using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using Syntriax.Engine.Core; namespace Syntriax.Engine.Physics2D.Primitives; public record Line(Vector2D From, Vector2D To) { public Line Reversed => new(To, From); public Vector2D Direction => Vector2D.Normalize(To - From); public float Length => (From - To).Length(); public float LengthSquared => (From - To).LengthSquared(); public LineEquation LineEquation { get { Vector2D slopeVector = To - From; float slope = slopeVector.Y / slopeVector.X; float yOffset = From.Y - (slope * From.X); return new LineEquation(slope, yOffset); } } public bool Intersects(Vector2D point) => Resolve(point.X).ApproximatelyEquals(point); public float GetT(Vector2D point) { float fromX = MathF.Abs(From.X); float toX = MathF.Abs(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. if (!Lerp(t).ApproximatelyEquals(point)) return 1f - t; return t; } public bool Exist(List vertices) { for (int i = 0; i < vertices.Count - 1; i++) { Vector2D vertexCurrent = vertices[i]; Vector2D vertexNext = vertices[i]; if (From == vertexCurrent && To == vertexNext) return true; if (From == vertexNext && To == vertexCurrent) return true; } Vector2D vertexFirst = vertices[0]; Vector2D vertexLast = vertices[^1]; if (From == vertexFirst && To == vertexLast) return true; if (From == vertexLast && To == vertexFirst) return true; return false; } public float IntersectionParameterT(Line other) { float numerator = (From.X - other.From.X) * (other.From.Y - other.To.Y) - (From.Y - other.From.Y) * (other.From.X - other.To.X); float denominator = (From.X - To.X) * (other.From.Y - other.To.Y) - (From.Y - To.Y) * (other.From.X - other.To.X); // Lines are parallel if (denominator == 0) return float.NaN; return numerator / denominator; } public Vector2D Lerp(float t) => new Vector2D( From.X + (To.X - From.X) * t, From.Y + (To.Y - From.Y) * t ); public Vector2D Resolve(float x) => new Vector2D(x, LineEquation.Resolve(x)); public Vector2D ClosestPointTo(Vector2D point) { // Convert edge points to vectors var edgeVector = new Vector2D(To.X - From.X, To.Y - From.Y); var pointVector = new Vector2D(point.X - From.X, point.Y - 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 float closestX = From.X + t * edgeVector.X; float closestY = From.Y + t * edgeVector.Y; return new Vector2D((float)closestX, (float)closestY); } public Vector2D IntersectionPoint(Line other) => Vector2D.Lerp(From, To, IntersectionParameterT(other)); public bool Intersects(Line other) { int o1 = PhysicsMath.Orientation(From, To, other.From); int o2 = PhysicsMath.Orientation(From, To, other.To); int o3 = PhysicsMath.Orientation(other.From, other.To, From); int o4 = PhysicsMath.Orientation(other.From, other.To, To); if (o1 != o2 && o3 != o4) return true; if (o1 == 0 && PhysicsMath.OnSegment(From, other.From, To)) return true; if (o2 == 0 && PhysicsMath.OnSegment(From, other.To, To)) return true; if (o3 == 0 && PhysicsMath.OnSegment(other.From, From, other.To)) return true; if (o4 == 0 && PhysicsMath.OnSegment(other.From, To, other.To)) return true; return false; } public bool Intersects(Line other, [NotNullWhen(returnValue: true)] out Vector2D? point) { point = null; bool result = Intersects(other); if (result) point = IntersectionPoint(other); return result; } public bool ApproximatelyEquals(Line other) => From.ApproximatelyEquals(other.From) && To.ApproximatelyEquals(other.To); }