A cross-platform UI framework for .NET
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using System;
using System.Collections.Generic;
using Avalonia.Media;
using Avalonia.Media.Immutable;
using Avalonia.Platform;
using Avalonia.VisualTree;
namespace Avalonia.Rendering.SceneGraph
{
/// <summary>
/// A node in the scene graph which represents a line draw.
/// </summary>
internal class LineNode : BrushDrawOperation
{
/// <summary>
/// Initializes a new instance of the <see cref="GeometryNode"/> class.
/// </summary>
/// <param name="transform">The transform.</param>
/// <param name="pen">The stroke pen.</param>
/// <param name="p1">The start point of the line.</param>
/// <param name="p2">The end point of the line.</param>
/// <param name="childScenes">Child scenes for drawing visual brushes.</param>
public LineNode(
Matrix transform,
IPen pen,
Point p1,
Point p2,
IDisposable? aux = null)
: base(LineBoundsHelper.CalculateBounds(p1, p2, pen), transform, aux)
{
Transform = transform;
Pen = pen.ToImmutable();
P1 = p1;
P2 = p2;
}
/// <summary>
/// Gets the transform with which the node will be drawn.
/// </summary>
public Matrix Transform { get; }
/// <summary>
/// Gets the stroke pen.
/// </summary>
public ImmutablePen Pen { get; }
/// <summary>
/// Gets the start point of the line.
/// </summary>
public Point P1 { get; }
/// <summary>
/// Gets the end point of the line.
/// </summary>
public Point P2 { get; }
/// <summary>
/// Determines if this draw operation equals another.
/// </summary>
/// <param name="transform">The transform of the other draw operation.</param>
/// <param name="pen">The stroke of the other draw operation.</param>
/// <param name="p1">The start point of the other draw operation.</param>
/// <param name="p2">The end point of the other draw operation.</param>
/// <returns>True if the draw operations are the same, otherwise false.</returns>
/// <remarks>
/// The properties of the other draw operation are passed in as arguments to prevent
/// allocation of a not-yet-constructed draw operation object.
/// </remarks>
public bool Equals(Matrix transform, IPen pen, Point p1, Point p2)
{
return transform == Transform && Equals(Pen, pen) && p1 == P1 && p2 == P2;
}
public override void Render(IDrawingContextImpl context)
{
context.Transform = Transform;
context.DrawLine(Pen, P1, P2);
}
public override bool HitTest(Point p)
{
if (!Transform.HasInverse)
return false;
p *= Transform.Invert();
var halfThickness = Pen.Thickness / 2;
var minX = Math.Min(P1.X, P2.X) - halfThickness;
var maxX = Math.Max(P1.X, P2.X) + halfThickness;
var minY = Math.Min(P1.Y, P2.Y) - halfThickness;
var maxY = Math.Max(P1.Y, P2.Y) + halfThickness;
if (p.X < minX || p.X > maxX || p.Y < minY || p.Y > maxY)
return false;
var a = P1;
var b = P2;
//If dot1 or dot2 is negative, then the angle between the perpendicular and the segment is obtuse.
//The distance from a point to a straight line is defined as the
//length of the vector formed by the point and the closest point of the segment
Vector ap = p - a;
var dot1 = Vector.Dot(b - a, ap);
if (dot1 < 0)
return ap.Length <= Pen.Thickness / 2;
Vector bp = p - b;
var dot2 = Vector.Dot(a - b, bp);
if (dot2 < 0)
return bp.Length <= halfThickness;
var bXaX = b.X - a.X;
var bYaY = b.Y - a.Y;
var distance = (bXaX * (p.Y - a.Y) - bYaY * (p.X - a.X)) /
(Math.Sqrt(bXaX * bXaX + bYaY * bYaY));
return Math.Abs(distance) <= halfThickness;
}
}
}