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https://github.com/riegera2412/UVtools.git
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98b7c01df8
- (Upgrade) AvaloniaUI from 0.10.5 to 0.10.6 - (Add) Pixel editor - Text: Allow multi-line text and line alignment modes
62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
/*
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* GNU AFFERO GENERAL PUBLIC LICENSE
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* Version 3, 19 November 2007
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* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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* Everyone is permitted to copy and distribute verbatim copies
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* of this license document, but changing it is not allowed.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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namespace UVtools.Core.Slicer
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{
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public class SliceLine : List<PointF>
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{
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private PointF _normal;
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public PointF Normal
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{
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get => _normal;
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set => _normal = CalculateNormal(value);
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}
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public PointF CalculateNormal(PointF normal = default)
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{
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if (!Validate())
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throw new InvalidOperationException("Can't calculate Normal without points set");
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if (normal == PointF.Empty)
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normal = _normal;
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if (normal == PointF.Empty)
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throw new InvalidOperationException("Can't calculate Normal without a starting point");
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// calculate normal slopes
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var dX = this[0].Y - this[1].Y;
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var dY = this[0].X - this[1].X;
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// determine normal direction
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var xDir = normal.X >= 0 ? 1 : -1;
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var yDir = normal.Y >= 0 ? 1 : -1;
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// check for delta 0 in either direction
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if (dX == 0 && dY == 0)
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return new PointF(0, 0);
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if (dX == 0)
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return new PointF(0, yDir);
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if (dY == 0)
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return new PointF(xDir, 0);
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// if there aren't any zeroes, calculate the hypotenuse
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var hypotenuse = (float)Math.Sqrt((dX * dX) + (dY * dY));
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// use cross-multiplication and solve for x & y to find normal values where hypotenuse == 1
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dX = Math.Abs(dX / hypotenuse) * xDir;
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dY = Math.Abs(dY / hypotenuse) * yDir;
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return new PointF(dX, dY);
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}
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public bool Validate()
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{
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return Count == 2;
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}
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}
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}
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