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- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
429 lines
10 KiB
C#
429 lines
10 KiB
C#
/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace WPM.Poly2Tri {
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public class Point2D : IComparable<Point2D> {
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protected double mX = 0.0;
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public virtual double X { get { return mX; } set { mX = value; } }
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protected double mY = 0.0;
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public virtual double Y { get { return mY; } set { mY = value; } }
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protected float mZf = 0.0f; // this is not used by the polygon library but it's useful to conserve the value linked to the point
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public virtual float Zf { get { return mZf; } set { mZf = value; } }
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public float Xf { get { return (float)X; } }
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public float Yf { get { return (float)Y; } }
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public Point2D () {
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mX = 0.0;
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mY = 0.0;
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mZf = 0.0f;
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}
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public Point2D (double x, double y) {
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mX = x;
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mY = y;
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mZf = 0;
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}
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public Point2D (double x, double y, float z) {
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mX = x;
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mY = y;
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mZf = z;
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}
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public Point2D (Point2D p) {
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mX = p.X;
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mY = p.Y;
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mZf = p.Zf;
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}
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public override string ToString () {
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return "[" + X.ToString () + "," + Y.ToString () + "," + Zf.ToString() + "]";
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}
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public override int GetHashCode () {
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return base.GetHashCode ();
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}
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public override bool Equals (Object obj) {
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Point2D p = obj as Point2D;
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if (p != null) {
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return Equals (p);
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}
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return base.Equals (obj);
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}
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public bool Equals (Point2D p) {
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// return Equals (p, 0.0);
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return Equals (p, TriangulationPoint.kVertexCodeDefaultPrecision); // Changed by Kronnect Games
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}
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public bool Equals (Point2D p, double epsilon) {
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if ((object)p == null || !MathUtil.AreValuesEqual (X, p.X, epsilon) || !MathUtil.AreValuesEqual (Y, p.Y, epsilon)) {
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return false;
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}
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return true;
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}
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public int CompareTo (Point2D other) {
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if (Y < other.Y) {
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return -1;
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} else if (Y > other.Y) {
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return 1;
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} else {
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if (X < other.X) {
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return -1;
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} else if (X > other.X) {
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return 1;
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}
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}
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return 0;
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}
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public virtual void Set (double x, double y) {
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X = x;
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Y = y;
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}
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public virtual void Set (Point2D p) {
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X = p.X;
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Y = p.Y;
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}
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public void Add (Point2D p) {
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X += p.X;
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Y += p.Y;
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}
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public void Add (double scalar) {
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X += scalar;
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Y += scalar;
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}
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public void Subtract (Point2D p) {
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X -= p.X;
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Y -= p.Y;
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}
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public void Subtract (double scalar) {
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X -= scalar;
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Y -= scalar;
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}
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public void Multiply (Point2D p) {
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X *= p.X;
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Y *= p.Y;
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}
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public void Multiply (double scalar) {
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X *= scalar;
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Y *= scalar;
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}
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public void Divide (Point2D p) {
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X /= p.X;
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Y /= p.Y;
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}
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public void Divide (double scalar) {
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X /= scalar;
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Y /= scalar;
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}
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public void Negate () {
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X = -X;
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Y = -Y;
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}
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public double Magnitude () {
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return Math.Sqrt ((X * X) + (Y * Y));
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}
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public double MagnitudeSquared () {
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return (X * X) + (Y * Y);
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}
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public double MagnitudeReciprocal () {
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return 1.0 / Magnitude ();
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}
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public void Normalize () {
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Multiply (MagnitudeReciprocal ());
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}
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public double Dot (Point2D p) {
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return (X * p.X) + (Y * p.Y);
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}
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public double Cross (Point2D p) {
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return (X * p.Y) - (Y * p.X);
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}
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public void Clamp (Point2D low, Point2D high) {
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X = Math.Max (low.X, Math.Min (X, high.X));
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Y = Math.Max (low.Y, Math.Min (Y, high.Y));
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}
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public void Abs () {
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X = Math.Abs (X);
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Y = Math.Abs (Y);
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}
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public void Reciprocal () {
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if (X != 0.0 && Y != 0.0) {
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X = 1.0 / X;
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Y = 1.0 / Y;
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}
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}
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public void Translate (Point2D vector) {
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Add (vector);
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}
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public void Translate (double x, double y) {
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X += x;
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Y += y;
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}
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public void Scale (Point2D vector) {
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Multiply (vector);
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}
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public void Scale (double scalar) {
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Multiply (scalar);
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}
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public void Scale (double x, double y) {
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X *= x;
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Y *= y;
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}
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public void Rotate (double radians) {
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double cosr = Math.Cos (radians);
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double sinr = Math.Sin (radians);
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double xold = X;
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double yold = Y;
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X = (xold * cosr) - (yold * sinr);
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Y = (xold * sinr) + (yold * cosr);
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}
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public void RotateDegrees (double degrees) {
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double radians = degrees * Math.PI / 180.0;
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Rotate (radians);
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}
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public static double Dot (Point2D lhs, Point2D rhs) {
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return (lhs.X * rhs.X) + (lhs.Y * rhs.Y);
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}
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public static double Cross (Point2D lhs, Point2D rhs) {
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return (lhs.X * rhs.Y) - (lhs.Y * rhs.X);
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}
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public static Point2D Clamp (Point2D a, Point2D low, Point2D high) {
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Point2D p = new Point2D (a);
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p.Clamp (low, high);
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return p;
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}
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public static Point2D Min (Point2D a, Point2D b) {
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Point2D p = new Point2D ();
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p.X = Math.Min (a.X, b.X);
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p.Y = Math.Min (a.Y, b.Y);
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return p;
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}
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public static Point2D Max (Point2D a, Point2D b) {
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Point2D p = new Point2D ();
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p.X = Math.Max (a.X, b.X);
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p.Y = Math.Max (a.Y, b.Y);
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return p;
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}
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public static Point2D Abs (Point2D a) {
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Point2D p = new Point2D (Math.Abs (a.X), Math.Abs (a.Y));
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return p;
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}
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public static Point2D Reciprocal (Point2D a) {
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Point2D p = new Point2D (1.0 / a.X, 1.0 / a.Y);
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return p;
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}
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// returns a scaled perpendicular vector. Which direction it goes depends on the order in which the arguments are passed
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public static Point2D Perpendicular (Point2D lhs, double scalar) {
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Point2D p = new Point2D (lhs.Y * scalar, lhs.X * -scalar);
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return p;
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}
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public static Point2D Perpendicular (double scalar, Point2D rhs) {
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Point2D p = new Point2D (-scalar * rhs.Y, scalar * rhs.X);
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return p;
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}
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//
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// operator overloading
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//
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// Binary Operators
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// Note that in C#, when a binary operator is overloaded, its corresponding compound assignment operator is also automatically
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// overloaded. So, for example, overloading operator + implicitly overloads += as well
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public static Point2D operator + (Point2D lhs, Point2D rhs) {
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Point2D result = new Point2D (lhs);
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result.Add (rhs);
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return result;
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}
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public static Point2D operator + (Point2D lhs, double scalar) {
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Point2D result = new Point2D (lhs);
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result.Add (scalar);
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return result;
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}
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public static Point2D operator - (Point2D lhs, Point2D rhs) {
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Point2D result = new Point2D (lhs);
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result.Subtract (rhs);
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return result;
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}
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public static Point2D operator - (Point2D lhs, double scalar) {
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Point2D result = new Point2D (lhs);
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result.Subtract (scalar);
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return result;
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}
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public static Point2D operator * (Point2D lhs, Point2D rhs) {
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Point2D result = new Point2D (lhs);
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result.Multiply (rhs);
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return result;
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}
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public static Point2D operator * (Point2D lhs, double scalar) {
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Point2D result = new Point2D (lhs);
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result.Multiply (scalar);
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return result;
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}
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public static Point2D operator * (double scalar, Point2D lhs) {
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Point2D result = new Point2D (lhs);
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result.Multiply (scalar);
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return result;
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}
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public static Point2D operator / (Point2D lhs, Point2D rhs) {
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Point2D result = new Point2D (lhs);
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result.Divide (rhs);
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return result;
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}
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public static Point2D operator / (Point2D lhs, double scalar) {
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Point2D result = new Point2D (lhs);
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result.Divide (scalar);
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return result;
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}
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// Unary Operators
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public static Point2D operator - (Point2D p) {
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Point2D tmp = new Point2D (p);
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tmp.Negate ();
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return tmp;
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}
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// Relational Operators
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//public static bool operator ==(Point2D lhs, Point2D rhs) { if ((object)lhs != null) { return lhs.Equals(rhs, 0.0); } if ((object)rhs == null) { return true; } else { return false; } }
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//public static bool operator !=(Point2D lhs, Point2D rhs) { if ((object)lhs != null) { return !lhs.Equals(rhs, 0.0); } if ((object)rhs == null) { return false; } else { return true; } }
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public static bool operator < (Point2D lhs, Point2D rhs) {
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return (lhs.CompareTo (rhs) == -1) ? true : false;
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}
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public static bool operator > (Point2D lhs, Point2D rhs) {
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return (lhs.CompareTo (rhs) == 1) ? true : false;
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}
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public static bool operator <= (Point2D lhs, Point2D rhs) {
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return (lhs.CompareTo (rhs) <= 0) ? true : false;
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}
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public static bool operator >= (Point2D lhs, Point2D rhs) {
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return (lhs.CompareTo (rhs) >= 0) ? true : false;
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}
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}
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public class Point2DEnumerator : IEnumerator<Point2D> {
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protected IList<Point2D> mPoints;
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protected int position = -1; // Enumerators are positioned before the first element until the first MoveNext() call.
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int pointCount;
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public Point2DEnumerator (IList<Point2D> points) {
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mPoints = points;
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pointCount = mPoints.Count;
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}
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public bool MoveNext () {
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position++;
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return (position < pointCount);
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}
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public void Reset () {
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position = -1;
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}
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void IDisposable.Dispose () {
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}
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Object IEnumerator.Current { get { return Current; } }
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public Point2D Current {
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get {
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if (position < 0 || position >= pointCount) {
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return null;
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}
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return mPoints [position];
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}
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}
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}
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}
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