public float GetLengthSq() { return(Line2D.GetLengthSq(v2.x - v1.x, v2.y - v1.y)); }
public float GetNearestOnLine(Vector2D p) { return(Line2D.GetNearestOnLine(v1, v2, p)); }
public Vector2D GetCoordinatesAt(float u) { return(Line2D.GetCoordinatesAt(v1, v2, u)); }
public float GetSideOfLine(Vector2D p) { return(Line2D.GetSideOfLine(v1, v2, p)); }
public float GetDistanceToLineSq(Vector2D p, bool bounded) { return(Line2D.GetDistanceToLineSq(v1, v2, p, bounded)); }
public bool GetIntersection(Line2D ray) { return(Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y)); }
public bool GetIntersection(Line2D ray, out float u_ray, out float u_line) { return(Line2D.GetIntersection(v1, v2, ray.v1.x, ray.v1.y, ray.v2.x, ray.v2.y, out u_ray, out u_line)); }
public bool GetIntersection(float x3, float y3, float x4, float y4, out float u_ray, out float u_line) { return(Line2D.GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line)); }
public bool GetIntersection(float x3, float y3, float x4, float y4) { return(Line2D.GetIntersection(v1, v2, x3, y3, x4, y4)); }
// Cohen-Sutherland algorithm public static Line2D ClipToRectangle(Line2D line, RectangleF rect, out bool intersects) { int flags1 = MapSet.GetCSFieldBits(line.v1, rect); int flags2 = MapSet.GetCSFieldBits(line.v2, rect); intersects = false; Line2D result = line; while (true) { if (flags1 == 0 && flags2 == 0) { // Line is fully inside the box intersects = true; return(result); } if ((flags1 & flags2) != 0) { // Both points are in the same outer area intersects = false; return(new Line2D()); } float x, y; int outFlags = flags1 != 0 ? flags1 : flags2; if ((outFlags & 0x1) > 0) // Top { x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Top - result.v1.y) / (result.v2.y - result.v1.y); y = rect.Top; } else if ((outFlags & 0x2) > 0) // Bottom { x = result.v1.x + (result.v2.x - result.v1.x) * (rect.Bottom - result.v1.y) / (result.v2.y - result.v1.y); y = rect.Bottom; } else if ((outFlags & 0x4) > 0) // Left { y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Left - result.v1.x) / (result.v2.x - result.v1.x); x = rect.Left; } else if ((outFlags & 0x8) > 0) // Right { y = result.v1.y + (result.v2.y - result.v1.y) * (rect.Right - result.v1.x) / (result.v2.x - result.v1.x); x = rect.Right; } else { intersects = true; return(result); } if (outFlags == flags1) { result.v1 = new Vector2D(x, y); flags1 = MapSet.GetCSFieldBits(result.v1, rect); } else { result.v2 = new Vector2D(x, y); flags2 = MapSet.GetCSFieldBits(result.v2, rect); } } }
//mxd. This tests if given lines intersects public static bool GetIntersection(Line2D line1, Line2D line2) { return(GetIntersection(line1.v1, line1.v2, line2.v1.x, line2.v1.y, line2.v2.x, line2.v2.y)); }
// Constructor public ProjectedFrustum2D(Vector2D pos, float xyangle, float zangle, float near, float far, float fov) { Vector2D[] forwards = new Vector2D[4]; Vector2D[] downwards = new Vector2D[4]; Vector2D[] corners = new Vector2D[4]; // Initialize this.pos = pos; this.xyangle = xyangle; this.zangle = zangle; this.near = near; this.far = far; this.fov = fov; // Make the corners for a forward frustum // The corners are in this order: Left-Far, Right-Far, Left-Near, Right-Near float fovhalf = fov * 0.5f; float fovhalfcos = (float)Math.Cos(fovhalf); float farsidelength = far / fovhalfcos; float nearsidelength = near / fovhalfcos; forwards[0] = pos + Vector2D.FromAngle(xyangle - fovhalf, farsidelength); forwards[1] = pos + Vector2D.FromAngle(xyangle + fovhalf, farsidelength); forwards[2] = pos + Vector2D.FromAngle(xyangle - fovhalf, nearsidelength); forwards[3] = pos + Vector2D.FromAngle(xyangle + fovhalf, nearsidelength); // Make the corners for a downward frustum // The corners are in the same order as above //float farradius = far * (float)Math.Tan(fovhalf) * Angle2D.SQRT2; float farradius = (float)(far * 0.5f * Angle2D.SQRT2); downwards[0] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.25f, farradius); downwards[1] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.25f, farradius); downwards[2] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.75f, farradius); downwards[3] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.75f, farradius); // Interpolate between the two to make the final corners depending on the z angle float d = Math.Abs((float)Math.Sin(zangle)); corners[0] = forwards[0] * (1.0f - d) + downwards[0] * d; corners[1] = forwards[1] * (1.0f - d) + downwards[1] * d; corners[2] = forwards[2] * (1.0f - d) + downwards[2] * d; corners[3] = forwards[3] * (1.0f - d) + downwards[3] * d; // Make the frustum lines // Note that the lines all have their right side inside the frustum! lines = new Line2D[4]; lines[0] = new Line2D(corners[2], corners[0]); lines[1] = new Line2D(corners[1], corners[3]); lines[2] = new Line2D(corners[3], corners[2]); lines[3] = new Line2D(corners[0], corners[1]); // Calculate the circle center center = (corners[0] + corners[1] + corners[2] + corners[3]) * 0.25f; // Calculate the radius from the center to the farthest corner float radius2 = 0.0f; for (int i = 0; i < corners.Length; i++) { float distance2 = (float)Vector2D.DistanceSq(center, corners[i]); if (distance2 > radius2) { radius2 = distance2; } } radius = (float)Math.Sqrt(radius2); }