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stgsharp/源代码/StgSharp/Geometries/Parallelogram.cs
T

141 lines
4.3 KiB
C#

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<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();
}
//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<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;
}
protected vec3d getCorner4(Counter<uint> tick)
{
return 2 * this._center._position - this._corner2._position;
}
}
}