public void EndpointsOutsideArea2() { var clipping = new CohenSutherlandClipping(new OxyRect(0.3, -0.5, 0.5, 1)); var p0 = new ScreenPoint(0, 0); var p1 = new ScreenPoint(1, 0); Assert.IsTrue(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(new ScreenPoint(0.3, 0), p0); Assert.AreEqual(new ScreenPoint(0.8, 0), p1); }
public void EndpointsOutsideArea() { var clipping = new CohenSutherlandClipping(new OxyRect(0, 0, 1, 1)); var p0 = new ScreenPoint(0.3, -0.2); var p1 = new ScreenPoint(0.6, 1.3); Assert.IsTrue(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(0, p0.Y); Assert.AreEqual(1, p1.Y); }
public void ClipLine_LineOutsideArea() { var clipping = new CohenSutherlandClipping(0, 1, 0, 1); var p0 = new ScreenPoint(0.3, -0.2); var p1 = new ScreenPoint(0.6, -0.2); Assert.IsFalse(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(-0.2, p0.Y); Assert.AreEqual(-0.2, p1.Y); }
public void ClipLine_EndpointsInsideArea() { var clipping = new CohenSutherlandClipping(0, 1, 0, 1); var p0 = new ScreenPoint(0.3, 0.2); var p1 = new ScreenPoint(0.6, 0.8); Assert.IsTrue(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(0.2, p0.Y); Assert.AreEqual(0.8, p1.Y); }
public void EndpointsInsideArea() { var clipping = new CohenSutherlandClipping(new OxyRect(0, 0, 1, 1)); var p0 = new ScreenPoint(0.3, 0.2); var p1 = new ScreenPoint(0.6, 0.8); Assert.IsTrue(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(0.2, p0.Y); Assert.AreEqual(0.8, p1.Y); }
public void LineOutsideArea() { var clipping = new CohenSutherlandClipping(new OxyRect(0, 0, 1, 1)); var p0 = new ScreenPoint(0.3, -0.2); var p1 = new ScreenPoint(0.6, -0.2); Assert.IsFalse(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(-0.2, p0.Y); Assert.AreEqual(-0.2, p1.Y); }
public void ClipLine_EndpointsOutsideArea() { var clipping = new CohenSutherlandClipping(0, 1, 0, 1); var p0 = new ScreenPoint(0.3, -0.2); var p1 = new ScreenPoint(0.6, 1.3); Assert.IsTrue(clipping.ClipLine(ref p0, ref p1)); Assert.AreEqual(0, p0.Y); Assert.AreEqual(1, p1.Y); }
public Point3DCollection CreatePositions( Point3D center, double radius, double startAngle, double endAngle, double thetadiv = 32, double thickness = 1.0, double depthOffset = 0.0, CohenSutherlandClipping clipping = null ) { var halfThickness = thickness * 0.5; var spoints = new Point3DCollection(); for (int i = 0; i <= thetadiv; i++) { double x = radius * Math.Sin(i * (endAngle - startAngle) / thetadiv + startAngle) + center.X; double y = radius * Math.Cos(i * (endAngle - startAngle) / thetadiv + startAngle) + center.Y; spoints.Add(new Point3D(x, y, center.Z)); } var segmentCount = spoints.Count - 1; var positions = new Point3DCollection(segmentCount * 4); for (int i = 0; i < segmentCount; i++) { // int startIndex = i * 2; var startPoint = spoints[i]; var endPoint = spoints[i + 1]; // Transform the start and end points to screen space var s0 = (Point4D)startPoint * this.visualToScreen; var s1 = (Point4D)endPoint * this.visualToScreen; if (clipping != null) { // Apply a clipping rectangle var x0 = s0.X / s0.W; var y0 = s0.Y / s0.W; var x1 = s1.X / s1.W; var y1 = s1.Y / s1.W; if (!clipping.ClipLine(ref x0, ref y0, ref x1, ref y1)) { continue; } s0.X = x0 * s0.W; s0.Y = y0 * s0.W; s1.X = x1 * s1.W; s1.Y = y1 * s1.W; } var lx = (s1.X / s1.W) - (s0.X / s0.W); var ly = (s1.Y / s1.W) - (s0.Y / s0.W); var l2 = (lx * lx) + (ly * ly); var p00 = s0; var p01 = s0; var p10 = s1; var p11 = s1; if (l2.Equals(0)) { // coinciding points (in world space or screen space) var dz = halfThickness; // TODO: make a square with the thickness as side length p00.X -= dz * p00.W; p00.Y -= dz * p00.W; p01.X -= dz * p01.W; p01.Y += dz * p01.W; p10.X += dz * p10.W; p10.Y -= dz * p10.W; p11.X += dz * p11.W; p11.Y += dz * p11.W; } else { var m = halfThickness / Math.Sqrt(l2); // the normal (dx,dy) var dx = -ly * m; var dy = lx * m; // segment start points p00.X += dx * p00.W; p00.Y += dy * p00.W; p01.X -= dx * p01.W; p01.Y -= dy * p01.W; // segment end points p10.X += dx * p10.W; p10.Y += dy * p10.W; p11.X -= dx * p11.W; p11.Y -= dy * p11.W; } if (!depthOffset.Equals(0)) { // Adjust the z-coordinate by the depth offset p00.Z -= depthOffset; p01.Z -= depthOffset; p10.Z -= depthOffset; p11.Z -= depthOffset; // Transform from screen space to world space p00 *= this.screenToVisual; p01 *= this.screenToVisual; p10 *= this.screenToVisual; p11 *= this.screenToVisual; positions.Add(new Point3D(p00.X / p00.W, p00.Y / p00.W, p00.Z / p00.W)); positions.Add(new Point3D(p01.X / p00.W, p01.Y / p01.W, p01.Z / p01.W)); positions.Add(new Point3D(p10.X / p00.W, p10.Y / p10.W, p10.Z / p10.W)); positions.Add(new Point3D(p11.X / p00.W, p11.Y / p11.W, p11.Z / p11.W)); } else { // Transform from screen space to world space p00 *= this.screenToVisual; p01 *= this.screenToVisual; p10 *= this.screenToVisual; p11 *= this.screenToVisual; positions.Add(new Point3D(p00.X, p00.Y, p00.Z)); positions.Add(new Point3D(p01.X, p01.Y, p01.Z)); positions.Add(new Point3D(p10.X, p10.Y, p10.Z)); positions.Add(new Point3D(p11.X, p11.Y, p11.Z)); } } positions.Freeze(); return(positions); // return null; }