Esempio n. 1
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    /// <summary>
    /// 获取正方体的每个面顶点坐标
    /// </summary>
    /// <param name="count"></param>
    /// <returns></returns>
    protected virtual Vector3[] GetPointsVector3s(PointsInfo _points)
    {
        List <Vector3> tempPoints = new List <Vector3>();


        return(tempPoints.ToArray());
    }
Esempio n. 2
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        On_execute()
        {
            WebResponse response = null;

            try
            {
                response = (HttpWebResponse)Create_request().GetResponse();
                var balance = JSON.Deserialize_from_stream <PointsResponse>(
                    new StreamReader(response.GetResponseStream()));
                _fetched_Points = new PointsInfo()
                {
                    point_balance = balance != null ? balance.points : "0"
                };
            }
            catch (WebException ex)
            {
                Handle_errors_if_present(ex);
            }
            finally
            {
                if (response != null)
                {
                    response.Close();
                }
            }
        }
Esempio n. 3
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        public PointsInfo GetPointsInRange(PointsInfo pointsDetail)
        {
            Ensure_we_are_authenticated();
            Get_Points_Detail_Request request = new Get_Points_Detail_Request(base_request_address_, pointsDetail, token_);

            request.Execute();
            return(request.PointDetails);
        }
Esempio n. 4
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        private Program program()
        {
            //
            PointsInfo points = point();
            Block      blocks = block();

            return(new Program(points, blocks));
        }
Esempio n. 5
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    protected override Vector3[] GetPointsVector3s(PointsInfo _points)
    {
        List <Vector3> tempPoints = new List <Vector3>();

        for (int i = 0; i < _points.points.Length; i++)
        {
            tempPoints.AddRange(GetCubePointFromPoint(new Vector3(_points.points[i].x, _points.points[i].y / 2f, _points.points[i].z), new Vector3(_points.size.x, _points.points[i].y, _points.size.z)));
        }

        return(tempPoints.ToArray());
    }
Esempio n. 6
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    /// <summary>
    /// 根据顶点和位移差获取最终位置
    /// </summary>
    /// <param name="vertices"></param>
    /// <param name="index"></param>
    /// <returns></returns>
    public override Vector3[] SetVerticesOffset(Vector3[] vertices, PointsInfo _points)
    {
        Vector3[] tempV3 = new Vector3[vertices.Length];

        for (int i = 0; i < vertices.Length; i++)
        {
            tempV3[i] = vertices[i];

            tempV3[i] += _points.points[0];
        }

        return(tempV3);
    }
Esempio n. 7
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    protected override Vector3[] GetPointsVector3s(PointsInfo _points)
    {
        List <Vector3> tempPoints = new List <Vector3>();

        for (int i = 1; i < _points.points.Length; i++)
        {
            Vector3 lastPoint = _points.points[i - 1];
            Vector3 curPoint  = _points.points[i];

            tempPoints.AddRange(GetCubePointFromPoint(new Vector3((lastPoint.x + curPoint.x) / 2f, 0, (lastPoint.z + curPoint.z) / 2f), new Vector3(curPoint.x - lastPoint.x, _points.size.y, _points.size.z), i == 1, i == _points.points.Length - 1));
        }

        return(tempPoints.ToArray());
    }
Esempio n. 8
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    public override Vector3[] SetVerticesOffset(Vector3[] vertices, PointsInfo _points)
    {
        List <Vector3> tempV3s = new List <Vector3>();

        for (int i = 0; i < vertices.Length; i++)
        {
            for (int j = 0; j < _points.points.Length; j++)
            {
                if (vertices[i].x == _points.points[j].x)
                {
                    vertices[i].y += _points.points[j].y;
                }
                if (!bottomExtension)
                {
                    if (j != 0 && j != _points.points.Length - 1 && vertices[i].y == _points.points[j].y - _points.size.y / 2f)
                    {
                        Vector3 upPoint = vertices[i] + new Vector3(0, _points.size.y, 0);

                        Vector3 midDir = (_points.points[j - 1] - _points.points[j]).normalized + (_points.points[j + 1] - _points.points[j]).normalized;

                        Debug.DrawLine(upPoint, upPoint + midDir * 10, Color.red);

                        // vertices[i] = upPoint +(_points.points[j].y< _points.points[j+1].y?-1:1)* _points.size.y * midDir.normalized;
                        vertices[i] = LinePointProjection(vertices[i], upPoint, upPoint + midDir);
                    }
                }
                else
                {
                    if (vertices[i].y == _points.points[j].y - _points.size.y / 2f)
                    {
                        vertices[i].y = 0;
                    }
                }
            }
        }

        return(vertices);
    }
Esempio n. 9
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 public Get_Points_Detail_Request(string base_request_address, PointsInfo pointsInfo, Token token)
     : base(base_request_address, null, token)
 {
     _pointsInfo = pointsInfo;
 }
Esempio n. 10
0
    /// <summary>
    /// 获取正方体的每个面顶点坐标   (先绘出顶面第一个长方形,再绘制底面第一个长方形,依次连接长方体的面)
    /// </summary>
    /// <param name="count"></param>
    /// <returns></returns>
    protected Vector3[] GetPointsVector3s(PointsInfo _points, int index)
    {
        List <Vector3> tempPoints = new List <Vector3>();

        //立方体初始的点,取内圆心   上表面的一个点
        Vector3 firstUpPoint = new Vector3(_points.size.x * _points.inCirclePercent, -_points.size.y / 2f, 0);
        ///上表面的中心点
        Vector3 centerUp = center + new Vector3(0, _points.size.y / 2f, 0);

        if (index == 0)
        {
            pieceAngle = 0;
        }
        else
        {
            pieceAngle += _points.itemSectorPercent[index - 1] * 360f;
        }

        nextAngle += _points.itemSectorPercent[index] * 360f;
        float offsetAngle = nextAngle - pieceAngle;

        for (int i = 0; i < _points.sertorCount; i++)
        {
            //立方体上表面多边形点
            List <Vector3> tempUpPoints = new List <Vector3>();
            //立方体下表面多边形点
            List <Vector3> tempDownPoints = new List <Vector3>();

            float tempAngle     = pieceAngle + (float)(i) / (float)_points.sertorCount * (nextAngle - pieceAngle);
            float tempNextAngle = pieceAngle + (float)(i + 1) / (float)_points.sertorCount * (nextAngle - pieceAngle);
            if (i == 0)
            {
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x * _points.inCirclePercent, tempAngle, offsetAngle * _points.insertValue));
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x, tempAngle, offsetAngle * _points.insertValue));
            }
            else
            {
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x * _points.inCirclePercent, tempAngle));
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x, tempAngle));
            }
            if (i == _points.sertorCount - 1)
            {
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x, tempNextAngle, -offsetAngle * _points.insertValue));
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x * _points.inCirclePercent, tempNextAngle, -offsetAngle * _points.insertValue));
            }
            else
            {
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x, tempNextAngle));
                tempUpPoints.Add(RotateAroundByPointByDistance(firstUpPoint, centerUp, Vector3.up, _points.size.x * _points.inCirclePercent, tempNextAngle));
            }


            for (int j = 0; j < tempUpPoints.Count; j++)
            {
                tempDownPoints.Add(tempUpPoints[j] - new Vector3(0, _points.size.y, 0));
            }
            tempPoints.AddRange(GetAllTrianglesPoint(tempUpPoints, tempDownPoints));
        }

        return(tempPoints.ToArray());
    }
Esempio n. 11
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    //Vector3[] ResetNormals(Vector3[] vertices, Vector3[] normals)
    //{
    //    for (int i = 0; i < vertices.Length; i++)
    //    {
    //        List<int> indexes = new List<int>();
    //        for (int j = 0; j < vertices.Length; j++)
    //        {
    //            if (vertices[i] == vertices[j] && i != j)
    //            {
    //                indexes.Add(i);
    //            }
    //        }
    //        Vector3 tempMiddle = Vector3.zero;
    //        for (int j = 0; j < indexes.Count; j++)
    //        {
    //            tempMiddle += normals[indexes[j]];
    //        }
    //        for (int j = 0; j < indexes.Count; j++)
    //        {
    //            normals[indexes[j]] = tempMiddle;
    //        }
    //    }

    //    return normals;
    //}



    /// <summary>
    /// 根据顶点和位移差获取最终位置
    /// </summary>
    /// <param name="vertices"></param>
    /// <param name="index"></param>
    /// <returns></returns>
    public virtual Vector3[] SetVerticesOffset(Vector3[] vertices, PointsInfo _points)
    {
        return(vertices);
    }