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284 lines (237 loc) · 9.73 KB
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using System.Collections.Generic;
using System;
using Debug = UnityEngine.Debug;
namespace PanLineAlgorithm
{
public static class FractionalLineAlgorithm
{
/// <summary>
/// Function for tracing a line. Note: Reasonably deterministic - safe to use with LSF simulation.
/// </summary>
/// <param name="startX">Start x.</param>
/// <param name="startY">Start y.</param>
/// <param name="endX">End x.</param>
/// <param name="endY">End y.</param>
public static IEnumerable<Coordinate> Trace(double startX, double startY, double endX, double endY)
{
//TODO: Make it look prettier
const double one = 1;
const double half = .5d;
double deltaX = endX - startX;
double deltaY = endY - startY;
double absDeltaX = Math.Abs(deltaX);
double absDeltaY = Math.Abs(deltaY);
int directionX = Math.Sign(deltaX);
int directionY = Math.Sign(deltaY);
int gridX = (int)Math.Round(startX);
int gridY = (int)Math.Round(startY);
double lastChangePosition;
if (deltaX == 0)
{
yield return new Coordinate(gridX, gridY);
if (deltaY == 0)
{
yield break;
}
//Vertical
//Copy-paste galore
lastChangePosition = startY;
double lastChangeDif = absDeltaY;
if (lastChangeDif < one)
{
double roundDirection = directionY > 0 ? half : -half;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
} else
{
for (double y = 0d;; y += one)
{
if (y + 1 > lastChangeDif)
{
double roundDirection = directionY > 0 ? half : -half;
lastChangeDif -= y;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
break;
}
gridY += directionY;
yield return new Coordinate(gridX, gridY);
if (y + 1 == lastChangeDif)
break;
}
}
yield break;
}
double positionX = startX;
double positionY = startY;
double slope = Math.Abs(deltaY / deltaX);
lastChangePosition = positionY;
double used = 0d;
//Getting X to align with a vertical edge of the grid... easier to calculate coordinates
if (positionX % half != 0 || positionX % 1 == 0)
{
double newPositionX = directionX > 0 ? Math.Round(positionX) + .5f : Math.Round(positionX) - .5f;
if ((directionX > 0 && newPositionX > endX) ||
(directionX < 0 && newPositionX < endX))
{
newPositionX = endX;
}
double difX = newPositionX - positionX;
double absDifX = Math.Abs(difX);
double difY = absDifX * slope * directionY;
double newPositionY = positionY + difY;
if (
(directionY > 0 && newPositionY > endY) ||
(directionY < 0 && newPositionY < endY))
{
newPositionY = endY;
} else
{
double lastChangeDif = Math.Abs(newPositionY - lastChangePosition);
bool yPassed = false;
yield return new Coordinate(gridX, gridY);
if (lastChangeDif < one)
{
double roundDirection = directionY > 0 ? half : -half;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
yPassed = true;
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
} else
{
yPassed = true;
for (double y = 0d;; y += one)
{
if (y + 1 > lastChangeDif)
{
double roundDirection = directionY > 0 ? half : -half;
lastChangeDif -= y;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
yPassed = true;
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
break;
}
gridY += directionY;
yield return new Coordinate(gridX, gridY);
if (y + 1 == lastChangeDif)
break;
}
}
if (yPassed)
{
lastChangePosition = newPositionY;
}
}
gridX += directionX;
positionX = newPositionX;
positionY = newPositionY;
}
bool doBreak = false;
for (double x = used;; x += one)
{
double difX = directionX;
if (x + one >= absDeltaX)
{
int gridEndX = (int)Math.Round(endX);
if (gridX == gridEndX)
{
doBreak = true;
} else
{
break;
}
}
double newPositionX = positionX + difX;
double absDifX = Math.Abs(difX);
double difY = absDifX * slope * directionY;
double newPositionY = positionY + difY;
if (
(directionY > 0 && newPositionY > endY) ||
(directionY < 0 && newPositionY < endY))
{
newPositionY = endY;
}
//God, give me nested functions plzzzzz
double lastChangeDif = Math.Abs(newPositionY - lastChangePosition);
bool yPassed = false;
yield return new Coordinate(gridX, gridY);
if (lastChangeDif < one)
{
double roundDirection = directionY > 0 ? half : -half;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
yPassed = true;
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
} else
{
yPassed = true;
for (double y = 0d;; y += one)
{
if (y + 1 > lastChangeDif)
{
double roundDirection = directionY > 0 ? half : -half;
lastChangeDif -= y;
double compare = Math.Abs(Math.Round(lastChangePosition) + roundDirection - lastChangePosition);
if (lastChangeDif > compare)
{
yPassed = true;
gridY += directionY;
yield return new Coordinate(gridX, gridY);
}
break;
}
gridY += directionY;
yield return new Coordinate(gridX, gridY);
if (y + 1 == lastChangeDif)
break;
}
}
if (yPassed)
{
lastChangePosition = newPositionY;
}
if (doBreak)
break;
gridX += directionX;
positionX = newPositionX;
positionY = newPositionY;
}
}
public struct Coordinate
{
public Coordinate(int x, int y)
{
X = x;
Y = y;
}
public int X;
public int Y;
public override string ToString()
{
return string.Format("({0}, {1})", X, Y);
}
public override int GetHashCode()
{
return X.GetHashCode() ^ Y.GetHashCode();
}
}
}
}