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- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
284 lines
8.1 KiB
C#
284 lines
8.1 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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namespace WPM.Poly2Tri {
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public class Rect2D {
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private double mMinX; // left
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private double mMaxX; // right
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private double mMinY; // bottom // top
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private double mMaxY; // top // bottom
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public double MinX { get { return mMinX; } set { mMinX = value; } }
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public double MaxX { get { return mMaxX; } set { mMaxX = value; } }
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public double MinY { get { return mMinY; } set { mMinY = value; } }
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public double MaxY { get { return mMaxY; } set { mMaxY = value; } }
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public double Left { get { return mMinX; } set { mMinX = value; } }
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public double Right { get { return mMaxX; } set { mMaxX = value; } }
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public double Top { get { return mMaxY; } set { mMaxY = value; } }
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public double Bottom { get { return mMinY; } set { mMinY = value; } }
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public double Width { get { return (Right - Left); } }
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public double Height { get { return (Top - Bottom); } }
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public bool Empty { get { return (Left == Right) || (Top == Bottom); } }
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public Rect2D () {
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Clear ();
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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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Rect2D r = obj as Rect2D;
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if (r != null) {
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return Equals (r);
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}
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return base.Equals (obj);
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}
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public bool Equals (Rect2D r) {
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return Equals (r, MathUtil.EPSILON);
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}
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public bool Equals (Rect2D r, double epsilon) {
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if (!MathUtil.AreValuesEqual (MinX, r.MinX, epsilon)) {
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return false;
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}
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if (!MathUtil.AreValuesEqual (MaxX, r.MaxX)) {
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return false;
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}
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if (!MathUtil.AreValuesEqual (MinY, r.MinY, epsilon)) {
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return false;
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}
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if (!MathUtil.AreValuesEqual (MaxY, r.MaxY, 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 void Clear () {
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MinX = Double.MaxValue;
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MaxX = Double.MinValue;
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MinY = Double.MaxValue;
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MaxY = Double.MinValue;
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}
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public void Set (double xmin, double xmax, double ymin, double ymax) {
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MinX = xmin;
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MaxX = xmax;
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MinY = ymin;
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MaxY = ymax;
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Normalize ();
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}
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public void Set (Rect2D b) {
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MinX = b.MinX;
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MaxX = b.MaxX;
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MinY = b.MinY;
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MaxY = b.MaxY;
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}
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public void SetSize (double w, double h) {
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Right = Left + w;
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Top = Bottom + h;
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}
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/// <summary>
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/// Returns whether the coordinate is inside the bounding box. Note that this will return
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/// false if the point is ON the edge of the bounding box. If you want to test for whether
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/// the point is inside OR on the rect, use ContainsInclusive
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/// </summary>
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public bool Contains (double x, double y) {
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return (x > Left) && (y > Bottom) && (x < Right) && (y < Top);
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}
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public bool Contains (Point2D p) {
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return Contains (p.X, p.Y);
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}
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public bool Contains (Rect2D r) {
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return (Left < r.Left) && (Right > r.Right) && (Top < r.Top) && (Bottom > r.Bottom);
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}
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/// <summary>
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/// Returns whether the coordinate is inside the bounding box. Note that this will return
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/// false if the point is ON the edge of the bounding box. If you want to test for whether
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/// the point is inside OR on the rect, use ContainsInclusive
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/// </summary>
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public bool ContainsInclusive (double x, double y) {
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return (x >= Left) && (y >= Top) && (x <= Right) && (y <= Bottom);
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}
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public bool ContainsInclusive (double x, double y, double epsilon) {
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return ((x + epsilon) >= Left) && ((y + epsilon) >= Top) && ((x - epsilon) <= Right) && ((y - epsilon) <= Bottom);
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}
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public bool ContainsInclusive (Point2D p) {
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return ContainsInclusive (p.X, p.Y);
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}
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public bool ContainsInclusive (Point2D p, double epsilon) {
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return ContainsInclusive (p.X, p.Y, epsilon);
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}
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public bool ContainsInclusive (Rect2D r) {
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return (Left <= r.Left) && (Right >= r.Right) && (Top <= r.Top) && (Bottom >= r.Bottom);
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}
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public bool ContainsInclusive (Rect2D r, double epsilon) {
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return ((Left - epsilon) <= r.Left) && ((Right + epsilon) >= r.Right) && ((Top - epsilon) <= r.Top) && ((Bottom + epsilon) >= r.Bottom);
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}
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public bool Intersects (Rect2D r) {
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return (Right > r.Left) &&
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(Left < r.Right) &&
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(Bottom < r.Top) &&
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(Top > r.Bottom);
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}
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public Point2D GetCenter () {
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Point2D p = new Point2D ((Left + Right) / 2, (Bottom + Top) / 2);
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return p;
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}
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public bool IsNormalized () {
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return (Right >= Left) && (Bottom <= Top);
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}
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public void Normalize () {
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if (Left > Right) {
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MathUtil.Swap<double> (ref mMinX, ref mMaxX);
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}
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if (Bottom < Top) {
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MathUtil.Swap<double> (ref mMinY, ref mMaxY);
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}
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}
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public void AddPoint (Point2D p) {
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MinX = Math.Min (MinX, p.X);
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MaxX = Math.Max (MaxX, p.X);
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MinY = Math.Min (MinY, p.Y);
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MaxY = Math.Max (MaxY, p.Y);
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}
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public void Inflate (double w, double h) {
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Left -= w;
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Top += h;
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Right += w;
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Bottom -= h;
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}
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public void Inflate (double left, double top, double right, double bottom) {
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Left -= left;
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Top += top;
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Right += right;
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Bottom -= bottom;
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}
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public void Offset (double w, double h) {
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Left += w;
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Top += h;
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Right += w;
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Bottom += h;
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}
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public void SetPosition (double x, double y) {
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double w = Right - Left;
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double h = Bottom - Top;
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Left = x;
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Bottom = y;
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Right = x + w;
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Top = y + h;
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}
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/// Intersection
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///
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/// Sets the rectangle to the intersection of two rectangles.
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/// Returns true if there is any intersection between the two rectangles.
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/// If there is no intersection, the rectangle is set to 0, 0, 0, 0.
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/// Either of the input rectangles may be the same as destination rectangle.
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///
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public bool Intersection (Rect2D r1, Rect2D r2) {
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if (!TriangulationUtil.RectsIntersect (r1, r2)) {
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Left = Right = Top = Bottom = 0.0;
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return false;
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}
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Left = (r1.Left > r2.Left) ? r1.Left : r2.Left;
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Top = (r1.Top < r2.Top) ? r1.Top : r2.Top;
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Right = (r1.Right < r2.Right) ? r1.Right : r2.Right;
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Bottom = (r1.Bottom > r2.Bottom) ? r1.Bottom : r2.Bottom;
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return true;
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}
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/// Union
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///
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/// Sets the rectangle to the union of two rectangles r1 and r2.
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/// If either rect is empty, it is ignored. If both are empty, the rectangle
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/// is set to r1.
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/// Either of the input rectangle references may refer to the destination rectangle.
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///
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public void Union (Rect2D r1, Rect2D r2) {
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if ((r2.Right == r2.Left) || (r2.Bottom == r2.Top)) {
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Set (r1);
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} else if ((r1.Right == r1.Left) || (r1.Bottom == r1.Top)) {
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Set (r2);
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} else {
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Left = (r1.Left < r2.Left) ? r1.Left : r2.Left;
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Top = (r1.Top > r2.Top) ? r1.Top : r2.Top;
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Right = (r1.Right > r2.Right) ? r1.Right : r2.Right;
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Bottom = (r1.Bottom < r2.Bottom) ? r1.Bottom : r2.Bottom;
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}
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}
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}
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}
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