Syntriax.Engine/Engine.Physics2D/Primitives/Line.cs

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C#
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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Syntriax.Engine.Core;
namespace Syntriax.Engine.Physics2D.Primitives;
[System.Diagnostics.DebuggerDisplay("From: {From.ToString(), nq}, To: {To.ToString(), nq}, Direction: {Direction.ToString(), nq}, Length: {Length}")]
public readonly struct Line(Vector2D From, Vector2D To)
{
public readonly Vector2D From { get; init; } = From;
public readonly Vector2D To { get; init; } = To;
public readonly Line Reversed => new(To, From);
public readonly Vector2D Direction => From.FromTo(To).Normalize();
public readonly float Length => From.FromTo(To).Length();
public readonly float LengthSquared => From.FromTo(To).LengthSquared();
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public static LineEquation GetLineEquation(Line line)
{
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Vector2D slopeVector = line.From.FromTo(line.To);
float slope = slopeVector.Y / slopeVector.X;
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float yOffset = line.From.Y - (slope * line.From.X);
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return new LineEquation(slope, yOffset);
}
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public static bool Intersects(Line line, Vector2D point)
=> LineEquation.Resolve(GetLineEquation(line), point.X).ApproximatelyEquals(point.Y);
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public static float GetT(Line line, Vector2D point)
{
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float fromX = MathF.Abs(line.From.X);
float toX = MathF.Abs(line.To.X);
float pointX = MathF.Abs(point.X);
float min = MathF.Min(fromX, toX);
float max = MathF.Max(fromX, toX) - min;
pointX -= min;
float t = pointX / max;
// FIXME
// I don't even know, apparently whatever I wrote up there doesn't take into account of the direction of the line
// Which... I can see how, but I am also not sure how I can make it take into account. Or actually I'm for some reason
// too unmotivated to find a solution. Future me, find a better way if possible, please.
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if (!Lerp(line, t).ApproximatelyEquals(point))
return 1f - t;
return t;
}
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public static bool Exist(Line line, List<Vector2D> vertices)
{
for (int i = 0; i < vertices.Count - 1; i++)
{
Vector2D vertexCurrent = vertices[i];
Vector2D vertexNext = vertices[i];
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if (line.From == vertexCurrent && line.To == vertexNext) return true;
if (line.From == vertexNext && line.To == vertexCurrent) return true;
}
Vector2D vertexFirst = vertices[0];
Vector2D vertexLast = vertices[^1];
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if (line.From == vertexFirst && line.To == vertexLast) return true;
if (line.From == vertexLast && line.To == vertexFirst) return true;
return false;
}
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public static float IntersectionParameterT(Line left, Line right)
{
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float numerator = (left.From.X - right.From.X) * (right.From.Y - right.To.Y) - (left.From.Y - right.From.Y) * (right.From.X - right.To.X);
float denominator = (left.From.X - left.To.X) * (right.From.Y - right.To.Y) - (left.From.Y - left.To.Y) * (right.From.X - right.To.X);
// Lines are parallel
if (denominator == 0)
return float.NaN;
return numerator / denominator;
}
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public static Vector2D Lerp(Line line, float t)
=> new Vector2D(
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line.From.X + (line.To.X - line.From.X) * t,
line.From.Y + (line.To.Y - line.From.Y) * t
);
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public static Vector2D ClosestPointTo(Line line, Vector2D point)
{
// Convert edge points to vectors
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var edgeVector = new Vector2D(line.To.X - line.From.X, line.To.Y - line.From.Y);
var pointVector = new Vector2D(point.X - line.From.X, point.Y - line.From.Y);
// Calculate the projection of pointVector onto edgeVector
float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
// Clamp t to the range [0, 1] to ensure the closest point is on the edge
t = MathF.Max(0, MathF.Min(1, t));
// Calculate the closest point on the edge
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float closestX = line.From.X + t * edgeVector.X;
float closestY = line.From.Y + t * edgeVector.Y;
return new Vector2D((float)closestX, (float)closestY);
}
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public static Vector2D IntersectionPoint(Line left, Line right)
=> Vector2D.Lerp(left.From, left.To, IntersectionParameterT(left, right));
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public static bool Intersects(Line left, Line right)
{
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int o1 = Vector2D.Orientation(left.From, left.To, right.From);
int o2 = Vector2D.Orientation(left.From, left.To, right.To);
int o3 = Vector2D.Orientation(right.From, right.To, left.From);
int o4 = Vector2D.Orientation(right.From, right.To, left.To);
if (o1 != o2 && o3 != o4)
return true;
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if (o1 == 0 && OnSegment(left, right.From)) return true;
if (o2 == 0 && OnSegment(left, right.To)) return true;
if (o3 == 0 && OnSegment(right, left.From)) return true;
if (o4 == 0 && OnSegment(right, left.To)) return true;
return false;
}
public static bool OnSegment(Line line, Vector2D point)
{
if (point.X <= MathF.Max(line.From.X, line.To.X) && point.X >= MathF.Min(line.From.X, line.To.X) &&
point.Y <= MathF.Max(line.From.Y, line.To.Y) && point.Y >= MathF.Min(line.From.Y, line.To.Y))
return true;
return false;
}
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public static bool Intersects(Line left, Line right, [NotNullWhen(returnValue: true)] out Vector2D? point)
{
point = null;
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bool result = Intersects(left, right);
if (result)
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point = IntersectionPoint(left, right);
return result;
}
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public static bool ApproximatelyEquals(Line left, Line right)
=> left.From.ApproximatelyEquals(right.From) && left.To.ApproximatelyEquals(right.To);
}
public static class LineExtensions
{
public static bool ApproximatelyEquals(this Line left, Line right) => Line.ApproximatelyEquals(left, right);
}