daily update on 20230418 by nitload youmu.
rewrite of geometry is completed. ready for release of ver0.1.0
This commit is contained in:
@@ -1,5 +1,4 @@
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using StgSharp.Control;
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using StgSharp.Linear;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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@@ -7,173 +6,40 @@ using System.Text;
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namespace StgSharp.Geometries
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{
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public class Rectangle : IPlainGeometry
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public class Rectangle : Polygon4
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{
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internal Point _basePoint;
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internal Point _center;
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internal Point _vertex1;
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internal Point _vertex2;
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internal RenderMode _renderMode;
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internal readonly uint bornTick;
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internal Point center;
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public override sealed Point RefOrigin => _basePoint;
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public override sealed Point RefPoint=>_center;
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public override sealed Point RefPoint01=>center;
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public override sealed Point RefVec01 => _vertex1;
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public override sealed Point RefPoint02 => vertex01;
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public override sealed Point RefVec02 => _vertex2;
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public override sealed Point RefPoint03 => vertex02;
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public override RenderMode renderMode => _renderMode;
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public Rectangle(uint bornTime) : base(bornTime)
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{
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bornTick = bornTime;
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}
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public Rectangle(Counter<uint> tickCounter) : base(tickCounter)
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{
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bornTick = tickCounter._value;
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}
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internal override sealed void OnRender(uint tick)
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{
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tick-=bornTick;
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CalcVec01(tick);
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switch (renderMode)
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{
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case RenderMode.BasePoint:
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CalcVec02(_basePoint._position,tick);
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CalcVec03(_basePoint._position,tick);
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break;
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case RenderMode.RefPoint:
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CalcVec02(_center._position, tick);
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CalcVec03(_center._position, tick);
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break;
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default:
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break;
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}
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}
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public override sealed float SetArrayX()
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{
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throw new NotImplementedException();
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}
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public override sealed float SetArrayY()
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{
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throw new NotImplementedException();
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}
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internal override void CalcVec01(uint tick)
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{
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_center._position = _basePoint._position + MovCenter(tick);
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}
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/// <summary>
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/// 计算长方形第一条对角线的一半的矢量表示
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/// </summary>
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/// <param name="vec">作为参考的矢量,根据计算模式可以分为参考原点
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/// 和参考中心点两种</param>
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/// <param name="tick">当前游戏刻</param>
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internal override void CalcVec02(vec3d vec, uint tick)
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{
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_vertex1._position = vec + UpdateCTC1(tick);
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}
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/// <summary>
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/// 计算长方形第二条对角线一半的矢量表示
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/// </summary>
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/// <param name="vec">作为参考的矢量,根据计算模式可以分为参考原点
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/// 和参考中心点两种</param>
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/// <param name="tick">当前游戏刻</param>
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/// <exception cref="ArgumentException">计算出的第二条对角线长与第一条不相等</exception>
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internal override void CalcVec03(vec3d vec, uint tick)
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{
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_vertex2._position = vec + UpdateCTC2(tick);
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if (_vertex1._position.GetLength()
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== _vertex2._position.GetLength())
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{
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throw new ArgumentException("Cannot form a triangle, " +
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"two crossing lines are not equal!");
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}
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}
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internal sealed override void CalcVec04(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec05(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec06(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec07(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec08(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec09(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec10(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec11(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec12(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec13(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec14(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec15(vec3d vec, uint tick) => throw new UnusedVertexException();
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internal sealed override void CalcVec16(vec3d vec, uint tick) => throw new UnusedVertexException();
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/// <summary>
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/// 计算中心点相对于参考原点的位移
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/// </summary>
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/// <param name="tick">当前游戏刻</param>
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/// <returns></returns>
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public virtual vec3d MovCenter(uint tick)=>default(vec3d);
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public virtual vec3d MovCenter(uint tick) => default(vec3d);
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/// <summary>
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/// 计算第一个顶点相对于参考点的位移,可以是中心点,也可以是参考原点
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/// </summary>
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/// <param name="tick"></param>
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/// <returns></returns>
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public virtual vec3d UpdateCTC1(uint tick) => default(vec3d);
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public virtual vec3d UpdateCTC2(uint tick) => default(vec3d);
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public override Line[] GetAllSides()
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public sealed override vec3d MovVertex03(uint tick)
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{
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Line[] sides = new Line[4]
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{
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new Line(GameTimeLine.tickCounter),
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new Line(GameTimeLine.tickCounter),
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new Line(GameTimeLine.tickCounter),
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new Line(GameTimeLine.tickCounter),
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};
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sides[0]._basePoint = this._vertex1;
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sides[0]._beginPoint = this._vertex1;
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sides[0]._endPoint = this._vertex2;
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sides[1]._basePoint = this._vertex2;
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sides[1]._beginPoint = this._vertex2;
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sides[1]._endPoint = new Point() { _position = GetVertex3(GameTimeLine.tickCounter) };
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sides[1].movEnd += this.GetVertex3;
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sides[2]._basePoint = sides[1]._endPoint;
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sides[2]._beginPoint = sides[2]._basePoint;
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sides[2]._endPoint = new Point() { _position = this.GetVertex4(GameTimeLine.tickCounter) };
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sides[2].movEnd += this.GetVertex4;
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sides[3]._beginPoint = sides[2]._endPoint;
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sides[3]._endPoint = this._vertex1;
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return sides;
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return this.center._position * 2 - this.vertex01._position;
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}
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public override Plain GetPlain()
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public sealed override vec3d MovVertex04(uint tick)
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{
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return new Plain(this._center, this._vertex1,this._vertex2);
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return this.center._position * 2 - this.vertex02._position;
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}
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protected vec3d GetVertex3(Counter<uint> tick)
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internal override sealed void OnRender(uint tick)
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{
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return 2 * this._center._position - this._vertex1._position;
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tick-=bornTick;
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this.MovCenter(tick);
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}
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protected vec3d GetVertex4(Counter<uint> tick)
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{
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return 2 * this._center._position - this._vertex2._position;
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}
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}
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}
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