public override bool OnScroll (MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { if ((TouchPanel.EnabledGestures & GestureType.FreeDrag) != 0) { if (!dragging) dragging = true; Vector2 position = new Vector2(e2.GetX(), e2.GetY()); Android.Util.Log.Info("MonoGame", position.ToString()); AndroidGameActivity.Game.Window.UpdateTouchPosition(ref position); var gs = new GestureSample(GestureType.FreeDrag, AndroidGameActivity.Game.TargetElapsedTime, position, Vector2.Zero, Vector2.Zero, Vector2.Zero); TouchPanel.GestureList.Enqueue(gs); } return base.OnScroll (e1, e2, distanceX, distanceY); }
/// <summary> /// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains /// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from /// the source, not the other way around. This ensures that the target has no holes in it. /// The processing order of an incoming terrain is: /// 1. Apply rotation /// 2. Apply bounding rectangle /// 3. Apply displacement /// rotationCenter is no longer needed and has been discarded. /// </summary> /// <param name="newTerrain"></param> /// <param name="displacement"><x, y, z></param> /// <param name="rotationDegrees"></param> /// <param name="boundingOrigin"><x, y></param> /// <param name="boundingSize"><x, y></param> public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize) { m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>", LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(), boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY); // get the size of the incoming terrain int baseX = newTerrain.Width; int baseY = newTerrain.Height; // create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;) int offsetY = baseY / 4; int tmpX = baseX + baseX / 2; int tmpY = baseY + baseY / 2; int centreX = tmpX / 2; int centreY = tmpY / 2; TerrainData terrain_tmp = new HeightmapTerrainData(tmpX, tmpY, (int)Constants.RegionHeight); for (int xx = 0; xx < tmpX; xx++) for (int yy = 0; yy < tmpY; yy++) terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel double radianRotation = Math.PI * rotationDegrees / 180f; double cosR = Math.Cos(radianRotation); double sinR = Math.Sin(radianRotation); if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90 // So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0 // and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even int x, y, sx, sy; for (y = 0; y <= tmpY; y++) { for (x = 0; x <= tmpX; x++) { if (rotationDegrees == 0f) { sx = x - offsetX; sy = y - offsetY; } else if (rotationDegrees == 90f) { sx = y - offsetX; sy = tmpY - 1 - x - offsetY; } else if (rotationDegrees == 180f) { sx = tmpX - 1 - x - offsetX; sy = tmpY - 1 - y - offsetY; } else if (rotationDegrees == 270f) { sx = tmpX - 1 - y - offsetX; sy = x - offsetY; } else { // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places? sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX; sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY; } if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY) { try { terrain_tmp[x, y] = (float)newTerrain[sx, sy]; } catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) { m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y); } } } } // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;). int newX = m_terrainData.SizeX; int newY = m_terrainData.SizeY; // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed int dispX = (int)Math.Floor(displacement.X); int dispY = (int)Math.Floor(displacement.Y); // startX/Y and endX/Y are coordinates in bitmap_tmp int startX = (int)Math.Floor(boundingOrigin.X) + offsetX; if (startX > tmpX) startX = tmpX; if (startX < 0) startX = 0; int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY; if (startY > tmpY) startY = tmpY; if (startY < 0) startY = 0; int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX; if (endX > tmpX) endX = tmpX; if (endX < 0) endX = 0; int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY; if (endY > tmpY) endY = tmpY; if (endY < 0) endY = 0; //m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader, // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY); int dx, dy; for (y = startY; y < endY; y++) { for (x = startX; x < endX; x++) { dx = x - startX + dispX; dy = y - startY + dispY; if (dx >= 0 && dx < newX && dy >= 0 && dy < newY) { try { float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z; } catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) { m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy); } } } } }
public void Vector2ToStringTest() { Vector2 target = new Vector2(1.0f, 2.2f); string expected = "{X:1 Y:2.2}"; string actual; actual = target.ToString(); Assert.AreEqual(expected, actual, "Vector2.ToString did not return the expected value."); }
public void TestMemberFn_ToString_i () { Vector2 a = new Vector2(42, -17); String result = a.ToString(); String expected = "{X:42 Y:-17}"; Assert.That(result, Is.EqualTo(expected)); }
public static SimPathStore GetPathStore(Vector2 loc) { lock (_PathStores) { SimPathStore PS; if (_PathStores.TryGetValue(loc,out PS)) { return PS; } PS = new SimPathStore(loc.ToString(), loc, new Vector3d(loc.X * 256, loc.Y * 256, 0), new Vector3(256, 256, Single.MaxValue)); return PS; } }