Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

284 lines
8.1 KiB
C#

/* Poly2Tri
* Copyright (c) 2009-2010, Poly2Tri Contributors
* http://code.google.com/p/poly2tri/
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Poly2Tri nor the names of its contributors may be
* used to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace WPM.Poly2Tri {
public class Rect2D {
private double mMinX; // left
private double mMaxX; // right
private double mMinY; // bottom // top
private double mMaxY; // top // bottom
public double MinX { get { return mMinX; } set { mMinX = value; } }
public double MaxX { get { return mMaxX; } set { mMaxX = value; } }
public double MinY { get { return mMinY; } set { mMinY = value; } }
public double MaxY { get { return mMaxY; } set { mMaxY = value; } }
public double Left { get { return mMinX; } set { mMinX = value; } }
public double Right { get { return mMaxX; } set { mMaxX = value; } }
public double Top { get { return mMaxY; } set { mMaxY = value; } }
public double Bottom { get { return mMinY; } set { mMinY = value; } }
public double Width { get { return (Right - Left); } }
public double Height { get { return (Top - Bottom); } }
public bool Empty { get { return (Left == Right) || (Top == Bottom); } }
public Rect2D () {
Clear ();
}
public override int GetHashCode () {
return base.GetHashCode ();
}
public override bool Equals (Object obj) {
Rect2D r = obj as Rect2D;
if (r != null) {
return Equals (r);
}
return base.Equals (obj);
}
public bool Equals (Rect2D r) {
return Equals (r, MathUtil.EPSILON);
}
public bool Equals (Rect2D r, double epsilon) {
if (!MathUtil.AreValuesEqual (MinX, r.MinX, epsilon)) {
return false;
}
if (!MathUtil.AreValuesEqual (MaxX, r.MaxX)) {
return false;
}
if (!MathUtil.AreValuesEqual (MinY, r.MinY, epsilon)) {
return false;
}
if (!MathUtil.AreValuesEqual (MaxY, r.MaxY, epsilon)) {
return false;
}
return true;
}
public void Clear () {
MinX = Double.MaxValue;
MaxX = Double.MinValue;
MinY = Double.MaxValue;
MaxY = Double.MinValue;
}
public void Set (double xmin, double xmax, double ymin, double ymax) {
MinX = xmin;
MaxX = xmax;
MinY = ymin;
MaxY = ymax;
Normalize ();
}
public void Set (Rect2D b) {
MinX = b.MinX;
MaxX = b.MaxX;
MinY = b.MinY;
MaxY = b.MaxY;
}
public void SetSize (double w, double h) {
Right = Left + w;
Top = Bottom + h;
}
/// <summary>
/// Returns whether the coordinate is inside the bounding box. Note that this will return
/// false if the point is ON the edge of the bounding box. If you want to test for whether
/// the point is inside OR on the rect, use ContainsInclusive
/// </summary>
public bool Contains (double x, double y) {
return (x > Left) && (y > Bottom) && (x < Right) && (y < Top);
}
public bool Contains (Point2D p) {
return Contains (p.X, p.Y);
}
public bool Contains (Rect2D r) {
return (Left < r.Left) && (Right > r.Right) && (Top < r.Top) && (Bottom > r.Bottom);
}
/// <summary>
/// Returns whether the coordinate is inside the bounding box. Note that this will return
/// false if the point is ON the edge of the bounding box. If you want to test for whether
/// the point is inside OR on the rect, use ContainsInclusive
/// </summary>
public bool ContainsInclusive (double x, double y) {
return (x >= Left) && (y >= Top) && (x <= Right) && (y <= Bottom);
}
public bool ContainsInclusive (double x, double y, double epsilon) {
return ((x + epsilon) >= Left) && ((y + epsilon) >= Top) && ((x - epsilon) <= Right) && ((y - epsilon) <= Bottom);
}
public bool ContainsInclusive (Point2D p) {
return ContainsInclusive (p.X, p.Y);
}
public bool ContainsInclusive (Point2D p, double epsilon) {
return ContainsInclusive (p.X, p.Y, epsilon);
}
public bool ContainsInclusive (Rect2D r) {
return (Left <= r.Left) && (Right >= r.Right) && (Top <= r.Top) && (Bottom >= r.Bottom);
}
public bool ContainsInclusive (Rect2D r, double epsilon) {
return ((Left - epsilon) <= r.Left) && ((Right + epsilon) >= r.Right) && ((Top - epsilon) <= r.Top) && ((Bottom + epsilon) >= r.Bottom);
}
public bool Intersects (Rect2D r) {
return (Right > r.Left) &&
(Left < r.Right) &&
(Bottom < r.Top) &&
(Top > r.Bottom);
}
public Point2D GetCenter () {
Point2D p = new Point2D ((Left + Right) / 2, (Bottom + Top) / 2);
return p;
}
public bool IsNormalized () {
return (Right >= Left) && (Bottom <= Top);
}
public void Normalize () {
if (Left > Right) {
MathUtil.Swap<double> (ref mMinX, ref mMaxX);
}
if (Bottom < Top) {
MathUtil.Swap<double> (ref mMinY, ref mMaxY);
}
}
public void AddPoint (Point2D p) {
MinX = Math.Min (MinX, p.X);
MaxX = Math.Max (MaxX, p.X);
MinY = Math.Min (MinY, p.Y);
MaxY = Math.Max (MaxY, p.Y);
}
public void Inflate (double w, double h) {
Left -= w;
Top += h;
Right += w;
Bottom -= h;
}
public void Inflate (double left, double top, double right, double bottom) {
Left -= left;
Top += top;
Right += right;
Bottom -= bottom;
}
public void Offset (double w, double h) {
Left += w;
Top += h;
Right += w;
Bottom += h;
}
public void SetPosition (double x, double y) {
double w = Right - Left;
double h = Bottom - Top;
Left = x;
Bottom = y;
Right = x + w;
Top = y + h;
}
/// Intersection
///
/// Sets the rectangle to the intersection of two rectangles.
/// Returns true if there is any intersection between the two rectangles.
/// If there is no intersection, the rectangle is set to 0, 0, 0, 0.
/// Either of the input rectangles may be the same as destination rectangle.
///
public bool Intersection (Rect2D r1, Rect2D r2) {
if (!TriangulationUtil.RectsIntersect (r1, r2)) {
Left = Right = Top = Bottom = 0.0;
return false;
}
Left = (r1.Left > r2.Left) ? r1.Left : r2.Left;
Top = (r1.Top < r2.Top) ? r1.Top : r2.Top;
Right = (r1.Right < r2.Right) ? r1.Right : r2.Right;
Bottom = (r1.Bottom > r2.Bottom) ? r1.Bottom : r2.Bottom;
return true;
}
/// Union
///
/// Sets the rectangle to the union of two rectangles r1 and r2.
/// If either rect is empty, it is ignored. If both are empty, the rectangle
/// is set to r1.
/// Either of the input rectangle references may refer to the destination rectangle.
///
public void Union (Rect2D r1, Rect2D r2) {
if ((r2.Right == r2.Left) || (r2.Bottom == r2.Top)) {
Set (r1);
} else if ((r1.Right == r1.Left) || (r1.Bottom == r1.Top)) {
Set (r2);
} else {
Left = (r1.Left < r2.Left) ? r1.Left : r2.Left;
Top = (r1.Top > r2.Top) ? r1.Top : r2.Top;
Right = (r1.Right > r2.Right) ? r1.Right : r2.Right;
Bottom = (r1.Bottom < r2.Bottom) ? r1.Bottom : r2.Bottom;
}
}
}
}