/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { wandererWorld = Matrix.Identity; wanderer = new WandererBody(this); heightMapTransformSystem_Wanderer = new HeightMapTransformSystem_Wanderer(); heightMapComponent = new HeightMapComponent(); heightMapCameraComponent = new HeightMapCameraComponent(); robotComponent = new RobotComponent(); heightMapSystem = new HeightmapSystem(); heightMapTranformSystem = new HeightMapTranformSystem(); heightMapRenderSystem = new HeightMapRenderSystem(graphics.GraphicsDevice); robotSystem = new RobotSystem(); robotTranformSystem = new RobotTranformSystem(); robotRenderSystem = new RobotRenderSystem(); collisionSystem = new CollisionSystem(); houseSystem = new HouseSystem(this); systemRenderer = new Renderer(); base.Initialize(); }
/// <summary> /// Calculate houses positions /// </summary> /// <param name="day"></param> /// <param name="position"></param> /// <param name="hsys"></param> /// <returns></returns> public Houses.HouseResult Houses(JulianDay day, GeoPosition position, HouseSystem hsys) { throw new NotImplementedException(); // int i, retc = 0; // double armc, eps; double[] nutlo = new double[2]; var jde = _Sweph.EphemerisTime(day); var eps = SweLib.Epsiln(jde, 0) * SweLib.RADTODEG; // SE.SwephLib.swi_nutation(tjde, 0, nutlo); // for (i = 0; i < 2; i++) // nutlo[i] *= SwissEph.RADTODEG; // armc = SE.swe_degnorm(SE.swe_sidtime0(tjd_ut, eps + nutlo[1], nutlo[0]) * 15 + geolon); //#if TRACE // //swi_open_trace(NULL); // //if (swi_trace_count <= TRACE_COUNT_MAX) { // // if (swi_fp_trace_c != NULL) { // // fputs("\n/*SWE_HOUSES*/\n", swi_fp_trace_c); // // fprintf(swi_fp_trace_c, "#if 0\n"); // // fprintf(swi_fp_trace_c, " tjd = %.9f;", tjd_ut); // // fprintf(swi_fp_trace_c, " geolon = %.9f;", geolon); // // fprintf(swi_fp_trace_c, " geolat = %.9f;", geolat); // // fprintf(swi_fp_trace_c, " hsys = %d;\n", hsys); // // fprintf(swi_fp_trace_c, " retc = swe_houses(tjd, geolat, geolon, hsys, cusp, ascmc);\n"); // // fprintf(swi_fp_trace_c, " /* swe_houses calls swe_houses_armc as follows: */\n"); // // fprintf(swi_fp_trace_c, "#endif\n"); // // fflush(swi_fp_trace_c); // // } // //} //#endif // retc = swe_houses_armc(armc, geolat, eps + nutlo[1], hsys, cusp, ascmc); // return retc; // } }
// Use this for initialization void Start() { weapon = WeaponController.Weapons.BFG; hs = GameObject.Find("HouseSystem").GetComponent <HouseSystem>(); sr = GetComponentInChildren <SpriteRenderer>(); wc = GameObject.Find("Player").GetComponent <WeaponController>(); DestroyHouse(); //BuildHouse(); }
public Conf( string ephemerisPath, SiderealMode siderealMode, PositionType positionType, HouseSystem houseSystem, NodeType nodeType, ApogType apogType) { EphemerisPath = ephemerisPath; SiderealMode = siderealMode; PositionType = positionType; HouseSystem = houseSystem; NodeType = nodeType; ApogType = apogType; }
public string serialize() { return (CountryCode + "\n" + CountryName + "\n" + PlaceName + "\n" + (int)(Latitude * 100.0) + "\n" + (int)(Longitude * 100.0) + "\n" + TimeZone + "\n" + Year + "\n" + Month + "\n" + Day + "\n" + Hour + "\n" + Minute + "\n" + PersonName + "\n" + PersonDescription + "\n" + HouseSystem.ToString()); //+"\n" + // PlaceDescription; }
/// <summary> /// Convert a char to an house system /// </summary> public static Char HouseSystemToChar(HouseSystem hs) { switch (hs) { case HouseSystem.Koch: return('K'); case HouseSystem.Porphyrius: return('O'); case HouseSystem.Regiomontanus: return('R'); case HouseSystem.Campanus: return('C'); case HouseSystem.Equal: return('E'); case HouseSystem.VehlowEqual: return('V'); case HouseSystem.WholeSign: return('W'); case HouseSystem.MeridianSystem: return('X'); case HouseSystem.Horizon: return('H'); case HouseSystem.PolichPage: return('T'); case HouseSystem.Alcabitus: return('B'); case HouseSystem.Morinus: return('M'); case HouseSystem.KrusinskiPisa: return('U'); case HouseSystem.GauquelinSector: return('G'); case HouseSystem.APC: return('Y'); case HouseSystem.Placidus: default: return('P'); } }
/// <summary> /// Returns the name of an house system /// </summary> public static String GetHouseSystemName(HouseSystem hs) { switch (hs) { case HouseSystem.Koch: return("Koch"); case HouseSystem.Porphyrius: return("Porphyrius"); case HouseSystem.Regiomontanus: return("Regiomontanus"); case HouseSystem.Campanus: return("Campanus"); case HouseSystem.Equal: return("Equal"); case HouseSystem.VehlowEqual: return("Vehlow equal"); case HouseSystem.WholeSign: return("Whole sign"); case HouseSystem.MeridianSystem: return("Axial rotation system / Meridian system / Zariel"); case HouseSystem.Horizon: return("Azimuthal / Horizontal system"); case HouseSystem.PolichPage: return("Polich/Page (\"topocentric\" system)"); case HouseSystem.Alcabitus: return("Alcabitus"); case HouseSystem.Morinus: return("Morinus"); case HouseSystem.KrusinskiPisa: return("Krusinski-Pisa"); case HouseSystem.GauquelinSector: return("Gauquelin sector"); case HouseSystem.APC: return("APC houses"); case HouseSystem.Placidus: default: return("Placidus"); } }
/// <summary> /// Convert an house système to Char /// </summary> public static char ToChar(this HouseSystem hs) { return(SweHouse.HouseSystemToChar(hs)); }
public void injectHouseSystem(HouseSystem houseSystem) { hs = houseSystem; }