2nd update on 20230415 by nitload youmu

This commit is contained in:
Nitload
2023-04-15 18:27:59 +08:00
parent a305aab094
commit 9756504e9d
29 changed files with 257 additions and 102 deletions
+32 -34
View File
@@ -6,21 +6,21 @@ using System.Text;
namespace StgSharp.Geometries
{
internal class Parallelogram : IGeometry
internal class Parallelogram : IPlainGeometry
{
internal Point _basePoint;
internal Point _center;
internal Point _corner1;
internal Point _corner2;
internal Point _vertex1;
internal Point _vertex2;
internal RenderMode _renderMode;
internal readonly uint bornTick;
public override sealed Point BasePoint => _basePoint;
public override sealed Point RefPoint => _center;
public override sealed Point RefVec01 => _corner1;
public override sealed Point RefVec01 => _vertex1;
public override sealed Point RefVec02 => _corner2;
public override sealed Point RefVec02 => _vertex2;
public override RenderMode renderMode => _renderMode;
@@ -72,13 +72,13 @@ namespace StgSharp.Geometries
//计算第一个顶点的位移,存在相对中心位移和相对参考原点位移两种模式
internal override void CalcVec02(vec3d vec, uint tick)
{
_corner1._position = vec + UpdateCTC1(tick);
_vertex1._position = vec + UpdateCTC1(tick);
}
//计算第二个顶点的位移,存在相对中心位移和相对参考原点位移两种模式
internal override void CalcVec03(vec3d vec, uint tick)
{
_corner2._position = vec + UpdateCTC2(tick);
_vertex2._position = vec + UpdateCTC2(tick);
}
public virtual vec3d MovCenter(uint tick) => default(vec3d);
@@ -87,10 +87,14 @@ namespace StgSharp.Geometries
public virtual vec3d UpdateCTC2(uint tick) => default(vec3d);
/// <summary>
/// 获取平行四边形的全部边
/// </summary>
/// <returns></returns>
public override Line[] GetAllSides()
{
Line[] lines = new Line[4]
Line[] sides = new Line[4]
{
new Line(GameTimeLine.tickCounter),
new Line(GameTimeLine.tickCounter),
@@ -99,42 +103,36 @@ namespace StgSharp.Geometries
};
lines[0]._basePoint = this._corner1;
lines[0]._beginPoint = this._corner1;
lines[0]._endPoint = this._corner2;
sides[0]._basePoint = this._vertex1;
sides[0]._beginPoint = this._vertex1;
sides[0]._endPoint = this._vertex2;
lines[1]._basePoint = this._corner2;
lines[1]._beginPoint = this._corner2;
lines[1]._endPoint = new Point() { _position = getCorner3(GameTimeLine.tickCounter)};
lines[1].movEnd += this.getCorner3;
sides[1]._basePoint = this._vertex2;
sides[1]._beginPoint = this._vertex2;
sides[1]._endPoint = new Point() { _position = GetVertex3(GameTimeLine.tickCounter)};
sides[1].movEnd += this.GetVertex3;
lines[2]._basePoint = lines[1]._endPoint;
lines[2]._beginPoint = lines[2]._basePoint;
lines[2]._endPoint = new Point() { _position = this.getCorner4(GameTimeLine.tickCounter) };
lines[2].movEnd+= this.getCorner4;
sides[2]._basePoint = sides[1]._endPoint;
sides[2]._beginPoint = sides[2]._basePoint;
sides[2]._endPoint = new Point() { _position = this.GetVertex4(GameTimeLine.tickCounter) };
sides[2].movEnd+= this.GetVertex4;
lines[3]._beginPoint = lines[2]._endPoint;
lines[3]._endPoint = this._corner1;
sides[3]._beginPoint = sides[2]._endPoint;
sides[3]._endPoint = this._vertex1;
return lines;
return sides;
}
protected vec3d getCorner1(Counter<uint> tick)
protected vec3d GetVertex3(Counter<uint> tick)
{
return this._corner1._position;
}
protected vec3d getCorner2(Counter<uint> tick)
{
return this._corner2._position;
}
protected vec3d getCorner3(Counter<uint> tick)
{
return 2 * this._center._position - this._corner1._position;
return 2 * this._center._position - this._vertex1._position;
}
protected vec3d getCorner4(Counter<uint> tick)
protected vec3d GetVertex4(Counter<uint> tick)
{
return 2 * this._center._position - this._corner2._position;
return 2 * this._center._position - this._vertex2._position;
}
}
}