Esempio n. 1
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 public BoneData(Segment segment)
 {
     this.mCurrentSegment = segment;
     this.mLastSegment = segment;
     this.mVelocityX1 = 0.0;
     this.mVelocityY1 = 0.0;
     this.mVelocityX2 = 0.0;
     this.mVelocityY2 = 0.0;
     this.mTimeLastUpdated = DateTime.Now;
 }
Esempio n. 2
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        private void UpdateSegmentPosition(JointType joint1, JointType joint2, Segment segment)
        {
            Bone bone = new Bone(joint1, joint2);

            if (this.mSegments.ContainsKey(bone)) {
                BoneData boneData = this.mSegments[bone];
                boneData.UpdateSegment(segment);
                this.mSegments[bone] = boneData;
            } else {
                this.mSegments.Add(bone, new BoneData(segment));
            }
        }
Esempio n. 3
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        public void UpdateJointPosition(JointCollection joints, JointType joint)
        {
            // セグメントの開始位置と終了位置を設定
            Segment segment = new Segment(
                joints[joint].Position.X * this.mPlayerScale + this.mPlayerCenterPosition.X,
                this.mPlayerCenterPosition.Y - joints[joint].Position.Y * this.mPlayerScale);

            // セグメントの半径を設定
            segment.mRadius = this.mPlayerBounds.Height *
                ((joint == JointType.Head) ? Player.HeadSize : Player.HandSize) / 2.0;

            this.UpdateSegmentPosition(joint, joint, segment);
        }
Esempio n. 4
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        public void UpdateBonePosition(JointCollection joints, JointType joint1, JointType joint2)
        {
            // セグメントの開始位置と終了位置を設定
            Segment segment = new Segment(
                joints[joint1].Position.X * this.mPlayerScale + this.mPlayerCenterPosition.X,
                this.mPlayerCenterPosition.Y - joints[joint1].Position.Y * this.mPlayerScale,
                joints[joint2].Position.X * this.mPlayerScale + this.mPlayerCenterPosition.X,
                this.mPlayerCenterPosition.Y - joints[joint2].Position.Y * this.mPlayerScale);

            // セグメントの線の太さを設定
            segment.mRadius = Math.Max(3.0, this.mPlayerBounds.Height * Player.BoneSize) / 2.0;

            this.UpdateSegmentPosition(joint1, joint2, segment);
        }
Esempio n. 5
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        public void UpdateSegment(Segment segment)
        {
            this.mLastSegment = this.mCurrentSegment;
            this.mCurrentSegment = segment;

            DateTime currentTime = DateTime.Now;
            double deltaTime = currentTime.Subtract(this.mTimeLastUpdated).TotalMilliseconds;

            if (deltaTime < 10.0) {
                deltaTime = 10.0;
            }

            double currentFps = 1000.0 / deltaTime;
            this.mTimeLastUpdated = currentTime;

            if (this.mCurrentSegment.IsCircle()) {
                this.mVelocityX1 = (this.mVelocityX1 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mX1 - this.mLastSegment.mX1) * currentFps;
                this.mVelocityY1 = (this.mVelocityY1 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mY1 - this.mLastSegment.mY1) * currentFps;
            } else {
                this.mVelocityX1 = (this.mVelocityX1 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mX1 - this.mLastSegment.mX1) * currentFps;
                this.mVelocityY1 = (this.mVelocityY1 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mY1 - this.mLastSegment.mY1) * currentFps;
                this.mVelocityX2 = (this.mVelocityX2 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mX2 - this.mLastSegment.mX2) * currentFps;
                this.mVelocityY2 = (this.mVelocityY2 * BoneData.Smoothing) +
                    (1.0 - BoneData.Smoothing) * (this.mCurrentSegment.mY2 - this.mLastSegment.mY2) * currentFps;
            }
        }
Esempio n. 6
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        public bool Hit(Segment segment, ref Point hitCenterPosition, ref double lineHitLocation)
        {
            double minDeltaXSquared = Math.Pow(this.mSize + segment.mRadius, 2.0);

            if (segment.IsCircle()) {
                // 円とアイテムとの衝突
                if (FallingItemsManager.DistanceSquared(
                    this.mCenterPosition.X, this.mCenterPosition.Y, segment.mX1, segment.mX2) <= minDeltaXSquared) {
                    hitCenterPosition.X = segment.mX1;
                    hitCenterPosition.Y = segment.mY1;
                    lineHitLocation = 0.0;
                    return true;
                }
            } else {
                // ボーンとアイテムとの衝突
                double lineLengthSquared = FallingItemsManager.DistanceSquared(
                    segment.mX1, segment.mY1, segment.mX2, segment.mY2);

                if (lineLengthSquared < 0.5) {
                    return (FallingItemsManager.DistanceSquared(
                        this.mCenterPosition.X, this.mCenterPosition.Y, segment.mX1, segment.mY1) < minDeltaXSquared);
                }

                double u = ((this.mCenterPosition.X - segment.mX1) * (segment.mX2 - segment.mX1)) +
                    (((this.mCenterPosition.Y - segment.mY1) * (segment.mY2 - segment.mY1)) / lineLengthSquared);

                if ((u >= 0.0) && (u <= 1.0)) {
                    double intersectX = segment.mX1 + ((segment.mX2 - segment.mX1) * u);
                    double intersectY = segment.mY1 + ((segment.mY2 - segment.mY1) * u);

                    if (FallingItemsManager.DistanceSquared(
                        this.mCenterPosition.X, this.mCenterPosition.Y, intersectX, intersectY) < minDeltaXSquared) {
                        lineHitLocation = u;
                        hitCenterPosition.X = intersectX;
                        hitCenterPosition.Y = intersectY;
                        return true;
                    }
                } else {
                    if (u < 0.0) {
                        if (FallingItemsManager.DistanceSquared(
                            this.mCenterPosition.X, this.mCenterPosition.Y, segment.mX1, segment.mY1) < minDeltaXSquared) {
                            lineHitLocation = 0.0;
                            hitCenterPosition.X = segment.mX1;
                            hitCenterPosition.Y = segment.mY1;
                            return true;
                        }
                    } else {
                        if (FallingItemsManager.DistanceSquared(
                        this.mCenterPosition.X, this.mCenterPosition.Y, segment.mX2, segment.mY2) < minDeltaXSquared) {
                            lineHitLocation = 1.0;
                            hitCenterPosition.X = segment.mX2;
                            hitCenterPosition.Y = segment.mY2;
                            return true;
                        }
                    }
                }
                return false;
            }

            return false;
        }