daily update on 20230525 by nitload youmu, ses00001 not solved

This commit is contained in:
Nitload
2023-05-27 03:34:38 +08:00
parent e7261fbdf6
commit 384e8c8ad0
83 changed files with 2815 additions and 1946 deletions
@@ -43,7 +43,7 @@ namespace StgSharp.Geometries
internal override sealed void OnRender(uint tick)
{
uint nowTick = GameTimeLine.tickCounter._value;
uint nowTick = ProgramTimeLine.tickCounter._value;
this.vertex01.Position = RefOrigin.Position + movVertex01Operation(nowTick);
this.vertex02.Position = RefOrigin.Position + movVertex02Operation(nowTick);
this.vertex03.Position = 2 * center.Position - vertex01.Position;
@@ -2,6 +2,7 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Data.SqlTypes;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Text;
@@ -9,7 +10,7 @@ using System.Text;
namespace StgSharp.Geometries
{
public unsafe class Point : INode<Point>
public unsafe class Point : INode<Point>, INullable
{
internal vec3d* positionPtr;
@@ -46,12 +47,14 @@ namespace StgSharp.Geometries
public bool IsVertex => isVertex;
bool INullable.IsNull { get; }
/// <summary>
/// 刷新点的位置,即移动点。当该点是某个几何体的从动点时
/// (即点坐标由几何体其他点约束或点参数已经在创建几何体时定义)
/// 请不要再次进行定义,程序将自行忽略此处的代码。
/// Update the coordinate of the point. If this is a moving point,
/// (Points on sides or surface if other geometry items)
/// please do not define any motion here, codes will be ignored by program
/// </summary>
/// <param name="tick">当前游戏刻</param>
/// <param name="tick">Time passes since the program begin, counted by frames</param>
public virtual void Update(uint tick) {}
public bool IsInGeometry(IPlainGeometry geo)
@@ -70,7 +70,7 @@ namespace StgSharp.Geometries
internal override void OnRender(uint tick)
{
uint nowTick = GameTimeLine.tickCounter._value;
uint nowTick = ProgramTimeLine.tickCounter._value;
this.vertex01.Position = RefOrigin.Position + movVertex01Operation(nowTick);
this.vertex02.Position = RefOrigin.Position + movVertex02Operation(nowTick);
this.vertex03.Position = RefOrigin.Position + movVertex03Operation(nowTick);
@@ -1 +1 @@
using Steamworks;
using StgSharp.Control;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;

namespace StgSharp.Geometries
{
 public unsafe class Polygon5 : IPlainGeometry
 {
 internal Polygon5VertexArray vertexPtrAyyar;

 internal Point _refOrigin;
 internal readonly Point vertex1;
 internal readonly Point vertex2;
 internal readonly Point vertex3;
 internal readonly Point vertex4;
 internal readonly Point vertex5;
 internal readonly int _vertexCount;

 public override Point RefPoint01 => vertex1;

 public override Point RefPoint02 => vertex2;

 public override Point RefPoint03 => vertex3;

 internal GetLocationHandler movP01Operation = default;
 internal GetLocationHandler movP02Operation = default;
 internal GetLocationHandler movP03Operation = default;
 internal GetLocationHandler movP04Operation = default;
 internal GetLocationHandler movP05Operation = default;

 public GetLocationHandler MovP01Operation { get => movP01Operation; }
 public GetLocationHandler MovP02Operation { get => movP02Operation; }
 public GetLocationHandler MovP03Operation { get => movP03Operation; }
 public GetLocationHandler MovP04Operation { get => movP04Operation; }
 public GetLocationHandler MovP05Operation { get => movP05Operation; }

 public unsafe Polygon5()
 {
 vertexPtrAyyar = internalIO.initPolygon5Vertex();
 vertex1 = new Point(vertexPtrAyyar.vertex1);
 vertex2 = new Point(vertexPtrAyyar.vertex2);
 vertex3 = new Point(vertexPtrAyyar.vertex3);
 vertex4 = new Point(vertexPtrAyyar.vertex4);
 vertex5 = new Point(vertexPtrAyyar.vertex5);
 }

 public virtual vec3d movPoint01(uint tick)=> movP01Operation.Invoke(GameTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint02(uint tick)=> movP02Operation.Invoke(GameTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint03(uint tick)=> movP03Operation.Invoke(GameTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint04(uint tick)=> movP04Operation.Invoke(GameTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint05(uint tick)=> movP05Operation.Invoke(GameTimeLine.tickCounter._value);
 

 internal override void OnRender(uint tick)
 {
 uint nowTick = tick - BornTime;
 vertex1.Position = RefOrigin.Position + movPoint01(nowTick);
 vertex2.Position = RefOrigin.Position + movPoint02(nowTick);
 vertex3.Position = RefOrigin.Position + movPoint03(nowTick);
 vertex4.Position = RefOrigin.Position + movPoint04(nowTick);
 vertex5.Position = RefOrigin.Position + movPoint05(nowTick);
 }

 public override Line[] GetAllSides()
 {
 return new Line[5]
 {
 new Line(vertex1,vertex2),
 new Line(vertex2,vertex3),
 new Line(vertex3,vertex4),
 new Line(vertex4,vertex5),
 new Line(vertex5,vertex1)
 };
 }

 public override Plain GetPlain()
 {
 return new Plain(vertex1,vertex2,vertex3);
 }
 }
}

using Steamworks;
using StgSharp.Control;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Text;

namespace StgSharp.Geometries
{
 public unsafe class Polygon5 : IPlainGeometry
 {
 internal Polygon5VertexArray vertexPtrAyyar;

 internal Point _refOrigin;
 internal readonly Point vertex1;
 internal readonly Point vertex2;
 internal readonly Point vertex3;
 internal readonly Point vertex4;
 internal readonly Point vertex5;
 internal readonly int _vertexCount;

 public override Point RefPoint01 => vertex1;

 public override Point RefPoint02 => vertex2;

 public override Point RefPoint03 => vertex3;

 internal GetLocationHandler movP01Operation = default;
 internal GetLocationHandler movP02Operation = default;
 internal GetLocationHandler movP03Operation = default;
 internal GetLocationHandler movP04Operation = default;
 internal GetLocationHandler movP05Operation = default;

 public GetLocationHandler MovP01Operation { get => movP01Operation; }
 public GetLocationHandler MovP02Operation { get => movP02Operation; }
 public GetLocationHandler MovP03Operation { get => movP03Operation; }
 public GetLocationHandler MovP04Operation { get => movP04Operation; }
 public GetLocationHandler MovP05Operation { get => movP05Operation; }

 public unsafe Polygon5()
 {
 vertexPtrAyyar = internalIO.initPolygon5Vertex();
 vertex1 = new Point(vertexPtrAyyar.vertex1);
 vertex2 = new Point(vertexPtrAyyar.vertex2);
 vertex3 = new Point(vertexPtrAyyar.vertex3);
 vertex4 = new Point(vertexPtrAyyar.vertex4);
 vertex5 = new Point(vertexPtrAyyar.vertex5);
 }

 public virtual vec3d movPoint01(uint tick)=> movP01Operation.Invoke(ProgramTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint02(uint tick)=> movP02Operation.Invoke(ProgramTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint03(uint tick)=> movP03Operation.Invoke(ProgramTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint04(uint tick)=> movP04Operation.Invoke(ProgramTimeLine.tickCounter._value);
 
 public virtual vec3d movPoint05(uint tick)=> movP05Operation.Invoke(ProgramTimeLine.tickCounter._value);
 

 internal override void OnRender(uint tick)
 {
 uint nowTick = tick - BornTime;
 vertex1.Position = RefOrigin.Position + movPoint01(nowTick);
 vertex2.Position = RefOrigin.Position + movPoint02(nowTick);
 vertex3.Position = RefOrigin.Position + movPoint03(nowTick);
 vertex4.Position = RefOrigin.Position + movPoint04(nowTick);
 vertex5.Position = RefOrigin.Position + movPoint05(nowTick);
 }

 public override Line[] GetAllSides()
 {
 return new Line[5]
 {
 new Line(vertex1,vertex2),
 new Line(vertex2,vertex3),
 new Line(vertex3,vertex4),
 new Line(vertex4,vertex5),
 new Line(vertex5,vertex1)
 };
 }

 public override Plain GetPlain()
 {
 return new Plain(vertex1,vertex2,vertex3);
 }
 }
}

@@ -42,32 +42,32 @@ namespace StgSharp.Geometries
public virtual vec3d movPoint01(uint tick)
{
return movP01Operation.Invoke(GameTimeLine.tickCounter._value);
return movP01Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
public virtual vec3d movPoint02(uint tick)
{
return movP02Operation.Invoke(GameTimeLine.tickCounter._value);
return movP02Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
public virtual vec3d movPoint03(uint tick)
{
return movP03Operation.Invoke(GameTimeLine.tickCounter._value);
return movP03Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
public virtual vec3d movPoint04(uint tick)
{
return movP04Operation.Invoke(GameTimeLine.tickCounter._value);
return movP04Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
public virtual vec3d movPoint05(uint tick)
{
return movP05Operation.Invoke(GameTimeLine.tickCounter._value);
return movP05Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
public virtual vec3d movPoint06(uint tick)
{
return movP06Operation.Invoke(GameTimeLine.tickCounter._value);
return movP06Operation.Invoke(ProgramTimeLine.tickCounter._value);
}
internal override void OnRender(uint tick)
@@ -0,0 +1,10 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp
{
public class Square
{
}
}
@@ -1,4 +1,5 @@
using StgSharp;
using StgSharp.Control;
using StgSharp.Math;
using System;
using System.Collections.Generic;
@@ -40,6 +41,25 @@ namespace StgSharp.Geometries
this.vertex1 = new Point(vertexArray.vertex1Ptr);
this.vertex2 = new Point(vertexArray.vertex2Ptr);
this.vertex3 = new Point(vertexArray.vertex3Ptr);
Console.WriteLine("vertex ok");
Console.WriteLine(ProgramTimeLine._currentPool);
/**/
ProgramTimeLine._currentPool.pointContainer.Add(vertex1);
ProgramTimeLine._currentPool.pointContainer.Add(vertex2);
ProgramTimeLine._currentPool.pointContainer.Add(vertex3);
/**/
}
public Triangle(
vec3d vertex01,
vec3d vertex02,
vec3d vertex03
)
{
vertex1.Position = vertex01;
vertex1.Position = vertex01;
vertex1.Position = vertex01;
}
internal override sealed void OnRender(uint tick)