using System;
namespace TransportGame.Primitives
{
///
/// A line segment
///
public struct LineSegment
{
#region Properties
///
/// X coordinate of first point
///
public float X0 { get; private set; }
///
/// Y coordinate of first point
///
public float Y0 { get; private set; }
///
/// X coordinate of second point
///
public float X1 { get; private set; }
///
/// Y coordinate of second point
///
public float Y1 { get; private set; }
///
/// Gets the first point
///
public Vector2 P0
{
get
{
return new Vector2(X0, Y0);
}
}
///
/// Gets the second point
///
public Vector2 P1
{
get
{
return new Vector2(X1, Y1);
}
}
///
/// Gets the length of the segment
///
public float Length
{
get
{
return (P1 - P0).Length;
}
}
///
/// Gets the length squared of the segment
///
public float LengthSq
{
get
{
return (P1 - P0).LengthSq;
}
}
///
/// Gets the direction vector of the segment
///
public Vector2 Direction
{
get
{
return (P1 - P0).Normalized;
}
}
#endregion
#region Constructors
///
/// Initializes line segment
///
/// First point
/// Second point
public LineSegment(Vector2 p0, Vector2 p1)
: this()
{
X0 = p0.X; Y0 = p0.Y;
X1 = p1.X; Y1 = p1.Y;
}
///
/// Initializes line segment
///
/// X coordinate of first segment
/// Y coordinate of first segment
/// X coordinate of second segment
/// Y coordinate of second segment
public LineSegment(float x0, float y0, float x1, float y1)
: this()
{
X0 = x0; Y0 = y0;
X1 = x1; Y1 = y1;
}
#endregion
#region Operations
///
/// Calculates the intersection between two line segments.
///
///
/// Ignores case where intersection is a line.
///
/// First line segment
/// Second line segment
/// Intersection point, or null if segments don't intersect.
public static Vector2? Intersect(LineSegment a, LineSegment b)
{
float s1x = a.X1 - a.X0, s1y = a.Y1 - a.Y0;
float s2x = b.X1 - b.X0, s2y = b.Y1 - b.Y0;
float det = (-s2x * s1y + s1x * s2y);
// Avoid division by zero
// Note: this is an edge case, the vectors might be parallel or colliniar
if (det == 0) return null;
float s = (-s1y * (a.X0 - b.X0) + s1x * (a.Y0 - b.Y0)) / det;
float t = (s2x * (a.Y0 - b.Y0) - s2y * (a.X0 - b.X0)) / det;
// Collision detected
if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
return new Vector2(a.X0 + t * s1x, a.Y0 + t * s1y);
// No collision
return null;
}
///
/// Calculates the distance from a point p to a line segment
///
/// Point
/// Distance
public float Distance(Vector2 p)
{
float det = (Y1 - Y0) * p.X - (X1 - X0) * p.Y + X1 * Y0 - Y1 * X0;
return Math.Abs(det) / Length;
}
#endregion
#region ToString
///
/// Gets string representation of line segment
///
///
public override string ToString()
{
return string.Format("({0}, {1})->({2}, {3})", X0, Y0, X1, Y1);
}
#endregion
}
}