370 lines
9.0 KiB
C#
370 lines
9.0 KiB
C#
using System;
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using System.ComponentModel.DataAnnotations;
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using System.Diagnostics;
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namespace Quik
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{
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/// <summary>
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/// A 2 dimensional Vector.
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/// </summary>
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[DebuggerDisplay("({X}, {Y})")]
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public struct QuikVec2
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{
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public float X;
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public float Y;
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public float Magnitude => MathF.Sqrt(X * X + Y * Y);
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public QuikVec2(float x, float y)
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{
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X = x;
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Y = y;
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}
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public QuikVec2 Normalize() => this * (1.0f / Magnitude);
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public float Atan2() => MathF.Atan2(Y, X);
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public static QuikVec2 operator +(QuikVec2 a, QuikVec2 b)
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{
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return new QuikVec2()
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{
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X = a.X + b.X,
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Y = a.Y + b.Y
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};
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}
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public static QuikVec2 operator -(QuikVec2 a)
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{
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return new QuikVec2()
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{
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X = -a.X,
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Y = -a.Y
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};
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}
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public static QuikVec2 operator -(QuikVec2 a, QuikVec2 b)
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{
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return new QuikVec2()
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{
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X = a.X - b.X,
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Y = a.Y - b.Y
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};
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}
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public static QuikVec2 operator *(float a, QuikVec2 b)
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{
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return new QuikVec2()
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{
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X = a * b.X,
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Y = a * b.Y
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};
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}
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public static QuikVec2 operator *(QuikVec2 a, float b) => b * a;
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public static bool operator ==(QuikVec2 a, QuikVec2 b) => a.X == b.X && a.Y == b.Y;
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public static bool operator !=(QuikVec2 a, QuikVec2 b) => a.X != b.X || a.Y != b.Y;
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public override bool Equals(object obj)
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{
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if (obj is QuikVec2)
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{
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return (QuikVec2) obj == this;
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}
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else
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{
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return false;
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}
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}
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public override int GetHashCode()
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{
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return 63671 * X.GetHashCode() ^ 81083 * Y.GetHashCode();
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}
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public static float Dot(QuikVec2 a, QuikVec2 b)
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{
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return a.X * b.X + a.Y * b.Y;
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}
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}
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/// <summary>
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/// A RGBA color value.
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/// </summary>
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[DebuggerDisplay("({R}, {G}, {B}, {A})")]
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public struct QuikColor
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{
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/// <summary>
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/// Red channel.
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/// </summary>
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public byte R;
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/// <summary>
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/// Green channel.
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/// </summary>
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public byte G;
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/// <summary>
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/// Blue channel.
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/// </summary>
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public byte B;
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/// <summary>
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/// Alpha channel.
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/// </summary>
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public byte A;
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public QuikColor(byte r, byte g, byte b, byte a)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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public QuikColor(byte r, byte g, byte b) : this(r, g, b, 1) { }
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public QuikColor(uint hexCode)
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{
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R = (byte)((hexCode >> 24) & 0xFF);
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G = (byte)((hexCode >> 16) & 0xFF);
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B = (byte)((hexCode >> 8 ) & 0xFF);
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A = (byte)((hexCode >> 0 ) & 0xFF);
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}
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public QuikColor(int hexCode) : this((uint)hexCode) { }
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}
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/// <summary>
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/// A bezier curve segment.
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/// </summary>
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[DebuggerDisplay("{Start} -- {ControlA} -- {ControlB} -- {End}")]
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public struct QuikBezier
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{
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/// <summary>
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/// Segment start point.
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/// </summary>
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public QuikVec2 Start;
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/// <summary>
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/// Start point control point.
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/// </summary>
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public QuikVec2 ControlA;
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/// <summary>
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/// End point control point.
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/// </summary>
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public QuikVec2 ControlB;
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/// <summary>
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/// Segment end point.
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/// </summary>
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public QuikVec2 End;
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/// <summary>
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/// An approximation of the arc length of the bezier curve, for calculating rasterization resolution.
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/// </summary>
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public float RasterizationArc =>
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0.5f * (End - Start).Magnitude +
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0.5f * ((ControlA - Start).Magnitude + (ControlB - ControlA).Magnitude + (End - ControlB).Magnitude);
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public QuikBezier(QuikVec2 start, QuikVec2 controlA, QuikVec2 controlB, QuikVec2 end)
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{
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Start = start;
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ControlA = controlA;
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ControlB = controlB;
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End = end;
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}
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public QuikBezier(
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float startX,
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float startY,
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float controlAx,
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float controlAy,
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float controlBx,
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float controlBy,
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float endX,
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float endY)
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: this(
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new QuikVec2(startX, startY),
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new QuikVec2(controlAx, controlAy),
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new QuikVec2(controlBx, controlBy),
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new QuikVec2(endX, endY))
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{
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}
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/// <summary>
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/// Get a point in the curve segment.
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/// </summary>
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/// <param name="t">Control parameter (between 0 and 1)</param>
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/// <returns>The point on the curve.</returns>
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public QuikVec2 GetBezierPoint(float t)
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{
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float T = 1 - t;
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return
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T * T * T * Start +
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3 * T * T * t * ControlA +
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3 * T * t * t * ControlB +
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t * t * t * End;
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}
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/// <summary>
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/// Get the tangent on the curve.
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/// </summary>
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/// <param name="t">Control parameter (between 0 and 1)</param>
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/// <returns>The tangent curve.</returns>
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public QuikVec2 GetBezierTangent(float t)
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{
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float T = 1 - t;
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return
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3 * T * T * (ControlA - Start) +
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6 * T * t * (ControlB - ControlA) +
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3 * t * t * (End - ControlB);
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}
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}
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/// <summary>
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/// A line segment.
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/// </summary>
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[DebuggerDisplay("{Start} -- {End}")]
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public struct QuikLine
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{
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/// <summary>
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/// Start point.
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/// </summary>
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public QuikVec2 Start;
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/// <summary>
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/// End point.
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/// </summary>
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public QuikVec2 End;
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public QuikLine(QuikVec2 start, QuikVec2 end)
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{
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Start = start;
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End = end;
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}
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public QuikLine(float startX, float startY, float endX, float endY)
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{
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Start.X = startX;
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Start.Y = startY;
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End.X = endX;
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End.Y = endY;
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}
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}
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/// <summary>
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/// A rectangle.
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/// </summary>
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[DebuggerDisplay("({Right}, {Top}, {Left}, {Bottom})")]
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public struct QuikRectangle
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{
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/// <summary>
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/// Rectangle maximum point.
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/// </summary>
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public QuikVec2 Max;
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/// <summary>
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/// Rectangle minimum point.
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/// </summary>
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public QuikVec2 Min;
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public float Left
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{
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get => Min.X;
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set => Min.X = value;
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}
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public float Right
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{
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get => Max.X;
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set => Max.X = value;
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}
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public float Top
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{
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get => Max.Y;
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set => Max.Y = value;
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}
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public float Bottom
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{
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get => Min.Y;
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set => Min.Y = value;
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}
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public QuikVec2 Size
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{
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get => Max - Min;
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set => Max = Min + value;
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}
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public QuikRectangle(QuikVec2 max, QuikVec2 min)
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{
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Max = max;
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Min = min;
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}
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public QuikRectangle(float r, float t, float l, float b)
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{
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Max = new QuikVec2() {X = r, Y = t};
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Min = new QuikVec2() {X = l, Y = b};
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}
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public bool Contains(QuikVec2 point)
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{
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return
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point.X > Left && point.X < Right &&
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point.Y > Bottom && point.Y < Top;
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}
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internal void Translate(in QuikVec2 offset)
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{
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Min += offset;
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Max += offset;
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}
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}
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/// <summary>
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/// An ellipse.
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/// </summary>
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/// <remarks>It is undefined to have an ellipse with non-orthogonal axes.</remarks>
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[DebuggerDisplay("{Center} ellipse {AxisA}; {AxisB}")]
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public struct QuikEllipse
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{
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/// <summary>
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/// Ellipse center point.
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/// </summary>
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public QuikVec2 Center;
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/// <summary>
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/// First ellipse axis.
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/// </summary>
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public QuikVec2 AxisA;
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/// <summary>
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/// Second ellipse axis.
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/// </summary>
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public QuikVec2 AxisB;
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}
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/// <summary>
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/// A triangle.
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/// </summary>
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[DebuggerDisplay("{A} -- {B} -- {C}")]
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public struct QuikTriangle
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{
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/// <summary>
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/// First vertex.
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/// </summary>
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public QuikVec2 A;
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/// <summary>
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/// Second vertex.
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/// </summary>
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public QuikVec2 B;
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/// <summary>
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/// Third vertex.
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/// </summary>
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public QuikVec2 C;
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}
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} |