refactor: Shape
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@ -7,62 +7,65 @@ namespace Syntriax.Engine.Physics2D.Primitives;
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public record Shape(IList<Vector2D> Vertices)
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{
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public Triangle SuperTriangle
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public static Triangle GetSuperTriangle(Shape shape)
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{
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get
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float minX = float.MaxValue, minY = float.MaxValue;
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float maxX = float.MinValue, maxY = float.MinValue;
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foreach (Vector2D point in shape.Vertices)
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{
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float minX = float.MaxValue, minY = float.MaxValue;
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float maxX = float.MinValue, maxY = float.MinValue;
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foreach (Vector2D point in Vertices)
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{
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minX = MathF.Min(minX, point.X);
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minY = MathF.Min(minY, point.Y);
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maxX = MathF.Max(maxX, point.X);
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maxY = MathF.Max(maxY, point.Y);
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}
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float dx = maxX - minX;
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float dy = maxY - minY;
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float deltaMax = MathF.Max(dx, dy);
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float midX = (minX + maxX) / 2;
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float midY = (minY + maxY) / 2;
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Vector2D p1 = new Vector2D((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
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Vector2D p2 = new Vector2D((float)midX, (float)midY + 20 * (float)deltaMax);
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Vector2D p3 = new Vector2D((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
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return new Triangle(p1, p2, p3);
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minX = MathF.Min(minX, point.X);
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minY = MathF.Min(minY, point.Y);
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maxX = MathF.Max(maxX, point.X);
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maxY = MathF.Max(maxY, point.Y);
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}
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float dx = maxX - minX;
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float dy = maxY - minY;
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float deltaMax = MathF.Max(dx, dy);
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float midX = (minX + maxX) / 2;
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float midY = (minY + maxY) / 2;
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Vector2D p1 = new((float)midX - 20f * (float)deltaMax, (float)midY - (float)deltaMax);
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Vector2D p2 = new((float)midX, (float)midY + 20 * (float)deltaMax);
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Vector2D p3 = new((float)midX + 20 * (float)deltaMax, (float)midY - (float)deltaMax);
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return new Triangle(p1, p2, p3);
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}
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public List<Line> Lines
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{
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get
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{
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List<Line> lines = new List<Line>(Vertices.Count - 1);
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GetLinesNonAlloc(lines);
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return lines;
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}
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}
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public void GetLinesNonAlloc(IList<Line> lines)
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public static void GetLines(Shape shape, IList<Line> lines)
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{
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lines.Clear();
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for (int i = 0; i < Vertices.Count - 1; i++)
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lines.Add(new(Vertices[i], Vertices[i + 1]));
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lines.Add(new(Vertices[^1], Vertices[0]));
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for (int i = 0; i < shape.Vertices.Count - 1; i++)
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lines.Add(new(shape.Vertices[i], shape.Vertices[i + 1]));
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lines.Add(new(shape.Vertices[^1], shape.Vertices[0]));
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}
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public bool ApproximatelyEquals(Shape other)
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public static List<Line> GetLines(Shape shape)
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{
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if (Vertices.Count != other.Vertices.Count)
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List<Line> lines = new(shape.Vertices.Count - 1);
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GetLines(shape, lines);
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return lines;
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}
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public static bool ApproximatelyEquals(Shape left, Shape right)
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{
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if (left.Vertices.Count != right.Vertices.Count)
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return false;
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for (int i = 0; i < Vertices.Count; i++)
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if (!Vertices[i].ApproximatelyEquals(other.Vertices[i]))
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for (int i = 0; i < left.Vertices.Count; i++)
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if (!left.Vertices[i].ApproximatelyEquals(right.Vertices[i]))
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return false;
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return true;
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}
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}
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public static class ShapeExtensions
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{
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public static Triangle ToSuperTriangle(this Shape shape) => Shape.GetSuperTriangle(shape);
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public static void ToLines(this Shape shape, IList<Line> lines) => Shape.GetLines(shape, lines);
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public static List<Line> ToLines(this Shape shape) => Shape.GetLines(shape);
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public static bool ApproximatelyEquals(this Shape left, Shape right) => Shape.ApproximatelyEquals(left, right);
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}
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