240 lines
7.4 KiB
C#
240 lines
7.4 KiB
C#
using System;
|
|
|
|
namespace Server.Misc
|
|
{
|
|
public delegate void DoEffect_Callback(Point3D p, Map map);
|
|
|
|
public static class Geometry
|
|
{
|
|
public static void Swap<T>(ref T a, ref T b)
|
|
{
|
|
T temp = a;
|
|
a = b;
|
|
b = temp;
|
|
}
|
|
|
|
public static double RadiansToDegrees(double angle)
|
|
{
|
|
return angle * (180.0 / Math.PI);
|
|
}
|
|
|
|
public static double DegreesToRadians(double angle)
|
|
{
|
|
return angle * (Math.PI / 180.0);
|
|
}
|
|
|
|
public static Point2D ArcPoint(Point3D loc, int radius, int angle)
|
|
{
|
|
int sideA, sideB;
|
|
|
|
if (angle < 0)
|
|
angle = 0;
|
|
|
|
if (angle > 90)
|
|
angle = 90;
|
|
|
|
sideA = (int)Math.Round(radius * Math.Sin(DegreesToRadians(angle)));
|
|
sideB = (int)Math.Round(radius * Math.Cos(DegreesToRadians(angle)));
|
|
|
|
return new Point2D(loc.X - sideB, loc.Y - sideA);
|
|
}
|
|
|
|
public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect)
|
|
{
|
|
Circle2D(loc, map, radius, effect, 0, 360);
|
|
}
|
|
|
|
public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd)
|
|
{
|
|
if (angleStart < 0 || angleStart > 360)
|
|
angleStart = 0;
|
|
|
|
if (angleEnd > 360 || angleEnd < 0)
|
|
angleEnd = 360;
|
|
|
|
if (angleStart == angleEnd)
|
|
return;
|
|
|
|
bool opposite = angleStart > angleEnd;
|
|
|
|
int startQuadrant = angleStart / 90;
|
|
int endQuadrant = angleEnd / 90;
|
|
|
|
Point2D start = ArcPoint(loc, radius, angleStart % 90);
|
|
Point2D end = ArcPoint(loc, radius, angleEnd % 90);
|
|
|
|
if (opposite)
|
|
{
|
|
Swap(ref start, ref end);
|
|
Swap(ref startQuadrant, ref endQuadrant);
|
|
}
|
|
|
|
CirclePoint startPoint = new CirclePoint(start, angleStart, startQuadrant);
|
|
CirclePoint endPoint = new CirclePoint(end, angleEnd, endQuadrant);
|
|
|
|
int error = -radius;
|
|
int x = radius;
|
|
int y = 0;
|
|
|
|
while (x > y)
|
|
{
|
|
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
|
|
plot4points(loc, map, y, x, startPoint, endPoint, effect, opposite);
|
|
|
|
error += (y * 2) + 1;
|
|
++y;
|
|
|
|
if (error >= 0)
|
|
{
|
|
--x;
|
|
error -= x * 2;
|
|
}
|
|
}
|
|
|
|
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
|
|
}
|
|
|
|
public static void plot4points(Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end, DoEffect_Callback effect, bool opposite)
|
|
{
|
|
Point2D pointA = new Point2D(loc.X - x, loc.Y - y);
|
|
Point2D pointB = new Point2D(loc.X - y, loc.Y - x);
|
|
|
|
int quadrant = 2;
|
|
|
|
if (x == 0 && start.Quadrant == 3)
|
|
quadrant = 3;
|
|
|
|
if (WithinCircleBounds(quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite))
|
|
effect(new Point3D(loc.X + x, loc.Y + y, loc.Z), map);
|
|
|
|
quadrant = 3;
|
|
|
|
if (y == 0 && start.Quadrant == 0)
|
|
quadrant = 0;
|
|
|
|
if (x != 0 && WithinCircleBounds(quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite))
|
|
effect(new Point3D(loc.X - x, loc.Y + y, loc.Z), map);
|
|
if (y != 0 && WithinCircleBounds(pointB, 1, loc, start, end, opposite))
|
|
effect(new Point3D(loc.X + x, loc.Y - y, loc.Z), map);
|
|
if (x != 0 && y != 0 && WithinCircleBounds(pointA, 0, loc, start, end, opposite))
|
|
effect(new Point3D(loc.X - x, loc.Y - y, loc.Z), map);
|
|
}
|
|
|
|
public static bool WithinCircleBounds(Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start, CirclePoint end, bool opposite)
|
|
{
|
|
if (start.Angle == 0 && end.Angle == 360)
|
|
return true;
|
|
|
|
int startX = start.Point.X;
|
|
int startY = start.Point.Y;
|
|
int endX = end.Point.X;
|
|
int endY = end.Point.Y;
|
|
|
|
int x = pointLoc.X;
|
|
int y = pointLoc.Y;
|
|
|
|
if (pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant)
|
|
return opposite;
|
|
|
|
if (pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant)
|
|
return !opposite;
|
|
|
|
bool withinBounds = true;
|
|
|
|
if (start.Quadrant == end.Quadrant)
|
|
{
|
|
if (startX == endX && (x > startX || y > startY || y < endY))
|
|
withinBounds = false;
|
|
else if (startY == endY && (y < startY || x < startX || x > endX))
|
|
withinBounds = false;
|
|
else if (x < startX || x > endX || y > startY || y < endY)
|
|
withinBounds = false;
|
|
}
|
|
else if (pointQuadrant == start.Quadrant && (x < startX || y > startY))
|
|
withinBounds = false;
|
|
else if (pointQuadrant == end.Quadrant && (x > endX || y < endY))
|
|
withinBounds = false;
|
|
|
|
return opposite ? !withinBounds : withinBounds;
|
|
}
|
|
|
|
public static void Line2D(Point3D start, Point3D end, Map map, DoEffect_Callback effect)
|
|
{
|
|
bool steep = Math.Abs(end.Y - start.Y) > Math.Abs(end.X - start.X);
|
|
|
|
int x0 = start.X;
|
|
int x1 = end.X;
|
|
int y0 = start.Y;
|
|
int y1 = end.Y;
|
|
|
|
if (steep)
|
|
{
|
|
Swap(ref x0, ref y0);
|
|
Swap(ref x1, ref y1);
|
|
}
|
|
|
|
if (x0 > x1)
|
|
{
|
|
Swap(ref x0, ref x1);
|
|
Swap(ref y0, ref y1);
|
|
}
|
|
|
|
int deltax = x1 - x0;
|
|
int deltay = Math.Abs(y1 - y0);
|
|
int error = deltax / 2;
|
|
int ystep = y0 < y1 ? 1 : -1;
|
|
int y = y0;
|
|
|
|
for (int x = x0; x <= x1; x++)
|
|
{
|
|
if (steep)
|
|
effect(new Point3D(y, x, start.Z), map);
|
|
else
|
|
effect(new Point3D(x, y, start.Z), map);
|
|
|
|
error -= deltay;
|
|
|
|
if (error < 0)
|
|
{
|
|
y += ystep;
|
|
error += deltax;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class CirclePoint
|
|
{
|
|
private readonly Point2D point;
|
|
private readonly int angle;
|
|
private readonly int quadrant;
|
|
public CirclePoint(Point2D point, int angle, int quadrant)
|
|
{
|
|
this.point = point;
|
|
this.angle = angle;
|
|
this.quadrant = quadrant;
|
|
}
|
|
|
|
public Point2D Point
|
|
{
|
|
get
|
|
{
|
|
return this.point;
|
|
}
|
|
}
|
|
public int Angle
|
|
{
|
|
get
|
|
{
|
|
return this.angle;
|
|
}
|
|
}
|
|
public int Quadrant
|
|
{
|
|
get
|
|
{
|
|
return this.quadrant;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |