Esempio n. 1
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        public CartesianCoord GetHexCorner(CartesianCoord center, double size, int corner)
        {
            var angle_deg = 60 * corner + 30;
            var angle_rad = Math.PI / 180 * angle_deg;

            return(new CartesianCoord(center.X + size * Math.Cos(angle_rad), center.Y + size * Math.Sin(angle_rad)));
        }
Esempio n. 2
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        public Vertex(CartesianCoord cellCenter, double cellSize, int corner, Orientation orientation = Orientation.Horizontal)
        {
            var angle_deg = 60 * corner + (30 * (int)orientation);
            var angle_rad = Math.PI / 180 * angle_deg;

            Center = new CartesianCoord(cellCenter.X + cellSize * Math.Cos(angle_rad), cellCenter.Y + cellSize * Math.Sin(angle_rad));
        }
Esempio n. 3
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        public static CartesianCoord GetHexCorner(CartesianCoord center, double size, int corner)
        {
            var degrees = 60 * corner + 30;
            var radians = Math.PI / 180 * degrees;

            return(new CartesianCoord(center.X + size * Math.Cos(radians), center.Y + size * Math.Sin(radians)));
        }
Esempio n. 4
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 public Channel(CartesianCoord origin, CartesianCoord end)
 {
     Origin = origin;
     End    = end;
     Path   = new Line()
     {
         X1 = origin.X, Y1 = origin.Y, X2 = end.X, Y2 = end.Y
     };
 }
Esempio n. 5
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        public bool IsConcentricWith(CartesianCoord coordinate)
        {
            var check = (Math.Abs(X - coordinate.X) / X < 0.01 && Math.Abs(Y - coordinate.Y) / Y < 0.01);

            //if (check)
            //    Console.WriteLine("Within Limits: DX = " + (X - coordinate.X) / X + ", DY = " + (Y - coordinate.Y) / Y);
            //else
            //    Console.WriteLine("Outside Limits: DX = " + (X - coordinate.X) / X + ", DY = " + (Y - coordinate.Y) / Y);
            return(Math.Abs(X - coordinate.X) / X < 0.01 && Math.Abs(Y - coordinate.Y) / Y < 0.01);
        }
Esempio n. 6
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        //public DisplayController DisplayController = new DisplayController();
        #region Constructors

        public HexGrid(int columnCount, int rowCount, int cellSize, CartesianCoord gridOrigin, Orientation orientation = Orientation.Horizontal)
        {
            VertexCounter = 0;
            GridLines     = new List <Line>();
            ColumnCount   = columnCount;
            RowCount      = rowCount;
            //var y = (orientation == Orientation.Horizontal) ? rowCount : columnCount;
            //var x = (orientation == Orientation.Horizontal) ? columnCount : rowCount;
            //Generate all Vertices
            var    vertices = new List <Vertex>();
            var    channels = new List <Channel>();
            double xSpacing;
            double ySpacing;

            for (int i = 0; i < rowCount; i++)
            {
                var parity = i % 2;
                xSpacing = 2 * cellSize * Math.Cos(Math.PI / 180 * 30);
                ySpacing = xSpacing * Math.Cos(Math.PI / 180 * 30);

                for (int j = 0; j < columnCount; j++)
                {
                    for (int n = 0; n < 6; n++)
                    {
                        CartesianCoord coord;
                        if (orientation == Orientation.Vertical)
                        {
                            coord = new CartesianCoord(gridOrigin.X + (parity * xSpacing / 2) + xSpacing * j, gridOrigin.Y + i * ySpacing);
                        }
                        else
                        {
                            coord = new CartesianCoord(gridOrigin.Y + i * ySpacing, gridOrigin.X + (parity * xSpacing / 2) + xSpacing * j);
                        }
                        var vertex = new Vertex(coord, cellSize, n, orientation);
                        if (!vertices.Any(v => v.IsConcentricWith(vertex)))
                        {
                            vertices.Add(vertex);
                            VertexCounter++;
                            vertex.Id = VertexCounter;
                        }
                        var nextCorner = new Vertex(coord, cellSize, n + 1, orientation);
                        var channel    = new Channel(vertex, nextCorner);
                        if (!channels.Any(c => c.IsCoherentWith(channel)))
                        {
                            channels.Add(channel);
                            ChannelCounter++;
                            channel.Id = ChannelCounter;
                        }
                    }
                }
            }
            AllVertices = vertices;
            AllChannels = channels;
            //Generate all Channels/Lines/Connectors (come up with a name)
        }
Esempio n. 7
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        //TODO: Creating a cell should:
        //1. Create the walls and add the unique ones to the list of walls
        //2. Create the vertices and add the unique ones to the list of vertices
        //3. Create an enum for labelling the Cell Vertices (Ortho, Para, Meta, Normal, Anti-Ortho, Anti-Meta)
        //4. Create an enum for labelling the Cell Walls, among other things (use Quark types for directions)

        public Cell(CartesianCoord center, int cellSize, Orientation orientation, HexGrid hexGrid)
        {
            Center = center;
            for (int i = 0; i < 6; i++)
            {
                var origin = new Vertex(center, cellSize, i);
                //CellFactory.AddToVertices(hexGrid, this, origin.Center);
                var end = new Vertex(center, cellSize, i + 1);
                hexGrid.AddToVertices(end);
                var wall = new CellWall(origin, end);
                hexGrid.AddToCellWalls(wall);
            }
        }
Esempio n. 8
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 public CellWall(CartesianCoord origin, CartesianCoord end)
 {
     Origin = origin;
     End    = end;
 }