector2.X)) { return(vector1.Y.Equals(vector2.Y)); } return(false); }
public static XVector Parse(string source) { TokenizerHelper helper = new TokenizerHelper(source, CultureInfo.InvariantCulture); string str = helper.NextTokenRequired(); XVector vector = new XVector(Convert.ToDouble(str, CultureInfo.InvariantCulture), Convert.ToDouble(helper.NextTokenRequired(), CultureInfo.InvariantCulture)); helper.LastTokenRequired(); return(vector); }
/// <summary> /// Moves a rectangle by the specified amount. /// </summary> public void Offset(XVector offsetVector) { if (IsEmpty) { throw new InvalidOperationException("CannotCallMethod"); //SR.Get(SRID.Rect_CannotCallMethod, new object[0])); } _x += offsetVector.X; _y += offsetVector.Y; }
public static XVector Add(XVector vector1, XVector vector2) { return(new XVector(vector1._x + vector2._x, vector1._y + vector2._y)); }
public static double Determinant(XVector vector1, XVector vector2) { return(vector1._x * vector2._y - vector1._y * vector2._x); }
public static double Multiply(XVector vector1, XVector vector2) { return(vector1._x * vector2._x + vector1._y * vector2._y); }
public static XVector Multiply(XVector vector, XMatrix matrix) { return(matrix.Transform(vector)); }
public static XVector Divide(XVector vector, double scalar) { return(vector * (1.0 / scalar)); }
public static XVector Multiply(double scalar, XVector vector) { return(new XVector(vector._x * scalar, vector._y * scalar)); }
public static XPoint Add(XVector vector, XPoint point) { return(new XPoint(point.X + vector._x, point.Y + vector._y)); }
/// <summary> /// Adds a point and a vector. /// </summary> public static XPoint Add(XPoint point, XVector vector) { return(new XPoint(point._x + vector.X, point._y + vector.Y)); }
public bool Equals(XVector value) { return(Equals(this, value)); }
/// <summary> /// Subtracts a vector from a point. /// </summary> public static XPoint Subtract(XPoint point, XVector vector) { return(new XPoint(point._x - vector.X, point._y - vector.Y)); }
public static double CrossProduct(XVector vector1, XVector vector2) { return(vector1._x * vector2._y - vector1._y * vector2._x); }
/// <summary> /// Initializes a new instance of the XRect class. /// </summary> public XRect(XPoint point, XVector vector) : this(point, point + vector) { }
/// <summary> /// Returns a rectangle that is offset from the specified rectangle by using the specified vector. /// </summary> public static XRect Offset(XRect rect, XVector offsetVector) { rect.Offset(offsetVector.X, offsetVector.Y); return(rect); }
/// <summary> /// Creates between 1 and 5 Béziers curves from parameters specified like in WPF. /// </summary> public static List <XPoint> BezierCurveFromArc(XPoint point1, XPoint point2, XSize size, double rotationAngle, bool isLargeArc, bool clockwise, PathStart pathStart) { // See also http://www.charlespetzold.com/blog/blog.xml from January 2, 2008: // http://www.charlespetzold.com/blog/2008/01/Mathematics-of-ArcSegment.html double δx = size.Width; double δy = size.Height; Debug.Assert(δx * δy > 0); double factor = δy / δx; bool isCounterclockwise = !clockwise; // Adjust for different radii and rotation angle. XMatrix matrix = new XMatrix(); matrix.RotateAppend(-rotationAngle); matrix.ScaleAppend(δy / δx, 1); XPoint pt1 = matrix.Transform(point1); XPoint pt2 = matrix.Transform(point2); // Get info about chord that connects both points. XPoint midPoint = new XPoint((pt1.X + pt2.X) / 2, (pt1.Y + pt2.Y) / 2); XVector vect = pt2 - pt1; double halfChord = vect.Length / 2; // Get vector from chord to center. XVector vectRotated; // (comparing two Booleans here!) if (isLargeArc == isCounterclockwise) { vectRotated = new XVector(-vect.Y, vect.X); } else { vectRotated = new XVector(vect.Y, -vect.X); } vectRotated.Normalize(); // Distance from chord to center. double centerDistance = Math.Sqrt(δy * δy - halfChord * halfChord); if (double.IsNaN(centerDistance)) { centerDistance = 0; } // Calculate center point. XPoint center = midPoint + centerDistance * vectRotated; // Get angles from center to the two points. double α = Math.Atan2(pt1.Y - center.Y, pt1.X - center.X); double β = Math.Atan2(pt2.Y - center.Y, pt2.X - center.X); // (another comparison of two Booleans!) if (isLargeArc == (Math.Abs(β - α) < Math.PI)) { if (α < β) { α += 2 * Math.PI; } else { β += 2 * Math.PI; } } // Invert matrix for final point calculation. matrix.Invert(); double sweepAngle = β - α; // Let the algorithm of GDI+ DrawArc to Bézier curves do the rest of the job return(BezierCurveFromArc(center.X - δx * factor, center.Y - δy, 2 * δx * factor, 2 * δy, α / Calc.Deg2Rad, sweepAngle / Calc.Deg2Rad, pathStart, ref matrix)); }
public static XVector Subtract(XVector vector1, XVector vector2) { return(new XVector(vector1._x - vector2._x, vector1._y - vector2._y)); }
//+------------------------------------------------------------------------------------------------- // // Function: ArcToBezier // // Synopsis: Compute the Bezier approximation of an arc // // Notes: This utilitycomputes the Bezier approximation for an elliptical arc as it is defined // in the SVG arc spec. The ellipse from which the arc is carved is axis-aligned in its // own coordinates, and defined there by its x and y radii. The rotation angle defines // how the ellipse's axes are rotated relative to our x axis. The start and end points // define one of 4 possible arcs; the sweep and large-arc flags determine which one of // these arcs will be chosen. See SVG spec for details. // // Returning pieces = 0 indicates a line instead of an arc // pieces = -1 indicates that the arc degenerates to a point // //-------------------------------------------------------------------------------------------------- public static PointCollection ArcToBezier(double xStart, double yStart, double xRadius, double yRadius, double rotationAngle, bool isLargeArc, bool isClockwise, double xEnd, double yEnd, out int pieces) { double cosArcAngle, sinArcAngle, xCenter, yCenter, r, bezDist; XVector vecToBez1, vecToBez2; XMatrix matToEllipse; double fuzz2 = FUZZ * FUZZ; bool isZeroCenter = false; pieces = -1; // In the following, the line segment between between the arc's start and // end points is referred to as "the chord". // Transform 1: Shift the origin to the chord's midpoint double x = (xEnd - xStart) / 2; double y = (yEnd - yStart) / 2; double halfChord2 = x * x + y * y; // (half chord length)^2 // Degenerate case: single point if (halfChord2 < fuzz2) { // The chord degeneartes to a point, the arc will be ignored return(null); } // Degenerate case: straight line if (!AcceptRadius(halfChord2, fuzz2, ref xRadius) || !AcceptRadius(halfChord2, fuzz2, ref yRadius)) { // We have a zero radius, add a straight line segment instead of an arc pieces = 0; return(null); } if (xRadius == 0 || yRadius == 0) { // We have a zero radius, add a straight line segment instead of an arc pieces = 0; return(null); } // Transform 2: Rotate to the ellipse's coordinate system rotationAngle = -rotationAngle * Calc.Deg2Rad; double cos = Math.Cos(rotationAngle); double sin = Math.Sin(rotationAngle); r = x * cos - y * sin; y = x * sin + y * cos; x = r; // Transform 3: Scale so that the ellipse will become a unit circle x /= xRadius; y /= yRadius; // We get to the center of that circle along a verctor perpendicular to the chord // from the origin, which is the chord's midpoint. By Pythagoras, the length of that // vector is sqrt(1 - (half chord)^2). halfChord2 = x * x + y * y; // now in the circle coordinates if (halfChord2 > 1) { // The chord is longer than the circle's diameter; we scale the radii uniformly so // that the chord will be a diameter. The center will then be the chord's midpoint, // which is now the origin. r = Math.Sqrt(halfChord2); xRadius *= r; yRadius *= r; xCenter = yCenter = 0; isZeroCenter = true; // Adjust the unit-circle coordinates x and y x /= r; y /= r; } else { // The length of (-y,x) or (x,-y) is sqrt(rHalfChord2), and we want a vector // of length sqrt(1 - rHalfChord2), so we'll multiply it by: r = Math.Sqrt((1 - halfChord2) / halfChord2); //if (isLargeArc != (eSweepDirection == SweepDirection.Clockwise)) if (isLargeArc != isClockwise) // Going to the center from the origin=chord-midpoint { // in the direction of (-y, x) xCenter = -r * y; yCenter = r * x; } else { // in the direction of (y, -x) xCenter = r * y; yCenter = -r * x; } } // Transformation 4: shift the origin to the center of the circle, which then becomes // the unit circle. Since the chord's midpoint is the origin, the start point is (-x, -y) // and the endpoint is (x, y). XPoint ptStart = new XPoint(-x - xCenter, -y - yCenter); XPoint ptEnd = new XPoint(x - xCenter, y - yCenter); // Set up the matrix that will take us back to our coordinate system. This matrix is // the inverse of the combination of transformation 1 thru 4. matToEllipse = new XMatrix(cos * xRadius, -sin * xRadius, sin * yRadius, cos * yRadius, (xEnd + xStart) / 2, (yEnd + yStart) / 2); if (!isZeroCenter) { // Prepend the translation that will take the origin to the circle's center matToEllipse.OffsetX += (matToEllipse.M11 * xCenter + matToEllipse.M21 * yCenter); matToEllipse.OffsetY += (matToEllipse.M12 * xCenter + matToEllipse.M22 * yCenter); } // Get the sine & cosine of the angle that will generate the arc pieces GetArcAngle(ptStart, ptEnd, isLargeArc, isClockwise, out cosArcAngle, out sinArcAngle, out pieces); // Get the vector to the first Bezier control point bezDist = GetBezierDistance(cosArcAngle, 1); //if (eSweepDirection == SweepDirection.Counterclockwise) if (!isClockwise) { bezDist = -bezDist; } vecToBez1 = new XVector(-bezDist * ptStart.Y, bezDist * ptStart.X); PointCollection result = new PointCollection(); // Add the arc pieces, except for the last for (int idx = 1; idx < pieces; idx++) { // Get the arc piece's endpoint XPoint ptPieceEnd = new XPoint(ptStart.X * cosArcAngle - ptStart.Y * sinArcAngle, ptStart.X * sinArcAngle + ptStart.Y * cosArcAngle); vecToBez2 = new XVector(-bezDist * ptPieceEnd.Y, bezDist * ptPieceEnd.X); result.Add(matToEllipse.Transform(ptStart + vecToBez1)); result.Add(matToEllipse.Transform(ptPieceEnd - vecToBez2)); result.Add(matToEllipse.Transform(ptPieceEnd)); // Move on to the next arc ptStart = ptPieceEnd; vecToBez1 = vecToBez2; } // Last arc - we know the endpoint vecToBez2 = new XVector(-bezDist * ptEnd.Y, bezDist * ptEnd.X); result.Add(matToEllipse.Transform(ptStart + vecToBez1)); result.Add(matToEllipse.Transform(ptEnd - vecToBez2)); result.Add(new XPoint(xEnd, yEnd)); return(result); }