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LineSegment.cs
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LineSegment.cs
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/*
Copyright (c) 2010 by Genstein
This file is (or was originally) part of Trizbort, the Interactive Fiction Mapper.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.Text;
namespace Trizbort
{
internal struct LineSegment
{
public LineSegment(Vector start, Vector end)
{
Start = start;
End = end;
}
public float Length
{
get { return Delta.Length; }
}
public Vector Delta
{
get { return End - Start; }
}
/// <summary>
/// Shorten this line segment, moving the end point towards the start point.
/// </summary>
/// <param name="amount">The amount by which to shorten.</param>
public bool Shorten(float amount)
{
var delta = Delta;
var length = delta.Length;
delta.Normalize();
if (length > amount)
{
length -= amount;
End = Start + delta * length;
return true;
}
else
{
// don't shorten past zero length
End = Start;
return false;
}
}
/// <summary>
/// Shorten this line segment, moving the start point towards the end point.
/// </summary>
/// <param name="amount">The amount by which to shorten.</param>
public bool Forshorten(float amount)
{
Reverse();
var result = Shorten(amount);
Reverse();
return result;
}
/// <summary>
/// Reverse the direction of this line segment.
/// </summary>
public void Reverse()
{
var temp = End;
End = Start;
Start = temp;
}
/// <summary>
/// Find the intersection point(s) between two line segments, if any.
/// </summary>
/// <param name="other">The other line segment.</param>
/// <returns>A list of one or more intersections, or null if the line segments do not intersect.</returns>
public bool Intersect(LineSegment other, bool ignoreEndPointIntersects, out List<LineSegmentIntersect> intersects)
{
return Intersect(this, other, ignoreEndPointIntersects, out intersects);
}
public bool Intersect(LineSegment a, LineSegment b, bool ignoreEndPointIntersects, out List<LineSegmentIntersect> intersects)
{
float ua = (b.End.X - b.Start.X) * (a.Start.Y - b.Start.Y) - (b.End.Y - b.Start.Y) * (a.Start.X - b.Start.X);
float ub = (a.End.X - a.Start.X) * (a.Start.Y - b.Start.Y) - (a.End.Y - a.Start.Y) * (a.Start.X - b.Start.X);
float denominator = (b.End.Y - b.Start.Y) * (a.End.X - a.Start.X) - (b.End.X - b.Start.X) * (a.End.Y - a.Start.Y);
intersects = null;
const float small = 0.01f;
if (Math.Abs(denominator) <= small)
{
if (Math.Abs(ua) <= small && Math.Abs(ub) <= small)
{
// lines are coincident:
// lacking other algorithms which actually work,
// roll some expensive distance tests to find intersection points
if (a.Start.DistanceFromLineSegment(b) <= small)
{
intersects = new List<LineSegmentIntersect>();
intersects.Add(new LineSegmentIntersect(LineSegmentIntersectType.StartA, a.Start));
}
if (a.End.DistanceFromLineSegment(b) <= small)
{
if (intersects == null) intersects = new List<LineSegmentIntersect>();
intersects.Add(new LineSegmentIntersect(LineSegmentIntersectType.EndA, a.End));
}
if (b.Start.DistanceFromLineSegment(a) <= small)
{
if (intersects == null) intersects = new List<LineSegmentIntersect>();
intersects.Add(new LineSegmentIntersect(LineSegmentIntersectType.MidPointA, b.Start));
}
if (b.End.DistanceFromLineSegment(a) <= small)
{
if (intersects == null) intersects = new List<LineSegmentIntersect>();
intersects.Add(new LineSegmentIntersect(LineSegmentIntersectType.MidPointA, b.End));
}
}
}
else
{
ua /= denominator;
ub /= denominator;
if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1)
{
LineSegmentIntersectType type = LineSegmentIntersectType.MidPointA;
if (ua <= small)
{
type = LineSegmentIntersectType.StartA;
}
else if (1 - ua <= small)
{
type = LineSegmentIntersectType.EndA;
}
intersects = new List<LineSegmentIntersect>();
intersects.Add(new LineSegmentIntersect(type, a.Start + new Vector(ua * (a.End.X - a.Start.X), ua * (a.End.Y - a.Start.Y))));
}
}
if (intersects != null && ignoreEndPointIntersects)
{
for (int index = 0; index < intersects.Count; ++index)
{
var intersect = intersects[index];
if (intersect.Position.Distance(a.Start) <= small ||
intersect.Position.Distance(b.Start) <= small ||
intersect.Position.Distance(a.End) <= small ||
intersect.Position.Distance(b.End) <= small)
{
intersects.RemoveAt(index);
--index;
}
}
}
return intersects != null;
}
public bool IntersectsWith(Rect rect)
{
if (rect.Contains(Start) || rect.Contains(End))
{
return true;
}
var a = new LineSegment(new Vector(rect.Left, rect.Top), new Vector(rect.Right, rect.Top));
var b = new LineSegment(new Vector(rect.Right, rect.Top), new Vector(rect.Right, rect.Bottom));
var c = new LineSegment(new Vector(rect.Right, rect.Bottom), new Vector(rect.Left, rect.Bottom));
var d = new LineSegment(new Vector(rect.Left, rect.Bottom), new Vector(rect.Left, rect.Top));
List<LineSegmentIntersect> intersects;
if (Intersect(a, false, out intersects) || Intersect(b, false, out intersects) || Intersect(c, false, out intersects) || Intersect(d, false, out intersects))
{
return true;
}
return false;
}
public Vector Start;
public Vector End;
public Vector Mid
{
get
{
return (Start + End) / 2;
}
}
}
/// <summary>
/// The type of a line segment intersection.
/// </summary>
internal enum LineSegmentIntersectType
{
MidPointA,
StartA,
EndA,
}
/// <summary>
/// A line segment intersection.
/// </summary>
internal struct LineSegmentIntersect
{
public LineSegmentIntersect(LineSegmentIntersectType type, Vector pos)
{
Type = type;
Position = pos;
}
public LineSegmentIntersectType Type;
public Vector Position;
}
}