/// <summary> /// /// </summary> /// <param name="quadraticBezier"></param> /// <param name="selection"></param> /// <param name="selected"></param> /// <param name="dx"></param> /// <param name="dy"></param> /// <returns></returns> public static bool HitTestQadraticBezier(XQuadraticBezier quadraticBezier, Vector2[] selection, ISet <BaseShape> selected, double dx, double dy) { var points = quadraticBezier.GetPoints().ToImmutableArray(); if (ConvexHullBounds.Overlap(selection, points, dx, dy)) { if (selected != null) { selected.Add(quadraticBezier); return(false); } else { return(true); } } return(false); }
/// <summary> /// /// </summary> /// <param name="quadraticBezier"></param> /// <param name="v"></param> /// <param name="threshold"></param> /// <param name="dx"></param> /// <param name="dy"></param> /// <returns></returns> public static BaseShape HitTestQuadraticBezier(XQuadraticBezier quadraticBezier, Vector2 v, double threshold, double dx, double dy) { if (RectangleBounds.GetPointBounds(quadraticBezier.Point1, threshold, dx, dy).Contains(v)) { return(quadraticBezier.Point1); } if (RectangleBounds.GetPointBounds(quadraticBezier.Point2, threshold, dx, dy).Contains(v)) { return(quadraticBezier.Point2); } if (RectangleBounds.GetPointBounds(quadraticBezier.Point3, threshold, dx, dy).Contains(v)) { return(quadraticBezier.Point3); } if (ConvexHullBounds.Contains(quadraticBezier.GetPoints().ToImmutableArray(), v, dx, dy)) { return(quadraticBezier); } return(null); }