Beispiel #1
0
        Quad QuadMinA(Tri tri, out Tri neighbor)
        {
            List <Tri> neighbors = (from t in Tris where IsNeighbor(tri, t) select t).ToList();

            if (neighbors.Count == 0)
            {
                neighbor = null;
                return(null);
            }
            Triangle t1 = tri.ToTriangle(Nodes);
            //List<Triangle> neighborsT = new List<Triangle>(neighbors.Count);
            List <Quadrangle> neighborsQ = new List <Quadrangle>(neighbors.Count);

            foreach (Tri item in neighbors)
            {
                neighborsQ.Add(new Quadrangle(t1, item.ToTriangle(Nodes))
                {
                    Id = item.Id
                });
            }
            List <Quadrangle> sortQ = (from q in neighborsQ orderby q.MaxAngleDeg select q).ToList();
            Quadrangle        q1    = sortQ[0];

            neighbor = null;
            foreach (Tri item in neighbors)
            {
                if (item.Id == q1.Id)
                {
                    neighbor = item;
                }
            }

            return(new Quad(((Node)q1.Vertex1).Id, ((Node)q1.Vertex2).Id, ((Node)q1.Vertex3).Id, ((Node)q1.Vertex4).Id));
        }
 private static void DrawNoteGroupOutline(ScoreRendererBase renderer, Quadrangle noteGroupBounds, NoteOrRest element)
 {
     renderer.DrawLine(noteGroupBounds.NW, noteGroupBounds.NE, new Pen(Color.Red), element);
     renderer.DrawLine(noteGroupBounds.NE, noteGroupBounds.SE, new Pen(Color.Red), element);
     renderer.DrawLine(noteGroupBounds.SE, noteGroupBounds.SW, new Pen(Color.Red), element);
     renderer.DrawLine(noteGroupBounds.SW, noteGroupBounds.NW, new Pen(Color.Red), element);
 }
Beispiel #3
0
    public static bool RectTransformContain(RectTransform area, RectTransform test)
    {
        if (area == null || test == null)
        {
            return(false);
        }

        var worldcornersA = new Vector3[4];

        area.GetWorldCorners(worldcornersA);
        var worldcornersB = new Vector3[4];

        test.GetWorldCorners(worldcornersB);

        var a = new Quadrangle(worldcornersA[0].x, worldcornersA[0].y, worldcornersA[2].x, worldcornersA[2].y);
        var b = new Quadrangle(worldcornersB[0].x, worldcornersB[0].y, worldcornersB[2].x, worldcornersB[2].y);

        if (a.minX > b.maxX || a.maxX < b.minX || a.minY > b.maxY || a.maxY < b.minY)
        {
            return(false);
        }
        else
        {
            return(true);
        }
    }
Beispiel #4
0
        public static Quadrangle GetBounds(this IEnumerable <Note> notes, ScoreRendererBase renderer)
        {
            if (!notes.Any())
            {
                return(default(Quadrangle));
            }

            var boundsCollection = notes.Select(n => n.GetBounds(renderer)).ToArray();
            var bounds           = new Quadrangle(
                boundsCollection.Last().NE,
                boundsCollection.First().NW,
                boundsCollection.Last().SE,
                boundsCollection.First().SW);
            var lowestB  = bounds.SW.Y > bounds.SE.Y ? bounds.SW.Y : bounds.SE.Y;
            var highestB = bounds.NW.Y < bounds.NE.Y ? bounds.NW.Y : bounds.NE.Y;

            var lowest  = boundsCollection.Max(b => b.SW.Y);
            var highest = boundsCollection.Min(b => b.NW.Y);

            var deltaYL = lowest - lowestB;
            var deltaYH = highest - highestB;

            return(new Quadrangle(
                       new Point(bounds.NE.X, bounds.NE.Y + deltaYH),
                       new Point(bounds.NW.X, bounds.NW.Y + deltaYH),
                       new Point(bounds.SE.X, bounds.SE.Y + deltaYL),
                       new Point(bounds.SW.X, bounds.SW.Y + deltaYL)));
        }
Beispiel #5
0
        void RescaleWidgets(Quadrangle originalHull, bool hullInFirstWidgetSpace, Vector2 hullsPivotPoint, List <Widget> widgets, int controlPointIndex,
                            Vector2 curMousePos, Vector2 prevMousePos, bool proportional)
        {
            Utils.ApplyTransformationToWidgetsGroupOobb(
                sv.Scene,
                widgets, hullsPivotPoint, hullInFirstWidgetSpace, curMousePos, prevMousePos,
                (originalVectorInOobbSpace, deformedVectorInOobbSpace) => {
                Vector2 deformationScaleInOobbSpace =
                    new Vector2(
                        Math.Abs(originalVectorInOobbSpace.X) < Mathf.ZeroTolerance
                                                                        ? 1
                                                                        : deformedVectorInOobbSpace.X / originalVectorInOobbSpace.X,
                        Math.Abs(originalVectorInOobbSpace.Y) < Mathf.ZeroTolerance
                                                                        ? 1
                                                                        : deformedVectorInOobbSpace.Y / originalVectorInOobbSpace.Y
                        );
                if (proportional)
                {
                    deformationScaleInOobbSpace.X = (deformationScaleInOobbSpace.X + deformationScaleInOobbSpace.Y) / 2;
                    deformationScaleInOobbSpace.Y = deformationScaleInOobbSpace.X;
                }

                if (!LookupInvolvedAxes[controlPointIndex][0])
                {
                    deformationScaleInOobbSpace.X = proportional ? deformationScaleInOobbSpace.Y : 1;
                }
                if (!LookupInvolvedAxes[controlPointIndex][1])
                {
                    deformationScaleInOobbSpace.Y = proportional ? deformationScaleInOobbSpace.X : 1;
                }

                return(Matrix32.Scaling(deformationScaleInOobbSpace));
            }
                );
        }
Beispiel #6
0
 public MatchResult(string tpl_type, Quadrangle quadrangle) : this(csSmartIdEnginePINVOKE.new_MatchResult__SWIG_2(tpl_type, Quadrangle.getCPtr(quadrangle)), true)
 {
     if (csSmartIdEnginePINVOKE.SWIGPendingException.Pending)
     {
         throw csSmartIdEnginePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Beispiel #7
0
        internal void CalcContour()
        {
            if (Type == TypeFound.Круглый)
            {
                return;
            }
            Point2d v1 = new Point2d(-0.5 * B, -0.5 * L);
            Point2d v2 = new Point2d(-0.5 * B, 0.5 * L);
            Point2d v3 = new Point2d(0.5 * B, 0.5 * L);
            Point2d v4 = new Point2d(0.5 * B, -0.5 * L);
            double  alfa = DegToRad(AlfaDeg);
            double  x = v1.X; double y = v1.Y;

            v1.X = x * Math.Cos(alfa) - y * Math.Sin(alfa) + X;
            v1.Y = x * Math.Sin(alfa) + y * Math.Cos(alfa) + Y;
            x    = v2.X; y = v2.Y;
            v2.X = x * Math.Cos(alfa) - y * Math.Sin(alfa) + X;
            v2.Y = x * Math.Sin(alfa) + y * Math.Cos(alfa) + Y;
            x    = v3.X; y = v3.Y;
            v3.X = x * Math.Cos(alfa) - y * Math.Sin(alfa) + X;
            v3.Y = x * Math.Sin(alfa) + y * Math.Cos(alfa) + Y;
            x    = v4.X; y = v4.Y;
            v4.X = x * Math.Cos(alfa) - y * Math.Sin(alfa) + X;
            v4.Y = x * Math.Sin(alfa) + y * Math.Cos(alfa) + Y;

            Contour = new Quadrangle(v1, v2, v3, v4);
        }
Beispiel #8
0
 /// <summary>
 /// Konstruktor szescioparametrowy.
 /// </summary>
 /// <param name="yBegin">Wysokosc poczatku obiektu.</param>
 /// <param name="yEnd">Wysokosc konca obiektu.</param>
 /// <param name="hitBound">Prostokat opisujacy obiekt.</param>
 /// <param name="soldierNum">Liczba zolnierzy w baraku.</param>
 /// <param name="type">Typ baraku.</param>
 /// <param name="collisionRectangle">Lista prostokatow z ktorymi moga wystapic zderzenia.</param>
 public BarrackTile(float yBegin, float yEnd, float viewXShift, Quadrangle hitBound, int soldierNum, int generalNum, int type,
                    List <Quadrangle> collisionRectangle)
     : base(yBegin, yEnd, viewXShift, hitBound, soldierNum, generalNum, type, collisionRectangle)
 {
     //przy starcie instalacja nie jest zniszczona.
     enemyState = EnemyInstallationState.Intact;
 }
            public Polygon ConstructPolygon(List <Coordinate> vertexCoords)
            {
                Polygon polygon;

                if (_mode == GeometricObject.PolygonMode.Triangular)
                {
                    polygon = new Triangle();
                }
                else if (_mode == GeometricObject.PolygonMode.Quadratic)
                {
                    polygon = new Quadrangle();
                }
                else
                {
                    throw new InvalidObjectMeshException();
                }

                List <Coordinate> edgeCoords = new List <Coordinate>();

                foreach (int index in _indices)
                {
                    edgeCoords.Add(vertexCoords[index]);
                }
                polygon.InsertEdgeCoords(edgeCoords);
                return(polygon);
            }
Beispiel #10
0
 private static Rectangle CalcGlobalAABB(Node node)
 {
     if (node is PointObject pointObject)
     {
         var parent = pointObject.Parent.AsWidget;
         var pos    = pointObject.CalcPositionInSpaceOf(parent) * parent.LocalToWorldTransform;
         var offset = new Vector2(PointObjectsPresenter.CornerOffset);
         return(new Rectangle(pos - offset, pos + offset));
     }
     if (node is Widget widget)
     {
         var transform = widget.LocalToWorldTransform;
         var result    = new Quadrangle {
             V1 = Vector2.Zero * transform,
             V2 = new Vector2(widget.Width, 0) * transform,
             V3 = widget.Size * transform,
             V4 = new Vector2(0, widget.Height) * transform
         }.ToAABB();
         foreach (var childNode in widget.Nodes)
         {
             var aabb = CalcGlobalAABB(childNode);
             if (aabb.Width + aabb.Height <= Mathf.ZeroTolerance)
             {
                 continue;
             }
             result = Rectangle.Bounds(result, aabb);
         }
         return(result);
     }
     return(new Rectangle(Vector2.Zero, Vector2.Zero));
 }
Beispiel #11
0
        /// <summary>
        /// Funkcja sprawdza czy samolot bedzie mogl trafic rakieta w inny obiekt.
        /// </summary>
        /// <param name="plane">Samolot strzelajacy.</param>
        /// <param name="enemyPlane">Samolot, ktory chemy trafic.</param>
        /// <returns>Zwraca true jesli moze trafic wrogi samolot; false - w przeciwnym
        /// przypadku.</returns>
        /// <author>Michal Ziober</author>
        public static CollisionDirectionLocation CanHitEnemyPlane(Plane plane, Plane enemyPlane, float tolerance, bool biDirectional)
        {
            if (!biDirectional)
            {
                if (plane.Direction == Direction.Right && plane.Center.X > enemyPlane.Center.X)
                {
                    return(CollisionDirectionLocation.NONE);
                }

                if (plane.Direction == Direction.Left && plane.Center.X < enemyPlane.Center.X)
                {
                    return(CollisionDirectionLocation.NONE);
                }
            }

            if (System.Math.Abs(plane.Center.X - enemyPlane.Center.X) < 10 &&
                System.Math.Abs(plane.Center.Y - enemyPlane.Center.Y) < 10)
            {
                return(CollisionDirectionLocation.NONE);
            }

            if (System.Math.Abs((plane.Center - enemyPlane.Center).EuclidesLength) > ViewRange)
            {
                return(CollisionDirectionLocation.NONE);
            }

            Quadrangle planeQuad = new Quadrangle(plane.Bounds.Peaks);

            planeQuad.Move(0, -HeightShift);
            Line lineA = new Line(planeQuad.Peaks[1], planeQuad.Peaks[2]);

            for (int i = 0; i < enemyPlane.Bounds.Peaks.Count - 1; i++)
            {
                PointD start = enemyPlane.Bounds.Peaks[i];
                start += new PointD(Math.RangeRandom(-tolerance * 0.5f, -tolerance * 0.5f), Math.RangeRandom(-tolerance * 0.5f, -tolerance * 0.5f));

                PointD finish = enemyPlane.Bounds.Peaks[i + 1];
                finish += new PointD(Math.RangeRandom(-tolerance * 0.5f, -tolerance * 0.5f), Math.RangeRandom(-tolerance * 0.5f, -tolerance * 0.5f));

                Line lineB = new Line(start, finish);



                PointD cut = lineA.Intersect(lineB);
                if (cut == null)
                {
                    continue;
                }

                if ((enemyPlane.Center - cut).EuclidesLength < HitShift)
                {
                    //ViewHelper.AttachCross(plane.Level.Controller.GetFramework().SceneMgr, cut, 10);
                    //return true;

                    return((plane.Direction == Direction.Right && plane.Center.X > enemyPlane.Center.X || plane.Direction == Direction.Left && plane.Center.X < enemyPlane.Center.X) ? CollisionDirectionLocation.BACKWARD : CollisionDirectionLocation.FORWARD);
                }
            }

            return(CollisionDirectionLocation.NONE);
        }
Beispiel #12
0
 /// <summary>
 /// Konstruktor piecioparametrowy.
 /// </summary>
 /// <param name="yBegin">Wysokosc poczatku obiektu.</param>
 /// <param name="yEnd">Wysokosc konca obiektu.</param>
 /// <param name="hitBound">Prostokat opisujacy obiekt.</param>
 /// <param name="type">Typ obiektu.</param>
 /// <param name="collisionRectangles">Lista prostokatow z ktorymi moga wystapic zderzenia.</param>
 public ShipTile(float yBegin, float yEnd, float viewXShift, Quadrangle hitBound, int type, List <Quadrangle> collisionRectangles, bool traversable)
     : base(yBegin, yEnd, viewXShift, hitBound, collisionRectangles)
 {
     this.type        = type;
     this.traversable = traversable;
     sinkComponent    = new SinkComponent(this, this);
 }
Beispiel #13
0
        /// <summary>
        /// Funkcja sprawdza czy dany obiekt jest w kolizji
        /// z innym prostokatem:bomba, rakieta, etc
        /// </summary>
        /// <param name="quad">Prostokat z ktorym sprawdzamy kolizje.</param>
        /// <returns>Jesli kolizja wystapila choc z jednym elementem zwraca true;
        /// w przeciwnym przypadku zwraca false.</returns>
        public virtual CollisionType InCollision(Quadrangle quad)
        {
            if (this is FortressBunkerTile)
            {
            }

            if (quad == null)
            {
                return(CollisionType.None);
            }
            if (this.InSimpleCollision(quad.Center))
            {
                return(CollisionType.Altitude);
            }

            if (hitBound != null && hitBound.Intersects(quad))
            {
                return(CollisionType.Hitbound);
            }

            List <Quadrangle> list = ColisionRectangles;

            if (list != null)
            {
                for (int i = 0; i < list.Count; i++)
                {
                    if (list[i].Intersects(quad))
                    {
                        return(CollisionType.CollisionRectagle);
                    }
                }
            }

            return(CollisionType.None);
        }
Beispiel #14
0
        IEnumerator <object> Rescale(int controlPointIndex, MouseCursor cursor, List <PointObject> points)
        {
            var t = sv.Scene.CalcTransitionToSpaceOf(Document.Current.Container.AsWidget);

            Document.Current.History.BeginTransaction();
            try {
                Utils.ChangeCursorIfDefault(cursor);
                initialMousePosition = sv.MousePosition;
                initialPointsBounds  = Utils.CalcAABB(points);
                while (sv.Input.IsMousePressed())
                {
                    Document.Current.History.RevertActiveTransaction();
                    if (CoreUserPreferences.Instance.AutoKeyframes)
                    {
                        Utils.SetAnimatorAndInitialKeyframeIfNeed(points.Cast <IAnimable>(), nameof(PointObject.Position));
                    }
                    Utils.ChangeCursorIfDefault(cursor);
                    RescaleHelper(
                        points,
                        controlPointIndex,
                        sv.Input.IsKeyPressed(Key.Shift),
                        sv.Input.IsKeyPressed(Key.Control));
                    yield return(null);
                }
            } finally {
                sv.Input.ConsumeKey(Key.Mouse0);
                Document.Current.History.EndTransaction();
            }
        }
Beispiel #15
0
        IEnumerator <object> DragShared(Quadrangle hull)
        {
            var widgets = Document.Current.SelectedNodes().Editable().OfType <Widget>().ToList();

            using (Document.Current.History.BeginTransaction()) {
                while (sv.Input.IsMousePressed())
                {
                    Document.Current.History.RollbackTransaction();
                    var curMousePos = SnapMousePosToSpecialPoints(hull, sv.MousePosition, Vector2.Zero);
                    foreach (var widget in widgets)
                    {
                        var transform = widget.LocalToWorldTransform.CalcInversed();
                        var newPivot  = curMousePos * transform / widget.Size;
                        Core.Operations.SetAnimableProperty.Perform(
                            widget, nameof(Widget.Position),
                            curMousePos * widget.ParentWidget.LocalToWorldTransform.CalcInversed(),
                            CoreUserPreferences.Instance.AutoKeyframes
                            );
                        Core.Operations.SetAnimableProperty.Perform(
                            widget, nameof(Widget.Pivot), newPivot,
                            CoreUserPreferences.Instance.AutoKeyframes
                            );
                    }
                    yield return(null);
                }
                sv.Input.ConsumeKey(Key.Mouse0);
                Document.Current.History.CommitTransaction();
            }
        }
Beispiel #16
0
        public static Quadrangle ExpandAndTranslateToSpaceOf(Quadrangle hull, Widget sourceWidget, Widget destWidget)
        {
            var t       = sourceWidget.CalcTransitionToSpaceOf(destWidget);
            var size    = sourceWidget.Size;
            var corners = new Quadrangle();

            for (var i = 0; i < 4; i++)
            {
                corners[i] = Corners[i] * size * t;
                hull[i]   *= t;
            }
            var bounds = new Quadrangle();

            for (var i = 0; i < 4; i++)
            {
                var next = (i + 1) % 4;
                var prev = (i + 3) % 4;
                var dir1 = hull[i] - hull[next];
                var dir2 = hull[i] - hull[prev];
                if (dir1 + dir2 == Vector2.Zero)
                {
                    dir1 = corners[i] - corners[next];
                    dir2 = corners[i] - corners[prev];
                }
                bounds[i] = hull[i] + (dir1.Normalized + dir2.Normalized) * CornerOffset;
            }

            return(bounds);
        }
Beispiel #17
0
        public void SetCorners(Quadrangle quadrangle)
        {
            manualObject.RenderQueueGroup = (byte)RenderQueueGroupID.RENDER_QUEUE_OVERLAY;
            manualObject.QueryFlags       = 0;
            Vector2 leftBottom  = UnitConverter.LogicToWorldUnits(quadrangle.Peaks[0]);
            Vector2 leftTop     = UnitConverter.LogicToWorldUnits(quadrangle.Peaks[1]);
            Vector2 rightTop    = UnitConverter.LogicToWorldUnits(quadrangle.Peaks[2]);
            Vector2 rightBottom = UnitConverter.LogicToWorldUnits(quadrangle.Peaks[3]);


            manualObject.Clear();
            manualObject.Begin("Misc/BoundingQuadrangle", RenderOperation.OperationTypes.OT_LINE_STRIP);
            manualObject.Position(leftBottom.x, leftBottom.y, 0);
            manualObject.TextureCoord(0, 0);
            manualObject.Position(leftTop.x, leftTop.y, 0);
            manualObject.TextureCoord(0, 1);
            manualObject.Position(rightTop.x, rightTop.y, 0);
            manualObject.TextureCoord(1, 1);
            manualObject.Position(rightBottom.x, rightBottom.y, 0);
            manualObject.TextureCoord(0, 1);
            manualObject.Position(leftBottom.x, leftBottom.y, 0);
            manualObject.TextureCoord(0, 0);
            manualObject.End();

            AxisAlignedBox box = new AxisAlignedBox();

            box.SetInfinite();
            manualObject.BoundingBox = box;
            OnSetCorners();
        }
Beispiel #18
0
        /// <summary>
        /// Gets the nearest path graph vertex from the specified position.
        /// </summary>
        /// <param name="from"></param>
        /// <returns></returns>
        public PathGraphVertex FindNearestPathGraphVertex(Vector2 from)
        {
            PathGraphVertex res            = null;
            PathGraphVertex fallDownResult = null;
            float           minDistance    = float.MaxValue;

            foreach (GridField field in fields)
            {
                foreach (PathGraphVertex vertex in field.PathGraphVertices)
                {
                    if (fallDownResult == null)
                    {
                        fallDownResult = vertex;
                    }
                    Vector2    way       = (from - vertex.Position.PositionInQuarter);
                    float      direction = (way.GetAngle() + 1 * MathHelper.PiOver2) % MathHelper.TwoPi;
                    Quadrangle pathObj   = Quadrangle.CreateBand(vertex.Position.PositionInQuarter, direction, 0.5f, way.Length());
                    //Quadrangle pathObj = new Quadrangle(vertex.Position.PositionInQuarter, vertex.Position.PositionInQuarter, from, from);
                    if ((vertex.Position.PositionInQuarter - from).Length() < minDistance && !IsInCollision(pathObj, x => !(x is Human)))
                    {
                        res         = vertex;
                        minDistance = (vertex.Position.PositionInQuarter - from).Length();
                    }
                }
            }
            if (res != null)
            {
                return(res);
            }
            return(fallDownResult);
        }
        private void IntersectionTestForm_KeyDown(object sender, KeyEventArgs e)
        {
            const float angle        = Math.PI / 36.0f;
            PointD      rotateCenter = new PointD(200, 300);

            switch (e.KeyCode)
            {
            case Keys.Up:
                activeQ.Move(0, Step);
                break;

            case Keys.Down:
                activeQ.Move(0, -Step);
                break;

            case Keys.Left:
                activeQ.Move(-Step, 0);
                break;

            case Keys.Right:
                activeQ.Move(Step, 0);
                break;

            case Keys.NumPad8:
                activeQ.Rotate(angle);
                break;

            case Keys.NumPad2:
                activeQ.Rotate(-angle);
                break;

            case Keys.B:
                activeQ = q1;
                break;

            case Keys.G:
                activeQ = q2;
                break;

            case Keys.NumPad9:
                activeQ.Move(Step, Step);
                break;

            //case ' ': MessageBox.Show(q1.ToString()); break;
            default:
                break;
            }
            pictureBox1.Refresh();
            if (q1.Intersects(q2))
            {
                Text = "BUM";
            }
            else
            {
                Text = "";
            }
        }
Beispiel #20
0
        /// <summary>
        /// Konstruktor dwuparametrowy.
        /// </summary>
        /// <param name="x">Wspolrzedna startowa x.</param>
        /// <param name="y">Wspolrzedna startowa y.</param>
        /// <param name="planeSpeed">Wektor ruchu.</param>
        /// <param name="level">Referencja do obiektu Level.</param>
        /// <author>Michal Ziober</author>
        public Bomb(float x, float y, PointD planeSpeed, Level level, float angle, IObject2D owner)
            : base(level, angle, owner)
        {
            //prostokat opisujacy obiekt.
            boundRectangle = new Quadrangle(new PointD(x, y - 1), BombWidth, BombHeight);

            //wektor ruchu.
            moveVector = new PointD(WidthCoefficient * planeSpeed.X, HeightCoefficient);
        }
 public TextureInPoint( CachedTexture texture, Quadrangle quadrangle )
 {
     this._angel = 0.0f;
     this._texture = texture;
     this._quadrangle = quadrangle;
     this.CalculateBlocks();
     this._width = 0.01f;
     this._heigth = 0.01f;
 }
Beispiel #22
0
        public StoragePlane(Level level, AircraftCarrierTile tile, PlaneType type) : base(level, false, type)
        {
            this.tile = tile;


            bounds =
                new Quadrangle(new PointD(Mathematics.IndexToPosition(tile.TileIndex), level.Carrier.Height), Width,
                               Height);
        }
Beispiel #23
0
        IEnumerable <Vector2> GetSpecialPoints(Quadrangle hull)
        {
            for (int i = 0; i < 4; i++)
            {
                yield return(hull[i]);

                yield return((hull[i] + hull[(i + 1) % 4]) / 2);
            }
            yield return((hull[0] + hull[2]) / 2);
        }
        public Quadrangle GetZoneQuadrangle(string zone_name)
        {
            Quadrangle ret = new Quadrangle(csSmartIdEnginePINVOKE.SegmentationResult_GetZoneQuadrangle(swigCPtr, zone_name), false);

            if (csSmartIdEnginePINVOKE.SWIGPendingException.Pending)
            {
                throw csSmartIdEnginePINVOKE.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
Beispiel #25
0
        /// <summary>
        /// Unregisters a new object.
        /// </summary>
        /// <param name="obj">The object</param>
        public void RemoveObject(Quadrangle obj)
        {
            objects.Remove(obj);
            List <GridField> fields = new List <GridField>(obj.SpacePartitioningFields);

            foreach (GridField field in fields)
            {
                field.RemoveObject(obj);
            }
        }
 /// <summary>
 /// Publiczny konstruktor czteroparametrowy.
 /// </summary>
 /// <param name="yBegin">Wspolrzedna y poczatku instalacji.</param>
 /// <param name="yEnd">Wspolrzedna y konca instalacji.</param>
 /// <param name="hitBound">Prostokat opisujacy obiekt.</param>
 /// <param name="soldierNum">Liczba zolnierzy.</param>
 /// <param name="type">Typ bunkra.</param>
 /// <param name="collisionRectangle">Lista prostokatow z ktorymi moga wystapic zderzenia.</param>
 public EnemyInstallationTile(float yBegin, float yEnd, float viewXShift, Quadrangle hitBound, int soldierNum, int generalNum, int type,
                              List <Quadrangle> collisionRectangle)
     : base(yBegin, yEnd, viewXShift, hitBound, type, collisionRectangle, true)
 {
     Initializing();
     soldiersCount    = soldierNum;
     generalsCount    = generalNum;
     maxInfantryCount = generalsCount + soldiersCount;
     IncrementIntactInstallationCount();
 }
Beispiel #27
0
 /// <summary>
 /// Konstruktor szescioparametrowy. Tworzy
 /// nowy bunkier drewniany na planszy.
 /// </summary>
 /// <param name="yBegin">Poczatek bunkru.</param>
 /// <param name="yEnd">Koniec bunkru.</param>
 /// <param name="hitBound">Prostokat opisujacy bunkier.</param>
 /// <param name="soldierNum">Liczba zolnierzy.</param>
 /// <param name="type">Typ bunkru.</param>
 /// <param name="collisionRectangle">Lista prostokatow z ktorymi moga wystapic zderzenia.</param>
 public WoodBunkerTile(float yBegin, float yEnd, float viewXShift, Quadrangle hitBound, int soldierNum, int generalNum, int type,
                       List <Quadrangle> collisionRectangle)
     : base(yBegin, yEnd, viewXShift, hitBound, soldierNum, generalNum, type, collisionRectangle)
 {
     //instalacja przy starcie nie jest zniszczona.
     enemyState = EnemyInstallationState.Intact;
     //pole razenia Ustawione podczas ustawiania indeksu.
     horizon     = null;
     currentTime = 0;
 }
Beispiel #28
0
        /// <summary>
        /// Updates the kill task logic.  It navigates the holder to the target and waits for him to shoot the target. If the holder has not a usable gun, it leads him to search for a toolbox. It can also lead him to for a healbox if it is needed.
        /// </summary>
        /// <param name="gameTime">Game time</param>
        public override void Update(GameTime gameTime)
        {
            if (Holder.SelectedTool is Gun && ((Gun)Holder.SelectedTool).Type.Range < TownQuarter.SquareWidth)
            {
                Box nearestToolBox = Holder.Position.Quarter.GetNearestBox(Holder.Position, true);
                if (nearestToolBox != null)
                {
                    Holder.AddUrgentTask(new MoveTask(Holder, nearestToolBox.Pivot));
                }
            }
            int neededHealth = target.Health - (Holder.SelectedTool is Gun ? ((Gun)Holder.SelectedTool).Type.Damage : 0);

            if (Holder.Health < neededHealth)
            {
                Box nearestHealBox = Holder.Position.Quarter.GetNearestBox(Holder.Position, false);
                if (nearestHealBox != null)
                {
                    Holder.AddUrgentTask(new MoveTask(Holder, nearestHealBox.Pivot));
                }
            }

            if (gameTime.TotalGameTime - lastUpdatedWaypoints > RecomputeWaypointsTimeout && (lastTargetQuarter != target.Position.Quarter || target.Position.Quarter == Holder.Position.Quarter))
            {
                lastTargetQuarter  = target.Position.Quarter;
                goStraightToTarget = false;
                if (Holder.Position.Quarter == target.Position.Quarter)
                {
                    Vector2    wayVect   = (target.Position.PositionInQuarter - Holder.Position.PositionInQuarter);
                    float      direction = (wayVect.GetAngle() + 1 * MathHelper.PiOver2) % MathHelper.TwoPi;
                    Quadrangle viewLine  = Quadrangle.CreateBand(Holder.Pivot.PositionInQuarter, direction, Holder.Size.X, wayVect.Length());
                    goStraightToTarget = !Grid.IsInCollision(viewLine, c => !(c is Human));
                }
                if (!goStraightToTarget)
                {
                    RecomputeWaypoints(Holder.Position, target.Position);
                }
                lastUpdatedWaypoints = gameTime.TotalGameTime;
            }

            if (goStraightToTarget)
            {
                if (Holder.Position.MinimalDistanceTo(target.Position) > TownQuarter.SquareWidth)
                {
                    Holder.GoThisWay(target.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
                }
                else
                {
                    Holder.TurnThisWay(target.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
                }
            }
            else
            {
                base.Update(gameTime);
            }
        }
Beispiel #29
0
 bool KillEnemyReflex(GameTime gameTime)
 {
     if (gameTime.TotalGameTime - lastKillEnemyReflexTime > KillEnemyReflexTimeout && tools.Any(x => (x is Gun && x.Usable)))
     {
         lastKillEnemyReflexTime = gameTime.TotalGameTime;
         Human      seenEnemy         = null;
         float      enemyShotDistance = tools.Max(x => (x is Gun && x.Usable ? ((Gun)x).Type.Range : 0f));
         Quadrangle viewCone          = GetViewCone(enemyShotDistance);
         if (lastSeenEnemy != null && viewCone.IsInCollisionWith(lastSeenEnemy))
         {
             //Quadrangle clearViewQuad = new Quadrangle(lastSeenEnemy.PositionInQuarter.XZToVector2(), lastSeenEnemy.PositionInQuarter.XZToVector2(), Pivot.PositionInQuarter, Pivot.PositionInQuarter);
             //IEnumerable<Quadrangle> inView = from obj in Position.Quarter.SpaceGrid.GetAllCollisions(clearViewQuad) where obj != this && obj != lastSeenEnemy select obj;
             //if (inView.Any())
             //{
             //lastSeenEnemy = null;
             //}
             //else
             //{
             seenEnemy = lastSeenEnemy;
             //}
         }
         else
         {
             lastSeenEnemy = null;
         }
         if (gameTime.TotalGameTime - lastTimeSawEnemy >= CheckEnemiesInViewConeTimeout && seenEnemy == null)
         {
             IEnumerable <Human> seenEnemies = from obj in Position.Quarter.SpaceGrid.GetAllCollisions(viewCone)
                                               where obj is Human && obj != this && enemies.Contains((Human)obj)
                                               select obj as Human;
             if (seenEnemies.Any())
             {
                 seenEnemy = seenEnemies.First();
             }
             lastTimeSawEnemy = gameTime.TotalGameTime;
         }
         if (seenEnemy != null)
         {
             lastSeenEnemy     = seenEnemy;
             selectedToolIndex = tools.FindIndex(x => (x is Gun && ((Gun)x).Type.Range == enemyShotDistance));
             float direction = (seenEnemy.PositionInQuarter.XZToVector2() - Position.PositionInQuarter).GetAngle() + 1 * MathHelper.PiOver2;
             if (!IsAzimuthTooFarFrom(direction, gameTime.ElapsedGameTime.TotalSeconds * RotateAngle))
             {
                 DoToolAction(gameTime);
             }
             else
             {
                 GoThisWay(seenEnemy.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
             }
             return(true);
         }
     }
     return(false);
 }
Beispiel #30
0
        /// <summary>
        /// Determines whether a certain area lies within a circle.
        /// </summary>
        /// <param name="area">The area to check for collision in entity space.</param>
        /// <param name="rotation">This is ignored for circles.</param>
        /// <returns><c>true</c> if <paramref name="area"/> does collide with the circle, <c>false</c>.</returns>
        public override bool CollisionTest(Quadrangle area, float rotation)
        {
            // Empty or negative circles can never intersect
            if (Radius <= 0)
            {
                return(false);
            }

            // Shift area to the circle center as the origin
            return(area.IntersectCircle(Radius));
        }
Beispiel #31
0
 public TilesNode()
 {
     yEnd               = -1.0f;
     yStart             = -1.0f;
     variation          = 0;
     hitRectangle       = null;
     rectangle          = null;
     baseName           = "";
     id                 = "";
     collisionRectangle = new List <Quadrangle>();
 }
        /// <summary>
        /// 指定の法線の面の頂点データを作成します。
        /// </summary>
        /// <param name="source">対応する面の VertexSource。</param>
        /// <param name="normal">面の法線。</param>
        void InitializeSurface(SurfaceVertexSource source, Vector3 normal)
        {
            var quadrangle = new Quadrangle();
            float s = Size * 0.5f;

            var side1 = new Vector3(normal.Y, normal.Z, normal.X);
            var side2 = Vector3.Cross(normal, side1);

            quadrangle.Position0 = (normal - side1 - side2) * s;
            quadrangle.Position1 = (normal - side1 + side2) * s;
            quadrangle.Position2 = (normal + side1 + side2) * s;
            quadrangle.Position3 = (normal + side1 - side2) * s;
            quadrangle.Normal = normal;
            quadrangle.Make(source);
        }
Beispiel #33
0
        /// <summary>
        /// Performes the bullet releasing in the shoot process
        /// </summary>
        /// <param name="gameTime">Game time</param>
        /// <param name="position">Start position</param>
        /// <param name="azimuth">Flight direction</param>
        /// <param name="visualiseBullet">Whether the bullet should be visualised indicator</param>
        /// <returns>True if the bullet hit something</returns>
        bool PerformShoot(GameTime gameTime, PositionInTown position, float azimuth, bool visualiseBullet)
        {
            const float bulletWidth = 0.02f;
            //const float startHeight = 0.5f;
            const float bulletWidthHalf = bulletWidth / 2;

            bool solveHeight = (Holder is Player);
            double lookAngle = Holder.LookAngle;
            //Vector2 quarterPosition = position.PositionInQuarter;
            float startHeight = Holder.FirstHeadPosition.Y - bulletWidth;
            Vector2 quarterPosition = position.PositionInQuarter;
            Vector2 left = quarterPosition.Go(bulletWidthHalf, azimuth - MathHelper.PiOver2);
            Vector2 right = quarterPosition.Go(bulletWidthHalf, azimuth + MathHelper.PiOver2);
            Quadrangle bullet = new Quadrangle(right, left, right.Go(type.Range, azimuth), left.Go(type.Range, azimuth));
            TownQuarter quarter = position.Quarter;

            List<Quadrangle> colliders = new List<Quadrangle>(quarter.SpaceGrid.GetAllCollisions(bullet));
            colliders.RemoveAll(x => x == Holder);

            //Half-interval search
            Stack<RangeF> testedParts = new Stack<RangeF>();
            Dictionary<float, float> heights = new Dictionary<float, float>();
            testedParts.Push(new RangeF(0, type.Range));
            if (solveHeight)
            {
                heights.Add(0, startHeight);
                heights.Add(type.Range, startHeight + type.Range * (float)Math.Tan(lookAngle));
            }

            Quadrangle nearest = null;
            float distance = type.Range;
            while (testedParts.Count != 0)
            {
                RangeF bulletRangePart = testedParts.Pop();
                float h1 = 0f;
                float h2 = 0f;
                if (solveHeight)
                {
                    h1 = heights[bulletRangePart.Begin];
                    h2 = heights[bulletRangePart.End];
                }
                Quadrangle bulletPart = new Quadrangle(
                    left.Go(bulletRangePart.Begin, azimuth),
                    right.Go(bulletRangePart.Begin, azimuth),
                    left.Go(bulletRangePart.End, azimuth),
                    right.Go(bulletRangePart.End, azimuth));
                List<Quadrangle> newColliders = new List<Quadrangle>(
                    colliders.Where(
                    x =>
                        (solveHeight && x is SpatialObject && (((SpatialObject)x).Size.Y >= h2 || ((SpatialObject)x).Size.Y >= h2) && (0 <= h1 || 0 <= h2) && x.IsInCollisionWith(bulletPart))
                        ||
                        (!solveHeight && x.IsInCollisionWith(bulletPart))
                        )
                    );
                if (newColliders.Count != 0)
                {
                    if (newColliders.Count == 1 || bulletRangePart.Length <= bulletWidthHalf)
                    {
                        nearest = newColliders[0];
                        distance = bulletRangePart.End;
                        break;
                    }
                    colliders = newColliders;
                    float halfLength = bulletRangePart.Length * 0.5f;
                    float middle = bulletRangePart.Begin + halfLength;
                    testedParts.Push(new RangeF(middle, bulletRangePart.End));
                    testedParts.Push(new RangeF(bulletRangePart.Begin, middle));
                    if (solveHeight && halfLength != 0f)
                    {
                        heights.Add(middle, startHeight + middle * (float)Math.Tan(lookAngle));
                    }
                }
            }

            if (visualiseBullet)
            {
                quarter.AddBullet(gameTime, new BulletVisualisation(quarter, quarterPosition, azimuth, distance, startHeight, startHeight + distance * (float)Math.Tan(lookAngle)));
            }
            if (nearest != null)
            {
                Debug.Write("Shot", nearest.ToString());
                nearest.BecomeShoot(gameTime, type.Damage, Holder);
                return true;
            }
            return false;
        }
Beispiel #34
0
 /// <summary>
 /// Solves a collision with the specified object.
 /// </summary>
 /// <param name="something">The hit object</param>
 /// <param name="gameLogicOnly">The simple mode indicator</param>
 /// <param name="gameTime">Game time</param>
 public override void Hit(Quadrangle something, bool gameLogicOnly, GameTime gameTime)
 {
     if (something is ToolBox)
     {
         Hit(something as ToolBox);
     }
     else if (something is HealBox)
     {
         Hit(something as HealBox);
     }
     else
     {
         MoveTo(LastPosition, Azimuth);
     }
 }
Beispiel #35
0
 /// <summary>
 /// Unregisters the specified object.
 /// </summary>
 /// <param name="obj">The object</param>
 public void RemoveObject(Quadrangle obj)
 {
     if (!isInCollisionProcessing)
     {
         objects.Remove(obj);
         obj.SpacePartitioningFields.Remove(this);
     }
     else
     {
         objectsForRemove.Add(obj);
     }
 }
Beispiel #36
0
        void ResolvePositionNormal(ref Quadrangle quadrangle, ref Vector3 normal)
        {
            var halfSize = Size * 0.5f;
            var side1 = new Vector3(normal.Y, normal.Z, normal.X);
            var side2 = Vector3.Cross(normal, side1);

            // REFERENCE: 立方体頂点計算アルゴリズムは XNA の Primitive3D サンプル コードより。

            quadrangle.Position0 = (normal - side1 - side2) * halfSize;
            quadrangle.Position1 = (normal - side1 + side2) * halfSize;
            quadrangle.Position2 = (normal + side1 + side2) * halfSize;
            quadrangle.Position3 = (normal + side1 - side2) * halfSize;
            quadrangle.Normal = normal;
        }
Beispiel #37
0
        /// <summary>
        /// VertexSource へ頂点データを設定します。
        /// </summary>
        /// <param name="source">頂点データが設定される VertexSource。</param>
        public void Make(VertexSource<VertexPositionNormalColor, ushort> source)
        {
            EnsureColors();

            var quad = new Quadrangle();

            for (int i = 0; i < normals.Length; i++)
            {
                ResolvePositionNormal(ref quad, ref normals[i]);
                quad.Color = colors[i];
                quad.Make(source);
            }
        }
Beispiel #38
0
 /// <summary>
 /// Registers an object in this field.
 /// </summary>
 /// <param name="obj">The object</param>
 public void AddObject(Quadrangle obj)
 {
     objects.Add(obj);
     obj.SpacePartitioningFields.Add(this);
 }
Beispiel #39
0
 /// <summary>
 /// Calculates all callision of the specified objects inside this field.
 /// </summary>
 /// <param name="obj">The tested object</param>
 /// <returns>Set of colliding objects from this field</returns>
 public IEnumerable<Quadrangle> GetCollisions(Quadrangle obj)
 {
     isInCollisionProcessing = true;
     foreach (Quadrangle quad in objects)
     {
         if (obj.IsInCollisionWith(quad) && obj != quad)
         {
             yield return quad;
         }
     }
     isInCollisionProcessing = false;
     foreach (Quadrangle rem in objectsForRemove)
     {
         RemoveObject(rem);
     }
     objectsForRemove.Clear();
 }
Beispiel #40
0
 /// <summary>
 /// Updates the object logic. Checks availability for humans and let them know about it.
 /// </summary>
 /// <param name="gameTime">Game time</param>
 public virtual void Update(GameTime gameTime)
 {
     if (gameTime.TotalGameTime - lastTimeRangeChecked > CheckRangeTimeout)
     {
         lastTimeRangeChecked = gameTime.TotalGameTime;
         Vector2 center = Pivot.PositionInQuarter;
         Vector2[] corners = new Vector2[]
         {
             UpperLeftCorner,
             UpperRightCorner,
             LowerLeftCorner,
             LowerRightCorner
         };
         for (int i = 0; i < corners.Length; i++ )
         {
             Vector2 movement = Vector2.Normalize(corners[i] - center) * actionDistance;
             corners[i] += movement;
         }
         Quadrangle range = new Quadrangle(corners[0], corners[1], corners[2], corners[3]);
         IEnumerable<Quadrangle> collisions = Position.Quarter.SpaceGrid.GetAllCollisions(range);
         HashSet<Human> newHumans = new HashSet<Human>();
         foreach (Quadrangle collision in collisions)
         {
             if (collision is Human)
             {
                 Human human = ((Human)collision);
                 if (!availibleHumans.Contains(human))
                 {
                     human.RegisterAvailableAction(this);
                 }
                 newHumans.Add(human);
             }
         }
         availibleHumans.ExceptWith(newHumans);
         foreach (Human oldHuman in availibleHumans)
         {
             oldHuman.UnregisterAvailableAction(this);
         }
         availibleHumans = newHumans;
     }
 }