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https://github.com/DarthAffe/CUE.NET.git
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81 lines
3.8 KiB
C#
81 lines
3.8 KiB
C#
// ReSharper disable MemberCanBePrivate.Global
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using System;
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using System.Drawing;
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namespace CUE.NET.Helper
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{
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/// <summary>
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/// Offers some extensions and helper-methods for gradient related things.
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/// </summary>
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public static class GradientHelper
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{
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// Based on https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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/// <summary>
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/// Calculates the offset of an given point on an gradient.
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/// </summary>
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/// <param name="startPoint">The start point of the gradient.</param>
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/// <param name="endPoint">The end point of the gradient.</param>
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/// <param name="point">The point on the gradient to which the offset is calculated.</param>
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/// <returns>The offset of the point on the gradient.</returns>
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public static float CalculateLinearGradientOffset(PointF startPoint, PointF endPoint, PointF point)
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{
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PointF intersectingPoint;
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if (startPoint.Y.Equals(endPoint.Y)) // Horizontal case
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intersectingPoint = new PointF(point.X, startPoint.Y);
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else if (startPoint.X.Equals(endPoint.X)) // Vertical case
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intersectingPoint = new PointF(startPoint.X, point.Y);
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else // Diagonal case
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{
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float slope = (endPoint.Y - startPoint.Y) / (endPoint.X - startPoint.X);
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float orthogonalSlope = -1 / slope;
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float startYIntercept = startPoint.Y - slope * startPoint.X;
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float pointYIntercept = point.Y - orthogonalSlope * point.X;
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float intersectingPointX = (pointYIntercept - startYIntercept) / (slope - orthogonalSlope);
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float intersectingPointY = slope * intersectingPointX + startYIntercept;
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intersectingPoint = new PointF(intersectingPointX, intersectingPointY);
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}
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// Calculate distances relative to the vector start
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float intersectDistance = CalculateDistance(intersectingPoint, startPoint, endPoint);
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float gradientLength = CalculateDistance(endPoint, startPoint, endPoint);
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return intersectDistance / gradientLength;
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}
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// Based on https://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
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/// <summary>
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/// Returns the signed magnitude of a point on a vector.
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/// </summary>
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/// <param name="point">The point on the vector of which the magnitude should be calculated.</param>
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/// <param name="origin">The origin of the vector.</param>
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/// <param name="direction">The direction of the vector.</param>
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/// <returns>The signed magnitude of a point on a vector.</returns>
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public static float CalculateDistance(PointF point, PointF origin, PointF direction)
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{
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float distance = CalculateDistance(point, origin);
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return (((point.Y < origin.Y) && (direction.Y > origin.Y)) ||
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((point.Y > origin.Y) && (direction.Y < origin.Y)) ||
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((point.Y.Equals(origin.Y)) && (point.X < origin.X) && (direction.X > origin.X)) ||
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((point.Y.Equals(origin.Y)) && (point.X > origin.X) && (direction.X < origin.X)))
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? -distance : distance;
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}
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/// <summary>
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/// Calculated the distance between two points.
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/// </summary>
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/// <param name="point1">The first point.</param>
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/// <param name="point2">The second point.</param>
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/// <returns>The distance between the two points.</returns>
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public static float CalculateDistance(PointF point1, PointF point2)
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{
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return (float)Math.Sqrt((point1.Y - point2.Y) * (point1.Y - point2.Y) + (point1.X - point2.X) * (point1.X - point2.X));
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}
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}
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}
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