/// <summary> /// Delete obstacle /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void deleteObstacleContextToolStripMenuItem1_Click(object sender, EventArgs e) { if (this.selected is SimObstacle) { SimObstacle so = (SimObstacle)this.selected; this.displayObjects.Remove(so); this.Simulation.simEngine.WorldService.Obstacles.Remove(so.ObstacleId); this.Simulation.simEngine.SetPropertyGridDefault(); this.selected = null; SimulatorOutput.WriteLine("Removed Obstacle: " + so.ObstacleId.ToString()); this.Invalidate(); } }
/// <summary> /// What to do when mouse moves /// </summary> /// <param name="e"></param> protected override void OnMouseMove(MouseEventArgs e) { #region Left if (e.Button == MouseButtons.Left) { // dragging vehicle if (this.selected != null && this.selected is CarDisplayObject && isDragging && this.temporaryCoordinate.HasValue) { // Get the offset. Point point = e.Location; // new coord Coordinates newCoord = this.transform.GetWorldPoint(new PointF(point.X, point.Y)); // calc offse Coordinates offset = newCoord - this.temporaryCoordinate.Value; // moving object CarDisplayObject cdo = (CarDisplayObject)this.selected; // check we are not tracking if (this.tracked != null && cdo.Equals(this.tracked)) { this.tracked = null; } // move cdo.InMove(this.temporaryCoordinate.Value, offset, this.transform); // check snap pos or heading if (cdo.SnapHeading || cdo.SnapPosition) { // filter for vehicles DisplayObjectFilter partitionDof = delegate(IDisplayObject target) { // check if target is network object if (target is ArbiterLanePartition) { return(true); } else { return(false); } }; // check to see if selected a partition HitTestResult vhcHtr = this.HitTest(transform.GetWorldPoint(new PointF(e.X, e.Y)), partitionDof); // check hit if (vhcHtr.Hit) { // get partition ArbiterLanePartition alp = (ArbiterLanePartition)vhcHtr.DisplayObject; // heading Coordinates heading = alp.Vector(); // position Coordinates closest = alp.PartitionPath.GetPoint(alp.PartitionPath.GetClosestPoint(transform.GetWorldPoint(new PointF(e.X, e.Y)))); if (cdo.SnapPosition) { cdo.Position = closest; } if (cdo.SnapHeading) { cdo.Heading = heading; } } } } else if (this.selected != null && this.selected is SimObstacle && isDragging && this.temporaryCoordinate.HasValue) { // Get the offset. Point point = e.Location; // new coord Coordinates newCoord = this.transform.GetWorldPoint(new PointF(point.X, point.Y)); // calc offse Coordinates offset = newCoord - this.temporaryCoordinate.Value; // moving object SimObstacle so = (SimObstacle)this.selected; // move so.InMove(this.temporaryCoordinate.Value, offset, this.transform); } // check if user is dragging else if (isDragging) { // Get the offset. Point point = (Point)controlTag; // Calculate change in position double deltaX = e.X - point.X; double deltaY = e.Y - point.Y; // Update the world Coordinates tempCenter = WorldTransform.CenterPoint; tempCenter.X -= deltaX / WorldTransform.Scale; tempCenter.Y += deltaY / WorldTransform.Scale; WorldTransform.CenterPoint = tempCenter; // update control controlTag = new Point(e.X, e.Y); } // redraw this.Invalidate(); } #endregion #region Right else if (e.Button == MouseButtons.Right) { if (this.selected != null && this.selected is SimObstacle && isDragging && this.temporaryCoordinate.HasValue) { // Get the offset. Point point = e.Location; // new coord Coordinates newCoord = this.transform.GetWorldPoint(new PointF(point.X, point.Y)); // moving object SimObstacle so = (SimObstacle)this.selected; // calc new rel heading Coordinates offset = newCoord - so.Position; // calc degree diff //double rotDiff = offset.ToDegrees() - this.temporaryCoordinate.Value.ToDegrees(); // new head //Coordinates newHead = so.Heading.Rotate(rotDiff); // set so.Heading = offset; this.Invalidate(); } } #endregion base.OnMouseMove(e); }
/// <summary> /// Obstacle /// </summary> /// <param name="screenCenter"></param> /// <returns></returns> public SimObstacle AddObstacle(Coordinates screenCenter) { // deafualt id is # of elts int idNumber = this.WorldService.Obstacles.Count + this.Vehicles.Count; // create array to hold used vehicle and obstacle id's bool[] usedIds = new bool[this.WorldService.Obstacles.Count + this.Vehicles.Count]; // loop over obstacles and get ids foreach (SimObstacle ism in this.WorldService.Obstacles.Values) { // make sure num within # of obstacles and vehicles if (ism.ObstacleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count) { // check off usedIds[ism.ObstacleId.Number] = true; } } // loop over vehicles and get ids foreach (SimVehicle ism in this.Vehicles.Values) { // make sure num within # of obstacles and vehicles if (ism.VehicleId.Number < this.WorldService.Obstacles.Count + this.Vehicles.Count) { // check off usedIds[ism.VehicleId.Number] = true; } } // loop over checked off id's for (int i = usedIds.Length - 1; i >= 0; i--) { // if find a false one set that id if (usedIds[i] == false) { // set id num idNumber = i; } } // create obstacle id SimObstacleId soi = new SimObstacleId(idNumber); // get position (center of screen) Coordinates position = screenCenter; // create obstacle SimObstacle so = new SimObstacle(soi, position, new Coordinates(1, 0)); // add to obstacles this.WorldService.Obstacles.Add(so.ObstacleId, so); // return return so; }