159 lines
5.8 KiB
C#
159 lines
5.8 KiB
C#
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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using System.Text;
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namespace StgSharp.Geometries
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{
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internal class Parallelogram : IPlainGeometry
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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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public override sealed Point RefOrigin => _basePoint;
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public override sealed Point RefPoint => _center;
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public override sealed Point RefVec01 => _vertex1;
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public override sealed Point RefVec02 => _vertex2;
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public override RenderMode renderMode => _renderMode;
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public Parallelogram(uint bornTime) : base(bornTime)
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{
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bornTick = bornTime;
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}
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public Parallelogram(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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//计算参考中心点的位移
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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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//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
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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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//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
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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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}
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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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public virtual vec3d MovCenter(uint tick) => default(vec3d);
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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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/// <summary>
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/// 获取平行四边形的全部边
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/// </summary>
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/// <returns></returns>
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public override Line[] GetAllSides()
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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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}
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public override Plain GetPlain()
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{
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return new Plain(this._center, this._vertex1,this._vertex2);
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}
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protected vec3d GetVertex3(Counter<uint> tick)
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{
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return 2 * this._center._position - this._vertex1._position;
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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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