Files
2025-03-12 12:56:27 +00:00

1219 lines
44 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.Extensions;
using System.Linq;
namespace Barotrauma
{
//TODO: Currently this is only used for text positioning? -> move there?
[Flags]
public enum Alignment
{
CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32,
TopLeft = (Top | Left), TopCenter = (CenterX | Top), TopRight = (Top | Right),
CenterLeft = (Left | CenterY), Center = (CenterX | CenterY), CenterRight = (Right | CenterY),
BottomLeft = (Bottom | Left), BottomCenter = (CenterX | Bottom), BottomRight = (Bottom | Right),
Any = Left | Right | Top | Bottom | Center
}
public static class MathUtils
{
public static Vector2 DiscardZ(this Vector3 vector)
=> new Vector2(vector.X, vector.Y);
public static float Percentage(float portion, float total)
{
return portion / total * 100;
}
public static int PositiveModulo(int i, int n)
{
return (i % n + n) % n;
}
public static float PositiveModulo(float i, float n)
{
return (i % n + n) % n;
}
public static double Distance(double x1, double y1, double x2, double y2)
{
double dX = x1 - x2;
double dY = y1 - y2;
return Math.Sqrt(dX * dX + dY * dY);
}
public static double DistanceSquared(double x1, double y1, double x2, double y2)
{
double dX = x1 - x2;
double dY = y1 - y2;
return dX * dX + dY * dY;
}
public static int DistanceSquared(int x1, int y1, int x2, int y2)
{
int dX = x1 - x2;
int dY = y1 - y2;
return dX * dX + dY * dY;
}
public static Vector2 SmoothStep(Vector2 v1, Vector2 v2, float amount)
{
return new Vector2(
MathHelper.SmoothStep(v1.X, v2.X, amount),
MathHelper.SmoothStep(v1.Y, v2.Y, amount));
}
public static float SmoothStep(float t)
{
return t * t * (3f - 2f * t);
}
public static float SmootherStep(float t)
{
return t * t * t * (t * (6f * t - 15f) + 10f);
}
public static float EaseIn(float t)
{
return 1f - (float)Math.Cos(t * MathHelper.PiOver2);
}
public static float EaseOut(float t)
{
return (float)Math.Sin(t * MathHelper.PiOver2);
}
public static Vector2 ClampLength(this Vector2 v, float length)
{
float currLength = v.Length();
if (currLength > length)
{
return v / currLength * length;
}
return v;
}
public static bool Contains(this Rectangle rect, double x, double y)
{
return x > rect.X && x < rect.Right && y > rect.Y && y < rect.Bottom;
}
public static float Round(float value, float div)
{
return (value < 0.0f) ?
(float)Math.Ceiling(value / div) * div :
(float)Math.Floor(value / div) * div;
}
public static int RoundToInt(float v) => (int)MathF.Round(v);
public static float RoundTowardsClosest(float value, float div)
{
return (float)Math.Round(value / div) * div;
}
public static float VectorToAngle(Vector2 vector)
{
return (float)Math.Atan2(vector.Y, vector.X);
}
public static Point ToPoint(Vector2 vector)
{
return new Point((int)vector.X,(int)vector.Y);
}
public static bool IsValid(float value)
{
return (!float.IsInfinity(value) && !float.IsNaN(value));
}
public static bool IsValid(Vector2 vector)
{
return (IsValid(vector.X) && IsValid(vector.Y));
}
public static Rectangle ExpandRect(Rectangle rect, int amount)
{
return new Rectangle(rect.X - amount, rect.Y + amount, rect.Width + amount * 2, rect.Height + amount * 2);
}
/// <summary>
/// Given three points A, B and C,
/// returns 1 if AC is oriented clockwise relative to AB,
/// -1 if AC is oriented counter-clockwise relative to AB,
/// or 0 if A, B and C are collinear.
/// </summary>
public static int VectorOrientation(Vector2 pointA, Vector2 pointB, Vector2 pointC)
{
float determinant = (pointB.X - pointA.X) * (pointC.Y - pointA.Y) - (pointC.X - pointA.X) * (pointB.Y - pointA.Y);
return -Math.Sign(determinant);
}
public static float CurveAngle(float from, float to, float step)
{
from = WrapAngleTwoPi(from);
to = WrapAngleTwoPi(to);
if (Math.Abs(from - to) < MathHelper.Pi)
{
// The simple case - a straight lerp will do.
return MathHelper.Lerp(from, to, step);
}
// If we get here we have the more complex case.
// First, increment the lesser value to be greater.
if (from < to)
from += MathHelper.TwoPi;
else
to += MathHelper.TwoPi;
float retVal = MathHelper.Lerp(from, to, step);
// Now ensure the return value is between 0 and 2pi
if (retVal >= MathHelper.TwoPi)
retVal -= MathHelper.TwoPi;
return retVal;
}
/// <summary>
/// wrap the angle between 0.0f and 2pi
/// </summary>
public static float WrapAngleTwoPi(float angle)
{
if (float.IsInfinity(angle) || float.IsNegativeInfinity(angle) || float.IsNaN(angle))
{
return 0.0f;
}
return PositiveModulo(angle, MathHelper.TwoPi);
}
/// <summary>
/// wrap the angle between -pi and pi
/// </summary>
public static float WrapAnglePi(float angle)
{
if (float.IsInfinity(angle) || float.IsNegativeInfinity(angle) || float.IsNaN(angle))
{
return 0.0f;
}
float min = -MathHelper.Pi;
float diffFromMin = angle - min;
return diffFromMin - (MathF.Floor(diffFromMin / MathHelper.TwoPi) * MathHelper.TwoPi) + min;
}
public static float GetShortestAngle(float from, float to)
{
// Ensure that 0 <= angle < 2pi for both "from" and "to"
from = WrapAngleTwoPi(from);
to = WrapAngleTwoPi(to);
if (Math.Abs(from - to) < MathHelper.Pi)
{
return to - from;
}
// If we get here we have the more complex case.
// First, increment the lesser value to be greater.
if (from < to)
from += MathHelper.TwoPi;
else
to += MathHelper.TwoPi;
return to - from;
}
/// <summary>
/// Returns the angle between the two angles, where the direction matters.
/// </summary>
public static float GetMidAngle(float from, float to)
{
float max = Math.Max(from, to);
float min = Math.Min(from, to);
float diff = max - min;
if (from < to)
{
// Clockwise
return from + diff / 2;
}
else
{
// CCW
return from - diff / 2;
}
}
/// <summary>
/// solves the angle opposite to side a (parameters: lengths of each side)
/// </summary>
public static float SolveTriangleSSS(float a, float b, float c)
{
float A = (float)Math.Acos((b * b + c * c - a * a) / (2 * b * c));
if (float.IsNaN(A)) A = 1.0f;
return A;
}
public static byte AngleToByte(float angle)
{
angle = WrapAngleTwoPi(angle);
angle = angle * (255.0f / MathHelper.TwoPi);
return Convert.ToByte(angle);
}
public static float ByteToAngle(byte b)
{
float angle = (float)b;
angle = angle * (MathHelper.TwoPi / 255.0f);
return angle;
}
/// <summary>
/// Check whether a line segment from a to b is intersecting with a line segment from c to d
/// </summary>
public static bool LineSegmentsIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
{
float denominator = ((b.X - a.X) * (d.Y - c.Y)) - ((b.Y - a.Y) * (d.X - c.X));
float numerator1 = ((a.Y - c.Y) * (d.X - c.X)) - ((a.X - c.X) * (d.Y - c.Y));
float numerator2 = ((a.Y - c.Y) * (b.X - a.X)) - ((a.X - c.X) * (b.Y - a.Y));
if (denominator == 0) return numerator1 == 0 && numerator2 == 0;
float r = numerator1 / denominator;
float s = numerator2 / denominator;
return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
}
/// <summary>
/// Find where the line segments (i.e. non-infinite lines between the points) intersect
/// </summary>
public static bool GetLineSegmentIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, out Vector2 intersection)
{
return GetLineIntersection(a1, a2, b1, b2, areLinesInfinite: false, out intersection);
}
/// <summary>
/// Find where the lines intersect. Use the areLinesInfinite argument to specify whether the lines should be finite segments or inifinite
/// </summary>
public static bool GetLineIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, bool areLinesInfinite, out Vector2 intersection)
{
intersection = Vector2.Zero;
Vector2 b = a2 - a1;
Vector2 d = b2 - b1;
float bDotDPerp = b.X * d.Y - b.Y * d.X;
// if b dot d == 0, it means the lines are parallel so have infinite intersection points
if (bDotDPerp == 0) return false;
Vector2 c = b1 - a1;
float t = (c.X * d.Y - c.Y * d.X) / bDotDPerp;
if (!areLinesInfinite)
{
if (t < 0 || t > 1) { return false; }
float u = (c.X * b.Y - c.Y * b.X) / bDotDPerp;
if (u < 0 || u > 1) { return false; }
}
intersection = a1 + t * b;
return true;
}
public static bool GetAxisAlignedLineIntersection(Vector2 a1, Vector2 a2, Vector2 axisAligned1, Vector2 axisAligned2, bool isHorizontal, out Vector2 intersection)
{
intersection = Vector2.Zero;
if (!isHorizontal)
{
float xDiff = axisAligned1.X - a1.X;
if (Math.Sign(xDiff) == Math.Sign(axisAligned1.X - a2.X)) { return false; }
float s = (a2.Y - a1.Y) / (a2.X - a1.X);
float y = a1.Y + xDiff * s;
if (axisAligned1.Y < axisAligned2.Y)
{
if (y < axisAligned1.Y) { return false; }
if (y > axisAligned2.Y) { return false; }
}
else
{
if (y > axisAligned1.Y) { return false; }
if (y < axisAligned2.Y) { return false; }
}
intersection = new Vector2(axisAligned1.X, y);
return true;
}
else //horizontal line
{
float yDiff = axisAligned1.Y - a1.Y;
if (Math.Sign(yDiff) == Math.Sign(axisAligned1.Y - a2.Y)) { return false; }
float s = (a2.X - a1.X) / (a2.Y - a1.Y);
float x = a1.X + yDiff * s;
if (axisAligned1.X < axisAligned2.X)
{
if (x < axisAligned1.X) { return false; }
if (x > axisAligned2.X) { return false; }
}
else
{
if (x > axisAligned1.X) { return false; }
if (x < axisAligned2.X) { return false; }
}
intersection = new Vector2(x, axisAligned1.Y);
return true;
}
}
/// <summary>
/// Get the point where the line segment between a1 and a2 intersects the rectangle. Note that the rectangle's y-coordinate is handled so that up is lower and bottom is higher (the way rectangles work by default in XNA).
/// </summary>
public static bool GetLineRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect, out Vector2 intersection)
{
rect.Y += rect.Height;
return GetLineWorldRectangleIntersection(a1, a2, rect, out intersection);
}
/// <summary>
/// Get the point where the line segment between a1 and a2 intersects the rectangle. Note that the rectangle's y-coordinate is handled so that up is greater and down is lower (the way e.g. MapEntity rects are defined).
/// </summary>
public static bool GetLineWorldRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect, out Vector2 intersection)
{
if (GetAxisAlignedLineIntersection(a1, a2,
new Vector2(rect.X, rect.Y),
new Vector2(rect.Right, rect.Y),
true, out intersection))
{
return true;
}
if (GetAxisAlignedLineIntersection(a1, a2,
new Vector2(rect.X, rect.Y - rect.Height),
new Vector2(rect.Right, rect.Y - rect.Height),
true, out intersection))
{
return true;
}
if (GetAxisAlignedLineIntersection(a1, a2,
new Vector2(rect.X, rect.Y),
new Vector2(rect.X, rect.Y - rect.Height),
false, out intersection))
{
return true;
}
if (GetAxisAlignedLineIntersection(a1, a2,
new Vector2(rect.Right, rect.Y),
new Vector2(rect.Right, rect.Y - rect.Height),
false, out intersection))
{
return true;
}
return false;
}
public static Vector2 FlipX(this Vector2 vector)
=> new Vector2(-vector.X, vector.Y);
public static Vector2 FlipY(this Vector2 vector)
=> new Vector2(vector.X, -vector.Y);
public static Vector2 YX(this Vector2 vector)
=> new Vector2(x: vector.Y, y: vector.X);
public static Point FlipY(this Point point)
=> new Point(point.X, -point.Y);
public static Point YX(this Point point)
=> new Point(x: point.Y, y: point.X);
public static Vector2 RotatedUnitXRadians(float radians)
=> new Vector2(MathF.Cos(radians), MathF.Sin(radians));
public static Vector2 RotatedUnitYRadians(float radians)
=> RotatedUnitXRadians(radians).YX().FlipX();
public static Vector2 Round(this Vector2 vector)
=> new Vector2((int)MathF.Round(vector.X), (int)MathF.Round(vector.Y));
/// <summary>
/// Get the intersections between a line (either infinite or a line segment) and a circle
/// </summary>
/// <param name="circlePos">Center of the circle</param>
/// <param name="radius">Radius of the circle</param>
/// <param name="point1">1st point on the line</param>
/// <param name="point2">2nd point on the line</param>
/// <param name="isLineSegment">Is the line a segment or infinite</param>
/// <returns>The number of intersections</returns>
public static int GetLineCircleIntersections(Vector2 circlePos, float radius,
Vector2 point1, Vector2 point2, bool isLineSegment, out Vector2? intersection1, out Vector2? intersection2)
{
float dx, dy, A, B, C, det;
dx = point2.X - point1.X;
dy = point2.Y - point1.Y;
A = dx * dx + dy * dy;
B = 2 * (dx * (point1.X - circlePos.X) + dy * (point1.Y - circlePos.Y));
C = (point1.X - circlePos.X) * (point1.X - circlePos.X) + (point1.Y - circlePos.Y) * (point1.Y - circlePos.Y) - radius * radius;
det = B * B - 4 * A * C;
if ((A <= 0.0000001) || (det < 0))
{
// No real solutions.
intersection1 = null;
intersection2 = null;
return 0;
}
else if (det == 0)
{
// One solution.
float t = -B / (2 * A);
intersection1 = new Vector2(point1.X + t * dx, point1.Y + t * dy);
intersection2 = null;
return 1;
}
else
{
// Two solutions.
float t1 = (float)((-B + Math.Sqrt(det)) / (2 * A));
float t2 = (float)((-B - Math.Sqrt(det)) / (2 * A));
//if the line is not infinite, we need to check if the intersections are on the segment
if (isLineSegment)
{
if (t1 >= 0 && t1 <= 1.0f)
{
intersection1 = point1 + new Vector2(dx, dy) * t1;
if (t2 >= 0 && t2 <= 1.0f)
{
//both intersections on the segment
intersection2 = point1 + new Vector2(dx, dy) * t2;
return 2;
}
//only the first intersection is on the segment
intersection2 = null;
return 1;
}
else if (t2 >= 0 && t2 <= 1.0f)
{
//only the second intersection is on the segment
intersection1 = point1 + new Vector2(dx, dy) * t2;
intersection2 = null;
return 1;
}
else
{
//neither is on the segment
intersection1 = null;
intersection2 = null;
return 0;
}
}
else
{
intersection1 = point1 + new Vector2(dx, dy) * t1;
intersection2 = point1 + new Vector2(dx, dy) * t2;
return 2;
}
}
}
public static float LineToPointDistance(Vector2 lineA, Vector2 lineB, Vector2 point)
{
float xDiff = lineB.X - lineA.X;
float yDiff = lineB.Y - lineA.Y;
if (xDiff == 0 && yDiff == 0)
{
return Vector2.Distance(lineA, point);
}
return (float)(Math.Abs(xDiff * (lineA.Y - point.Y) - yDiff * (lineA.X - point.X)) /
Math.Sqrt(xDiff * xDiff + yDiff * yDiff));
}
public static float LineToPointDistanceSquared(Vector2 lineA, Vector2 lineB, Vector2 point)
{
float xDiff = lineB.X - lineA.X;
float yDiff = lineB.Y - lineA.Y;
if (xDiff == 0 && yDiff == 0)
{
return Vector2.DistanceSquared(lineA, point);
}
float numerator = xDiff * (lineA.Y - point.Y) - yDiff * (lineA.X - point.X);
return (numerator * numerator) / (xDiff * xDiff + yDiff * yDiff);
}
public static double LineSegmentToPointDistanceSquared(Point lineA, Point lineB, Point point)
{
return LineSegmentToPointDistanceSquared(lineA.X, lineA.Y, lineB.X, lineB.Y, point.X, point.Y);
}
public static float LineSegmentToPointDistanceSquared(Vector2 lineA, Vector2 lineB, Vector2 point)
{
return (float)LineSegmentToPointDistanceSquared(lineA.X, lineA.Y, lineB.X, lineB.Y, point.X, point.Y);
}
private static double LineSegmentToPointDistanceSquared(double line1X, double line1Y, double line2X, double line2Y, double pointX, double pointY)
{
double xDiff = line2X - line1X;
double yDiff = line2Y - line1Y;
if (xDiff == 0 && yDiff == 0)
{
double v1 = line1X - pointX;
double v2 = line1Y - pointY;
return (v1 * v1) + (v2 * v2);
}
// Calculate the t that minimizes the distance.
double t = ((pointX - line1X) * xDiff + (pointY - line1Y) * yDiff) / (xDiff * xDiff + yDiff * yDiff);
// See if this represents one of the segment's
// end points or a point in the middle.
if (t < 0)
{
xDiff = pointX - line1X;
yDiff = pointY - line1Y;
}
else if (t > 1)
{
xDiff = pointX - line2X;
yDiff = pointY - line2Y;
}
else
{
xDiff = pointX - (line1X + t * xDiff);
yDiff = pointY - (line1Y + t * yDiff);
}
return xDiff * xDiff + yDiff * yDiff;
}
public static Vector2 GetClosestPointOnLineSegment(Vector2 lineA, Vector2 lineB, Vector2 point)
{
float xDiff = lineB.X - lineA.X;
float yDiff = lineB.Y - lineA.Y;
if (xDiff == 0 && yDiff == 0)
{
return lineA;
}
// Calculate the t that minimizes the distance.
float t = ((point.X - lineA.X) * xDiff + (point.Y - lineA.Y) * yDiff) / (xDiff * xDiff + yDiff * yDiff);
// See if this represents one of the segment's
// end points or a point in the middle.
if (t < 0)
{
return lineA;
}
else if (t > 1)
{
return lineB;
}
else
{
return new Vector2(lineA.X + t * xDiff, lineA.Y + t * yDiff);
}
}
public static bool CircleIntersectsRectangle(Vector2 circlePos, float radius, Rectangle rect)
{
int halfWidth = rect.Width / 2;
float xDist = Math.Abs(circlePos.X - (rect.X + halfWidth));
if (xDist > halfWidth + radius) { return false; }
int halfHeight = rect.Height / 2;
float yDist = Math.Abs(circlePos.Y - (rect.Y + halfHeight));
if (yDist > halfHeight + radius) { return false; }
if (xDist <= halfWidth || yDist <= halfHeight) { return true; }
float distSqX = xDist - halfWidth;
float distSqY = yDist - halfHeight;
return distSqX * distSqX + distSqY * distSqY <= radius * radius;
}
/// <summary>
/// Get a point on a circle's circumference
/// </summary>
/// <param name="center">Center of the circle</param>
/// <param name="radius">Radius of the circle</param>
/// <param name="angle">Angle (in radians) from the center</param>
/// <returns></returns>
public static Vector2 GetPointOnCircumference(Vector2 center, float radius, float angle)
{
return new Vector2(
center.X + radius * (float)Math.Cos(angle),
center.Y + radius * (float)Math.Sin(angle));
}
/// <summary>
/// Get a specific number of evenly distributed points on a circle's circumference
/// </summary>
/// <param name="center">Center of the circle</param>
/// <param name="radius">Radius of the circle</param>
/// <param name="points">Number of points to calculate</param>
/// <param name="firstAngle">Angle (in radians) of the first point from the center</param>
/// <returns></returns>
public static Vector2[] GetPointsOnCircumference(Vector2 center, float radius, int points, float firstAngle = 0.0f)
{
var maxAngle = (float)(2 * Math.PI);
var angleStep = maxAngle / points;
var coordinates = new Vector2[points];
for (int i = 0; i < points; i++)
{
var angle = firstAngle + (i * angleStep);
if (angle > maxAngle) { angle -= maxAngle; }
coordinates[i] = GetPointOnCircumference(center, radius, angle);
}
return coordinates;
}
/// <summary>
/// Divide a convex hull into triangles
/// </summary>
/// <returns>List of triangle vertices (sorted counter-clockwise)</returns>
public static List<Vector2[]> TriangulateConvexHull(List<Vector2> vertices, Vector2 center)
{
List<Vector2[]> triangles = new List<Vector2[]>();
vertices.Sort(new CompareCCW(center));
for (int i = 0; i < vertices.Count; i++)
{
triangles.Add(new Vector2[3] { center, vertices[i], vertices[(i + 1) % vertices.Count] });
}
return triangles;
}
public static List<Vector2> GiftWrap(List<Vector2> points)
{
if (points.Count == 0) return points;
Vector2 leftMost = points[0];
foreach (Vector2 point in points)
{
if (point.X < leftMost.X) leftMost = point;
}
List<Vector2> wrappedPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
wrappedPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if (points[i].NearlyEquals(currPoint)) continue;
if (currPoint == endPoint ||
MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1)
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != leftMost);
return wrappedPoints;
}
public static List<Vector2[]> GenerateJaggedLine(Vector2 start, Vector2 end, int iterations, float offsetAmount, Random rng, Rectangle? bounds = null)
{
List<Vector2[]> segments = new List<Vector2[]>
{
new Vector2[] { start, end }
};
for (int n = 0; n < iterations; n++)
{
for (int i = 0; i < segments.Count; i++)
{
Vector2 startSegment = segments[i][0];
Vector2 endSegment = segments[i][1];
segments.RemoveAt(i);
Vector2 midPoint = (startSegment + endSegment) / 2.0f;
Vector2 normal = Vector2.Normalize(endSegment - startSegment);
normal = new Vector2(-normal.Y, normal.X);
midPoint += normal * rng.Range(-offsetAmount, offsetAmount);
if (bounds.HasValue)
{
if (midPoint.X < bounds.Value.X)
{
midPoint.X = bounds.Value.X + (bounds.Value.X - midPoint.X);
}
else if (midPoint.X > bounds.Value.Right)
{
midPoint.X = bounds.Value.Right - (midPoint.X - bounds.Value.Right);
}
if (midPoint.Y < bounds.Value.Y)
{
midPoint.Y = bounds.Value.Y + (bounds.Value.Y - midPoint.Y);
}
else if (midPoint.Y > bounds.Value.Bottom)
{
midPoint.Y = bounds.Value.Bottom - (midPoint.Y - bounds.Value.Bottom);
}
}
segments.Insert(i, new Vector2[] { startSegment, midPoint });
segments.Insert(i + 1, new Vector2[] { midPoint, endSegment });
i++;
}
offsetAmount *= 0.5f;
}
return segments;
}
// Returns the human-readable file size for an arbitrary, 64-bit file size
// The default format is "0.### XB", e.g. "4.2 KB" or "1.434 GB"
public static string GetBytesReadable(long i)
{
// Get absolute value
long absolute_i = (i < 0 ? -i : i);
// Determine the suffix and readable value
string suffix;
double readable;
if (absolute_i >= 0x1000000000000000) // Exabyte
{
suffix = "EB";
readable = (i >> 50);
}
else if (absolute_i >= 0x4000000000000) // Petabyte
{
suffix = "PB";
readable = (i >> 40);
}
else if (absolute_i >= 0x10000000000) // Terabyte
{
suffix = "TB";
readable = (i >> 30);
}
else if (absolute_i >= 0x40000000) // Gigabyte
{
suffix = "GB";
readable = (i >> 20);
}
else if (absolute_i >= 0x100000) // Megabyte
{
suffix = "MB";
readable = (i >> 10);
}
else if (absolute_i >= 0x400) // Kilobyte
{
suffix = "KB";
readable = i;
}
else
{
return i.ToString("0 B"); // Byte
}
// Divide by 1024 to get fractional value
readable = (readable / 1024);
// Return formatted number with suffix
return readable.ToString("0.# ") + suffix;
}
public static void SplitRectanglesHorizontal(List<Rectangle> rects, Vector2 point)
{
for (int i = 0; i < rects.Count; i++)
{
if (point.Y > rects[i].Y && point.Y < rects[i].Y + rects[i].Height)
{
Rectangle rect1 = rects[i];
Rectangle rect2 = rects[i];
rect1.Height = (int)(point.Y - rects[i].Y);
rect2.Height = rects[i].Height - rect1.Height;
rect2.Y = rect1.Y + rect1.Height;
rects[i] = rect1;
rects.Insert(i + 1, rect2); i++;
}
}
}
public static void SplitRectanglesVertical(List<Rectangle> rects, Vector2 point)
{
for (int i = 0; i < rects.Count; i++)
{
if (point.X>rects[i].X && point.X<rects[i].X+rects[i].Width)
{
Rectangle rect1 = rects[i];
Rectangle rect2 = rects[i];
rect1.Width = (int)(point.X-rects[i].X);
rect2.Width = rects[i].Width - rect1.Width;
rect2.X = rect1.X + rect1.Width;
rects[i] = rect1;
rects.Insert(i + 1, rect2); i++;
}
}
/*for (int i = 0; i < rects.Count; i++)
{
if (rects[i].Width <= 0 || rects[i].Height <= 0)
{
rects.RemoveAt(i); i--;
}
}*/
}
/// <summary>
/// Float comparison. Note that may still fail in some cases.
/// </summary>
// References:
// http://floating-point-gui.de/errors/comparison/
// https://stackoverflow.com/questions/3874627/floating-point-comparison-functions-for-c-sharp
public static bool NearlyEqual(float a, float b, float epsilon = 0.0001f)
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (a == b)
{
//shortcut, handles infinities
return true;
}
if (a == 0 || b == 0)
{
//if a or b is zero, relative error is less meaningful
return Math.Abs(a - b) < epsilon;
}
float absA = Math.Abs(a);
float absB = Math.Abs(b);
float absAB = absA + absB;
if (absAB < epsilon)
{
// a and b extremely close to zero, relative error is less meaningful
return true;
}
float diff = Math.Abs(a - b);
// use relative error
return diff / absAB < epsilon;
}
/// <summary>
/// Float comparison. Note that may still fail in some cases.
/// </summary>
public static bool NearlyEqual(Vector2 a, Vector2 b, float epsilon = 0.0001f)
{
return NearlyEqual(a.X, b.X, epsilon) && NearlyEqual(a.Y, b.Y, epsilon);
}
/// <summary>
/// Returns a position in a curve.
/// </summary>
public static Vector2 Bezier(Vector2 start, Vector2 control, Vector2 end, float t)
{
return Pow(1 - t, 2) * start + 2 * t * (1 - t) * control + Pow(t, 2) * end;
}
public static float Pow(float f, float p)
{
return (float)Math.Pow(f, p);
}
public static float Pow2(float f) => f * f;
/// <summary>
/// Converts the alignment to a vector where -1,-1 is the top-left corner, 0,0 the center and 1,1 bottom-right
/// </summary>
public static Vector2 ToVector2(this Alignment alignment)
{
Vector2 vector = new Vector2(0.0f,0.0f);
if (alignment.HasFlag(Alignment.Left))
{
vector.X = -1.0f;
}
else if (alignment.HasFlag(Alignment.Right))
{
vector.X = 1.0f;
}
if (alignment.HasFlag(Alignment.Top))
{
vector.Y = -1.0f;
}
else if (alignment.HasFlag(Alignment.Bottom))
{
vector.Y = 1.0f;
}
return vector;
}
/// <summary>
/// Rotates a point in 2d space around another point.
/// Modified from:
/// http://www.gamefromscratch.com/post/2012/11/24/GameDev-math-recipes-Rotating-one-point-around-another-point.aspx
/// </summary>
public static Vector2 RotatePointAroundTarget(Vector2 point, Vector2 target, float radians, bool clockWise = true)
{
var sin = Math.Sin(radians);
var cos = Math.Cos(radians);
if (!clockWise)
{
sin = -sin;
}
Vector2 dir = point - target;
var x = (cos * dir.X) - (sin * dir.Y) + target.X;
var y = (sin * dir.X) + (cos * dir.Y) + target.Y;
return new Vector2((float)x, (float)y);
}
/// <summary>
/// Rotates a point in 2d space around the origin
/// </summary>
public static Vector2 RotatePoint(Vector2 point, float radians)
{
var sin = Math.Sin(radians);
var cos = Math.Cos(radians);
var x = (cos * point.X) - (sin * point.Y);
var y = (sin * point.X) + (cos * point.Y);
return new Vector2((float)x, (float)y);
}
/// <summary>
/// Returns the corners of an imaginary rectangle.
/// Unlike the XNA rectangle, this can be rotated with the up parameter.
/// </summary>
public static Vector2[] GetImaginaryRect(Vector2 up, Vector2 center, Vector2 size)
{
return GetImaginaryRect(new Vector2[4], up, center, size);
}
/// <summary>
/// Returns the corners of an imaginary rectangle.
/// Unlike the XNA Rectangle, this can be rotated with the up parameter.
/// </summary>
public static Vector2[] GetImaginaryRect(Vector2[] corners, Vector2 up, Vector2 center, Vector2 size)
{
if (corners.Length != 4)
{
throw new Exception("Invalid length for the corners array. Must be 4.");
}
Vector2 halfSize = size / 2;
Vector2 left = up.Right();
corners[0] = center + up * halfSize.Y + left * halfSize.X;
corners[1] = center + up * halfSize.Y - left * halfSize.X;
corners[2] = center - up * halfSize.Y - left * halfSize.X;
corners[3] = center - up * halfSize.Y + left * halfSize.X;
return corners;
}
/// <summary>
/// Check if a point is inside a rectangle.
/// Unlike the XNA Rectangle, this rectangle might have been rotated.
/// For XNA Rectangles, use the Contains instance method.
/// </summary>
public static bool RectangleContainsPoint(Vector2[] corners, Vector2 point)
{
if (corners.Length != 4)
{
throw new Exception("Invalid length of the corners array! Must be 4");
}
return RectangleContainsPoint(corners[0], corners[1], corners[2], corners[3], point);
}
/// <summary>
/// Check if a point is inside a rectangle.
/// Unlike the XNA Rectangle, this rectangle might have been rotated.
/// For XNA Rectangles, use the Contains instance method.
/// </summary>
public static bool RectangleContainsPoint(Vector2 c1, Vector2 c2, Vector2 c3, Vector2 c4, Vector2 point)
{
return TriangleContainsPoint(c1, c2, c3, point) || TriangleContainsPoint(c1, c3, c4, point);
}
/// <summary>
/// Slightly modified from https://gamedev.stackexchange.com/questions/110229/how-do-i-efficiently-check-if-a-point-is-inside-a-rotated-rectangle
/// </summary>
public static bool TriangleContainsPoint(Vector2 c1, Vector2 c2, Vector2 c3, Vector2 point)
{
// Compute vectors
Vector2 v0 = c3 - c1;
Vector2 v1 = c2 - c1;
Vector2 v2 = point - c1;
// Compute dot products
float dot00 = Vector2.Dot(v0, v0);
float dot01 = Vector2.Dot(v0, v1);
float dot02 = Vector2.Dot(v0, v2);
float dot11 = Vector2.Dot(v1, v1);
float dot12 = Vector2.Dot(v1, v2);
// Compute barycentric coordinates
float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if the point is in triangle
return u >= 0 && v >= 0 && (u + v) < 1;
}
/// <summary>
/// Returns a scalar t from a value v between a range from min to max. Clamped between 0 and 1.
/// </summary>
public static float InverseLerp(float min, float max, float v)
{
float diff = max - min;
// Ensure that we don't get division by zero exceptions.
if (diff == 0) { return v >= max ? 1f : 0f; }
return MathHelper.Clamp((v - min) / diff, 0f, 1f);
}
public static float Min(params float[] vals)
{
return vals.Min();
}
public static float Max(params float[] vals)
{
return vals.Max();
}
public static uint RoundUpToPowerOfTwo(uint val)
{
// Handle the input exceeding the max power of two uint can represent
if (val > (uint.MaxValue >> 1)) { return (uint.MaxValue >> 1) + 1; }
uint po2 = 1;
while (val > po2) { po2 <<= 1; }
return po2;
}
/// <summary>
/// Resizes an array of vectors to a different size. Uses bilinear interpolation to "scale" the values to the size of the new array:
/// for instance, an array such as "1, 0" would become "1, 0.5, 0" when the width is scaled from 2 to 3.
/// </summary>
public static Vector2[,] ResizeVector2Array(Vector2[,] sourceArray, int newWidth, int newHeight)
{
if (newWidth < 1)
{
throw new ArgumentException("Width must be larger than zero.", nameof(newWidth));
}
if (newHeight < 1)
{
throw new ArgumentException("Height must be larger than zero.", nameof(newHeight));
}
var destinationArray = new Vector2[newWidth, newHeight];
int oldWidth = sourceArray.GetLength(0), oldHeight = sourceArray.GetLength(1);
for (int x = 0; x < newWidth; x++)
{
for (int y = 0; y < newHeight; y++)
{
// Calculate the position in the original array
float sourceX = oldWidth == 1 ? 0 : (x / (float)(newWidth - 1)) * (oldWidth - 1);
float sourceY = oldHeight == 1 ? 0 : (y / (float)(newHeight - 1)) * (oldHeight - 1);
// Find the indices of the surrounding points
int startIndexX = (int)Math.Floor(sourceX);
int endIndexX = Math.Min(startIndexX + 1, oldWidth - 1);
int startIndexY = (int)Math.Floor(sourceY);
int endIndexY = Math.Min(startIndexY + 1, oldHeight - 1);
// Calculate interpolation weights
float tx = sourceX - startIndexX;
float ty = sourceY - startIndexY;
// Perform bilinear interpolation
Vector2 top = Vector2.Lerp(sourceArray[startIndexX, startIndexY], sourceArray[endIndexX, startIndexY], tx);
Vector2 bottom = Vector2.Lerp(sourceArray[startIndexX, endIndexY], sourceArray[endIndexX, endIndexY], tx);
destinationArray[x, y] = Vector2.Lerp(top, bottom, ty);
}
}
return destinationArray;
}
}
public class CompareCW : IComparer<Vector2>
{
private Vector2 center;
public CompareCW(Vector2 center)
{
this.center = center;
}
public int Compare(Vector2 a, Vector2 b)
{
return Compare(a, b, center);
}
public static int Compare(Vector2 a, Vector2 b, Vector2 center)
{
if (a == b) { return 0; }
if (a.X - center.X >= 0 && b.X - center.X < 0) { return 1; }
if (a.X - center.X < 0 && b.X - center.X >= 0) { return -1; }
if (a.X - center.X == 0 && b.X - center.X == 0)
{
if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) { return Math.Sign(a.Y - b.Y); }
return Math.Sign(a.Y - b.Y);
}
// compute the cross product of vectors (center -> a) x (center -> b)
float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
if (det < 0) { return 1; }
if (det > 0) { return -1; }
// points a and b are on the same line from the center
// check which point is closer to the center
float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
return Math.Sign(d1 - d2);
}
}
public class CompareCCW : IComparer<Vector2>
{
private Vector2 center;
public CompareCCW(Vector2 center)
{
this.center = center;
}
public int Compare(Vector2 a, Vector2 b)
{
return -CompareCW.Compare(a, b, center);
}
public static int Compare(Vector2 a, Vector2 b, Vector2 center)
{
return -CompareCW.Compare(a, b, center);
}
}
}