//
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
//
namespace ImageSharp.Drawing.Shapes
{
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Paths;
///
/// A way of optermising drawing rectangles.
///
///
public class RectangularPolygon : IShape, IPath
{
private readonly RectangleF rectangle;
private readonly Vector2 topLeft;
private readonly Vector2 bottomRight;
private readonly Vector2[] points;
private readonly IEnumerable pathCollection;
private readonly float halfLength;
///
/// Initializes a new instance of the class.
///
/// The rect.
public RectangularPolygon(ImageSharp.Rectangle rect)
: this((RectangleF)rect)
{
}
///
/// Initializes a new instance of the class.
///
/// The rect.
public RectangularPolygon(ImageSharp.RectangleF rect)
{
this.rectangle = rect;
this.points = new Vector2[4]
{
this.topLeft = new Vector2(rect.Left, rect.Top),
new Vector2(rect.Right, rect.Top),
this.bottomRight = new Vector2(rect.Right, rect.Bottom),
new Vector2(rect.Left, rect.Bottom)
};
this.halfLength = this.rectangle.Width + this.rectangle.Height;
this.Length = this.halfLength * 2;
this.pathCollection = new[] { this };
}
///
/// Gets the bounding box of this shape.
///
///
/// The bounds.
///
public RectangleF Bounds => this.rectangle;
///
/// Gets a value indicating whether this instance is closed.
///
///
/// true if this instance is closed; otherwise, false.
///
public bool IsClosed => true;
///
/// Gets the length of the path
///
///
/// The length.
///
public float Length { get; }
///
/// Gets the maximum number intersections that a shape can have when testing a line.
///
///
/// The maximum intersections.
///
public int MaxIntersections => 4;
///
/// Calculates the distance along and away from the path for a specified point.
///
/// The point along the path.
///
/// Returns details about the point and its distance away from the path.
///
PointInfo IPath.Distance(Vector2 point)
{
bool inside; // dont care about inside/outside for paths just distance
return this.Distance(point, false, out inside);
}
///
/// the distance of the point from the outline of the shape, if the value is negative it is inside the polygon bounds
///
/// The point.
///
/// Returns the distance from the shape to the point
///
public float Distance(Vector2 point)
{
bool insidePoly;
PointInfo result = this.Distance(point, true, out insidePoly);
// invert the distance from path when inside
return insidePoly ? -result.DistanceFromPath : result.DistanceFromPath;
}
///
/// Returns an enumerator that iterates through the collection.
///
///
/// An enumerator that can be used to iterate through the collection.
///
public IEnumerator GetEnumerator()
{
return this.pathCollection.GetEnumerator();
}
///
/// Returns an enumerator that iterates through a collection.
///
///
/// An object that can be used to iterate through the collection.
///
IEnumerator IEnumerable.GetEnumerator()
{
return this.pathCollection.GetEnumerator();
}
///
/// Converts the into a simple linear path..
///
///
/// Returns the current as simple linear path.
///
public Vector2[] AsSimpleLinearPath()
{
return this.points;
}
///
/// Based on a line described by and
/// populate a buffer for all points on the edges of the
/// that the line intersects.
///
/// The start point of the line.
/// The end point of the line.
/// The buffer that will be populated with intersections.
/// The count.
/// The offset.
///
/// The number of intersections populated into the buffer.
///
public int FindIntersections(Vector2 start, Vector2 end, Vector2[] buffer, int count, int offset)
{
int discovered = 0;
Vector2 startPoint = Vector2.Clamp(start, this.topLeft, this.bottomRight);
Vector2 endPoint = Vector2.Clamp(end, this.topLeft, this.bottomRight);
if (startPoint == Vector2.Clamp(startPoint, start, end))
{
// if start closest is within line then its a valid point
discovered++;
buffer[offset++] = startPoint;
}
if (endPoint == Vector2.Clamp(endPoint, start, end))
{
// if start closest is within line then its a valid point
discovered++;
buffer[offset++] = endPoint;
}
return discovered;
}
private PointInfo Distance(Vector2 point, bool getDistanceAwayOnly, out bool isInside)
{
// point in rectangle
// if after its clamped by the extreams its still the same then it must be inside :)
Vector2 clamped = Vector2.Clamp(point, this.topLeft, this.bottomRight);
isInside = clamped == point;
float distanceFromEdge = float.MaxValue;
float distanceAlongEdge = 0f;
if (isInside)
{
// get the absolute distances from the extreams
Vector2 topLeftDist = Vector2.Abs(point - this.topLeft);
Vector2 bottomRightDist = Vector2.Abs(point - this.bottomRight);
// get the min components
Vector2 minDists = Vector2.Min(topLeftDist, bottomRightDist);
// and then the single smallest (dont have to worry about direction)
distanceFromEdge = Math.Min(minDists.X, minDists.Y);
if (!getDistanceAwayOnly)
{
// we need to make clamped the closest point
if (this.topLeft.X + distanceFromEdge == point.X)
{
// closer to lhf
clamped.X = this.topLeft.X; // y is already the same
// distance along edge is length minus the amout down we are from the top of the rect
distanceAlongEdge = this.Length - (clamped.Y - this.topLeft.Y);
}
else if (this.topLeft.Y + distanceFromEdge == point.Y)
{
// closer to top
clamped.Y = this.topLeft.Y; // x is already the same
distanceAlongEdge = clamped.X - this.topLeft.X;
}
else if (this.bottomRight.Y - distanceFromEdge == point.Y)
{
// closer to bottom
clamped.Y = this.bottomRight.Y; // x is already the same
distanceAlongEdge = (this.bottomRight.X - clamped.X) + this.halfLength;
}
else if (this.bottomRight.X - distanceFromEdge == point.X)
{
// closer to rhs
clamped.X = this.bottomRight.X; // x is already the same
distanceAlongEdge = (this.bottomRight.Y - clamped.Y) + this.rectangle.Width;
}
}
}
else
{
// clamped is the point on the path thats closest no matter what
distanceFromEdge = (clamped - point).Length();
if (!getDistanceAwayOnly)
{
// we need to figure out whats the cloests edge now and thus what distance/poitn is closest
if (this.topLeft.X == clamped.X)
{
// distance along edge is length minus the amout down we are from the top of the rect
distanceAlongEdge = this.Length - (clamped.Y - this.topLeft.Y);
}
else if (this.topLeft.Y == clamped.Y)
{
distanceAlongEdge = clamped.X - this.topLeft.X;
}
else if (this.bottomRight.Y == clamped.Y)
{
distanceAlongEdge = (this.bottomRight.X - clamped.X) + this.halfLength;
}
else if (this.bottomRight.X == clamped.X)
{
distanceAlongEdge = (this.bottomRight.Y - clamped.Y) + this.rectangle.Width;
}
}
}
return new PointInfo
{
SearchPoint = point,
DistanceFromPath = distanceFromEdge,
ClosestPointOnPath = clamped,
DistanceAlongPath = distanceAlongEdge
};
}
}
}