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Segment2.cs
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Segment2.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace ProceduralToolkit
{
/// <summary>
/// Representation of a 2D line segment
/// </summary>
[Serializable]
public struct Segment2 : IEquatable<Segment2>, IFormattable
{
public Vector2 a;
public Vector2 b;
/// <summary>
/// Returns the normalized direction of the segment
/// </summary>
public Vector2 direction => (b - a).normalized;
/// <summary>
/// Returns the length of the segment
/// </summary>
public float length => (b - a).magnitude;
/// <summary>
/// Returns the center of the segment
/// </summary>
public Vector2 center => GetPoint(0.5f);
/// <summary>
/// Returns the axis-aligned bounding box of the segment
/// </summary>
public Rect aabb
{
get
{
Vector2 min = Vector2.Min(a, b);
Vector2 max = Vector2.Max(a, b);
return Rect.MinMaxRect(min.x, min.y, max.x, max.y);
}
}
public Segment2(Vector2 a, Vector2 b)
{
this.a = a;
this.b = b;
}
/// <summary>
/// Access the a or b component using [0] or [1] respectively
/// </summary>
public Vector2 this[int index]
{
get
{
switch (index)
{
case 0: return a;
case 1: return b;
default:
throw new IndexOutOfRangeException("Invalid Segment2 index!");
}
}
set
{
switch (index)
{
case 0:
a = value;
break;
case 1:
b = value;
break;
default:
throw new IndexOutOfRangeException("Invalid Segment2 index!");
}
}
}
/// <summary>
/// Returns a point on the segment at the given normalized position
/// </summary>
/// <param name="position">Normalized position</param>
public Vector2 GetPoint(float position)
{
return Geometry.PointOnSegment2(a, b, position);
}
/// <summary>
/// Returns a list of evenly distributed points on the segment
/// </summary>
/// <param name="count">Number of points</param>
public List<Vector2> GetPoints(int count)
{
return Geometry.PointsOnSegment2(a, b, count);
}
/// <summary>
/// Linearly interpolates between two segments
/// </summary>
public static Segment2 Lerp(Segment2 a, Segment2 b, float t)
{
t = Mathf.Clamp01(t);
return new Segment2(a.a + (b.a - a.a)*t, a.b + (b.b - a.b)*t);
}
/// <summary>
/// Linearly interpolates between two segments without clamping the interpolant
/// </summary>
public static Segment2 LerpUnclamped(Segment2 a, Segment2 b, float t)
{
return new Segment2(a.a + (b.a - a.a)*t, a.b + (b.b - a.b)*t);
}
#region Casting operators
public static explicit operator Line2(Segment2 segment)
{
return new Line2(segment.a, (segment.b - segment.a).normalized);
}
public static explicit operator Ray2D(Segment2 segment)
{
return new Ray2D(segment.a, (segment.b - segment.a).normalized);
}
public static explicit operator Segment3(Segment2 segment)
{
return new Segment3((Vector3) segment.a, (Vector3) segment.b);
}
#endregion Casting operators
public static Segment2 operator +(Segment2 segment, Vector2 vector)
{
return new Segment2(segment.a + vector, segment.b + vector);
}
public static Segment2 operator -(Segment2 segment, Vector2 vector)
{
return new Segment2(segment.a - vector, segment.b - vector);
}
public static bool operator ==(Segment2 a, Segment2 b)
{
return a.a == b.a && a.b == b.b;
}
public static bool operator !=(Segment2 a, Segment2 b)
{
return !(a == b);
}
public override int GetHashCode()
{
return a.GetHashCode() ^ (b.GetHashCode() << 2);
}
public override bool Equals(object other)
{
return other is Segment2 && Equals((Segment2) other);
}
public bool Equals(Segment2 other)
{
return a.Equals(other.a) && b.Equals(other.b);
}
public override string ToString()
{
return string.Format("Segment2(a: {0}, b: {1})", a, b);
}
public string ToString(string format)
{
return string.Format("Segment2(a: {0}, b: {1})", a.ToString(format), b.ToString(format));
}
public string ToString(string format, IFormatProvider formatProvider)
{
return string.Format("Segment2(a: {0}, b: {1})", a.ToString(format, formatProvider), b.ToString(format, formatProvider));
}
}
}