Files
stgsharp/源代码/StgSharp/Geometries/Rectangle.cs
T

180 lines
6.7 KiB
C#

using StgSharp.Control;
using StgSharp.Linear;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Geometries
{
public class Rectangle : IPlainGeometry
{
internal Point _basePoint;
internal Point _center;
internal Point _vertex1;
internal Point _vertex2;
internal RenderMode _renderMode;
internal readonly uint bornTick;
public override sealed Point RefOrigin => _basePoint;
public override sealed Point RefPoint=>_center;
public override sealed Point RefVec01 => _vertex1;
public override sealed Point RefVec02 => _vertex2;
public override RenderMode renderMode => _renderMode;
public Rectangle(uint bornTime) : base(bornTime)
{
bornTick = bornTime;
}
public Rectangle(Counter<uint> 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();
}
internal override void CalcVec01(uint tick)
{
_center._position = _basePoint._position + MovCenter(tick);
}
/// <summary>
/// 计算长方形第一条对角线的一半的矢量表示
/// </summary>
/// <param name="vec">作为参考的矢量,根据计算模式可以分为参考原点
/// 和参考中心点两种</param>
/// <param name="tick">当前游戏刻</param>
internal override void CalcVec02(vec3d vec, uint tick)
{
_vertex1._position = vec + UpdateCTC1(tick);
}
/// <summary>
/// 计算长方形第二条对角线一半的矢量表示
/// </summary>
/// <param name="vec">作为参考的矢量,根据计算模式可以分为参考原点
/// 和参考中心点两种</param>
/// <param name="tick">当前游戏刻</param>
/// <exception cref="ArgumentException">计算出的第二条对角线长与第一条不相等</exception>
internal override void CalcVec03(vec3d vec, uint tick)
{
_vertex2._position = vec + UpdateCTC2(tick);
if (_vertex1._position.GetLength()
== _vertex2._position.GetLength())
{
throw new ArgumentException("Cannot form a triangle, " +
"two crossing lines are not equal!");
}
}
internal sealed override void CalcVec04(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec05(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec06(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec07(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec08(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec09(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec10(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec11(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec12(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec13(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec14(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec15(vec3d vec, uint tick) => throw new UnusedVertexException();
internal sealed override void CalcVec16(vec3d vec, uint tick) => throw new UnusedVertexException();
/// <summary>
/// 计算中心点相对于参考原点的位移
/// </summary>
/// <param name="tick">当前游戏刻</param>
/// <returns></returns>
public virtual vec3d MovCenter(uint tick)=>default(vec3d);
/// <summary>
/// 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
/// </summary>
/// <param name="tick"></param>
/// <returns></returns>
public virtual vec3d UpdateCTC1(uint tick) => default(vec3d);
public virtual vec3d UpdateCTC2(uint tick) => default(vec3d);
public override Line[] GetAllSides()
{
Line[] sides = new Line[4]
{
new Line(GameTimeLine.tickCounter),
new Line(GameTimeLine.tickCounter),
new Line(GameTimeLine.tickCounter),
new Line(GameTimeLine.tickCounter),
};
sides[0]._basePoint = this._vertex1;
sides[0]._beginPoint = this._vertex1;
sides[0]._endPoint = this._vertex2;
sides[1]._basePoint = this._vertex2;
sides[1]._beginPoint = this._vertex2;
sides[1]._endPoint = new Point() { _position = GetVertex3(GameTimeLine.tickCounter) };
sides[1].movEnd += this.GetVertex3;
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;
sides[3]._beginPoint = sides[2]._endPoint;
sides[3]._endPoint = this._vertex1;
return sides;
}
public override Plain GetPlain()
{
return new Plain(this._center, this._vertex1,this._vertex2);
}
protected vec3d GetVertex3(Counter<uint> tick)
{
return 2 * this._center._position - this._vertex1._position;
}
protected vec3d GetVertex4(Counter<uint> tick)
{
return 2 * this._center._position - this._vertex2._position;
}
}
}