using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace TransportGame.Model { public struct LineSegment { public float X0 { get; private set; } public float Y0 { get; private set; } public float X1 { get; private set; } public float Y1 { get; private set; } public Vector2 P0 { get { return new Vector2(X0, Y0); } } public Vector2 P1 { get { return new Vector2(X1, Y1); } } public float Length { get { return (P1 - P0).Length; } } public float LengthSq { get { return (P1 - P0).LengthSq; } } public Vector2 Direction { get { return (P1 - P0).Normalized; } } public LineSegment(Vector2 p0, Vector2 p1) : this() { X0 = p0.X; Y0 = p0.Y; X1 = p1.X; Y1 = p1.Y; } public LineSegment(float x0, float y0, float x1, float y1) : this() { X0 = x0; Y0 = y0; X1 = x1; Y1 = y1; } 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 point p to line segment /// /// Line /// Point /// Distance public static float Distance(LineSegment line, Vector2 p) { float det = (line.Y1 - line.Y0) * p.X - (line.X1 - line.X0) * p.Y + line.X1 * line.Y0 - line.Y1 * line.X0; return Math.Abs(det) / line.Length; } public override string ToString() { return string.Format("({0}, {1})->({2}, {3})", X0, Y0, X1, Y1); } } }