private Vector2d LengthLock(Vector2d p1, Vector2d p2) { var diff = _originalPos2 - _originalPos1; var diff2 = p2 - p1; if (diff.Length != diff2.Length) { var angle = Math.Atan2(diff2.Y, diff2.X); Drawing.Turtle turtle = new Drawing.Turtle(p1); turtle.Move(Tools.Angle.FromRadians(angle).Degrees, diff.Length); return(turtle.Point); } return(p2); }
public static void DrawTrackLine(StandardLine l, Color color, bool drawwell, bool drawcolor, bool drawknobs, bool redknobs = false) { color = Color.FromArgb(255, color); var thickness = 2; Color color2; var type = l.GetLineType(); switch (type) { case LineType.Blue: color2 = Color.FromArgb(0, 0x66, 0xFF); break; case LineType.Red: color2 = Color.FromArgb(0xCC, 0, 0); break; default: throw new Exception("Rendering Invalid Line"); } if (drawcolor) { var loc3 = l.Perpendicular.X > 0 ? (Math.Ceiling(l.Perpendicular.X)) : (Math.Floor(l.Perpendicular.X)); var loc4 = l.Perpendicular.Y > 0 ? (Math.Ceiling(l.Perpendicular.Y)) : (Math.Floor(l.Perpendicular.Y)); if (type == LineType.Red) { var redline = l as RedLine; GameDrawingMatrix.Enter(); GL.Color3(color2); GL.Begin(PrimitiveType.Triangles); var basepos = l.Position2; for (int ix = 0; ix < redline.Multiplier; ix++) { var angle = MathHelper.RadiansToDegrees(Math.Atan2(l.diff.Y, l.diff.X)); Turtle t = new Turtle(l.Position2); var basex = 8 + (ix * 2); t.Move(angle, -basex); GL.Vertex2(new Vector2((float)t.X, (float)t.Y)); t.Move(90, l.inv ? -8 : 8); GL.Vertex2(new Vector2((float)t.X, (float)t.Y)); t.Point = l.Position2; t.Move(angle, -(ix * 2)); GL.Vertex2(new Vector2((float)t.X, (float)t.Y)); } GL.End(); GameDrawingMatrix.Exit(); } RenderRoundedLine(new Vector2d(l.Position.X + loc3, l.Position.Y + loc4), new Vector2d(l.Position2.X + loc3, l.Position2.Y + loc4), color2, thickness); } RenderRoundedLine(l.Position, l.Position2, color, thickness, drawknobs, redknobs); if (drawwell) { using (new GLEnableCap(EnableCap.Blend)) { GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GameDrawingMatrix.Enter(); GL.Begin(PrimitiveType.Quads); GL.Color4(new Color4(150, 150, 150, 150)); var rect = StaticRenderer.GenerateThickLine((Vector2)l.Position, (Vector2)l.Position2, (float)(StandardLine.Zone * 2)); GL.Vertex2(l.Position); GL.Vertex2(l.Position2); GL.Vertex2(rect[l.inv ? 2 : 1]); GL.Vertex2(rect[l.inv ? 3 : 0]); GL.End(); GL.PopMatrix(); } } }
private List <int> DrawTrackLine(StandardLine line, bool colors) { List <int> ret = new List <int>((6 * 6) + 3); var type = line.GetLineType(); Color c = Settings.Default.NightMode ? Color.White : Color.Black; if (colors) { switch (type) { case LineType.Blue: { c = Color.FromArgb(0, 0x66, 0xFF); var l = line; var loc3 = (float)(l.Perpendicular.X > 0 ? (Math.Ceiling(l.Perpendicular.X)) : (Math.Floor(l.Perpendicular.X))); var loc4 = (float)(l.Perpendicular.Y > 0 ? (Math.Ceiling(l.Perpendicular.Y)) : (Math.Floor(l.Perpendicular.Y))); Vector2 p1 = new Vector2((float)l.Position.X + loc3, (float)l.Position.Y + loc4), p2 = new Vector2((float)l.Position2.X + loc3, (float)l.Position2.Y + loc4); ret.AddRange(DrawBasicTrackLine(p1, p2, c)); } break; case LineType.Red: { c = Color.FromArgb(0xCC, 0, 0); var l = line as RedLine; var loc3 = (float)(l.Perpendicular.X > 0 ? (Math.Ceiling(l.Perpendicular.X)) : (Math.Floor(l.Perpendicular.X))); var loc4 = (float)(l.Perpendicular.Y > 0 ? (Math.Ceiling(l.Perpendicular.Y)) : (Math.Floor(l.Perpendicular.Y))); for (int ix = 0; ix < l.Multiplier; ix++) { var angle = MathHelper.RadiansToDegrees(Math.Atan2(l.diff.Y, l.diff.X)); Turtle t = new Turtle(l.Position2); var basex = 8 + (ix * 2); t.Move(angle, -basex); var v0 = AddVertex(new Vertex((float)t.X, (float)t.Y, c)); t.Move(90, l.inv ? -8 : 8); var v1 = AddVertex(new Vertex((float)t.X, (float)t.Y, c)); t.Point = l.Position2; t.Move(angle, -(ix * 2)); var v2 = AddVertex(new Vertex((float)t.X, (float)t.Y, c)); ret.Add(v0); ret.Add(v1); ret.Add(v2); } Vector2 p1 = new Vector2((float)l.Position.X + loc3, (float)l.Position.Y + loc4), p2 = new Vector2((float)l.Position2.X + loc3, (float)l.Position2.Y + loc4); ret.AddRange(DrawBasicTrackLine(p1, p2, c)); } break; } } Color linecolor = Settings.Default.NightMode ? Color.White : Color.Black; var linep1 = line.Position; var linep2 = line.Position2; if (line.Trigger != null && line.Trigger.Enabled && colors) { linecolor = Color.FromArgb(0xFF, 0x95, 0x4F); } #if drawextension if (l.Extension != StandardLine.ExtensionDirection.None) { linerider.Tools.Angle angle = Tools.Angle.FromLine(l.Position, l.Position2); switch (l.Extension) { case StandardLine.ExtensionDirection.Left: { Turtle turtle = new Turtle(l.CompliantPosition); turtle.Move(angle.Degrees, l.inv ? 4 : -4); if (l.inv) { linep2 = turtle.Point; } else { linep1 = turtle.Point; } } break; case StandardLine.ExtensionDirection.Right: { Turtle turtle = new Turtle(l.CompliantPosition2); turtle.Move(angle.Degrees, !l.inv ? 4 : -4); if (l.inv) { linep1 = turtle.Point; } else { linep2 = turtle.Point; } } break; case StandardLine.ExtensionDirection.Both: { Turtle turtle = new Turtle(l.CompliantPosition); turtle.Move(angle.Degrees, -2); if (l.inv) { linep2 = turtle.Point; } else { linep1 = turtle.Point; } turtle = new Turtle(l.CompliantPosition2); turtle.Move(angle.Degrees, !l.inv ? 4 : -4); if (l.inv) { linep1 = turtle.Point; } else { linep2 = turtle.Point; } } break; } } #endif ret.AddRange(DrawBasicTrackLine((Vector2)linep1, (Vector2)linep2, linecolor)); return(ret); }
public static void DrawScarf(DynamicLine[] lines, float opacity) { GLEnableCap blend = null; if (opacity < 1) { blend = new GLEnableCap(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); } GameDrawingMatrix.Enter(); VAO scarf = new VAO(false, true);//VAO does not need disposing, it does not allocate a buffer bool t = false; for (int i = 0; i < lines.Length; i++) { Color c = Color.FromArgb((byte)(255 * opacity), 209, 1, 1); var alt = Color.FromArgb((byte)(255 * opacity), 255, 100, 100); var diff = lines[i].Position2 - lines[i].Position; var dangle = MathHelper.RadiansToDegrees(Math.Atan2(diff.Y, diff.X)) + 90; Vector2d q1; Vector2d q2; Vector2d q3; Vector2d q4; float size = 2; if (i == 0) { var diff2 = lines[i + 1].Position2 - lines[i + 1].Position; var dangle2 = MathHelper.RadiansToDegrees(Math.Atan2(diff2.Y, diff2.X)) + 90; Turtle turtle = new Turtle(lines[i].Position); turtle.Move(dangle2, -(size / 2)); q1 = turtle.Point; turtle.Move(0, size); q2 = turtle.Point; turtle.Point = lines[i].Position2; turtle.Move(dangle, size / 2); q3 = turtle.Point; turtle.Move(0, -size); q4 = turtle.Point; } else { var diff2 = lines[i - 1].Position2 - lines[i - 1].Position; var dangle2 = MathHelper.RadiansToDegrees(Math.Atan2(diff2.Y, diff2.X)) + 90; Turtle turtle = new Turtle(lines[i].Position); turtle.Move(dangle2, -(size / 2)); q1 = turtle.Point; turtle.Move(0, size); q2 = turtle.Point; turtle.Point = lines[i].Position2; turtle.Move(dangle, size / 2); q3 = turtle.Point; turtle.Move(0, -size); q4 = turtle.Point; } scarf.AddVertex(new Vertex((Vector2)q1, t ? c : alt)); scarf.AddVertex(new Vertex((Vector2)q2, t ? c : alt)); scarf.AddVertex(new Vertex((Vector2)q3, t ? c : alt)); scarf.AddVertex(new Vertex((Vector2)q4, t ? c : alt)); t = !t; } scarf.Draw(PrimitiveType.Quads); GameDrawingMatrix.Exit(); if (blend != null) { blend.Dispose(); } }