using System;
using System.ComponentModel.DataAnnotations;
using System.Diagnostics;
namespace Quik
{
///
/// A 2 dimensional Vector.
///
[DebuggerDisplay("({X}, {Y})")]
public struct QVec2
{
public float X;
public float Y;
public float Magnitude => MathF.Sqrt(X * X + Y * Y);
public QVec2(float x, float y)
{
X = x;
Y = y;
}
public QVec2 Normalize() => this * (1.0f / Magnitude);
public float Atan2() => MathF.Atan2(Y, X);
public static QVec2 operator +(QVec2 a, QVec2 b)
{
return new QVec2()
{
X = a.X + b.X,
Y = a.Y + b.Y
};
}
public static QVec2 operator -(QVec2 a)
{
return new QVec2()
{
X = -a.X,
Y = -a.Y
};
}
public static QVec2 operator -(QVec2 a, QVec2 b)
{
return new QVec2()
{
X = a.X - b.X,
Y = a.Y - b.Y
};
}
public static QVec2 operator *(float a, QVec2 b)
{
return new QVec2()
{
X = a * b.X,
Y = a * b.Y
};
}
public static QVec2 operator *(QVec2 a, float b) => b * a;
public static bool operator ==(QVec2 a, QVec2 b) => a.X == b.X && a.Y == b.Y;
public static bool operator !=(QVec2 a, QVec2 b) => a.X != b.X || a.Y != b.Y;
public override bool Equals(object obj)
{
if (obj is QVec2)
{
return (QVec2) obj == this;
}
else
{
return false;
}
}
public override int GetHashCode()
{
return 63671 * X.GetHashCode() ^ 81083 * Y.GetHashCode();
}
public static float Dot(QVec2 a, QVec2 b)
{
return a.X * b.X + a.Y * b.Y;
}
public override string ToString()
{
return $"({X}; {Y})";
}
}
///
/// A RGBA color value.
///
[DebuggerDisplay("({R}, {G}, {B}, {A})")]
public struct QColor
{
///
/// Red channel.
///
public byte R;
///
/// Green channel.
///
public byte G;
///
/// Blue channel.
///
public byte B;
///
/// Alpha channel.
///
public byte A;
public QColor(byte r, byte g, byte b, byte a)
{
R = r;
G = g;
B = b;
A = a;
}
public QColor(byte r, byte g, byte b) : this(r, g, b, 1) { }
public QColor(uint hexCode)
{
R = (byte)((hexCode >> 24) & 0xFF);
G = (byte)((hexCode >> 16) & 0xFF);
B = (byte)((hexCode >> 8 ) & 0xFF);
A = (byte)((hexCode >> 0 ) & 0xFF);
}
public QColor(int hexCode) : this((uint)hexCode) { }
public static readonly QColor Black = new QColor(0, 0, 0, 255);
public static readonly QColor Red = new QColor(255, 0, 0, 255);
public static readonly QColor Green = new QColor(0, 255, 0, 255);
public static readonly QColor Blue = new QColor(0, 0, 255, 255);
public static readonly QColor Yellow = new QColor(255, 255, 0, 255);
public static readonly QColor Cyan = new QColor(0, 255, 255, 255);
public static readonly QColor Magenta = new QColor(255, 0, 255, 255);
public static readonly QColor White = new QColor(255, 255, 255, 255);
public static explicit operator QColorF(QColor a)
{
return new QColorF(a.R/255.0f, a.G/255.0f, a.B/255.0f, a.A/255.0f);
}
}
public struct QColorF
{
///
/// Red channel.
///
public float R;
///
/// Green channel.
///
public float G;
///
/// Blue channel.
///
public float B;
///
/// Alpha channel.
///
public float A;
public QColorF(float r, float g, float b, float a)
{
R = r; G = g; B = b; A = a;
}
public QColorF(float r, float g, float b) : this(r, g, b, 1.0f) { }
public QColorF(uint hexCode)
{
R = ((hexCode >> 24) & 0xFF)/255.0f;
G = ((hexCode >> 16) & 0xFF)/255.0f;
B = ((hexCode >> 8 ) & 0xFF)/255.0f;
A = ((hexCode >> 0 ) & 0xFF)/255.0f;
}
public QColorF(int hexCode) : this((uint)hexCode) { }
public static readonly QColorF Black = new QColorF(0, 0, 0, 1.0f);
public static readonly QColorF Red = new QColorF(1.0f, 0, 0, 1.0f);
public static readonly QColorF Green = new QColorF(0, 1, 0, 1);
public static readonly QColorF Blue = new QColorF(0, 0, 1, 1);
public static readonly QColorF Yellow = new QColorF(1, 1, 0, 1);
public static readonly QColorF Cyan = new QColorF(0, 1, 1, 1);
public static readonly QColorF Magenta = new QColorF(1, 0, 1, 1);
public static readonly QColorF White = new QColorF(1, 1, 1, 1);
public static explicit operator QColor(QColorF a)
{
return new QColor((byte)(a.R * 255), (byte)(a.G * 255), (byte)(a.B * 255), (byte)(a.A * 255));
}
}
///
/// A bezier curve segment.
///
[DebuggerDisplay("{Start} -- {ControlA} -- {ControlB} -- {End}")]
public struct QBezier
{
///
/// Segment start point.
///
public QVec2 Start;
///
/// Start point control point.
///
public QVec2 ControlA;
///
/// End point control point.
///
public QVec2 ControlB;
///
/// Segment end point.
///
public QVec2 End;
///
/// An approximation of the arc length of the bezier curve, for calculating rasterization resolution.
///
public float RasterizationArc =>
0.5f * (End - Start).Magnitude +
0.5f * ((ControlA - Start).Magnitude + (ControlB - ControlA).Magnitude + (End - ControlB).Magnitude);
public QBezier(QVec2 start, QVec2 controlA, QVec2 controlB, QVec2 end)
{
Start = start;
ControlA = controlA;
ControlB = controlB;
End = end;
}
public QBezier(
float startX,
float startY,
float controlAx,
float controlAy,
float controlBx,
float controlBy,
float endX,
float endY)
: this(
new QVec2(startX, startY),
new QVec2(controlAx, controlAy),
new QVec2(controlBx, controlBy),
new QVec2(endX, endY))
{
}
///
/// Get a point in the curve segment.
///
/// Control parameter (between 0 and 1)
/// The point on the curve.
public QVec2 GetBezierPoint(float t)
{
float T = 1 - t;
return
T * T * T * Start +
3 * T * T * t * ControlA +
3 * T * t * t * ControlB +
t * t * t * End;
}
///
/// Get the tangent on the curve.
///
/// Control parameter (between 0 and 1)
/// The tangent curve.
public QVec2 GetBezierTangent(float t)
{
float T = 1 - t;
return
(
3 * T * T * (ControlA - Start) +
6 * T * t * (ControlB - ControlA) +
3 * t * t * (End - ControlB)
).Normalize();
}
internal QVec2 GetBezierNormal(float t)
{
QVec2 tangent = GetBezierTangent(t);
return new QVec2(-tangent.Y, tangent.X);
}
}
///
/// A line segment.
///
[DebuggerDisplay("{Start} -- {End}")]
public struct QLine
{
///
/// Start point.
///
public QVec2 Start;
///
/// End point.
///
public QVec2 End;
public QLine(QVec2 start, QVec2 end)
{
Start = start;
End = end;
}
public QLine(float startX, float startY, float endX, float endY)
{
Start.X = startX;
Start.Y = startY;
End.X = endX;
End.Y = endY;
}
public QVec2 Normal()
{
QVec2 tangent = Tangent();
return new QVec2(-tangent.Y, tangent.X);
}
public QVec2 Tangent()
{
return (End - Start).Normalize();
}
}
///
/// A rectangle.
///
[DebuggerDisplay("({Left}, {Top}, {Right}, {Bottom})")]
public struct QRectangle
{
///
/// Position maximum point.
///
public QVec2 Max;
///
/// Position minimum point.
///
public QVec2 Min;
public float Left
{
get => Min.X;
set => Min.X = value;
}
public float Right
{
get => Max.X;
set => Max.X = value;
}
public float Top
{
get => Min.Y;
set => Min.Y = value;
}
public float Bottom
{
get => Max.Y;
set => Max.Y = value;
}
public QVec2 Size
{
get => Max - Min;
set => Max = Min + value;
}
public QRectangle(QVec2 max, QVec2 min)
{
Max = max;
Min = min;
}
public QRectangle(float r, float b, float l, float t)
{
Max = new QVec2() {X = r, Y = b};
Min = new QVec2() {X = l, Y = t};
}
public bool Contains(QVec2 point)
{
return
point.X > Left && point.X < Right &&
point.Y > Bottom && point.Y < Top;
}
internal void Translate(in QVec2 offset)
{
Min += offset;
Max += offset;
}
public static QRectangle Intersect(in QRectangle a, in QRectangle b) =>
new QRectangle(
Math.Max(a.Right, b.Right),
Math.Max(a.Bottom, b.Bottom)
,
Math.Min(a.Left, b.Left),
Math.Min(a.Top, b.Top));
}
///
/// An ellipse.
///
/// It is undefined to have an ellipse with non-orthogonal axes.
[DebuggerDisplay("{Center} ellipse {AxisA}; {AxisB}")]
public struct QEllipse
{
///
/// Ellipse center point.
///
public QVec2 Center;
///
/// First ellipse axis.
///
public QVec2 AxisA;
///
/// Second ellipse axis.
///
public QVec2 AxisB;
}
///
/// A triangle.
///
[DebuggerDisplay("{A} -- {B} -- {C}")]
public struct QTriangle
{
///
/// First vertex.
///
public QVec2 A;
///
/// Second vertex.
///
public QVec2 B;
///
/// Third vertex.
///
public QVec2 C;
}
[DebuggerDisplay("[{M11} {M12} {M13} {M14}; {M21} {M22} {M23} {M24}; {M31} {M32} {M33} {M34}; {M41} {M42} {M43} {M44}]")]
public struct QMat4
{
public float M11, M21, M31, M41;
public float M12, M22, M32, M42;
public float M13, M23, M33, M43;
public float M14, M24, M34, M44;
public static QMat4 Identity { get; } = new QMat4()
{
M11 = 1.0f,
M22 = 1.0f,
M33 = 1.0f,
M44 = 1.0f
};
public static void Translation(out QMat4 mat, float x, float y, float z)
{
mat = Identity;
mat.M41 = x;
mat.M42 = y;
mat.M43 = z;
}
public static void Scale(out QMat4 mat, float x, float y, float z)
{
mat = default;
mat.M11 = x;
mat.M22 = y;
mat.M33 = z;
mat.M44 = 1.0f;
}
public static void Orthographic(out QMat4 mat, QRectangle bounds, float near = 1, float far = -1)
{
float a, b, c;
mat = Identity;
a = 1.0f/(bounds.Right - bounds.Left);
b = 1.0f/(bounds.Top - bounds.Bottom);
c = 1.0f/(far - near);
mat.M11 = 2 * a;
mat.M22 = 2 * b;
mat.M33 = -2 * c;
mat.M14 = -a * (bounds.Left + bounds.Right);
mat.M24 = -b * (bounds.Top + bounds.Bottom);
mat.M34 = -c * (far + near);
mat.M44 = 1.0f;
}
}
}