コード例 #1
0
        public SimulationVisualTier3D(ITierInfo tier, DetailLevel detailLevel)
            : base(tier)
        {
            _tier = tier;
            var visual = new BoxVisual3D
            {
                Fill   = VisualizationConstants.BrushTierVisual,
                Center = new Point3D(
                    (_tier.GetInfoTLX() + _tier.GetInfoLength()) / 2.0,
                    (_tier.GetInfoTLY() + _tier.GetInfoWidth()) / 2.0,
                    _tier.GetInfoZ() - TIER_HEIGHT / 2.0),
                Length = _tier.GetInfoLength(),
                Width  = _tier.GetInfoWidth(),
                Height = TIER_HEIGHT
            };

            Children.Add(visual);
        }
コード例 #2
0
 public void UpdateTransformation(bool overrideUpdate)
 {
     if (_moveableObject.GetInfoChanged() || overrideUpdate)
     {
         // Fetch necessary information
         ITierInfo tier = _moveableObject.GetInfoCurrentTier();
         if (tier != null)
         {
             // Get position
             double xOffset = tier.GetInfoTLX() + _moveableObject.GetInfoCenterX();
             double yOffset = tier.GetInfoTLY() + _moveableObject.GetInfoCenterY();
             double zOffset = tier.GetInfoZ() + GetZ();
             double orientationInDegrees = _moveableObject.GetInfoOrientation() / (2 * Math.PI) * 360;
             //// Fetch transformers // TODO is it really necessary to "new" the transformer objects?
             //Transform3DGroup tg = (Transform3DGroup)Transform;
             //TranslateTransform3D positionTransform = (TranslateTransform3D)tg.Children.First();
             //RotateTransform3D rotationTransform = (RotateTransform3D)tg.Children.Last();
             //// Set new information
             //positionTransform.OffsetX = xOffset;
             //positionTransform.OffsetY = yOffset;
             //positionTransform.OffsetZ = zOffset;
             // Update visual object itself
             Transform3DGroup tg = new Transform3DGroup();
             tg.Children.Add(new TranslateTransform3D(xOffset, yOffset, zOffset));
             tg.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), _moveableObject.GetInfoOrientation() / (2 * Math.PI) * 360), new Point3D(xOffset, yOffset, zOffset)));
             Transform = tg;
             // Update onboard camera, if attached
             if (_onboardCameraAttached)
             {
                 double angle = _moveableObject.GetInfoOrientation() + 0.5 * Math.PI;
                 CameraHelper.AnimateTo(
                     _camera,                                                         // The camera to adjust
                     new Point3D(xOffset, yOffset, tier.GetInfoZ() + _height + 0.05), // The position of the camera
                     new Vector3D(Math.Sin(angle), -Math.Cos(angle), 0),              // The direction the camera is facing
                     new Vector3D(0, 0, 1),                                           // The roll of the camera - just keep it upright
                     0);                                                              // The animation time
             }
         }
     }
     // Update meta info
     UpdateMetaInfo();
 }