2022-04-17 17:55:56 -04:00

271 lines
10 KiB
C#

namespace Nerd_STF.Mathematics.Geometry;
public struct Triangle : ICloneable, IEquatable<Triangle>, IGroup<Vert>
{
public Vert A
{
get => p_a;
set
{
p_a = value;
p_ab.a = value;
p_ca.b = value;
}
}
public Vert B
{
get => p_b;
set
{
p_b = value;
p_ab.b = value;
p_bc.a = value;
}
}
public Vert C
{
get => p_c;
set
{
p_c = value;
p_bc.b = value;
p_ca.a = value;
}
}
public Line AB
{
get => p_ab;
set
{
p_ab = value;
p_a = value.a;
p_b = value.b;
p_bc.a = value.b;
p_ca.b = value.a;
}
}
public Line BC
{
get => p_bc;
set
{
p_bc = value;
p_b = value.a;
p_c = value.b;
p_ca.a = value.b;
p_ab.b = value.a;
}
}
public Line CA
{
get => p_ca;
set
{
p_ca = value;
p_a = value.b;
p_c = value.a;
p_ab.a = value.b;
p_bc.b = value.a;
}
}
private Vert p_a, p_b, p_c;
private Line p_ab, p_bc, p_ca;
public double Area => Mathf.Absolute((A.position.x * B.position.y) + (B.position.x * C.position.y) + (C.position.x * A.position.y) -
((B.position.x * A.position.y) + (C.position.x * B.position.y) + (A.position.x * C.position.y))) * 0.5;
public double Perimeter => AB.Length + BC.Length + CA.Length;
public Triangle(Vert a, Vert b, Vert c)
{
p_a = a;
p_b = b;
p_c = c;
p_ab = new(a, b);
p_bc = new(b, c);
p_ca = new(c, a);
}
public Triangle(Line ab, Line bc, Line ca)
{
if (ab.a != ca.b || ab.b != bc.a || bc.b != ca.a)
throw new DisconnectedLinesException(ab, bc, ca);
p_a = ab.a;
p_b = bc.a;
p_c = ca.a;
p_ab = ab;
p_bc = bc;
p_ca = ca;
}
public Triangle(double x1, double y1, double x2, double y2, double x3, double y3)
: this(new Vert(x1, y1), new Vert(x2, y2), new Vert(x3, y3)) { }
public Triangle(double x1, double y1, double z1, double x2, double y2, double z2, double x3, double y3,
double z3) : this(new Vert(x1, y1, z1), new Vert(x2, y2, z2), new Vert(x3, y3, z3)) { }
public Triangle(Fill<Double3> fill) : this(fill(0), fill(1), fill(2)) { }
public Triangle(Fill<Int3> fill) : this(fill(0), fill(1), fill(2)) { }
public Triangle(Fill<Vert> fill) : this(fill(0), fill(1), fill(2)) { }
public Triangle(Fill<Line> fill) : this(fill(0), fill(1), fill(2)) { }
public Triangle(Fill<double> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
fill(7), fill(8)) { }
public Triangle(Fill<int> fill) : this(fill(0), fill(1), fill(2), fill(3), fill(4), fill(5), fill(6),
fill(7), fill(8)) { }
public Vert this[int index]
{
get => index switch
{
0 => A,
1 => B,
2 => C,
_ => throw new IndexOutOfRangeException(nameof(index)),
};
set
{
switch (index)
{
case 0:
A = value;
break;
case 1:
B = value;
break;
case 2:
C = value;
break;
default: throw new IndexOutOfRangeException(nameof(index));
}
}
}
public static Triangle Absolute(Triangle val) =>
new(Vert.Absolute(val.A), Vert.Absolute(val.B), Vert.Absolute(val.C));
public static Triangle Average(params Triangle[] vals)
{
(Vert[] As, Vert[] Bs, Vert[] Cs) = SplitVertArray(vals);
return new(Vert.Average(As), Vert.Average(Bs), Vert.Average(Cs));
}
public static Triangle Ceiling(Triangle val) =>
new(Vert.Ceiling(val.A), Vert.Ceiling(val.B), Vert.Ceiling(val.C));
public static Triangle Clamp(Triangle val, Triangle min, Triangle max) =>
new(Vert.Clamp(val.A, min.A, max.A), Vert.Clamp(val.B, min.B, max.B), Vert.Clamp(val.C, min.C, max.C));
public static Triangle Floor(Triangle val) =>
new(Vert.Floor(val.A), Vert.Floor(val.B), Vert.Floor(val.C));
public static Triangle Lerp(Triangle a, Triangle b, double t, bool clamp = true) =>
new(Vert.Lerp(a.A, b.A, t, clamp), Vert.Lerp(a.B, b.B, t, clamp), Vert.Lerp(a.C, b.C, t, clamp));
public static Triangle Max(params Triangle[] vals)
{
(Vert[] As, Vert[] Bs, Vert[] Cs) = SplitVertArray(vals);
return new(Vert.Max(As), Vert.Max(Bs), Vert.Max(Cs));
}
public static Triangle Median(params Triangle[] vals)
{
(Vert[] As, Vert[] Bs, Vert[] Cs) = SplitVertArray(vals);
return new(Vert.Median(As), Vert.Median(Bs), Vert.Median(Cs));
}
public static Triangle Min(params Triangle[] vals)
{
(Vert[] As, Vert[] Bs, Vert[] Cs) = SplitVertArray(vals);
return new(Vert.Min(As), Vert.Min(Bs), Vert.Min(Cs));
}
public static (Vert[] As, Vert[] Bs, Vert[] Cs) SplitVertArray(params Triangle[] tris)
{
Vert[] a = new Vert[tris.Length], b = new Vert[tris.Length], c = new Vert[tris.Length];
for (int i = 0; i < tris.Length; i++)
{
a[i] = tris[i].A;
b[i] = tris[i].B;
c[i] = tris[i].C;
}
return (a, b, c);
}
public static (Line[] ABs, Line[] BCs, Line[] CAs) SplitLineArray(params Triangle[] tris)
{
Line[] ab = new Line[tris.Length], bc = new Line[tris.Length], ca = new Line[tris.Length];
for (int i = 0; i < tris.Length; i++)
{
ab[i] = tris[i].AB;
bc[i] = tris[i].BC;
ca[i] = tris[i].CA;
}
return (ab, bc, ca);
}
public static double[] ToDoubleArrayAll(params Triangle[] tris)
{
double[] vals = new double[tris.Length * 9];
for (int i = 0; i < tris.Length; i++)
{
int pos = i * 9;
vals[pos + 0] = tris[i].A.position.x;
vals[pos + 1] = tris[i].A.position.y;
vals[pos + 2] = tris[i].A.position.z;
vals[pos + 3] = tris[i].B.position.x;
vals[pos + 4] = tris[i].B.position.y;
vals[pos + 5] = tris[i].B.position.z;
vals[pos + 6] = tris[i].C.position.x;
vals[pos + 7] = tris[i].C.position.y;
vals[pos + 8] = tris[i].C.position.z;
}
return vals;
}
public static List<double> ToDoubleListAll(params Triangle[] tris) => new(ToDoubleArrayAll(tris));
public override bool Equals([NotNullWhen(true)] object? obj)
{
if (obj == null || obj.GetType() != typeof(Triangle)) return false;
return Equals((Triangle)obj);
}
public bool Equals(Triangle other) => A == other.A && B == other.B && C == other.C;
public override int GetHashCode() => A.GetHashCode() ^ B.GetHashCode() ^ C.GetHashCode();
public override string ToString() => ToString((string?)null);
public string ToString(string? provider) =>
"A: " + A.ToString(provider) + " B: " + B.ToString(provider) + " C: " + C.ToString(provider);
public string ToString(IFormatProvider provider) =>
"A: " + A.ToString(provider) + " B: " + B.ToString(provider) + " C: " + C.ToString(provider);
public object Clone() => new Triangle(A, B, C);
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerator<Vert> GetEnumerator()
{
yield return A;
yield return B;
yield return C;
}
public Vert[] ToArray() => new Vert[] { A, B, C };
public List<Vert> ToList() => new() { A, B, C };
public double[] ToDoubleArray() => new double[] { A.position.x, A.position.y, A.position.z,
B.position.x, B.position.y, B.position.z,
C.position.x, C.position.y, C.position.z };
public List<double> ToDoubleList() => new() { A.position.x, A.position.y, A.position.z,
B.position.x, B.position.y, B.position.z,
C.position.x, C.position.y, C.position.z };
public static Triangle operator +(Triangle a, Triangle b) => new(a.A + b.A, a.B + b.B, a.C + b.C);
public static Triangle operator +(Triangle a, Vert b) => new(a.A + b, a.B + b, a.C + b);
public static Triangle operator -(Triangle t) => new(-t.A, -t.B, -t.C);
public static Triangle operator -(Triangle a, Triangle b) => new(a.A - b.A, a.B - b.B, a.C - b.C);
public static Triangle operator -(Triangle a, Vert b) => new(a.A - b, a.B - b, a.C - b);
public static Triangle operator *(Triangle a, Triangle b) => new(a.A * b.A, a.B * b.B, a.C * b.C);
public static Triangle operator *(Triangle a, Vert b) => new(a.A * b, a.B * b, a.C * b);
public static Triangle operator *(Triangle a, double b) => new(a.A * b, a.B * b, a.C * b);
public static Triangle operator /(Triangle a, Triangle b) => new(a.A / b.A, a.B / b.B, a.C / b.C);
public static Triangle operator /(Triangle a, Vert b) => new(a.A / b, a.B / b, a.C / b);
public static Triangle operator /(Triangle a, double b) => new(a.A / b, a.B / b, a.C / b);
public static bool operator ==(Triangle a, Triangle b) => a.Equals(b);
public static bool operator !=(Triangle a, Triangle b) => !a.Equals(b);
public static implicit operator Triangle(Fill<Vert> fill) => new(fill);
public static implicit operator Triangle(Fill<Double3> fill) => new(fill);
public static implicit operator Triangle(Fill<Int3> fill) => new(fill);
public static implicit operator Triangle(Fill<Line> fill) => new(fill);
public static implicit operator Triangle(Fill<double> fill) => new(fill);
public static implicit operator Triangle(Fill<int> fill) => new(fill);
public static explicit operator Triangle(Polygon poly) => new(poly.Lines[0], poly.Lines[1], poly.Lines[2]);
}