refactor: Line
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@ -9,30 +9,27 @@ namespace Syntriax.Engine.Physics2D.Primitives;
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public record Line(Vector2D From, Vector2D To)
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{
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public Line Reversed => new(To, From);
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public Vector2D Direction => Vector2D.Normalize(To - From);
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public float Length => (From - To).Length();
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public float LengthSquared => (From - To).LengthSquared();
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public Vector2D Direction => From.FromTo(To).Normalize();
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public float Length => From.FromTo(To).Length();
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public float LengthSquared => From.FromTo(To).LengthSquared();
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public LineEquation LineEquation
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public static LineEquation GetLineEquation(Line line)
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{
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get
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{
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Vector2D slopeVector = To - From;
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float slope = slopeVector.Y / slopeVector.X;
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Vector2D slopeVector = line.From.FromTo(line.To);
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float slope = slopeVector.Y / slopeVector.X;
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float yOffset = From.Y - (slope * From.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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}
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return new LineEquation(slope, yOffset);
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}
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public bool Intersects(Vector2D point)
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=> Resolve(point.X).ApproximatelyEquals(point);
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public static bool Intersects(Line line, Vector2D point)
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=> LineEquation.Resolve(GetLineEquation(line), point.X).ApproximatelyEquals(point.Y);
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public float GetT(Vector2D point)
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public static float GetT(Line line, Vector2D point)
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{
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float fromX = MathF.Abs(From.X);
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float toX = MathF.Abs(To.X);
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float fromX = MathF.Abs(line.From.X);
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float toX = MathF.Abs(line.To.X);
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float pointX = MathF.Abs(point.X);
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float min = MathF.Min(fromX, toX);
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@ -46,32 +43,32 @@ public record Line(Vector2D From, Vector2D To)
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// I don't even know, apparently whatever I wrote up there doesn't take into account of the direction of the line
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// 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
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// too unmotivated to find a solution. Future me, find a better way if possible, please.
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if (!Lerp(t).ApproximatelyEquals(point))
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if (!Lerp(line, t).ApproximatelyEquals(point))
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return 1f - t;
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return t;
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}
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public bool Exist(List<Vector2D> vertices)
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public static bool Exist(Line line, List<Vector2D> vertices)
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{
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for (int i = 0; i < vertices.Count - 1; i++)
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{
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Vector2D vertexCurrent = vertices[i];
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Vector2D vertexNext = vertices[i];
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if (From == vertexCurrent && To == vertexNext) return true;
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if (From == vertexNext && To == vertexCurrent) return true;
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if (line.From == vertexCurrent && line.To == vertexNext) return true;
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if (line.From == vertexNext && line.To == vertexCurrent) return true;
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}
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Vector2D vertexFirst = vertices[0];
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Vector2D vertexLast = vertices[^1];
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if (From == vertexFirst && To == vertexLast) return true;
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if (From == vertexLast && To == vertexFirst) return true;
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if (line.From == vertexFirst && line.To == vertexLast) return true;
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if (line.From == vertexLast && line.To == vertexFirst) return true;
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return false;
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}
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public float IntersectionParameterT(Line other)
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public static float IntersectionParameterT(Line left, Line right)
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{
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float numerator = (From.X - other.From.X) * (other.From.Y - other.To.Y) - (From.Y - other.From.Y) * (other.From.X - other.To.X);
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float denominator = (From.X - To.X) * (other.From.Y - other.To.Y) - (From.Y - To.Y) * (other.From.X - other.To.X);
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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);
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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);
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// Lines are parallel
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if (denominator == 0)
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@ -80,20 +77,17 @@ public record Line(Vector2D From, Vector2D To)
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return numerator / denominator;
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}
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public Vector2D Lerp(float t)
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public static Vector2D Lerp(Line line, float t)
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=> new Vector2D(
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From.X + (To.X - From.X) * t,
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From.Y + (To.Y - From.Y) * t
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line.From.X + (line.To.X - line.From.X) * t,
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line.From.Y + (line.To.Y - line.From.Y) * t
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);
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public Vector2D Resolve(float x)
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=> new Vector2D(x, LineEquation.Resolve(x));
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public Vector2D ClosestPointTo(Vector2D point)
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public static Vector2D ClosestPointTo(Line line, Vector2D point)
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{
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// Convert edge points to vectors
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var edgeVector = new Vector2D(To.X - From.X, To.Y - From.Y);
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var pointVector = new Vector2D(point.X - From.X, point.Y - From.Y);
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var edgeVector = new Vector2D(line.To.X - line.From.X, line.To.Y - line.From.Y);
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var pointVector = new Vector2D(point.X - line.From.X, point.Y - line.From.Y);
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// Calculate the projection of pointVector onto edgeVector
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float t = (pointVector.X * edgeVector.X + pointVector.Y * edgeVector.Y) / (edgeVector.X * edgeVector.X + edgeVector.Y * edgeVector.Y);
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@ -102,45 +96,50 @@ public record Line(Vector2D From, Vector2D To)
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t = MathF.Max(0, MathF.Min(1, t));
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// Calculate the closest point on the edge
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float closestX = From.X + t * edgeVector.X;
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float closestY = From.Y + t * edgeVector.Y;
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float closestX = line.From.X + t * edgeVector.X;
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float closestY = line.From.Y + t * edgeVector.Y;
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return new Vector2D((float)closestX, (float)closestY);
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}
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public Vector2D IntersectionPoint(Line other)
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=> Vector2D.Lerp(From, To, IntersectionParameterT(other));
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public static Vector2D IntersectionPoint(Line left, Line right)
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=> Vector2D.Lerp(left.From, left.To, IntersectionParameterT(left, right));
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public bool Intersects(Line other)
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public static bool Intersects(Line left, Line right)
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{
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int o1 = PhysicsMath.Orientation(From, To, other.From);
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int o2 = PhysicsMath.Orientation(From, To, other.To);
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int o3 = PhysicsMath.Orientation(other.From, other.To, From);
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int o4 = PhysicsMath.Orientation(other.From, other.To, To);
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int o1 = PhysicsMath.Orientation(left.From, left.To, right.From);
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int o2 = PhysicsMath.Orientation(left.From, left.To, right.To);
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int o3 = PhysicsMath.Orientation(right.From, right.To, left.From);
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int o4 = PhysicsMath.Orientation(right.From, right.To, left.To);
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if (o1 != o2 && o3 != o4)
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return true;
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if (o1 == 0 && PhysicsMath.OnSegment(From, other.From, To)) return true;
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if (o2 == 0 && PhysicsMath.OnSegment(From, other.To, To)) return true;
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if (o3 == 0 && PhysicsMath.OnSegment(other.From, From, other.To)) return true;
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if (o4 == 0 && PhysicsMath.OnSegment(other.From, To, other.To)) return true;
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if (o1 == 0 && PhysicsMath.OnSegment(left.From, right.From, left.To)) return true;
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if (o2 == 0 && PhysicsMath.OnSegment(left.From, right.To, left.To)) return true;
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if (o3 == 0 && PhysicsMath.OnSegment(right.From, left.From, right.To)) return true;
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if (o4 == 0 && PhysicsMath.OnSegment(right.From, left.To, right.To)) return true;
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return false;
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}
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public bool Intersects(Line other, [NotNullWhen(returnValue: true)] out Vector2D? point)
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public static bool Intersects(Line left, Line right, [NotNullWhen(returnValue: true)] out Vector2D? point)
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{
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point = null;
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bool result = Intersects(other);
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bool result = Intersects(left, right);
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if (result)
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point = IntersectionPoint(other);
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point = IntersectionPoint(left, right);
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return result;
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}
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public bool ApproximatelyEquals(Line other)
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=> From.ApproximatelyEquals(other.From) && To.ApproximatelyEquals(other.To);
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public static bool ApproximatelyEquals(Line left, Line right)
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=> left.From.ApproximatelyEquals(right.From) && left.To.ApproximatelyEquals(right.To);
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}
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public static class LineExtensions
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{
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public static bool ApproximatelyEquals(this Line left, Line right) => Line.ApproximatelyEquals(left, right);
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}
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