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support library for libGDX
/** Copyright 2015 Robin Stumm ([email protected], http://dermetfan.net)
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License. */
package net.dermetfan.gdx.math;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Circle;
import com.badlogic.gdx.math.EarClippingTriangulator;
import com.badlogic.gdx.math.Ellipse;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.Polygon;
import com.badlogic.gdx.math.Polyline;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Shape2D;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.IntArray;
import com.badlogic.gdx.utils.Pools;
import com.badlogic.gdx.utils.ShortArray;
import net.dermetfan.gdx.utils.ArrayUtils;
import static net.dermetfan.gdx.math.MathUtils.amplitude2;
import static net.dermetfan.gdx.math.MathUtils.max;
import static net.dermetfan.gdx.math.MathUtils.min;
/** Provides some useful methods for geometric calculations. Note that many methods return the same array instance so make a copy for subsequent calls.
* @author dermetfan */
public class GeometryUtils extends net.dermetfan.utils.math.GeometryUtils {
/** a {@link Vector2} for temporary usage */
private static final Vector2 vec2_0 = new Vector2();
/** a temporarily used array, returned by some methods */
private static Array tmpVector2Array = new Array<>();
/** a temporarily used array, returned by some methods */
private static final FloatArray tmpFloatArray = new FloatArray();
/** @see net.dermetfan.utils.math.GeometryUtils#between(float, float, float, float, float, float, boolean) */
public static boolean between(Vector2 point, Vector2 a, Vector2 b, boolean inclusive) {
return between(point.x, point.y, a.x, a.y, b.x, b.y, inclusive);
}
/** @see net.dermetfan.utils.math.GeometryUtils#between(float, float, float, float, float, float) */
public static boolean between(Vector2 point, Vector2 a, Vector2 b) {
return between(point.x, point.y, a.x, a.y, b.x, b.y);
}
/** @param vector the {@link Vector2} which components to set to their absolute value
* @return the given vector with all components set to its absolute value
* @see Math#abs(float) */
public static Vector2 abs(Vector2 vector) {
vector.x = Math.abs(vector.x);
vector.y = Math.abs(vector.y);
return vector;
}
/** @see #abs(Vector2) */
public static Vector3 abs(Vector3 vector) {
vector.x = Math.abs(vector.x);
vector.y = Math.abs(vector.y);
vector.z = Math.abs(vector.z);
return vector;
}
/** @param vertices the vertices to add the given values to
* @param x the x value to add
* @param y the y value to add
* @return the given vertices for chaining */
public static Array add(Array vertices, float x, float y) {
for(Vector2 vertice : vertices)
vertice.add(x, y);
return vertices;
}
/** @see #add(Array, float, float) */
public static Array sub(Array vertices, float x, float y) {
return add(vertices, -x, -y);
}
/** @see #add(Array, float, float) */
public static FloatArray add(FloatArray vertices, float x, float y) {
add(vertices.items, 0, vertices.size, x, y);
return vertices;
}
/** @see #add(Array, float, float) */
public static FloatArray sub(FloatArray vertices, float x, float y) {
sub(vertices.items, 0, vertices.size, x, y);
return vertices;
}
/** @see #add(FloatArray, float, float) */
public static FloatArray addX(FloatArray vertices, float value) {
addX(vertices.items, 0, vertices.size, value);
return vertices;
}
/** @see #sub(FloatArray, float, float) */
public static FloatArray subX(FloatArray vertices, float value) {
subX(vertices.items, 0, vertices.size, value);
return vertices;
}
/** @see #add(FloatArray, float, float) */
public static FloatArray addY(FloatArray vertices, float value) {
addY(vertices.items, 0, vertices.size, value);
return vertices;
}
/** @see #sub(FloatArray, float, float) */
public static FloatArray subY(FloatArray vertices, float value) {
subY(vertices.items, 0, vertices.size, value);
return vertices;
}
/** @see #mul(float[], int, int, float, float) */
public static FloatArray mul(FloatArray vertices, float factorX, float factorY) {
mul(vertices.items, 0, vertices.size, factorX, factorY);
return vertices;
}
/** @see #mulX(float[], int, int, float) */
public static FloatArray mulX(FloatArray vertices, float factor) {
mulX(vertices.items, 0, vertices.size, factor);
return vertices;
}
/** @see #mulY(float[], int, int, float) */
public static FloatArray mulY(FloatArray vertices, float factor) {
mulY(vertices.items, 0, vertices.size, factor);
return vertices;
}
/** @see #div(float[], int, int, float, float) */
public static FloatArray div(FloatArray vertices, float divisorX, float divisorY) {
div(vertices.items, 0, vertices.size, divisorX, divisorY);
return vertices;
}
/** @see #divX(float[], int, int, float) */
public static FloatArray divX(FloatArray vertices, float divisor) {
divX(vertices.items, 0, vertices.size, divisor);
return vertices;
}
/** @see #divY(float[], int, int, float) */
public static FloatArray divY(FloatArray vertices, float divisor) {
divY(vertices.items, 0, vertices.size, divisor);
return vertices;
}
/** @return a Vector2 representing the size of a rectangle containing all given vertices */
public static Vector2 size(Array vertices, Vector2 output) {
return output.set(width(vertices), height(vertices));
}
/** @see #size(Array, Vector2) */
public static Vector2 size(Array vertices) {
return size(vertices, vec2_0);
}
/** @return the amplitude from the min x vertice to the max x vertice */
public static float width(Array vertices) {
return amplitude2(filterX(vertices));
}
/** @return the amplitude from the min y vertice to the max y vertice */
public static float height(Array vertices) {
return amplitude2(filterY(vertices));
}
/** @see #width(Array) */
public static float width(FloatArray vertices) {
return amplitude2(filterX(vertices));
}
/** @see #height(Array) */
public static float height(FloatArray vertices) {
return amplitude2(filterY(vertices));
}
/** @return the amplitude of the min z vertice to the max z vertice */
public static float depth(FloatArray vertices) {
return amplitude2(filterZ(vertices));
}
/** @return the x values of the given vertices */
public static FloatArray filterX(Array vertices, FloatArray output) {
if(output == null)
output = new FloatArray(vertices.size);
output.clear();
output.ensureCapacity(vertices.size);
for(int i = 0; i < vertices.size; i++)
output.add(vertices.get(i).x);
return output;
}
/** @see #filterX(Array, FloatArray) */
public static FloatArray filterX(Array vertices) {
return filterX(vertices, tmpFloatArray);
}
/** @param vertices the vertices in [x, y, x, y, ...] order
* @see #filterX(Array) */
public static FloatArray filterX(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, -1, 2, output);
}
/** @see #filterX(FloatArray, FloatArray) */
public static FloatArray filterX(FloatArray vertices) {
return filterX(vertices, tmpFloatArray);
}
/** @param vertices the vertices in [x, y, z, x, y, z, ...] order
* @see #filterX(FloatArray, FloatArray) */
public static FloatArray filterX3D(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, -2, 3, output);
}
/** @see #filterX3D(FloatArray, FloatArray) */
public static FloatArray filterX3D(FloatArray vertices) {
return filterX3D(vertices, tmpFloatArray);
}
/** @return the y values of the given vertices */
public static FloatArray filterY(Array vertices, FloatArray output) {
if(output == null)
output = new FloatArray(vertices.size);
output.clear();
output.ensureCapacity(vertices.size);
for(int i = 0; i < vertices.size; i++)
output.add(vertices.get(i).y);
return output;
}
/** @see #filterY(Array, FloatArray) */
public static FloatArray filterY(Array vertices) {
return filterY(vertices, tmpFloatArray);
}
/** @see #filterY(Array, FloatArray)
* @see #filterX(FloatArray, FloatArray)*/
public static FloatArray filterY(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, 2, output);
}
/** @see #filterY(FloatArray, FloatArray) */
public static FloatArray filterY(FloatArray vertices) {
return filterY(vertices, tmpFloatArray);
}
/** @see #filterY(FloatArray, FloatArray)
* @see #filterX3D(FloatArray, FloatArray) */
public static FloatArray filterY3D(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, -4, 3, output);
}
/** @see #filterY3D(FloatArray, FloatArray) */
public static FloatArray filterY3D(FloatArray vertices) {
return filterY3D(vertices, tmpFloatArray);
}
/** @see #filterX(Array, FloatArray)
* @see #filterX3D(FloatArray, FloatArray) */
public static FloatArray filterZ(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, 3, output);
}
/** @see #filterZ(FloatArray, FloatArray) */
public static FloatArray filterZ(FloatArray vertices) {
return filterZ(vertices, tmpFloatArray);
}
/** @see #filterX3D(FloatArray) */
public static FloatArray filterW(FloatArray vertices, FloatArray output) {
return ArrayUtils.select(vertices, 4, output);
}
/** @see #filterW(FloatArray, FloatArray) */
public static FloatArray filterW(FloatArray vertices) {
return filterW(vertices, tmpFloatArray);
}
/** @return the min x value of the given vertices */
public static float minX(Array vertices) {
return min(filterX(vertices));
}
/** @return the min y value of the given vertices */
public static float minY(Array vertices) {
return min(filterY(vertices));
}
/** @return the max x value of the given vertices */
public static float maxX(Array vertices) {
return max(filterX(vertices));
}
/** @return the max y value of the given vertices */
public static float maxY(Array vertices) {
return max(filterY(vertices));
}
/** @see #minX(Array) */
public static float minX(FloatArray vertices) {
return min(filterX(vertices));
}
/** @see #minY(Array) */
public static float minY(FloatArray vertices) {
return min(filterY(vertices));
}
/** @see #maxX(Array) */
public static float maxX(FloatArray vertices) {
return max(filterX(vertices));
}
/** @see #maxY(Array) */
public static float maxY(FloatArray vertices) {
return max(filterY(vertices));
}
/** @see #scale(float[], int, int, float, float, float, float) */
public static FloatArray scale(FloatArray vertices, float minX, float minY, float maxX, float maxY) {
scale(vertices.items, 0, vertices.size, minX, minY, maxX, maxY);
return vertices;
}
/** @see #scale(FloatArray, float, float, float, float) */
public static FloatArray scale(FloatArray vertices, Vector2 min, Vector2 max) {
return scale(vertices, min.x, min.y, max.x, max.y);
}
/** @see #reverse(float[]) */
public static FloatArray reverse(FloatArray vertices) {
reverse(vertices.items, 0, vertices.size);
return vertices;
}
/** @see #reverse3D(float[]) */
public static FloatArray reverse3D(FloatArray vertices) {
reverse3D(vertices.items, 0, vertices.size);
return vertices;
}
/** rotates a {@code point} around {@code center}
* @param point the point to rotate
* @param origin the point around which to rotate {@code point}
* @param radians the rotation
* @return the given {@code point} rotated around {@code center} by {@code radians} */
public static Vector2 rotate(Vector2 point, Vector2 origin, float radians) {
if(point.equals(origin))
return point;
return point.sub(origin).rotateRad(radians).add(origin);
}
/** rotates the line around its center (same as {@link #rotate(Vector2, Vector2, float)} using the center between both points as origin)
* @param a a point on the line
* @param b another point on the line
* @param radians the rotation */
public static void rotateLine(Vector2 a, Vector2 b, float radians) {
rotate(a, vec2_0.set(a).add(b).scl(.5f), radians);
rotate(b, vec2_0, radians);
}
/** @see net.dermetfan.utils.math.GeometryUtils#rotate(float, float, float, float, float, float[], int) */
public static FloatArray rotate(float x, float y, float width, float height, float radians, FloatArray output) {
output.clear();
output.ensureCapacity(8);
rotate(x, y, width, height, radians, output.items, 0);
return output;
}
/** @see #rotate(float, float, float, float, float, FloatArray) */
public static FloatArray rotate(float x, float y, float width, float height, float radians) {
return rotate(x, y, width, height, radians, tmpFloatArray);
}
/** @see #rotate(float, float, float, float, float, FloatArray) */
public static FloatArray rotate(Rectangle rectangle, float radians, FloatArray output) {
return rotate(rectangle.x, rectangle.y, rectangle.width, rectangle.height, radians, output);
}
/** @see #rotate(Rectangle, float, FloatArray) */
public static FloatArray rotate(Rectangle rectangle, float radians) {
return rotate(rectangle, radians, tmpFloatArray);
}
/** @param vector2s the Vector2s to convert to a FloatArray
* @return the FloatArray converted from the given Vector2s */
public static FloatArray toFloatArray(Array vector2s, FloatArray output) {
if(output == null)
output = new FloatArray(vector2s.size * 2);
output.clear();
output.ensureCapacity(vector2s.size * 2);
for(int i = 0, vi = -1; i < vector2s.size * 2; i++)
if(i % 2 == 0)
output.add(vector2s.get(++vi).x);
else
output.add(vector2s.get(vi).y);
return output;
}
/** @see #toFloatArray(Array, FloatArray) */
public static FloatArray toFloatArray(Array vector2s) {
return toFloatArray(vector2s, tmpFloatArray);
}
/** @param floats the FloatArray to convert to an Array<Vector2>
* @return the Array<Vector2> converted from the given FloatArray */
public static Array toVector2Array(FloatArray floats, Array output) {
if(floats.size % 2 != 0)
throw new IllegalArgumentException("the float array's length is not dividable by two, so it won't make up a Vector2 array: " + floats.size);
if(output == null)
output = new Array<>(floats.size / 2);
output.clear();
for(int i = 0, fi = -1; i < floats.size / 2; i++)
output.add(new Vector2(floats.get(++fi), floats.get(++fi)));
return output;
}
/** @see #toVector2Array(FloatArray, Array) */
public static Array toVector2Array(FloatArray floats) {
return toVector2Array(floats, tmpVector2Array);
}
/** @param vertexCount the number of vertices for each {@link Polygon}
* @see #toPolygonArray(Array, IntArray) */
public static Polygon[] toPolygonArray(Array vertices, int vertexCount) {
IntArray vertexCounts = Pools.obtain(IntArray.class);
vertexCounts.clear();
vertexCounts.ensureCapacity(vertices.size / vertexCount);
for(int i = 0; i < vertices.size / vertexCount; i++)
vertexCounts.add(vertexCount);
Polygon[] polygons = toPolygonArray(vertices, vertexCounts);
vertexCounts.clear();
Pools.free(vertexCounts);
return polygons;
}
/** @param vertices the vertices which should be split into a {@link Polygon} array
* @param vertexCounts the number of vertices of each {@link Polygon}
* @return the {@link Polygon} array extracted from the vertices */
public static Polygon[] toPolygonArray(Array vertices, IntArray vertexCounts) {
Polygon[] polygons = new Polygon[vertexCounts.size];
for(int i = 0, vertice = -1; i < polygons.length; i++) {
tmpVector2Array.clear();
tmpVector2Array.ensureCapacity(vertexCounts.get(i));
for(int i2 = 0; i2 < vertexCounts.get(i); i2++)
tmpVector2Array.add(vertices.get(++vertice));
polygons[i] = new Polygon(toFloatArray(tmpVector2Array).toArray());
}
return polygons;
}
/** @param polygons the polygons' vertices
* @return an array of Polygons created from the given polygons' vertices */
public static Polygon[] toPolygonArray(float[][] polygons) {
Polygon[] polys = new Polygon[polygons.length];
for(int i = 0; i < polys.length; i++)
polys[i] = new Polygon(polygons[i]);
return polys;
}
/** @param polygon the polygon, assumed to be simple
* @return if the vertices are in clockwise order */
public static boolean areVerticesClockwise(Polygon polygon) {
return polygon.area() < 0;
}
/** @see #areVerticesClockwise(Polygon) */
public static boolean areVerticesClockwise(FloatArray vertices) {
return areVerticesClockwise(vertices.items, 0, vertices.size);
}
/** @see #areVerticesClockwise(FloatArray) */
public static boolean areVerticesClockwise(Array vertices) {
return vertices.size <= 2 || areVerticesClockwise(toFloatArray(vertices));
}
/** @see com.badlogic.gdx.math.GeometryUtils#polygonArea(float[], int, int) */
public static float polygonArea(FloatArray vertices) {
return polygonArea(vertices.items, 0, vertices.size);
}
/** @see #arrangeConvexPolygon(float[], int, int, boolean) */
public static void arrangeConvexPolygon(FloatArray vertices, boolean clockwise) {
arrangeConvexPolygon(vertices.items, 0, vertices.size, clockwise);
}
/** @see #invertAxes(float[], int, int, boolean, boolean) */
public static FloatArray invertAxes(FloatArray vertices, boolean x, boolean y) {
invertAxes(vertices.items, 0, vertices.size, x, y);
return vertices;
}
/** @see #toYDown(float[]) */
public static FloatArray toYDown(FloatArray vertices) {
toYDown(vertices.items, 0, vertices.size);
return vertices;
}
/** @see #toYUp(float[]) */
public static FloatArray toYUp(FloatArray vertices) {
toYUp(vertices.items, 0, vertices.size);
return vertices;
}
/** @param aabb the rectangle to set as AABB of the given vertices
* @param vertices the vertices
* @return the given Rectangle for chaining */
public static Rectangle setToAABB(Rectangle aabb, float[] vertices, int offset, int length) {
return aabb.set(minX(vertices, offset, length), minY(vertices, offset, length), width(vertices, offset, length), height(vertices, offset, length));
}
/** @see #setToAABB(Rectangle, float[], int, int) */
public static Rectangle setToAABB(Rectangle aabb, float[] vertices) {
return setToAABB(aabb, vertices, 0, vertices.length);
}
/** @see #setToAABB(Rectangle, float[], int, int) */
public static Rectangle setToAABB(Rectangle aabb, FloatArray vertices) {
return setToAABB(aabb, vertices.items, 0, vertices.size);
}
/** @see #setToAABB(Rectangle, FloatArray) */
public static Rectangle setToAABB(Rectangle aabb, Array vertices) {
return aabb.set(minX(vertices), minY(vertices), width(vertices), height(vertices));
}
/** @see #isConvex(float[], int, int) */
public static boolean isConvex(FloatArray vertices) {
return isConvex(vertices.items, 0, vertices.size);
}
/** @see #isConvex(float[]) */
public static boolean isConvex(Polygon polygon) {
return isConvex(polygon.getVertices());
}
/** @see #isConvex(FloatArray) */
public static boolean isConvex(Array vertices) {
return isConvex(toFloatArray(vertices));
}
/** @see #triangulate(float[], int, int) */
public static float[][] triangulate(float[] polygon) {
return triangulate(polygon, 0, polygon.length);
}
/** @param polygon the polygon to triangulate
* @return the triangles created from the polygon
* @see EarClippingTriangulator */
public static float[][] triangulate(float[] polygon, int offset, int length) {
EarClippingTriangulator triangulator = Pools.obtain(EarClippingTriangulator.class);
ShortArray indices = triangulator.computeTriangles(polygon, offset, length);
Pools.free(triangulator);
float[][] triangles = new float[indices.size / 3][];
for(int ti = 0, i = 0; i < indices.size; ti++, i += 3) {
int p1 = indices.get(i) * 2;
int p2 = indices.get(i + 1) * 2;
int p3 = indices.get(i + 2) * 2;
triangles[ti] = new float[] {
polygon[p1], polygon[p1 + 1],
polygon[p2], polygon[p2 + 1],
polygon[p3], polygon[p3 + 1]
};
}
return triangles;
}
/** @see #decompose(float[], int, int) */
public static float[][] decompose(float[] concave) {
return decompose(concave, 0, concave.length);
}
/** @param concave the concave polygon to to decompose
* @return an array of convex polygons representing the given concave polygon
* @see BayazitDecomposer#convexPartition(Array) */
public static float[][] decompose(float[] concave, int offset, int length) {
ArrayUtils.checkRegion(concave, offset, length);
tmpFloatArray.clear();
tmpFloatArray.addAll(concave, offset, length);
Array> convexPolys = BayazitDecomposer.convexPartition(toVector2Array(tmpFloatArray));
float[][] convexPolygons = new float[convexPolys.size][];
for(int i = 0; i < convexPolygons.length; i++)
convexPolygons[i] = toFloatArray(convexPolys.get(i)).toArray();
return convexPolygons;
}
/** Keeps the first described rectangle in the second described rectangle. If the second rectangle is smaller than the first one, the first will be centered on the second one.
* @param position the position of the first rectangle
* @param width the width of the first rectangle
* @param height the height of the first rectangle
* @param x2 the x of the second rectangle
* @param y2 the y of the second rectangle
* @param width2 the width of the second rectangle
* @param height2 the height of the second rectangle
* @return the position of the first rectangle */
public static Vector2 keepWithin(Vector2 position, float width, float height, float x2, float y2, float width2, float height2) {
if(width2 < width)
position.x = x2 + width2 / 2 - width / 2;
else if(position.x < x2)
position.x = x2;
else if(position.x + width > x2 + width2)
position.x = x2 + width2 - width;
if(height2 < height)
position.y = y2 + height2 / 2 - height / 2;
else if(position.y < y2)
position.y = y2;
else if(position.y + height > y2 + height2)
position.y = y2 + height2 - height;
return position;
}
/** @see #keepWithin(Vector2, float, float, float, float, float, float) */
public static Vector2 keepWithin(float x, float y, float width, float height, float rectX, float rectY, float rectWidth, float rectHeight) {
return keepWithin(vec2_0.set(x, y), width, height, rectX, rectY, rectWidth, rectHeight);
}
/** @see #keepWithin(float, float, float, float, float, float, float, float) */
public static Rectangle keepWithin(Rectangle rect, Rectangle other) {
return rect.setPosition(keepWithin(rect.x, rect.y, rect.width, rect.height, other.x, other.y, other.width, other.height));
}
/** Keeps the given {@link OrthographicCamera} in the given rectangle. If the rectangle is smaller than the camera viewport times the camera zoom, the camera will be centered on the rectangle.
* Note that the camera will not be {@link OrthographicCamera#update() updated}.
* @param camera the camera to keep in the rectangle
* @see #keepWithin(float, float, float, float, float, float, float, float) */
public static void keepWithin(OrthographicCamera camera, float x, float y, float width, float height) {
vec2_0.set(keepWithin(camera.position.x - camera.viewportWidth / 2 * camera.zoom, camera.position.y - camera.viewportHeight / 2 * camera.zoom, camera.viewportWidth * camera.zoom, camera.viewportHeight * camera.zoom, x, y, width, height));
camera.position.x = vec2_0.x + camera.viewportWidth / 2 * camera.zoom;
camera.position.y = vec2_0.y + camera.viewportHeight / 2 * camera.zoom;
}
/** @see #intersectSegmentConvexPolygon(float, float, float, float, float[], int, int, Vector2, Vector2) */
public static int intersectSegmentConvexPolygon(float x1, float y1, float x2, float y2, float[] polygon, Vector2 intersection1, Vector2 intersection2) {
return intersectSegmentConvexPolygon(x1, y1, x2, y2, polygon, 0, polygon.length, intersection1, intersection2);
}
/** @param x1 the x coordinate of the first point of the segment to intersect with the polygon
* @param y1 the y coordinate of the first point of the segment to intersect with the polygon
* @param x2 the x coordinate of the second point of the segment to intersect with the polygon
* @param y2 the y coordinate of the second point of the segment to intersect with the polygon
* @param polygon the convex polygon
* @param intersection1 The first intersection point. May be null.
* @param intersection2 The second intersection point. May be null.
* @return The number of intersection points. May return 0, 1, 2 or -1 for an infinite number of intersections (if the segment lies on a side of the polygon).
* @see #intersectSegments(float, float, float, float, float[], int, int, boolean, FloatArray) */
public static int intersectSegmentConvexPolygon(float x1, float y1, float x2, float y2, float[] polygon, int offset, int length, Vector2 intersection1, Vector2 intersection2) {
FloatArray intersections = Pools.obtain(FloatArray.class);
intersectSegments(x1, y1, x2, y2, polygon, offset, length, true, intersections);
assert intersections.size % 2 == 0;
int count = intersections.size / 2;
if(count >= 1) {
if(intersection1 != null)
intersection1.set(intersections.get(0), intersections.get(1));
if(count >= 2 && intersection2 != null)
intersection2.set(intersections.get(2), intersections.get(3));
}
intersections.clear();
Pools.free(intersections);
if(count > 3)
throw new IllegalArgumentException("More intersections with a convex polygon found than possible: " + count + ". Is your polygon concave? " + ArrayUtils.toString(polygon, offset, length) + " segment: [" + x1 + ", " + y1 + "; " + x2 + ", " + y2 + "]");
return count == 3 ? -1 : count;
}
/** @see #intersectSegmentConvexPolygon(float, float, float, float, float[], int, int, Vector2, Vector2) */
public static int intersectSegmentConvexPolygon(Vector2 a, Vector2 b, FloatArray polygon, Vector2 intersection1, Vector2 intersection2) {
return intersectSegmentConvexPolygon(a.x, a.y, b.x, b.y, polygon.items, 0, polygon.size, intersection1, intersection2);
}
/** @see #intersectSegments(float, float, float, float, FloatArray, boolean, FloatArray) */
public static boolean intersectSegments(Vector2 a, Vector2 b, FloatArray segments, boolean polygon, Array intersections) {
FloatArray floatIntersections = Pools.obtain(FloatArray.class);
intersections.clear();
if(!intersectSegments(a.x, a.y, b.x, b.y, segments, polygon, floatIntersections)) {
floatIntersections.clear();
Pools.free(floatIntersections);
return false;
}
intersections.ensureCapacity(floatIntersections.size / 2);
for(int i = 1; i < floatIntersections.size; i += 2)
intersections.add(new Vector2(floatIntersections.get(i - 1), floatIntersections.get(i)));
floatIntersections.clear();
Pools.free(floatIntersections);
return true;
}
/** @see #intersectSegments(float, float, float, float, float[], int, int, boolean, FloatArray) */
public static boolean intersectSegments(float x1, float y1, float x2, float y2, FloatArray segments, boolean polygon, FloatArray intersections) {
return intersectSegments(x1, y1, x2, y2, segments.items, 0, segments.size, polygon, intersections);
}
/** @param x1 the x coordinate of the first point of the segment
* @param y1 the y coordinate of the first point of the segment
* @param x2 the x coordinate of the second point of the segment
* @param y2 the y coordinate of the second point of the segment
* @param segments the segments
* @param polygon if the segments represent a closed polygon
* @param intersections the array to store the intersections in
* @return whether the given segment intersects with any of the given segments */
public static boolean intersectSegments(float x1, float y1, float x2, float y2, float[] segments, int offset, int length, boolean polygon, FloatArray intersections) {
ArrayUtils.checkRegion(segments, offset, length);
if(polygon && length < 6)
throw new IllegalArgumentException("A polygon consists of at least 3 points. length: " + length);
else if(length < 4)
throw new IllegalArgumentException("segments does not contain enough vertices to represent at least one segment: " + length);
if(length % 2 != 0)
throw new IllegalArgumentException("malformed segments, length is odd: " + length);
intersections.clear();
boolean intersects = false;
for(int i = offset, n = offset + length - (polygon ? 0 : 2); i < n; i += 2) {
float x3 = segments[i], y3 = segments[i + 1], x4 = segments[ArrayUtils.repeat(offset, length, i + 2)], y4 = segments[ArrayUtils.repeat(offset, length, i + 3)];
if(Intersector.intersectSegments(x1, y1, x2, y2, x3, y3, x4, y4, vec2_0)) {
intersects = true;
intersections.add(vec2_0.x);
intersections.add(vec2_0.y);
}
}
return intersects;
}
/** @see #clip(float[], float[], FloatArray) */
public static void clip(float[] polygon, float[] clip, FloatArray clipped) {
clip(polygon, 0, polygon.length, clip, 0, clip.length, clipped);
}
/** an implementation of the Sutherland-Hodgman algorithm
* @param polygon the polygon to clip
* @param clip the clipping polygon
* @param clipped the FloatArray to store the resulting clipped polygon in */
public static void clip(float[] polygon, int offset, int length, float[] clip, int clipOffset, int clipLength, FloatArray clipped) {
ArrayUtils.checkRegion(polygon, offset, length);
ArrayUtils.checkRegion(clip, clipOffset, clipLength);
clipped.clear();
int inside = areVerticesClockwise(clip, clipOffset, clipLength) ? -1 : 1;
FloatArray output = Pools.obtain(FloatArray.class), input = Pools.obtain(FloatArray.class);
output.clear();
output.addAll(polygon);
for(int i = clipOffset; i < clipOffset + clipLength; i += 2) {
float clipEdgeX1 = clip[ArrayUtils.repeat(clipOffset, clipLength, i)], clipEdgeY1 = clip[ArrayUtils.repeat(clipOffset, clipLength, i + 1)], clipEdgeX2 = clip[ArrayUtils.repeat(clipOffset, clipLength, i + 2)], clipEdgeY2 = clip[ArrayUtils.repeat(clipOffset, clipLength, i + 3)];
input.clear();
input.addAll(output);
output.clear();
float sX = input.get(input.size - 2), sY = input.get(input.size - 1);
for(int ii = 0; ii < input.size; ii += 2) {
float eX = input.get(ii), eY = input.get(ii + 1);
if(inside == Intersector.pointLineSide(clipEdgeX1, clipEdgeY1, clipEdgeX2, clipEdgeY2, eX, eY)) {
if(inside != Intersector.pointLineSide(clipEdgeX1, clipEdgeY1, clipEdgeX2, clipEdgeY2, sX, sY)) {
Intersector.intersectLines(sX, sY, eX, eY, clipEdgeX1, clipEdgeY1, clipEdgeX2, clipEdgeY2, vec2_0);
output.ensureCapacity(2);
output.add(vec2_0.x);
output.add(vec2_0.y);
}
output.ensureCapacity(2);
output.add(eX);
output.add(eY);
} else if(inside == Intersector.pointLineSide(clipEdgeX1, clipEdgeY1, clipEdgeX2, clipEdgeY2, sX, sY)) {
Intersector.intersectLines(sX, sY, eX, eY, clipEdgeX1, clipEdgeY1, clipEdgeX2, clipEdgeY2, vec2_0);
output.ensureCapacity(2);
output.add(vec2_0.x);
output.add(vec2_0.y);
}
sX = eX;
sY = eY;
}
if(output.size == 0)
break; // subject polygon and clip polygon don't overlap
}
clipped.addAll(output);
output.clear();
input.clear();
Pools.free(output);
Pools.free(input);
}
/** dispatch method
* @param shape the shape to reset
* @return the given shape for chaining */
@SuppressWarnings("unchecked")
public static T reset(T shape) {
if(shape instanceof Polygon)
return (T) reset((Polygon) shape);
if(shape instanceof Polyline)
return (T) reset((Polyline) shape);
if(shape instanceof Rectangle)
return (T) reset((Rectangle) shape);
if(shape instanceof Circle)
return (T) reset((Circle) shape);
if(shape instanceof Ellipse)
return (T) reset((Ellipse) shape);
return shape;
}
/** @param polygon the Polygon to reset
* @return the given Polygon for chaining */
public static Polygon reset(Polygon polygon) {
polygon.setPosition(0, 0);
polygon.setRotation(0);
polygon.setOrigin(0, 0);
polygon.setScale(1, 1);
float[] vertices = polygon.getVertices();
for(int i = 0; i < vertices.length; i++)
vertices[i] = 0;
return polygon;
}
/** @param polyline the polyline to reset
* @return the given polyline for chaining */
public static Polyline reset(Polyline polyline) {
polyline.setPosition(0, 0);
polyline.setRotation(0);
polyline.setOrigin(0, 0);
polyline.setScale(1, 1);
float[] vertices = polyline.getVertices();
for(int i = 0; i < vertices.length; i++)
vertices[i] = 0;
return polyline;
}
/** @param rectangle the rectangle to reset
* @return the given rectangle for chaining */
public static Rectangle reset(Rectangle rectangle) {
return rectangle.set(0, 0, 0, 0);
}
/** @param circle the circle to reset
* @return the given circle for chaining */
public static Circle reset(Circle circle) {
circle.set(0, 0, 0);
return circle;
}
/** @param ellipse the ellipse to reset
* @return the given ellipse for chaining */
public static Ellipse reset(Ellipse ellipse) {
ellipse.set(0, 0, 0, 0);
return ellipse;
}
}