📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="RectangularPolygon.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
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;
/// <summary>
/// A way of optermising drawing rectangles.
/// </summary>
/// <seealso cref="ImageSharp.Drawing.Shapes.IShape" />
public class RectangularPolygon : IShape, IPath
{
private readonly RectangleF rectangle;
private readonly Vector2 topLeft;
private readonly Vector2 bottomRight;
private readonly Vector2[] points;
private readonly IEnumerable<IPath> pathCollection;
private readonly float halfLength;
/// <summary>
/// Initializes a new instance of the <see cref="RectangularPolygon"/> class.
/// </summary>
/// <param name="rect">The rect.</param>
public RectangularPolygon(ImageSharp.Rectangle rect)
: this((RectangleF)rect)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="RectangularPolygon"/> class.
/// </summary>
/// <param name="rect">The rect.</param>
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 };
}
/// <summary>
/// Gets the bounding box of this shape.
/// </summary>
/// <value>
/// The bounds.
/// </value>
public RectangleF Bounds => this.rectangle;
/// <summary>
/// Gets a value indicating whether this instance is closed.
/// </summary>
/// <value>
/// <c>true</c> if this instance is closed; otherwise, <c>false</c>.
/// </value>
public bool IsClosed => true;
/// <summary>
/// Gets the length of the path
/// </summary>
/// <value>
/// The length.
/// </value>
public float Length { get; }
/// <summary>
/// Gets the maximum number intersections that a shape can have when testing a line.
/// </summary>
/// <value>
/// The maximum intersections.
/// </value>
public int MaxIntersections => 4;
/// <summary>
/// Calculates the distance along and away from the path for a specified point.
/// </summary>
/// <param name="point">The point along the path.</param>
/// <returns>
/// Returns details about the point and its distance away from the path.
/// </returns>
PointInfo IPath.Distance(Vector2 point)
{
bool inside; // dont care about inside/outside for paths just distance
return this.Distance(point, false, out inside);
}
/// <summary>
/// the distance of the point from the outline of the shape, if the value is negative it is inside the polygon bounds
/// </summary>
/// <param name="point">The point.</param>
/// <returns>
/// Returns the distance from the shape to the point
/// </returns>
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;
}
/// <summary>
/// Returns an enumerator that iterates through the collection.
/// </summary>
/// <returns>
/// An enumerator that can be used to iterate through the collection.
/// </returns>
public IEnumerator<IPath> GetEnumerator()
{
return this.pathCollection.GetEnumerator();
}
/// <summary>
/// Returns an enumerator that iterates through a collection.
/// </summary>
/// <returns>
/// An <see cref="T:System.Collections.IEnumerator" /> object that can be used to iterate through the collection.
/// </returns>
IEnumerator IEnumerable.GetEnumerator()
{
return this.pathCollection.GetEnumerator();
}
/// <summary>
/// Converts the <see cref="ILineSegment" /> into a simple linear path..
/// </summary>
/// <returns>
/// Returns the current <see cref="ILineSegment" /> as simple linear path.
/// </returns>
public Vector2[] AsSimpleLinearPath()
{
return this.points;
}
/// <summary>
/// Based on a line described by <paramref name="start"/> and <paramref name="end"/>
/// populate a buffer for all points on the edges of the <see cref="RectangularPolygon"/>
/// that the line intersects.
/// </summary>
/// <param name="start">The start point of the line.</param>
/// <param name="end">The end point of the line.</param>
/// <param name="buffer">The buffer that will be populated with intersections.</param>
/// <param name="count">The count.</param>
/// <param name="offset">The offset.</param>
/// <returns>
/// The number of intersections populated into the buffer.
/// </returns>
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
};
}
}
}