Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Utils/Shapes/Quad2D.cs
T
2023-11-30 13:53:00 +02:00

114 lines
4.0 KiB
C#

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