Esempio n. 1
0
        //// ===========================================================================================================
        //// Methods
        //// ===========================================================================================================

        protected override Canvas Render(CameraRenderOptions options)
        {
            var start      = new Point(0, 1, 0);
            var velocity   = new Vector(1, 1.8, 0).Normalize() * 11.25;
            var cannonball = new Projectile(start, velocity);

            // gravity is -0.1 unit/tick and wind is -0.01 unit/tick
            var gravity     = new Vector(0, -0.1, 0);
            var wind        = new Vector(-0.01, 0, 0);
            var environment = new Environment(gravity, wind);

            var       color           = Colors.Magenta;
            const int pixelBorderSize = 2;

            var canvas = new MutableCanvas(CanvasWidth, CanvasHeight);

            while (cannonball.Position.Y > 0)
            {
                cannonball = Tick(environment, cannonball);
                int pointX = (int)Math.Round(cannonball.Position.X);
                int pointY = (int)Math.Round(canvas.Height - cannonball.Position.Y);
                canvas.FillRect(
                    top: pointY - pixelBorderSize,
                    left: pointX - pixelBorderSize,
                    bottom: pointY + pixelBorderSize,
                    right: pointX + pixelBorderSize,
                    color);
            }

            return(canvas.ToImmutable());
        }
Esempio n. 2
0
        protected override Canvas Render(CameraRenderOptions options)
        {
            var canvas = new MutableCanvas(CanvasWidth, CanvasHeight);

            int    centerX     = canvas.Width / 2;
            int    centerY     = canvas.Height / 2;
            double clockRadius = Math.Min(canvas.Width * (3d / 8), canvas.Height * (3d / 8));

            var       color           = Colors.Cyan;
            const int pixelBorderSize = 4;

            // The clock is oriented along the y axis, which means when looking at it face-on you're looking
            // towards the negative y axis and the clock face sits on the x-z plane.
            var          twelve        = new Point(0, 0, 1);
            const double rotationAngle = (2 * Math.PI) / 12;

            for (int hour = 0; hour < 12; hour++)
            {
                // Rotate the twelve point around the y axis.
                // Scale by the clock radius.
                // Translate to the center of the canvas.
                var   transform = Matrix4x4.CreateRotationY(hour * rotationAngle);
                Point hourPoint = transform * twelve;
                int   x         = centerX + (int)Math.Round(hourPoint.X * clockRadius);
                int   y         = centerY - (int)Math.Round(hourPoint.Z * clockRadius);
                canvas.FillRect(
                    top: y - pixelBorderSize,
                    left: x - pixelBorderSize,
                    bottom: y + pixelBorderSize,
                    right: x + pixelBorderSize,
                    color);
            }

            return(canvas.ToImmutable());
        }