using StgSharp.Control; using StgSharp.Math; using System; using System.Collections.Generic; using System.Text; namespace StgSharp.Geometries { internal class Parallelogram : IGeometry { internal Point _basePoint; internal Point _center; internal Point _corner1; internal Point _corner2; 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 RefVec02 => _corner2; public override RenderMode renderMode => _renderMode; public Parallelogram(uint bornTime) : base(bornTime) { bornTick = bornTime; } public Parallelogram(Counter tickCounter) : base(tickCounter) { bornTick = tickCounter._value; } internal override sealed void OnRender(uint tick) { tick -= bornTick; CalcVec01(tick); switch (renderMode) { case RenderMode.BasePoint: CalcVec02(_basePoint._position, tick); CalcVec03(_basePoint._position, tick); break; case RenderMode.RefPoint: CalcVec02(_center._position, tick); CalcVec03(_center._position, tick); break; default: break; } } public override sealed float SetArrayX() { throw new NotImplementedException(); } public override sealed float SetArrayY() { throw new NotImplementedException(); } //计算参考中心点的位移 internal override void CalcVec01(uint tick) { _center._position = _basePoint._position + MovCenter(tick); } //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); } //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); } public virtual vec3d MovCenter(uint tick) => default(vec3d); public virtual vec3d UpdateCTC1(uint tick) => default(vec3d); public virtual vec3d UpdateCTC2(uint tick) => default(vec3d); public override Line[] GetAllSides() { Line[] lines = new Line[4] { new Line(GameTimeLine.tickCounter), new Line(GameTimeLine.tickCounter), new Line(GameTimeLine.tickCounter), new Line(GameTimeLine.tickCounter), }; lines[0]._basePoint = this._corner1; lines[0]._beginPoint = this._corner1; lines[0]._endPoint = this._corner2; lines[1]._basePoint = this._corner2; lines[1]._beginPoint = this._corner2; lines[1]._endPoint = new Point() { _position = getCorner3(GameTimeLine.tickCounter)}; lines[1].movEnd += this.getCorner3; 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; lines[3]._beginPoint = lines[2]._endPoint; lines[3]._endPoint = this._corner1; return lines; } protected vec3d getCorner1(Counter tick) { return this._corner1._position; } protected vec3d getCorner2(Counter tick) { return this._corner2._position; } protected vec3d getCorner3(Counter tick) { return 2 * this._center._position - this._corner1._position; } protected vec3d getCorner4(Counter tick) { return 2 * this._center._position - this._corner2._position; } } }