//public StaticlyPlacedObject(Vector begin, Vector end)
        //{
        //    BeginPoint = begin;
        //    EndPoint = end;
        //}
        
        public Polygon ToPolygon()
        {
            //Make, add points, build and return.
            Polygon p = new Polygon();

            p.Points.Add(BeginPoint);
            p.Points.Add(EndPoint);

            p.BuildEdges();

            return p;
        }
        public void event_PanelMouseDown(object sender, MouseEventArgs e)
        {
            foreach (PlacedProduct PlacedP in PlacementController.placedProductList)
            {
                //Get the mouse location
                var MouseLocation = new Point(e.X, e.Y);
                Polygon P = new Polygon();
                P.Points.Add(new Vector(MouseLocation.X, MouseLocation.Y));
                P.BuildEdges();

                //And compare it to all possible polygons, so that when one collides, you know which one the user has clicked on.
                PolygonCollisionController.PolygonCollisionResult r = PolygonCollisionController.PolygonCollision(P, PlacedP.Poly, new Vector(0, 0));

                if (r.WillIntersect)
                {
                    //Do DragDrop
                    clickLocation = MouseLocation;
                    productAdding.DoDragDrop(PlacedP, DragDropEffects.Copy);
                    //Set as current product
                    productAdding.productInfo1.setProduct(PlacedP.Product);
                    currentProduct = PlacedP;
                    break;
                }
            }
        }
        // Check if polygon A is going to collide with polygon B for the given velocity
        public static PolygonCollisionResult PolygonCollision(Polygon polygonA, Polygon polygonB, Vector velocity)
        {
            PolygonCollisionResult result = new PolygonCollisionResult();
            result.Intersect = true;
            result.WillIntersect = true;

            int edgeCountA = polygonA.Edges.Count;
            int edgeCountB = polygonB.Edges.Count;
            float minIntervalDistance = float.PositiveInfinity;
            Vector translationAxis = new Vector();
            Vector edge;

            // Loop through all the edges of both polygons
            for (int edgeIndex = 0; edgeIndex < edgeCountA + edgeCountB; edgeIndex++)
            {
                if (edgeIndex < edgeCountA)
                {
                    edge = polygonA.Edges[edgeIndex];
                }
                else
                {
                    edge = polygonB.Edges[edgeIndex - edgeCountA];
                }

                // ===== 1. Find if the polygons are currently intersecting =====

                // Find the axis perpendicular to the current edge
                Vector axis = new Vector(-edge.Y, edge.X);
                axis.Normalize();

                // Find the projection of the polygon on the current axis
                float minA = 0; float minB = 0; float maxA = 0; float maxB = 0;
                ProjectPolygon(axis, polygonA, ref minA, ref maxA);
                ProjectPolygon(axis, polygonB, ref minB, ref maxB);

                // Check if the polygon projections are currentlty intersecting
                if (IntervalDistance(minA, maxA, minB, maxB) > 0) result.Intersect = false;

                // ===== 2. Now find if the polygons *will* intersect =====

                // Project the velocity on the current axis
                float velocityProjection = axis.DotProduct(velocity);

                // Get the projection of polygon A during the movement
                if (velocityProjection < 0)
                {
                    minA += velocityProjection;
                }
                else
                {
                    maxA += velocityProjection;
                }

                // Do the same test as above for the new projection
                float intervalDistance = IntervalDistance(minA, maxA, minB, maxB);
                if (intervalDistance > 0) result.WillIntersect = false;

                // If the polygons are not intersecting and won't intersect, exit the loop
                if (!result.Intersect && !result.WillIntersect) break;

                // Check if the current interval distance is the minimum one. If so store
                // the interval distance and the current distance.
                // This will be used to calculate the minimum translation vector
                intervalDistance = Math.Abs(intervalDistance);
                if (intervalDistance < minIntervalDistance)
                {
                    minIntervalDistance = intervalDistance;
                    translationAxis = axis;

                    Vector d = polygonA.Center - polygonB.Center;
                    if (d.DotProduct(translationAxis) < 0) translationAxis = -translationAxis;
                }
            }

            // The minimum translation vector can be used to push the polygons appart.
            // First moves the polygons by their velocity
            // then move polygonA by MinimumTranslationVector.
            if (result.WillIntersect) result.MinimumTranslationVector = translationAxis * minIntervalDistance;

            return result;
        }
 // Calculate the projection of a polygon on an axis and returns it as a [min, max] interval
 public static void ProjectPolygon(Vector axis, Polygon polygon, ref float min, ref float max)
 {
     // To project a point on an axis use the dot product
     float d = axis.DotProduct(polygon.Points[0]);
     min = d;
     max = d;
     for (int i = 0; i < polygon.Points.Count; i++)
     {
         d = polygon.Points[i].DotProduct(axis);
         if (d < min)
         {
             min = d;
         }
         else
         {
             if (d > max)
             {
                 max = d;
             }
         }
     }
 }
        public List<Polygon> PolyBorder(int width, int height)
        {
            //List to return
            List<Polygon> list = new List<Polygon>();

            //
            //Add the 4 corners
            //
            Polygon pTop = new Polygon();
            Polygon pRight = new Polygon();
            Polygon pBottom = new Polygon();
            Polygon pLeft = new Polygon();

            //Points for corners
            Vector pointTopLeft = new Vector(0, 0);
            Vector pointTopRight = new Vector(width, 0);
            Vector pointBottomLeft = new Vector(0, height);
            Vector pointBottomRight = new Vector(width, height);


            //Add points/vectors
            pTop.Points.Add(pointTopLeft);
            pTop.Points.Add(pointTopRight);
            //
            pRight.Points.Add(pointTopRight);
            pRight.Points.Add(pointBottomRight);
            //
            pBottom.Points.Add(pointBottomRight);
            pBottom.Points.Add(pointBottomLeft);
            //
            pLeft.Points.Add(pointBottomLeft);
            pLeft.Points.Add(pointTopLeft);


            //Build edges
            pTop.BuildEdges();
            pRight.BuildEdges();
            pBottom.BuildEdges();
            pLeft.BuildEdges();


            //Add to the list
            list.Add(pTop);
            list.Add(pRight);
            list.Add(pBottom);
            list.Add(pLeft);


            return list;
        }       
        public Polygon GetVirtualPolygon(Point newLocation)
        {
            Polygon virtualPolygon = new Polygon();
            foreach (Vector v in Poly.Points)
            {
                virtualPolygon.Points.Add(v);
            }

            Vector delta = new Vector(new Vector(newLocation) - new Vector(Location));

            virtualPolygon.Offset(delta);
            virtualPolygon.BuildEdges();

            return virtualPolygon;
        }