359 lines
11 KiB
C++
359 lines
11 KiB
C++
#include "StarWorldGeometry.hpp"
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namespace Star {
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function<float(float, float)> WorldGeometry::xDiffFunction() const {
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if (m_size[0] == 0) {
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return [](float x1, float x2) -> float { return x1 - x2; };
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} else {
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unsigned xsize = m_size[0];
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return [xsize](float x1, float x2) -> float { return wrapDiffF<float>(x1, x2, xsize); };
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}
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}
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function<Vec2F(Vec2F, Vec2F)> WorldGeometry::diffFunction() const {
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if (m_size[0] == 0) {
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return [](Vec2F const& a, Vec2F const& b) -> Vec2F { return a - b; };
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} else {
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unsigned xsize = m_size[0];
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return [xsize](Vec2F const& a, Vec2F const& b) -> Vec2F {
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return Vec2F(wrapDiffF<float>(a[0], b[0], xsize), a[1] - b[1]);
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};
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}
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}
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function<float(float, float, float)> WorldGeometry::xLerpFunction(Maybe<float> discontinuityThreshold) const {
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if (m_size[0] == 0) {
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return [](float, float min, float) -> float { return min; };
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} else {
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unsigned xsize = m_size[0];
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return [discontinuityThreshold, xsize](float offset, float min, float max) -> float {
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float distance = wrapDiffF<float>(max, min, xsize);
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if (discontinuityThreshold && abs(distance) > *discontinuityThreshold)
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return min + distance;
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return min + offset * distance;
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};
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}
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}
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function<Vec2F(float, Vec2F, Vec2F)> WorldGeometry::lerpFunction(Maybe<float> discontinuityThreshold) const {
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if (m_size[0] == 0) {
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return [](float, Vec2F const& min, Vec2F const&) -> Vec2F { return min; };
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} else {
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unsigned xsize = m_size[0];
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return [discontinuityThreshold, xsize](float offset, Vec2F const& min, Vec2F const& max) -> Vec2F {
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Vec2F distance = Vec2F(wrapDiffF<float>(max[0], min[0], xsize), max[1] - min[1]);
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if (discontinuityThreshold && distance.magnitude() > *discontinuityThreshold)
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return min + distance;
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return min + offset * distance;
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};
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}
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}
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StaticList<RectF, 2> WorldGeometry::splitRect(RectF const& bbox) const {
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if (bbox.isNull() || m_size[0] == 0)
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return {bbox};
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Vec2F minWrap = xwrap(bbox.min());
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RectF bboxWrap = RectF(minWrap, minWrap + bbox.size());
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// This does not work for ranges greater than m_size[0] wide!
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starAssert(bbox.xMax() - bbox.xMin() <= (float)m_size[0]);
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// Since min is wrapped, we're only checking to see if max is on the other
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// side of the wrap point
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if (bboxWrap.xMax() > m_size[0]) {
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return {RectF(bboxWrap.xMin(), bboxWrap.yMin(), m_size[0], bboxWrap.yMax()),
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RectF(0, bboxWrap.yMin(), bboxWrap.xMax() - m_size[0], bboxWrap.yMax())};
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} else {
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return {bboxWrap};
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}
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}
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StaticList<RectF, 2> WorldGeometry::splitRect(RectF bbox, Vec2F const& position) const {
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bbox.translate(position);
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return splitRect(bbox);
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}
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StaticList<RectI, 2> WorldGeometry::splitRect(RectI const bbox) const {
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if (bbox.isNull() || m_size[0] == 0)
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return {bbox};
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Vec2I minWrap = xwrap(bbox.min());
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RectI bboxWrap = RectI(minWrap, minWrap + bbox.size());
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// This does not work for ranges greater than m_size[0] wide!
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starAssert(bbox.xMax() - bbox.xMin() <= (int)m_size[0]);
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// Since min is wrapped, we're only checking to see if max is on the other
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// side of the wrap point
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if (bboxWrap.xMax() > (int)m_size[0]) {
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return {RectI(bboxWrap.xMin(), bboxWrap.yMin(), m_size[0], bboxWrap.yMax()),
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RectI(0, bboxWrap.yMin(), bboxWrap.xMax() - m_size[0], bboxWrap.yMax())};
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} else {
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return {bboxWrap};
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}
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}
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StaticList<Line2F, 2> WorldGeometry::splitLine(Line2F line, bool preserveDirection) const {
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if (m_size[0] == 0)
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return {line};
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bool swapDirection = line.makePositive() && preserveDirection;
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Vec2F minWrap = xwrap(line.min());
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// diff is safe because we're looking for the line gnostic diff
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Line2F lineWrap = Line2F(minWrap, minWrap + line.diff());
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// Since min is wrapped, we're only checking to see if max is on the other
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// side of the wrap point
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if (lineWrap.max()[0] > m_size[0]) {
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Vec2F intersection = lineWrap.intersection(Line2F(Vec2F(m_size[0], 0), Vec2F(m_size)), true).point;
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if (swapDirection)
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return {Line2F(lineWrap.max() - Vec2F(m_size[0], 0), Vec2F(0, intersection[1])),
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Line2F(Vec2F(m_size[0], intersection[1]), lineWrap.min())};
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else
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return {Line2F(lineWrap.min(), Vec2F(m_size[0], intersection[1])),
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Line2F(Vec2F(0, intersection[1]), lineWrap.max() - Vec2F(m_size[0], 0))};
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} else {
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if (swapDirection)
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lineWrap.reverse();
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return {lineWrap};
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}
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}
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StaticList<Line2F, 2> WorldGeometry::splitLine(Line2F line, Vec2F const& position, bool preserveDirection) const {
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line.translate(position);
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return splitLine(line, preserveDirection);
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}
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StaticList<PolyF, 2> WorldGeometry::splitPoly(PolyF const& poly) const {
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if (poly.isNull() || m_size[0] == 0)
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return {poly};
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Array<PolyF, 2> res;
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bool polySelect = false;
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Line2F worldBoundRight = {Vec2F(m_size[0], 0), Vec2F(m_size[0], 1)};
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Line2F worldBoundLeft = {Vec2F(0, 0), Vec2F(0, 1)};
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for (unsigned i = 0; i < poly.sides(); i++) {
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Line2F segment = poly.side(i);
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if ((segment.min()[0] < 0) ^ (segment.max()[0] < 0)) {
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Vec2F worldCorrect = {(float)m_size[0], 0};
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Vec2F intersect = segment.intersection(worldBoundLeft, true).point;
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if (segment.min()[0] < 0) {
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res[polySelect].add(segment.min() + worldCorrect);
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res[polySelect].add(Vec2F(m_size[0], intersect[1]));
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polySelect = !polySelect;
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res[polySelect].add(Vec2F(0, intersect[1]));
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} else {
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res[polySelect].add(segment.min());
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res[polySelect].add(Vec2F(0, intersect[1]));
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polySelect = !polySelect;
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res[polySelect].add(Vec2F(m_size[0], intersect[1]));
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}
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} else if ((segment.min()[0] > m_size[0]) ^ (segment.max()[0] > m_size[0])) {
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Vec2F worldCorrect = {(float)m_size[0], 0};
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Vec2F intersect = segment.intersection(worldBoundRight, true).point;
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if (segment.min()[0] > m_size[0]) {
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res[polySelect].add(segment.min() - worldCorrect);
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res[polySelect].add(Vec2F(0, intersect[1]));
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polySelect = !polySelect;
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res[polySelect].add(Vec2F(m_size[0], intersect[1]));
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} else {
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res[polySelect].add(segment.min());
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res[polySelect].add(Vec2F(m_size[0], intersect[1]));
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polySelect = !polySelect;
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res[polySelect].add(Vec2F(0, intersect[1]));
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}
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} else {
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if (segment.min()[0] < 0) {
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res[polySelect].add(segment.min() + Vec2F((float)m_size[0], 0));
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} else if (segment.min()[0] > m_size[0]) {
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res[polySelect].add(segment.min() - Vec2F((float)m_size[0], 0));
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} else {
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res[polySelect].add(segment.min());
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}
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}
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}
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if (res[1].isNull())
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return {res[0]};
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if (res[0].isNull())
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return {res[1]};
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else
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return {res[0], res[1]};
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}
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StaticList<PolyF, 2> WorldGeometry::splitPoly(PolyF poly, Vec2F const& position) const {
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poly.translate(position);
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return splitPoly(poly);
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}
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StaticList<Vec2I, 2> WorldGeometry::splitXRegion(Vec2I const& xRegion) const {
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if (m_size[0] == 0)
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return {xRegion};
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starAssert(xRegion[1] >= xRegion[0]);
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// This does not work for ranges greater than m_size[0] wide!
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starAssert(xRegion[1] - xRegion[0] <= (int)m_size[0]);
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int x1 = xwrap(xRegion[0]);
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int x2 = x1 + xRegion[1] - xRegion[0];
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if (x2 > (int)m_size[0]) {
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return {Vec2I(x1, m_size[0]), Vec2I(0.0f, x2 - m_size[0])};
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} else {
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return {{x1, x2}};
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}
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}
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StaticList<Vec2F, 2> WorldGeometry::splitXRegion(Vec2F const& xRegion) const {
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if (m_size[0] == 0)
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return {xRegion};
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starAssert(xRegion[1] >= xRegion[0]);
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// This does not work for ranges greater than m_size[0] wide!
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starAssert(xRegion[1] - xRegion[0] <= (float)m_size[0]);
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float x1 = xwrap(xRegion[0]);
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float x2 = x1 + xRegion[1] - xRegion[0];
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if (x2 > m_size[0]) {
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return {Vec2F(x1, m_size[0]), Vec2F(0.0f, x2 - m_size[0])};
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} else {
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return {{x1, x2}};
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}
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}
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bool WorldGeometry::rectContains(RectF const& rect, Vec2F const& pos) const {
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auto wpos = xwrap(pos);
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for (auto const& r : splitRect(rect)) {
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if (r.contains(wpos))
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return true;
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}
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return false;
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}
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bool WorldGeometry::rectIntersectsRect(RectF const& rect1, RectF const& rect2) const {
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for (auto const& r1 : splitRect(rect1)) {
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for (auto const& r2 : splitRect(rect2)) {
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if (r1.intersects(r2))
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return true;
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}
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}
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return false;
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}
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RectF WorldGeometry::rectOverlap(RectF const& rect1, RectF const& rect2) const {
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return rect1.overlap(RectF::withSize(nearestTo(rect1.min(), rect2.min()), rect2.size()));
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}
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bool WorldGeometry::polyContains(PolyF const& poly, Vec2F const& pos) const {
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auto wpos = xwrap(pos);
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for (auto const& p : splitPoly(poly)) {
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if (p.contains(wpos))
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return true;
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}
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return false;
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}
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float WorldGeometry::polyOverlapArea(PolyF const& poly1, PolyF const& poly2) const {
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float area = 0.0f;
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for (auto const& p1 : splitPoly(poly1)) {
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for (auto const& p2 : splitPoly(poly2))
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area += PolyF::clip(p1, p2).convexArea();
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}
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return area;
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}
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bool WorldGeometry::lineIntersectsRect(Line2F const& line, RectF const& rect) const {
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for (auto l : splitLine(line)) {
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for (auto box : splitRect(rect)) {
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if (box.intersects(l)) {
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return true;
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}
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}
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}
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return false;
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}
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bool WorldGeometry::lineIntersectsPoly(Line2F const& line, PolyF const& poly) const {
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for (auto a : splitLine(line)) {
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for (auto b : splitPoly(poly)) {
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if (b.intersects(a)) {
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return true;
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}
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}
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}
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return false;
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}
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bool WorldGeometry::polyIntersectsPoly(PolyF const& polyA, PolyF const& polyB) const {
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for (auto a : splitPoly(polyA)) {
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for (auto b : splitPoly(polyB)) {
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if (b.intersects(a))
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return true;
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}
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}
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return false;
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}
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bool WorldGeometry::rectIntersectsCircle(RectF const& rect, Vec2F const& center, float radius) const {
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if (rect.contains(center))
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return true;
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for (auto const& e : rect.edges()) {
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if (lineIntersectsCircle(e, center, radius))
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return true;
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}
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return false;
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}
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bool WorldGeometry::lineIntersectsCircle(Line2F const& line, Vec2F const& center, float radius) const {
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for (auto const& sline : splitLine(line)) {
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if (sline.distanceTo(nearestTo(sline.center(), center)) <= radius)
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return true;
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}
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return false;
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}
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Maybe<Vec2F> WorldGeometry::lineIntersectsPolyAt(Line2F const& line, PolyF const& poly) const {
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for (auto a : splitLine(line, true)) {
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for (auto b : splitPoly(poly)) {
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if (auto intersection = b.lineIntersection(a))
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return intersection->point;
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}
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}
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return {};
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}
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float WorldGeometry::polyDistance(PolyF const& poly, Vec2F const& point) const {
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auto spoint = nearestTo(poly.center(), point);
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return poly.distance(spoint);
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}
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Vec2F WorldGeometry::nearestCoordInBox(RectF const& box, Vec2F const& pos) const {
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RectF t(box);
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auto offset = t.center();
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auto r = diff(pos, offset);
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t.setCenter({});
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return t.nearestCoordTo(r) + offset;
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}
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Vec2F WorldGeometry::diffToNearestCoordInBox(RectF const& box, Vec2F const& pos) const {
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RectF t(box);
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auto offset = t.center();
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auto r = diff(pos, offset);
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t.setCenter({});
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auto coord = t.nearestCoordTo(r) + offset;
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return diff(pos, coord);
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}
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}
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