コード例 #1
0
ファイル: Shapes.cs プロジェクト: jepidoptera/go-go-backend
        // build the "physical" mesh for display
        // build the "physical" mesh for display
        public static Node[] BuildWorld(int sideLength, out TriangleGrid[] segment)
        {
            Node[] map;
            // make twenty segments, which are each a grid of triangles
            segment = new TriangleGrid[20];

            // this part is somewhat complicated
            // luckily there are 'only' 20 of them
            segment[0] = new TriangleGrid(sideLength);

            segment[1] = new TriangleGrid(sideLength, rightEdge: segment[0].LeftEdge(), startIndex: segment[0].lastVertex);

            segment[2] = new TriangleGrid(sideLength, rightEdge: segment[1].LeftEdge(), startIndex: segment[1].lastVertex);

            segment[3] = new TriangleGrid(sideLength, rightEdge: segment[2].LeftEdge(), startIndex: segment[2].lastVertex);

            segment[4] = new TriangleGrid(sideLength, rightEdge: segment[3].LeftEdge(), leftEdge: segment[0].RightEdge(), startIndex: segment[3].lastVertex);

            // middle segment

            segment[5] = new TriangleGrid(sideLength, bottomEdge: Reversed(segment[4].BottomEdge()), startIndex: segment[4].lastVertex);

            segment[6] = new TriangleGrid(sideLength, bottomEdge: Reversed(segment[3].BottomEdge()), startIndex: segment[5].lastVertex);

            segment[7] = new TriangleGrid(sideLength, bottomEdge: Reversed(segment[2].BottomEdge()), startIndex: segment[6].lastVertex);

            segment[8] = new TriangleGrid(sideLength, bottomEdge: Reversed(segment[1].BottomEdge()), startIndex: segment[7].lastVertex);

            segment[9] = new TriangleGrid(sideLength, bottomEdge: Reversed(segment[0].BottomEdge()), startIndex: segment[8].lastVertex);

            // second middle segment

            segment[10] = new TriangleGrid(sideLength, rightEdge: segment[5].LeftEdge(),
                                           bottomEdge: Reversed(segment[6].RightEdge()), startIndex: segment[9].lastVertex);

            segment[11] = new TriangleGrid(sideLength, rightEdge: segment[6].LeftEdge(),
                                           bottomEdge: Reversed(segment[7].RightEdge()), startIndex: segment[10].lastVertex);

            segment[12] = new TriangleGrid(sideLength, rightEdge: segment[7].LeftEdge(),
                                           bottomEdge: Reversed(segment[8].RightEdge()), startIndex: segment[11].lastVertex);

            segment[13] = new TriangleGrid(sideLength, rightEdge: segment[8].LeftEdge(),
                                           bottomEdge: Reversed(segment[9].RightEdge()), startIndex: segment[12].lastVertex);

            segment[14] = new TriangleGrid(sideLength, rightEdge: segment[9].LeftEdge(),
                                           bottomEdge: Reversed(segment[5].RightEdge()), startIndex: segment[13].lastVertex);

            // bottom segment

            segment[15] = new TriangleGrid(sideLength, leftEdge: Reversed(segment[10].LeftEdge()), startIndex: segment[14].lastVertex);

            segment[16] = new TriangleGrid(sideLength, leftEdge: Reversed(segment[11].LeftEdge()),
                                           bottomEdge: Reversed(segment[15].RightEdge()), startIndex: segment[15].lastVertex);

            segment[17] = new TriangleGrid(sideLength, leftEdge: Reversed(segment[12].LeftEdge()),
                                           bottomEdge: Reversed(segment[16].RightEdge()), startIndex: segment[16].lastVertex);

            segment[18] = new TriangleGrid(sideLength, leftEdge: Reversed(segment[13].LeftEdge()),
                                           bottomEdge: Reversed(segment[17].RightEdge()), startIndex: segment[17].lastVertex);

            segment[19] = new TriangleGrid(sideLength, leftEdge: Reversed(segment[14].LeftEdge()),
                                           rightEdge: Reversed(segment[15].BottomEdge()), bottomEdge: Reversed(segment[18].RightEdge()),
                                           startIndex: segment[18].lastVertex);

            for (int n = 0; n < 20; n++)
            {
                segment[n].index = n;
            }

            // how many is that?
            int totalVertices = segment[19].lastVertex;

            map = new Node[totalVertices];

            // assemble mesh- and map-vertices together into single arrays
            for (int i = 0; i < 20; i++)
            {
                foreach (Node n in segment[i].nodes)
                {
                    // map vertex. there's a one-to-one correspondence
                    map[n.index] = n;
                }
            }
            // put the triangles together as well
            List <int> mapTriangles = new List <int>();

            for (int i = 0; i < 20; i++)
            {
                mapTriangles.AddRange(segment[i].triangles);
            }

            return(map);
        }
コード例 #2
0
ファイル: Shapes.cs プロジェクト: jepidoptera/go-go-backend
        public TriangleGrid[] Split(int subGrids = 1)
        {
            // the grid needs to divide correctly for this to work
            if (vertsPerSide % subGrids != 1)
            {
                return(null);
            }

            int i = 0;

            TriangleGrid[] subs = new TriangleGrid[subGrids * subGrids];

            // split into multiple grids
            int vertsPerSub = vertsPerSide / subGrids;

            for (int x = 0; x < subGrids; x++)
            {
                for (int y = 0; y <= x; y++)
                {
                    // x2 and y2 are the coordinates within the sub-grid
                    int x2 = 0, y2 = 0;
                    // x1 and y1 are coordinates within the major grid,
                    // while x and y designate the current sub-grid
                    int z = 0;
                    // z is the index of the current mapvertex within the sub-grid
                    // here we construct a sub-grid, which will become a map region
                    subs[i] = new TriangleGrid(vertsPerSub + 1);
                    for (int x1 = x * vertsPerSub; x1 <= (x + 1) * vertsPerSub; x1++)
                    {
                        for (int y1 = y * vertsPerSub; y1 <= y * vertsPerSub + x2; y1++)
                        {
                            // this works for "up-facing" grid segments
                            subs[i].nodes[z] = nodes[IndexOf(x1, y1)];
                            // add any triangles connected to this vertex
                            // any triangles that should be anchored here
                            if (y2 > 0)
                            {
                                // one triangle
                                subs[i].triangles.Add(z);
                                subs[i].triangles.Add(z - x2 - 1);
                                subs[i].triangles.Add(z - 1);

                                // in most cases, there are two triangles per vertex
                                // but if it's on the right edge, where y = x, there's only one
                                if (x2 > y2)
                                {
                                    // another one
                                    subs[i].triangles.Add(z);
                                    subs[i].triangles.Add(z - x2);
                                    subs[i].triangles.Add(z - x2 - 1);
                                }
                            }
                            // increment mapvertex index
                            z += 1;
                            // increment y coordinate
                            y2 += 1;
                        }
                        x2 += 1;
                        y2  = 0;
                    }
                    // count last index
                    subs[i].lastVertex = z - 1;
                    // increment sub-grid index
                    i += 1;

                    if (y < x)
                    {
                        // here we'll do a "down pointing" region
                        // again, x2 and y2 are the coordinates within the sub-grid
                        x2 = 0; y2 = 0;
                        // x1 and y1 are coordinates within the major grid,
                        // while x and y designate the current sub-grid
                        z = 0;
                        // and z is the index of the current mapvertex within the sub-grid
                        // initialize sub-grid
                        subs[i] = new TriangleGrid(vertsPerSub + 1);
                        for (int x1 = x * vertsPerSub; x1 <= (x + 1) * vertsPerSub; x1++)
                        {
                            for (int y1 = y * vertsPerSub + x2; y1 <= (y + 1) * vertsPerSub; y1++)
                            {
                                subs[i].nodes[z] = nodes[IndexOf(x1, y1)];
                                // add any triangles connected to this vertex
                                // any triangles that should be anchored here
                                if (x2 > 0)
                                {
                                    // one triangle
                                    subs[i].triangles.Add(z);
                                    subs[i].triangles.Add(z - vertsPerSub + x2 - 1);
                                    subs[i].triangles.Add(z - vertsPerSub + x2 - 2);

                                    // do a second triangle sometimes
                                    if (y2 > 0)
                                    {
                                        subs[i].triangles.Add(z);
                                        subs[i].triangles.Add(z - vertsPerSub + x2 - 2);
                                        subs[i].triangles.Add(z - 1);
                                    }
                                }
                                // increment mapvertex index
                                z += 1;
                                // increment y coordinate
                                y2 += 1;
                            }
                            x2 += 1;
                            y2  = 0;
                        }
                        // count last index
                        subs[i].lastVertex = z - 1;
                        // increment sub-grid index
                        i += 1;
                    }
                }
            }
            return(subs);
        }