141 lines
4.3 KiB
C#
141 lines
4.3 KiB
C#
using StgSharp.Control;
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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 : IGeometry
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{
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internal Point _basePoint;
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internal Point _center;
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internal Point _corner1;
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internal Point _corner2;
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internal RenderMode _renderMode;
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internal readonly uint bornTick;
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public override sealed Point BasePoint => _basePoint;
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public override sealed Point RefPoint => _center;
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public override sealed Point RefVec01 => _corner1;
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public override sealed Point RefVec02 => _corner2;
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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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_corner1._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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_corner2._position = vec + UpdateCTC2(tick);
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}
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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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public override Line[] GetAllSides()
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{
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Line[] lines = 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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lines[0]._basePoint = this._corner1;
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lines[0]._beginPoint = this._corner1;
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lines[0]._endPoint = this._corner2;
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lines[1]._basePoint = this._corner2;
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lines[1]._beginPoint = this._corner2;
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lines[1]._endPoint = new Point() { _position = getCorner3(GameTimeLine.tickCounter)};
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lines[1].movEnd += this.getCorner3;
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lines[2]._basePoint = lines[1]._endPoint;
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lines[2]._beginPoint = lines[2]._basePoint;
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lines[2]._endPoint = new Point() { _position = this.getCorner4(GameTimeLine.tickCounter) };
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lines[2].movEnd+= this.getCorner4;
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lines[3]._beginPoint = lines[2]._endPoint;
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lines[3]._endPoint = this._corner1;
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return lines;
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}
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protected vec3d getCorner1(Counter<uint> tick)
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{
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return this._corner1._position;
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}
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protected vec3d getCorner2(Counter<uint> tick)
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{
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return this._corner2._position;
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}
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protected vec3d getCorner3(Counter<uint> tick)
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{
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return 2 * this._center._position - this._corner1._position;
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}
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protected vec3d getCorner4(Counter<uint> tick)
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{
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return 2 * this._center._position - this._corner2._position;
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}
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}
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}
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