114 lines
4.0 KiB
C#
114 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma;
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readonly record struct Quad2D(Vector2 A, Vector2 B, Vector2 C, Vector2 D)
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{
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public Vector2 Centroid => (A + B + C + D) / 4;
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public static Quad2D FromRectangle(RectangleF rectangle)
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{
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return new Quad2D(
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A: (rectangle.Left, rectangle.Top),
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B: (rectangle.Right, rectangle.Top),
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C: (rectangle.Right, rectangle.Bottom),
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D: (rectangle.Left, rectangle.Bottom));
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}
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public static Quad2D FromSubmarineRectangle(RectangleF rectangle)
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{
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return new Quad2D(
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A: (rectangle.X, rectangle.Y),
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B: (rectangle.X + rectangle.Width, rectangle.Y),
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C: (rectangle.X + rectangle.Width, rectangle.Y - rectangle.Height),
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D: (rectangle.X, rectangle.Y - rectangle.Height));
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}
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public Quad2D Rotated(float radians)
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{
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return new Quad2D(
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A: MathUtils.RotatePointAroundTarget(point: A, target: Centroid, radians: radians),
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B: MathUtils.RotatePointAroundTarget(point: B, target: Centroid, radians: radians),
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C: MathUtils.RotatePointAroundTarget(point: C, target: Centroid, radians: radians),
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D: MathUtils.RotatePointAroundTarget(point: D, target: Centroid, radians: radians));
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}
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public RectangleF BoundingAxisAlignedRectangle
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{
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get
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{
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Vector2 min = (
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X: Math.Min(A.X, Math.Min(B.X, Math.Min(C.X, D.X))),
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Y: Math.Min(A.Y, Math.Min(B.Y, Math.Min(C.Y, D.Y))));
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Vector2 max = (
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X: Math.Max(A.X, Math.Max(B.X, Math.Max(C.X, D.X))),
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Y: Math.Max(A.Y, Math.Max(B.Y, Math.Max(C.Y, D.Y))));
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return new RectangleF(location: min, size: max - min);
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}
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}
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public bool TryGetEdges(Span<(Vector2 A, Vector2 B)> outputSpan)
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{
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if (outputSpan.Length < 4) { return false; }
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outputSpan[0] = (A, B);
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outputSpan[1] = (B, C);
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outputSpan[2] = (C, D);
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outputSpan[3] = (D, A);
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return true;
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}
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public bool Contains(Vector2 point)
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{
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// Break up the quad into two triangles and then see if the point is in either triangle.
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// Since quads can be concave, care needs to be taken when splitting in two.
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(Triangle2D triangle1, Triangle2D triangle2)
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= (new Triangle2D(A, B, C), new Triangle2D(A, D, C));
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// If D is inside of the triangle ABC, or B is inside of the triangle ADC,
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// then the quad is concave and we split at the wrong diagonal.
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// Splitting at the other diagonal should be fine.
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if (triangle1.Contains(D) || triangle2.Contains(B))
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{
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(triangle1, triangle2) = (new Triangle2D(B, C, D), new Triangle2D(B, A, D));
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}
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return triangle1.Contains(point) || triangle2.Contains(point);
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}
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public bool Intersects(Quad2D other)
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{
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if (!BoundingAxisAlignedRectangle.Intersects(other.BoundingAxisAlignedRectangle))
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{
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return false;
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}
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if (Contains(other.A)) { return true; }
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if (Contains(other.B)) { return true; }
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if (Contains(other.C)) { return true; }
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if (Contains(other.D)) { return true; }
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if (other.Contains(A)) { return true; }
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if (other.Contains(B)) { return true; }
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if (other.Contains(C)) { return true; }
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if (other.Contains(D)) { return true; }
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Span<(Vector2 A, Vector2 B)> myEdges = stackalloc (Vector2 A, Vector2 B)[4];
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TryGetEdges(myEdges);
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Span<(Vector2 A, Vector2 B)> otherEdges = stackalloc (Vector2 A, Vector2 B)[4];
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other.TryGetEdges(otherEdges);
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foreach (var edge in myEdges)
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{
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foreach (var otherEdge in otherEdges)
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{
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if (MathUtils.LineSegmentsIntersect(edge.A, edge.B, otherEdge.A, otherEdge.B)) { return true; }
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}
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}
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return false;
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}
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}
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