bgc-net/Geometry/DPAngle.cs

305 lines
7.7 KiB
C#

/*
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
/*
* Author: Andrey Pokidov
* Date: 1 Feb 2019
*/
namespace Geometry
{
public static class DPAngle
{
public const double PI = 3.14159265358979324;
public const double TWO_PI = 6.28318530717958648;
public const double HALF_OF_PI = 1.57079632679489662;
public const double THIRD_OF_PI = 1.04719755119659775;
public const double FOURTH_OF_PI = 0.78539816339744831;
public const double SIXTH_OF_PI = 0.523598775598298873;
public const double DEGREES_IN_RADIAN = 57.2957795130823209;
public const double TURNS_IN_RADIAN = 0.159154943091895336;
public const double RADIANS_IN_DEGREE = 1.74532925199432958E-2;
public const double TURNS_IN_DEGREE = 2.77777777777777778E-3;
public static double RadiansToDegrees(double radians)
{
return radians * DEGREES_IN_RADIAN;
}
public static double RadiansToTurns(double radians)
{
return radians * TURNS_IN_RADIAN;
}
public static double DegreesToRadians(double degrees)
{
return degrees * RADIANS_IN_DEGREE;
}
public static double DegreesToTurns(double degrees)
{
return degrees * TURNS_IN_DEGREE;
}
public static double TurnsToRadians(double turns)
{
return turns * TWO_PI;
}
public static double TurnsToDegrees(double turns)
{
return turns * 360.0;
}
public static double ConvertFromRadians(double radians, AngleUnit toUnit)
{
if (toUnit == AngleUnit.DEGREES)
{
return radians * DEGREES_IN_RADIAN;
}
if (toUnit == AngleUnit.TURNS)
{
return radians * TURNS_IN_RADIAN;
}
return radians;
}
public static double ConvertFromDegrees(double degrees, AngleUnit toUnit)
{
if (toUnit == AngleUnit.RADIANS)
{
return degrees * RADIANS_IN_DEGREE;
}
if (toUnit == AngleUnit.TURNS)
{
return degrees * TURNS_IN_DEGREE;
}
return degrees;
}
public static double ConvertFromTurns(double turns, AngleUnit toUnit)
{
if (toUnit == AngleUnit.RADIANS)
{
return turns * TWO_PI;
}
if (toUnit == AngleUnit.DEGREES)
{
return turns * 360.0;
}
return turns;
}
public static double ConvertToRadians(double angle, AngleUnit unit)
{
if (unit == AngleUnit.DEGREES)
{
return angle * RADIANS_IN_DEGREE;
}
if (unit == AngleUnit.TURNS)
{
return angle * TWO_PI;
}
return angle;
}
public static double ConvertToDegrees(double angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * DEGREES_IN_RADIAN;
}
if (unit == AngleUnit.TURNS)
{
return angle * 360.0;
}
return angle;
}
public static double ConvertToTurns(double angle, AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return angle * TURNS_IN_RADIAN;
}
if (unit == AngleUnit.DEGREES)
{
return angle * TURNS_IN_DEGREE;
}
return angle;
}
public static double GetFullCircle(AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return TWO_PI;
}
if (unit == AngleUnit.DEGREES)
{
return 360.0;
}
return 1.0;
}
public static double GetHalfCircle(AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return PI;
}
if (unit == AngleUnit.DEGREES)
{
return 180.0;
}
return 0.5;
}
public static double GetQuarterCircle(AngleUnit unit)
{
if (unit == AngleUnit.RADIANS)
{
return HALF_OF_PI;
}
if (unit == AngleUnit.DEGREES)
{
return 90.0;
}
return 0.25;
}
public static double NormalizeRadians(double radians, AngleRange range)
{
if (range == AngleRange.UNSIGNED_RANGE)
{
if (0.0 <= radians && radians < TWO_PI)
{
return radians;
}
}
else
{
if (-PI < radians && radians <= PI)
{
return radians;
}
}
double turns = radians * TURNS_IN_RADIAN;
turns -= Math.Floor(turns);
if (range == AngleRange.SIGNED_RANGE && turns > 0.5)
{
turns -= 1.0;
}
return turns * TWO_PI;
}
public static double NormalizeDegrees(double degrees, AngleRange range)
{
if (range == AngleRange.UNSIGNED_RANGE)
{
if (0.0 <= degrees && degrees < 360.0)
{
return degrees;
}
}
else
{
if (-180.0 < degrees && degrees <= 180.0)
{
return degrees;
}
}
double turns = degrees * TURNS_IN_DEGREE;
turns -= Math.Floor(turns);
if (range == AngleRange.SIGNED_RANGE && turns > 0.5)
{
turns -= 1.0;
}
return turns * 360.0;
}
public static double NormalizeTurns(double turns, AngleRange range)
{
if (range == AngleRange.UNSIGNED_RANGE)
{
if (0.0 <= turns && turns < 1.0)
{
return turns;
}
}
else
{
if (-0.5 < turns && turns <= 0.5)
{
return turns;
}
}
double rest = turns - Math.Floor(turns);
if (range == AngleRange.SIGNED_RANGE && rest > 0.5)
{
rest -= 1.0;
}
return rest;
}
public static double Normalize(double angle, AngleUnit unit, AngleRange range)
{
if (unit == AngleUnit.RADIANS)
{
return NormalizeRadians(angle, range);
}
if (unit == AngleUnit.DEGREES)
{
return NormalizeDegrees(angle, range);
}
return NormalizeTurns(angle, range);
}
}
}