Esempio n. 1
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 /// <summary>
 /// Rotates the Story Perimeter and Rooms in the horizontal plane around the supplied pivot point.
 /// </summary>
 /// <param name="pivot">Vector3 point around which the Room Perimeter will be rotated.</param>
 /// <param name="angle">Angle in degrees to rotate the Perimeter.</param>
 /// <returns>
 /// None.
 /// </returns>
 public void Rotate(Vector3 pivot, double angle)
 {
     if (Perimeter != null)
     {
         Perimeter = Perimeter.Rotate(pivot, angle);
     }
     foreach (var room in Corridors)
     {
         room.Rotate(pivot, angle);
     }
     foreach (var room in Exclusions)
     {
         room.Rotate(pivot, angle);
     }
     foreach (var room in Openings)
     {
         room.Rotate(pivot, angle);
     }
     foreach (var room in Rooms)
     {
         room.Rotate(pivot, angle);
     }
     foreach (var room in Services)
     {
         room.Rotate(pivot, angle);
     }
 }
Esempio n. 2
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 /// <summary>
 /// Rotates all Rooms and the Perimeter in the horizontal plane around the supplied pivot point.
 /// </summary>
 /// <param name="pivot">Vector3 point around which the RoomRow will be rotated.</param>
 /// <param name="angle">Angle in degrees to rotate the Perimeter.</param>
 /// <returns>
 /// None.
 /// </returns>
 public void Rotate(Vector3 pivot, double angle)
 {
     foreach (Room room in Rooms)
     {
         room.Rotate(pivot, angle);
     }
     Perimeter = Perimeter.Rotate(pivot, angle);
 }
Esempio n. 3
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 /// <summary>
 /// Rotates the Room Perimeter in the horizontal plane around the supplied pivot point.
 /// </summary>
 /// <param name="pivot">Vector3 point around which the Room Perimeter will be rotated.</param>
 /// <param name="angle">Angle in degrees to rotate the Perimeter.</param>
 /// <returns>
 /// True if the Perimeter is successfully rotated.
 /// </returns>
 public bool Rotate(Vector3 pivot, double angle)
 {
     if (Perimeter == null)
     {
         return(false);
     }
     Perimeter = Perimeter.Rotate(pivot, angle);
     return(true);
 }
Esempio n. 4
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 /// <summary>
 /// Rotates the Tower Perimeter and Stories in the horizontal plane around the supplied pivot point.
 /// </summary>
 /// <param name="pivot">Vector3 point around which the Room Perimeter will be rotated.</param>
 /// <param name="angle">Angle in degrees to rotate the Perimeter.</param>
 /// <returns>
 /// None.
 /// </returns>
 public void Rotate(Vector3 pivot, double angle)
 {
     foreach (Story story in Stories)
     {
         story.Rotate(pivot, angle);
     }
     foreach (Room core in Cores)
     {
         core.Rotate(pivot, angle);
     }
     if (Perimeter != null)
     {
         Perimeter = Perimeter.Rotate(pivot, angle);
     }
 }
Esempio n. 5
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        /// <summary>
        /// Moves all Rooms along a 3D vector calculated between the supplied Vector3 points.
        /// </summary>
        /// <param name="from">Vector3 base point of the move.</param>
        /// <param name="to">Vector3 target point of the move.</param>
        /// <returns>
        /// None.
        /// </returns>
        public void MoveFromTo(Vector3 from, Vector3 to)
        {
            foreach (Room room in Rooms)
            {
                room.MoveFromTo(from, to);
            }
            Perimeter = Perimeter.MoveFromTo(from, to);
            var ang = Perimeter.Segments().OrderByDescending(s => s.Length()).ToList().First();

            Angle        = Math.Atan2(ang.End.Y - ang.Start.Y, ang.End.X - ang.Start.X) * (180 / Math.PI);
            perimeterJig = Perimeter.Rotate(Vector3.Origin, Angle * -1);
            compass      = perimeterJig.Compass();
            insert.MoveFromTo(from, to);
            Row = new Line(compass.SW, compass.SE).Rotate(Vector3.Origin, Angle);
        }
Esempio n. 6
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        /// <summary>
        /// Creates a grid network of corridors within the Story and returns a list of spatially sorted RoomRows ready for population.
        /// </summary>
        /// <param name="rowLength">Distance between cross corridors.</param>
        /// <param name="roomDepth">Desired depth of Rooms.</param>
        /// <param name="corridorWidth">Width of all corridors.</param>
        /// <returns>A List of RoomRow</returns>
        public List <RoomRow> PlanGrid(double rowLength, double rowDepth, double corridorWidth = 3.0, bool split = true)
        {
            Corridors.Clear();
            Rooms.Clear();
            rowLength     = rowLength.NearEqual(0.0) ? 1.0 : Math.Abs(rowLength);
            rowDepth      = rowLength.NearEqual(0.0) ? 1.0 : Math.Abs(rowDepth);
            corridorWidth = rowLength.NearEqual(0.0) ? 1.0 : Math.Abs(corridorWidth);

            var row          = Perimeter.Segments().OrderByDescending(s => s.Length()).First();
            var ang          = Math.Atan2(row.End.Y - row.Start.Y, row.End.X - row.Start.X) * (180 / Math.PI);
            var perimeterJig = Perimeter.Rotate(Vector3.Origin, ang * -1);
            var grid         = new Grid2d(perimeterJig);

            grid.U.DivideByFixedLength(rowLength, FixedDivisionMode.RemainderAtBothEnds);
            grid.V.DivideByFixedLength(rowDepth, FixedDivisionMode.RemainderAtBothEnds);
            var uLines   = grid.GetCellSeparators(GridDirection.U).Skip(1).Reverse().Skip(1).Reverse();
            var vLines   = grid.GetCellSeparators(GridDirection.V).Skip(1).Reverse().Skip(1).Reverse();
            var ctrLines = new List <Line>();

            foreach (var curve in uLines)
            {
                ctrLines.Add((Line)curve);
            }
            foreach (var curve in vLines)
            {
                ctrLines.Add((Line)curve);
            }
            foreach (var line in ctrLines)
            {
                var corridor = line.Thicken(corridorWidth);
                if (perimeterJig.Compass().Box.Covers(corridor))
                {
                    AddCorridor(new Room(corridor.Rotate(Vector3.Origin, ang), Height));
                }
            }
            foreach (var cell in grid.CellsFlat)
            {
                var polygon = (Polygon)cell.GetCellGeometry();
                var compass = polygon.Compass();
                if (split)
                {
                    var north = Polygon.Rectangle(compass.W, compass.NE).Rotate(Vector3.Origin, ang);
                    var south = Polygon.Rectangle(compass.SW, compass.E).Rotate(Vector3.Origin, ang);
                    AddRoom(new Room(north, Height));
                    AddRoom(new Room(south, Height));
                    continue;
                }
                else if (Math.Abs(compass.SizeY - rowDepth) <= 0.0001)
                {
                    AddRoom(new Room(polygon.Rotate(Vector3.Origin, ang), Height));
                }
            }
            var roomRows = new List <RoomRow>();

            foreach (var room in Rooms)
            {
                roomRows.Add(new RoomRow(room.Perimeter));
            }
            Rooms.Clear();
            return(roomRows);
        }