Vector implements IEquatable<Vector> with proper GetHashCode for HashSet usage. Polygon.FindCrossing uses bounding-box pruning to skip non-overlapping edge pairs. Helper.DirectionalDistance deduplicates vertices via HashSet, sorts edges for early-exit pruning, and adds a new array-based overload that avoids allocations. PartBoundary sorts directional edges and exposes GetEdges for zero-alloc access. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
223 lines
6.0 KiB
C#
223 lines
6.0 KiB
C#
using System;
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using OpenNest.Math;
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namespace OpenNest.Geometry
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{
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public struct Vector : IEquatable<Vector>
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{
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public static readonly Vector Invalid = new Vector(double.NaN, double.NaN);
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public static readonly Vector Zero = new Vector(0, 0);
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public double X;
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public double Y;
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public Vector(double x, double 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 bool Equals(Vector other)
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{
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return X.IsEqualTo(other.X) && Y.IsEqualTo(other.Y);
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}
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public override bool Equals(object obj)
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{
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return obj is Vector other && Equals(other);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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// Use a simple but effective hash combine.
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// We use a small epsilon-safe rounding if needed, but for uniqueness in HashSet
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// during a single operation, raw bits or slightly rounded is usually fine.
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// However, IsEqualTo uses Tolerance.Epsilon, so we should probably round to some precision.
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// But typically for these geometric algorithms, exact matches (or very close) are what we want to prune.
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return (X.GetHashCode() * 397) ^ Y.GetHashCode();
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}
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}
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public double DistanceTo(Vector pt)
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{
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var vx = pt.X - X;
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var vy = pt.Y - Y;
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return System.Math.Sqrt(vx * vx + vy * vy);
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}
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public double DistanceTo(double x, double y)
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{
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var vx = x - X;
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var vy = y - Y;
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return System.Math.Sqrt(vx * vx + vy * vy);
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}
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public double DotProduct(Vector pt)
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{
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return X * pt.X + Y * pt.Y;
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}
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public double Angle()
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{
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return OpenNest.Math.Angle.NormalizeRad(System.Math.Atan2(Y, X));
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}
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/// <summary>
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/// Returns the angle to the given point when the origin is this point.
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/// </summary>
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/// <param name="pt"></param>
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/// <returns></returns>
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public double AngleTo(Vector pt)
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{
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return (pt - this).Angle();
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}
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/// <summary>
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/// Returns the angle when the origin is set at the given point.
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/// </summary>
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/// <param name="pt"></param>
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/// <returns></returns>
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public double AngleFrom(Vector pt)
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{
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return (this - pt).Angle();
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}
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/// <summary>
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/// Returns the angle between this point and the given point.
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/// Source: http://math.stackexchange.com/questions/878785/how-to-find-an-angle-in-range0-360-between-2-vectors
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/// </summary>
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/// <param name="pt"></param>
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/// <returns></returns>
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public double AngleBetween(Vector pt)
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{
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var v1 = Normalize();
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var v2 = pt.Normalize();
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var dot = v1.X * v2.X + v1.Y + v2.Y;
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var det = v1.X * v2.X - v1.Y + v2.Y;
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return System.Math.Atan2(det, dot);
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}
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public static Vector operator +(Vector pt1, Vector pt2)
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{
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return new Vector(pt1.X + pt2.X, pt1.Y + pt2.Y);
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}
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public static Vector operator -(Vector pt1, Vector pt2)
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{
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return new Vector(pt1.X - pt2.X, pt1.Y - pt2.Y);
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}
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public static Vector operator -(Vector pt)
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{
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return new Vector(-pt.X, -pt.Y);
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}
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public static Vector operator *(Vector pt, double factor)
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{
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return new Vector(pt.X * factor, pt.Y * factor);
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}
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public static Vector operator *(double factor, Vector pt)
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{
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return new Vector(pt.X * factor, pt.Y * factor);
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}
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public static Vector operator *(Vector pt, Vector factor)
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{
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return new Vector(pt.X * factor.X, pt.Y * factor.Y);
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}
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public static Vector operator /(Vector pt, double divisor)
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{
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return new Vector(pt.X / divisor, pt.Y / divisor);
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}
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public static bool operator ==(Vector pt1, Vector pt2)
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{
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return pt1.X.IsEqualTo(pt2.X) && pt1.Y.IsEqualTo(pt2.Y);
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}
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public static bool operator !=(Vector pt1, Vector pt2)
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{
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return !(pt1 == pt2);
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}
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/// <summary>
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/// Returns the unit vector equivalent to this point.
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/// </summary>
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/// <returns></returns>
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public Vector Normalize()
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{
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var d = DistanceTo(Vector.Zero);
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return new Vector(X / d, Y / d);
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}
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public Vector Rotate(double angle)
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{
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var v = new Vector();
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var cos = System.Math.Cos(angle);
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var sin = System.Math.Sin(angle);
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v.X = X * cos - Y * sin;
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v.Y = X * sin + Y * cos;
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return v;
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}
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public Vector Rotate(double angle, Vector origin)
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{
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var v = new Vector();
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var pt = this - origin;
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var cos = System.Math.Cos(angle);
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var sin = System.Math.Sin(angle);
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v.X = pt.X * cos - pt.Y * sin + origin.X;
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v.Y = pt.X * sin + pt.Y * cos + origin.Y;
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return v;
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}
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public Vector Offset(double x, double y)
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{
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return new Vector(X + x, Y + y);
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}
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public Vector Offset(Vector voffset)
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{
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return this + voffset;
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}
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public Vector Scale(double factor)
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{
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return new Vector(X * factor, Y * factor);
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}
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public Vector Scale(double factor, Vector origin)
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{
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return (this - origin) * factor + origin;
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}
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public Vector Clone()
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{
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return new Vector(X, Y);
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}
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public override string ToString()
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{
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return string.Format("[Vector: X:{0}, Y:{1}]", X, Y);
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}
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public bool IsValid()
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{
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return !double.IsNaN(X) && !double.IsNaN(Y);
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}
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}
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}
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