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- // -----------------------------------------------------------------------
- // <copyright file="IntersectionHelper.cs" company="">
- // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
- // </copyright>
- // -----------------------------------------------------------------------
- namespace UnityEngine.U2D.Animation.TriangleNet
- .Tools
- {
- using Animation.TriangleNet.Geometry;
- internal static class IntersectionHelper
- {
- /// <summary>
- /// Compute intersection of two segments.
- /// </summary>
- /// <param name="p0">Segment 1 start point.</param>
- /// <param name="p1">Segment 1 end point.</param>
- /// <param name="q0">Segment 2 start point.</param>
- /// <param name="q1">Segment 2 end point.</param>
- /// <param name="c0">The intersection point.</param>
- /// <remarks>
- /// This is a special case of segment intersection. Since the calling algorithm assures
- /// that a valid intersection exists, there's no need to check for any special cases.
- /// </remarks>
- internal static void IntersectSegments(Point p0, Point p1, Point q0, Point q1, ref Point c0)
- {
- double ux = p1.x - p0.x;
- double uy = p1.y - p0.y;
- double vx = q1.x - q0.x;
- double vy = q1.y - q0.y;
- double wx = p0.x - q0.x;
- double wy = p0.y - q0.y;
- double d = (ux * vy - uy * vx);
- double s = (vx * wy - vy * wx) / d;
- // Intersection point
- c0.x = p0.X + s * ux;
- c0.y = p0.Y + s * uy;
- }
- /// <summary>
- /// Intersect segment with a bounding box.
- /// </summary>
- /// <param name="rect">The clip rectangle.</param>
- /// <param name="p0">Segment endpoint.</param>
- /// <param name="p1">Segment endpoint.</param>
- /// <param name="c0">The new location of p0.</param>
- /// <param name="c1">The new location of p1.</param>
- /// <returns>Returns true, if segment is clipped.</returns>
- /// <remarks>
- /// Based on Liang-Barsky function by Daniel White:
- /// http://www.skytopia.com/project/articles/compsci/clipping.html
- /// </remarks>
- internal static bool LiangBarsky(Rectangle rect, Point p0, Point p1, ref Point c0, ref Point c1)
- {
- // Define the x/y clipping values for the border.
- double xmin = rect.Left;
- double xmax = rect.Right;
- double ymin = rect.Bottom;
- double ymax = rect.Top;
- // Define the start and end points of the line.
- double x0 = p0.X;
- double y0 = p0.Y;
- double x1 = p1.X;
- double y1 = p1.Y;
- double t0 = 0.0;
- double t1 = 1.0;
- double dx = x1 - x0;
- double dy = y1 - y0;
- double p = 0.0, q = 0.0, r;
- for (int edge = 0; edge < 4; edge++)
- {
- // Traverse through left, right, bottom, top edges.
- if (edge == 0) { p = -dx; q = -(xmin - x0); }
- if (edge == 1) { p = dx; q = (xmax - x0); }
- if (edge == 2) { p = -dy; q = -(ymin - y0); }
- if (edge == 3) { p = dy; q = (ymax - y0); }
- r = q / p;
- if (p == 0 && q < 0) return false; // Don't draw line at all. (parallel line outside)
- if (p < 0)
- {
- if (r > t1) return false; // Don't draw line at all.
- else if (r > t0) t0 = r; // Line is clipped!
- }
- else if (p > 0)
- {
- if (r < t0) return false; // Don't draw line at all.
- else if (r < t1) t1 = r; // Line is clipped!
- }
- }
- c0.X = x0 + t0 * dx;
- c0.Y = y0 + t0 * dy;
- c1.X = x0 + t1 * dx;
- c1.Y = y0 + t1 * dy;
- return true; // (clipped) line is drawn
- }
- /// <summary>
- /// Intersect a ray with a bounding box.
- /// </summary>
- /// <param name="rect">The clip rectangle.</param>
- /// <param name="p0">The ray startpoint (inside the box).</param>
- /// <param name="p1">Any point in ray direction (NOT the direction vector).</param>
- /// <param name="c1">The intersection point.</param>
- /// <returns>Returns false, if startpoint is outside the box.</returns>
- internal static bool BoxRayIntersection(Rectangle rect, Point p0, Point p1, ref Point c1)
- {
- return BoxRayIntersection(rect, p0, p1.x - p0.x, p1.y - p0.y, ref c1);
- }
- /// <summary>
- /// Intersect a ray with a bounding box.
- /// </summary>
- /// <param name="rect">The clip rectangle.</param>
- /// <param name="p">The ray startpoint (inside the box).</param>
- /// <param name="dx">X direction.</param>
- /// <param name="dy">Y direction.</param>
- /// <returns>Returns false, if startpoint is outside the box.</returns>
- internal static Point BoxRayIntersection(Rectangle rect, Point p, double dx, double dy)
- {
- var intersection = new Point();
- if (BoxRayIntersection(rect, p, dx, dy, ref intersection))
- {
- return intersection;
- }
- return null;
- }
- /// <summary>
- /// Intersect a ray with a bounding box.
- /// </summary>
- /// <param name="rect">The clip rectangle.</param>
- /// <param name="p">The ray startpoint (inside the box).</param>
- /// <param name="dx">X direction.</param>
- /// <param name="dy">Y direction.</param>
- /// <param name="c">The intersection point.</param>
- /// <returns>Returns false, if startpoint is outside the box.</returns>
- internal static bool BoxRayIntersection(Rectangle rect, Point p, double dx, double dy, ref Point c)
- {
- double x = p.X;
- double y = p.Y;
- double t1, x1, y1, t2, x2, y2;
- // Bounding box
- double xmin = rect.Left;
- double xmax = rect.Right;
- double ymin = rect.Bottom;
- double ymax = rect.Top;
- // Check if point is inside the bounds
- if (x < xmin || x > xmax || y < ymin || y > ymax)
- {
- return false;
- }
- // Calculate the cut through the vertical boundaries
- if (dx < 0)
- {
- // Line going to the left: intersect with x = minX
- t1 = (xmin - x) / dx;
- x1 = xmin;
- y1 = y + t1 * dy;
- }
- else if (dx > 0)
- {
- // Line going to the right: intersect with x = maxX
- t1 = (xmax - x) / dx;
- x1 = xmax;
- y1 = y + t1 * dy;
- }
- else
- {
- // Line going straight up or down: no intersection possible
- t1 = double.MaxValue;
- x1 = y1 = 0;
- }
- // Calculate the cut through upper and lower boundaries
- if (dy < 0)
- {
- // Line going downwards: intersect with y = minY
- t2 = (ymin - y) / dy;
- x2 = x + t2 * dx;
- y2 = ymin;
- }
- else if (dy > 0)
- {
- // Line going upwards: intersect with y = maxY
- t2 = (ymax - y) / dy;
- x2 = x + t2 * dx;
- y2 = ymax;
- }
- else
- {
- // Horizontal line: no intersection possible
- t2 = double.MaxValue;
- x2 = y2 = 0;
- }
- if (t1 < t2)
- {
- c.x = x1;
- c.y = y1;
- }
- else
- {
- c.x = x2;
- c.y = y2;
- }
- return true;
- }
- }
- }
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