Esempio n. 1
0
        public override void HandleFunctionKeys(Keys key)
        {
            switch (key)
            {
            case Keys.F1: SelectNextDemo(); break;

            case Keys.F2: ReversePathFollowDirection(); break;

            case Keys.F3: TogglePathFences(); break;

            case Keys.F4: ToggleRandomRocks(); break;

            case Keys.F5: ToggleCurvedSteering(); break;

            case Keys.F6:                                             // QQQ draw an enclosed "pen" of obstacles to test cycle-stuck
            {
                const float M          = MapDriver.WORLD_SIZE * 0.4f; // main diamond size
                const float N          = MapDriver.WORLD_SIZE / 8;    // notch size
                Vector3     q          = new Vector3(0, 0, M - N);
                Vector3     s          = new Vector3(2 * N, 0, 0);
                Vector3     c          = s - q;
                Vector3     d          = s + q;
                float[]     pathRadii  = { 10, 10 };
                Vector3[]   pathPoints = { c, d };
                GCRoute     r          = new GCRoute(pathPoints, pathRadii, false);
                DrawPathFencesOnMap(_vehicle.Map, r);
                break;
            }
            }
        }
Esempio n. 2
0
		public override void HandleFunctionKeys(Keys key)
		{
			switch (key)
			{
			case Keys.F1: SelectNextDemo(); break;
			case Keys.F2: ReversePathFollowDirection(); break;
			case Keys.F3: TogglePathFences(); break;
			case Keys.F4: ToggleRandomRocks(); break;
			case Keys.F5: ToggleCurvedSteering(); break;

			case Keys.F6: // QQQ draw an enclosed "pen" of obstacles to test cycle-stuck
				{
					const float M = MapDriver.WORLD_SIZE * 0.4f; // main diamond size
					const float N = MapDriver.WORLD_SIZE / 8; // notch size
					Vector3 q = new Vector3(0, 0, M - N);
					Vector3 s = new Vector3(2 * N, 0, 0);
					Vector3 c = s - q;
					Vector3 d =s + q;
				    float[] pathRadii = { 10, 10 };
					Vector3[] pathPoints = { c, d };
					GCRoute r = new GCRoute(pathPoints, pathRadii, false);
					DrawPathFencesOnMap(_vehicle.Map, r);
					break;
				}
			}
		}