Exemple #1
0
        public static IBasicShape MapApiToDomain(ShapeDto input)
        {
            IBasicShape output = null;

            switch (input.Type)
            {
            case ShapeDto.ShapeType.Sphere:
                // TODO: worth normalizing Shape instantiation e.g. new()
                output = Sphere.CreateDefaultInstance();
                break;

            case ShapeDto.ShapeType.Plane:
                output = new Plane();
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(input.Type), "Unrecognized shape type: " + input.Type);
            }

            if (input.Material != null)
            {
                output.Material = MaterialFactory.MapApiToDomain(input.Material);
            }

            if (input.Transformations != null && input.Transformations.Any())
            {
                foreach (var transform in input.Transformations)
                {
                    var domainTransformAction = TransformationFactory.MapApiTransformToDomainAction(transform);
                    domainTransformAction(output.Transformation);
                }
            }

            return(output);
        }
Exemple #2
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 public IntersectionDto(Model.Ray ray, IBasicShape shape, float distanceT)
 {
     Ray       = ray;
     Shape     = shape;
     DistanceT = distanceT;
     TangentialIntersection = false;
     RayOrigin = RaysOrigin.Normal;
 }
Exemple #3
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        public static void DrawSphere(string outputBitmapFilePath, IMatrixTransformationBuilder transformation)
        {
            // Rough and ready. Fully following the pseudocode from the text.
            // Basically:
            //   For each pixel on the canvas, figure out the ray (direction) from there
            //   back to the origin of the emitting ray (light source).
            //   Then calculate the hit (first intersection), if any. If it's a hit then
            //   that pixel on the canvas gets drawn.
            //   The rest of the code is just pixel conversion e.g. determining what "1"
            //   represents in terms of numbers of pixels and also converting the half above /
            //   half below of the sphere to a non-negative set of pixels for drawing.

            // inputs: could encapsulate in class to cleanup the code.
            var         ray_origin = new Vector4(0F, 0F, -5F, 1F);
            var         wall_z     = 10F;
            var         wall_size  = 7.0F;
            IBasicShape shape      = Sphere.CreateDefaultInstance();

            shape.Transformation = transformation;
#pragma warning disable CS0618 // Type or member is obsolete
            var xs = new SceneIntersectionCalculator(new List <IBasicShape> {
                shape
            });
#pragma warning restore CS0618 // Type or member is obsolete
            var canvas_pixels = 100;
            var pixel_size    = wall_size / canvas_pixels;
            var half          = wall_size / 2;
            var color         = Color.FromScRgb(1.0F, 0.0F, 0.0F, 1.0F).Simplify();



            using var canvas = new System.Drawing.Bitmap(canvas_pixels, canvas_pixels);

            for (int y = 0; y < canvas_pixels; y++)
            {
                var world_y = half - pixel_size * y;

                for (int x = 0; x < canvas_pixels; x++)
                {
                    var world_x = -half + pixel_size * x;

                    var position = new Vector4(world_x, world_y, wall_z, 1F);

                    var r = new Domain.Model.Ray(
                        ray_origin,
                        Vector4.Normalize(position - ray_origin));


                    if (xs.CalculateHit(r).HasValue)
                    {
                        canvas.SetPixel(x, y, color);
                    }
                }
            }


            canvas.Save(outputBitmapFilePath);
        }
        private IBasicShape MakeBackground()
        {
            IBasicShape backgroundShape = MakeShapeStub(_presentationInfo);

            backgroundShape.Width     = _presentationInfo.Width;
            backgroundShape.ColorType = ShapeType.Inactive;

            return(backgroundShape);
        }
        public void ComputeCalculations(IBasicShape basicShape)
        {
            NumberOf++;
            Area      += basicShape.GetArea();
            Perimeter += basicShape.GetPerimeter();

            var textToPrint      = TypeOfTheGrouppedShapes.GetProperty("TextToPrint");
            var textToPrintValue = textToPrint?.GetValue(basicShape).ToString();

            TextToPrint = string.Format(textToPrintValue, NumberOf, Area.ToString("#.##"), Perimeter.ToString("#.##"));
        }
        private IBasicShape MakeProgressBar(int currentPosition)
        {
            IBasicShape backgroundShape = MakeShapeStub(_presentationInfo);


            if (_presentationInfo.DisableOnFirstSlide)
            {
                currentPosition -= 1;
            }


            backgroundShape.Width     = (CalculateWidthOfBarOnOneSlide()) * currentPosition;
            backgroundShape.ColorType = ShapeType.Active;

            return(backgroundShape);
        }
 private static Func <GrouppedShapes, bool> GrouppedShapesInList(IBasicShape basicShape) => grouppedShapes => grouppedShapes.TypeOfTheGrouppedShapes == basicShape.GetType();
 public void ComputeCalculations(GrouppedShapes grouppedShapes, IBasicShape basicShape)
 {
     grouppedShapes.ComputeCalculations(basicShape);
 }
 public GrouppedShapes GetGrouppedShapesElement(IBasicShape basicShape) => _instance.FirstOrDefault(GrouppedShapesInList(basicShape));
 public bool HasGrouppedShapesInList(IBasicShape basicShape) => _instance.Any(GrouppedShapesInList(basicShape));
Exemple #11
0
 public void InitializationValues_SetOnSphereInstance()
 {
     _sphereInstance = Sphere.CreateDefaultInstance(true);
 }