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FlatCircle.cs
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FlatCircle.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Flat.Physics;
namespace Flat
{
public readonly struct FlatCircle
{
public readonly Vector2 Center;
public readonly float Radius;
public FlatCircle(Vector2 center, float radius)
{
this.Center = center;
this.Radius = radius;
}
public FlatCircle(float x, float y, float radius)
{
this.Center = new Vector2(x, y);
this.Radius = radius;
}
public bool Equals(FlatCircle other)
{
return this.Center == other.Center && this.Radius == other.Radius;
}
public bool Intersects(Vector2 point)
{
float distance = FlatMath.Distance(this.Center, point);
return distance < this.Radius;
}
public void GetExtents(out FlatBox box)
{
Vector2 min = new Vector2(this.Center.X - this.Radius, this.Center.Y - this.Radius);
Vector2 max = new Vector2(this.Center.X + this.Radius, this.Center.Y + this.Radius);
box = new FlatBox(min, max);
}
public static bool FindSmallestBoundingCircle(Vector2[] points, out FlatCircle circle, out int loopCount)
{
circle = default(FlatCircle);
loopCount = 0;
const int minPoints = 2;
const int maxPoints = 256;
if (points is null)
{
return false;
}
if (points.Length < minPoints)
{
return false;
}
if (points.Length > maxPoints)
{
return false;
}
float smallestCircleRadiusSquared = float.MaxValue;
Vector2 smallestCircleCenter = Vector2.Zero;
float radiusSquared = 0f;
Vector2 center = Vector2.Zero;
// 1) Test for bounding circle made by a pair of points.
for (int i = 0; i < points.Length - 1; i++)
{
Vector2 a = points[i];
for (int j = i + 1; j < points.Length; j++)
{
loopCount++;
Vector2 b = points[j];
FlatCircle.FindCircle(a, b, out center, out radiusSquared);
if (radiusSquared < smallestCircleRadiusSquared)
{
if (FlatCircle.CircleContainsAllPoints(points, i, j, center, radiusSquared))
{
smallestCircleCenter = center;
smallestCircleRadiusSquared = radiusSquared;
}
}
}
}
// 2) Test for bounding circle made by a trio of points.
if (points.Length >= 3)
{
for (int i = 0; i < points.Length - 2; i++)
{
Vector2 a = points[i];
for (int j = i + 1; j < points.Length - 1; j++)
{
Vector2 b = points[j];
for (int k = j + 1; k < points.Length; k++)
{
loopCount++;
Vector2 c = points[k];
FlatCircle.FindCircle(a, b, c, out center, out radiusSquared);
if (radiusSquared < smallestCircleRadiusSquared)
{
if (FlatCircle.CircleContainsAllPoints(points, i, j, k, center, radiusSquared))
{
smallestCircleCenter = center;
smallestCircleRadiusSquared = radiusSquared;
}
}
}
}
}
}
circle = new FlatCircle(smallestCircleCenter, MathF.Sqrt(smallestCircleRadiusSquared));
return true;
}
public static bool FindSmallestBoundingCircleFast(Vector2[] points, out FlatCircle circle, out int loopCount)
{
circle = default(FlatCircle);
loopCount = 0;
const int minPoints = 2;
const int maxPoints = 256;
if (points is null)
{
return false;
}
if (points.Length < minPoints)
{
return false;
}
if (points.Length > maxPoints)
{
return false;
}
float smallestCircleRadiusSquared = float.MaxValue;
float smallestCircleCenterX = 0f;
float smallestCircleCenterY = 0f;
float radiusSquared = 0f;
float cx = 0f;
float cy = 0f;
// 1) Test for bounding circle made by a pair of points.
for (int i = 0; i < points.Length - 1; i++)
{
Vector2 a = points[i];
for (int j = i + 1; j < points.Length; j++)
{
loopCount++;
Vector2 b = points[j];
FlatCircle.FindCircleFast(a, b, out cx, out cy, out radiusSquared);
if (radiusSquared < smallestCircleRadiusSquared)
{
if (FlatCircle.CircleContainsAllPoints(points, i, j, cx, cy, radiusSquared))
{
smallestCircleCenterX = cx;
smallestCircleCenterY = cy;
smallestCircleRadiusSquared = radiusSquared;
}
}
}
}
// 2) Test for bounding circle made by a trio of points.
if (points.Length >= 3)
{
for (int i = 0; i < points.Length - 2; i++)
{
Vector2 a = points[i];
for (int j = i + 1; j < points.Length - 1; j++)
{
Vector2 b = points[j];
for (int k = j + 1; k < points.Length; k++)
{
loopCount++;
Vector2 c = points[k];
FlatCircle.FindCircleFast(a, b, c, out cx, out cy, out radiusSquared);
if (radiusSquared < smallestCircleRadiusSquared)
{
if (FlatCircle.CircleContainsAllPoints(points, i, j, k, cx, cy, radiusSquared))
{
smallestCircleCenterX = cx;
smallestCircleCenterY = cy;
smallestCircleRadiusSquared = radiusSquared;
}
}
}
}
}
}
circle = new FlatCircle(smallestCircleCenterX, smallestCircleCenterY, MathF.Sqrt(smallestCircleRadiusSquared));
return true;
}
public static bool FindApproximateBoundingCircle(Vector2[] points, out FlatCircle circle)
{
circle = default(FlatCircle);
const int minPoints = 2;
if (points is null)
{
return false;
}
if (points.Length < minPoints)
{
return false;
}
float minx = float.MaxValue;
float maxx = float.MinValue;
float miny = float.MaxValue;
float maxy = float.MinValue;
for(int i = 0; i < points.Length; i++)
{
Vector2 p = points[i];
if (p.X < minx) { minx = p.X; }
if (p.X > maxx) { maxx = p.X; }
if (p.Y < miny) { miny = p.Y; }
if (p.Y > maxy) { maxy = p.Y; }
}
float cx = (maxx + minx) * 0.5f; // x component of the bounding rectangle center.
float cy = (maxy + miny) * 0.5f; // y component of the bounding rectangle center.
float dx = cx - minx; // x and y component distance from the bounding rectangle center to a vertex on the bounding rectangle.
float dy = cy - miny;
float radius = MathF.Sqrt(dx * dx + dy * dy); // Radius is the distance from the center to the bounding rectangle vertex.
circle = new FlatCircle(cx, cy, radius);
return true;
}
private static bool CircleContainsAllPoints(Vector2[] points, int i0, int i1, Vector2 center, float radiusSquared)
{
for (int i = 0; i < points.Length; i++)
{
if (i == i0 || i == i1)
{
continue;
}
Vector2 p = points[i];
float dx = p.X - center.X;
float dy = p.Y - center.Y;
float distanceSquared = (dx * dx + dy * dy);
if (distanceSquared > radiusSquared)
{
return false;
}
}
return true;
}
private static bool CircleContainsAllPoints(Vector2[] points, int i0, int i1, float cx, float cy, float radiusSquared)
{
for (int i = 0; i < points.Length; i++)
{
if (i == i0 || i == i1)
{
continue;
}
Vector2 p = points[i];
float dx = p.X - cx;
float dy = p.Y - cy;
float distanceSquared = (dx * dx + dy * dy);
if (distanceSquared > radiusSquared)
{
return false;
}
}
return true;
}
private static bool CircleContainsAllPoints(Vector2[] points, int i0, int i1, int i2, Vector2 center, float radiusSquared)
{
for (int i = 0; i < points.Length; i++)
{
if (i == i0 || i == i1 || i == i2)
{
continue;
}
Vector2 p = points[i];
float dx = p.X - center.X;
float dy = p.Y - center.Y;
float distanceSquared = (dx * dx + dy * dy);
if (distanceSquared > radiusSquared)
{
return false;
}
}
return true;
}
private static bool CircleContainsAllPoints(Vector2[] points, int i0, int i1, int i2, float cx, float cy, float radiusSquared)
{
for (int i = 0; i < points.Length; i++)
{
if (i == i0 || i == i1 || i == i2)
{
continue;
}
Vector2 p = points[i];
float dx = p.X - cx;
float dy = p.Y - cy;
float distanceSquared = (dx * dx + dy * dy);
if (distanceSquared > radiusSquared)
{
return false;
}
}
return true;
}
private static void FindCircle(Vector2 a, Vector2 b, out Vector2 center, out float radiusSquared)
{
center = (a + b) / 2f;
radiusSquared = Vector2.DistanceSquared(center, a);
}
private static void FindCircleFast(Vector2 a, Vector2 b, out float cx, out float cy, out float radiusSquared)
{
cx = (a.X + b.X) * 0.5f;
cy = (a.Y + b.Y) * 0.5f;
float dx = cx - a.X;
float dy = cy - a.Y;
radiusSquared = dx * dx + dy * dy;
}
private static void FindCircle(Vector2 a, Vector2 b, Vector2 c, out Vector2 center, out float radiusSquared)
{
Vector2 r = (a + b) / 2f; // Center point of segment "a" to "b".
Vector2 s = (b + c) / 2f; // Center point of segment "b" to "c".
Vector2 ab = b - a; // Vector starting at "a" and pointing at "b".
Vector2 bc = c - b; // Vector starting at "b" and pointing at "c".
Vector2 n1 = new Vector2(ab.Y, -ab.X); // Normal of "ab" (note: this has not been normalized).
Vector2 n2 = new Vector2(bc.Y, -bc.X); // Normal of "bc" (note: this has not been normalized).
Vector2 t = r + n1; // Get another random point on "n1" starting at "r" to define a line segment.
Vector2 u = s + n2; // Get another random point on "n2" starting at "s" to define a line segment.
// Determine if and where the lines intersect.
// The intersection point of the lines will be the triangle circumcenter or the center of the circle.
if (!Collision.IntersectLines(r, t, s, u, out center))
{
throw new Exception("Unable to find circle. Arguments 'a', 'b', and 'c' do not form a valid triangle.");
}
// Find the radius squared (just the distance squared from the circumcenter to any of the triangle vertices).
radiusSquared = Vector2.DistanceSquared(center, a);
}
private static void FindCircleFast(Vector2 a, Vector2 b, Vector2 c, out float cx, out float cy, out float radiusSquared)
{
//Vector2 r = (a + b) / 2f; // Center point of segment "a" to "b".
//Vector2 s = (b + c) / 2f; // Center point of segment "b" to "c".
float rx = (a.X + b.X) * 0.5f;
float ry = (a.Y + b.Y) * 0.5f;
float sx = (b.X + c.X) * 0.5f;
float sy = (b.Y + c.Y) * 0.5f;
//Vector2 ab = b - a; // Vector starting at "a" and pointing at "b".
//Vector2 bc = c - b; // Vector starting at "b" and pointing at "c".
float abx = b.X - a.X;
float aby = b.Y - a.Y;
float bcx = c.X - b.X;
float bcy = c.Y - b.Y;
//Vector2 n1 = new Vector2(ab.Y, -ab.X); // Normal of "ab" (note: this has not been normalized).
//Vector2 n2 = new Vector2(bc.Y, -bc.X); // Normal of "bc" (note: this has not been normalized).
float n1x = aby;
float n1y = -abx;
float n2x = bcy;
float n2y = -bcx;
//Vector2 t = r + n1; // Get another random point on "n1" starting at "r" to define a line segment.
//Vector2 u = s + n2; // Get another random point on "n2" starting at "s" to define a line segment.
float tx = rx + n1x;
float ty = ry + n1y;
float ux = sx + n2x;
float uy = sy + n2y;
// Determine if and where the lines intersect.
// The intersection point of the lines will be the triangle circumcenter or the center of the circle.
if (!Collision.IntersectLinesFast(rx, ry, tx, ty, sx, sy, ux, uy, out cx, out cy))
{
throw new Exception("Unable to find circle. Arguments 'a', 'b', and 'c' do not form a valid triangle.");
}
// Find the radius squared (just the distance squared from the circumcenter to any of the triangle vertices).
//radiusSquared = Vector2.DistanceSquared(center, a);
float dx = cx - a.X;
float dy = cy - a.Y;
radiusSquared = dx * dx + dy * dy;
}
public override bool Equals(object obj)
{
if(obj is FlatCircle other)
{
return this.Equals(other);
}
return false;
}
public override int GetHashCode()
{
int result = new { this.Center, this.Radius }.GetHashCode();
return result;
}
public override string ToString()
{
string result = string.Format("Center: {0}, Radius: {1}", this.Center, this.Radius);
return result;
}
}
}