mirror of
https://github.com/tengge1/ShadowEditor.git
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275 lines
5.4 KiB
C#
275 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace THREE.Math
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{
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public class Box2
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{
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public Vector2 min;
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public Vector2 max;
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public Box2(Vector2 min = null, Vector2 max = null)
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{
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this.min = (min != null) ? min : new Vector2(double.PositiveInfinity, double.NegativeInfinity);
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this.max = (max != null) ? max : new Vector2(double.NegativeInfinity, double.NegativeInfinity);
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}
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public Box2 set(Vector2 min, Vector2 max)
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{
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this.min.copy(min);
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this.max.copy(max);
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return this;
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},
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setFromPoints: function(points )
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{
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this.makeEmpty();
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for (var i = 0, il = points.length; i < il; i++)
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{
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this.expandByPoint(points[i]);
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}
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return this;
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},
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setFromCenterAndSize: function()
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{
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var v1 = new Vector2();
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return function setFromCenterAndSize(center, size) {
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var halfSize = v1.copy(size).multiplyScalar(0.5);
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this.min.copy(center).sub(halfSize);
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this.max.copy(center).add(halfSize);
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return this;
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};
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}
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(),
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clone: function()
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{
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return new this.constructor().copy(this);
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},
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copy: function(box )
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{
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this.min.copy(box.min);
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this.max.copy(box.max);
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return this;
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},
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makeEmpty: function()
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{
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this.min.x = this.min.y = +Infinity;
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this.max.x = this.max.y = -Infinity;
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return this;
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},
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isEmpty: function()
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{
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// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
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return (this.max.x < this.min.x) || (this.max.y < this.min.y);
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},
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getCenter: function(target )
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{
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if (target === undefined)
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{
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console.warn('THREE.Box2: .getCenter() target is now required');
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target = new Vector2();
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}
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return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
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},
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getSize: function(target )
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{
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if (target === undefined)
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{
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console.warn('THREE.Box2: .getSize() target is now required');
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target = new Vector2();
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}
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return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
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},
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expandByPoint: function(point )
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{
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this.min.min(point);
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this.max.max(point);
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return this;
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},
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expandByVector: function(vector )
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{
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this.min.sub(vector);
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this.max.add(vector);
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return this;
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},
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expandByScalar: function(scalar )
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{
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this.min.addScalar(-scalar);
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this.max.addScalar(scalar);
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return this;
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},
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containsPoint: function(point )
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{
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return point.x < this.min.x || point.x > this.max.x ||
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point.y < this.min.y || point.y > this.max.y ? false : true;
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},
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containsBox: function(box )
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{
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return this.min.x <= box.min.x && box.max.x <= this.max.x &&
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this.min.y <= box.min.y && box.max.y <= this.max.y;
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},
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getParameter: function(point, target )
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{
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// This can potentially have a divide by zero if the box
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// has a size dimension of 0.
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if (target === undefined)
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{
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console.warn('THREE.Box2: .getParameter() target is now required');
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target = new Vector2();
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}
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return target.set(
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(point.x - this.min.x) / (this.max.x - this.min.x),
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(point.y - this.min.y) / (this.max.y - this.min.y)
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);
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},
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intersectsBox: function(box )
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{
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// using 4 splitting planes to rule out intersections
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return box.max.x < this.min.x || box.min.x > this.max.x ||
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box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
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},
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clampPoint: function(point, target )
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{
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if (target === undefined)
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{
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console.warn('THREE.Box2: .clampPoint() target is now required');
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target = new Vector2();
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}
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return target.copy(point).clamp(this.min, this.max);
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},
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distanceToPoint: function()
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{
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var v1 = new Vector2();
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return function distanceToPoint(point) {
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var clampedPoint = v1.copy(point).clamp(this.min, this.max);
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return clampedPoint.sub(point).length();
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};
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}
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(),
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intersect: function(box )
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{
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this.min.max(box.min);
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this.max.min(box.max);
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return this;
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},
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union: function(box )
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{
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this.min.min(box.min);
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this.max.max(box.max);
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return this;
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},
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translate: function(offset )
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{
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this.min.add(offset);
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this.max.add(offset);
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return this;
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},
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equals: function(box )
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{
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return box.min.equals(this.min) && box.max.equals(this.max);
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}
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}
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}
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