// -----------------------------------------------------------------------
//
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
//
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Tools
{
using Animation.TriangleNet.Geometry;
internal static class IntersectionHelper
{
///
/// Compute intersection of two segments.
///
/// Segment 1 start point.
/// Segment 1 end point.
/// Segment 2 start point.
/// Segment 2 end point.
/// The intersection point.
///
/// 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.
///
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;
}
///
/// Intersect segment with a bounding box.
///
/// The clip rectangle.
/// Segment endpoint.
/// Segment endpoint.
/// The new location of p0.
/// The new location of p1.
/// Returns true, if segment is clipped.
///
/// Based on Liang-Barsky function by Daniel White:
/// http://www.skytopia.com/project/articles/compsci/clipping.html
///
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
}
///
/// Intersect a ray with a bounding box.
///
/// The clip rectangle.
/// The ray startpoint (inside the box).
/// Any point in ray direction (NOT the direction vector).
/// The intersection point.
/// Returns false, if startpoint is outside the box.
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);
}
///
/// Intersect a ray with a bounding box.
///
/// The clip rectangle.
/// The ray startpoint (inside the box).
/// X direction.
/// Y direction.
/// Returns false, if startpoint is outside the box.
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;
}
///
/// Intersect a ray with a bounding box.
///
/// The clip rectangle.
/// The ray startpoint (inside the box).
/// X direction.
/// Y direction.
/// The intersection point.
/// Returns false, if startpoint is outside the box.
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;
}
}
}