daily update on 20230418 by nitload youmu.

rewrite of geometry is completed.
ready for release of ver0.1.0
This commit is contained in:
Nitload
2023-04-18 01:59:26 +08:00
parent a58537a003
commit 906becc265
35 changed files with 338 additions and 633 deletions
+12 -59
View File
@@ -1,7 +1,6 @@
using Steamworks;
using StgSharp;
using StgSharp.Control;
using StgSharp.Linear;
using StgSharp.Math;
using System;
using System.Collections.Generic;
@@ -11,83 +10,37 @@ namespace StgSharp.Geometries
{
public class Line:IPlainGeometry
{
internal Point _basePoint = default ;
internal Point _beginPoint = default ;
internal Point _endPoint = default;
internal Point basePoint = default ;
internal Point beginPoint = default ;
internal Point endPoint = default;
internal GetLocationHandler movBegin;
internal GetLocationHandler movEnd;
internal RenderMode _renderMode;
internal readonly uint bornTick;
public override Point RefOrigin => _basePoint;
public override Point RefPoint => _beginPoint;
public override Point RefVec01 => _endPoint;
public override Point RefVec02 => default;
public override RenderMode renderMode => _renderMode;
public Line(uint bornTime) : base(bornTime)
{
bornTick = bornTime;
}
public Line(Counter<uint> tickCounter) : base(tickCounter)
{
bornTick = tickCounter._value;
}
public override Point RefPoint01 => beginPoint;
public override Point RefPoint02 => endPoint;
public override Point RefPoint03 => default;
public Line(Point begin, Point end)
{
this._beginPoint = begin;
this._endPoint = end;
this.beginPoint = begin;
this.endPoint = end;
}
public Line() { }
public override float SetArrayX()
{
throw new NotImplementedException();
}
public override float SetArrayY()
{
throw new NotImplementedException();
}
internal sealed override void CalcVec01(uint tick)
{
_beginPoint._position = _basePoint._position + MoveBeginPoint(tick);
}
internal sealed override void CalcVec02(vec3d vec, uint tick)
{
_endPoint._position = vec + MoveEndPoint(tick);
}
//计算线起点的方法,通过对线的派生的重写实现功能
public virtual vec3d MoveBeginPoint(uint tick)
=> movBegin.Invoke( GameTimeLine.tickCounter);
=> movBegin.Invoke(tick);
//计算线重点的方法,通过对线的派生的重写实现功能
public virtual vec3d MoveEndPoint(uint tick)
=> movEnd.Invoke( GameTimeLine.tickCounter);
=> movEnd.Invoke(tick);
internal override void OnRender(uint tick)
{
tick -= bornTick;
CalcVec01(tick);
switch (_renderMode)
{
case RenderMode.BasePoint:
CalcVec02(_basePoint._position, tick);
break;
case RenderMode.RefPoint:
CalcVec02(_beginPoint._position, tick);
break;
default:
break;
}
beginPoint._position = refOrigin._position + MoveBeginPoint(tick);
endPoint._position = refOrigin._position + MoveEndPoint(tick);
}
public override Line[] GetAllSides()