Example #1
0
        /// <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();
        }
Example #2
0
 /// <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;
     //        }
 }
Example #3
0
 // 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();
 }
Example #4
0
 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;
 }
Example #5
0
 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');
            }
        }
Example #7
0
        /// <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");
            }
        }
Example #8
0
 /// <summary>
 /// Convert an house système to Char
 /// </summary>
 public static char ToChar(this HouseSystem hs)
 {
     return(SweHouse.HouseSystemToChar(hs));
 }
Example #9
0
 public void injectHouseSystem(HouseSystem houseSystem)
 {
     hs = houseSystem;
 }