コード例 #1
0
 /// <summary>
 /// constructor
 /// </summary>
 /// <param name="dimension_x">number of cells across the grid</param>
 /// <param name="dimension_y">number of cells down the grid</param>
 public grid2D(int dimension_x, int dimension_y)
 {
     cell = new grid2Dcell[dimension_x][];
     for (int x = 0; x < dimension_x; x++)
     {
         cell[x] = new grid2Dcell[dimension_y];
     }
 }
コード例 #2
0
ファイル: Grid2D.cs プロジェクト: kasertim/sentience
        /// <summary>
        /// creates grid cells based upon line interception points
        /// </summary>
        private void initialiseCells()
        {
            int cells_across = line_intercepts.GetLength(0);
            int cells_down = line_intercepts.GetLength(1);

            cell = new grid2Dcell[cells_across-1][];
			for (int x = 0; x < cells_across-1; x++)
			    cell[x] = new grid2Dcell[cells_down-1];

            for (int x = 0; x < cells_across - 1; x++)
            {
                for (int y = 0; y < cells_down - 1; y++)
                {
                    cell[x][y] = new grid2Dcell();
                    cell[x][y].perimeter = new polygon2D();
                    cell[x][y].perimeter.Add(line_intercepts[x, y, 0], line_intercepts[x, y, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x+1, y, 0], line_intercepts[x+1, y, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x+1, y+1, 0], line_intercepts[x+1, y+1, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x, y + 1, 0], line_intercepts[x, y + 1, 1]);
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// creates grid cells based upon line interception points
        /// </summary>
        private void initialiseCells()
        {
            int cells_across = line_intercepts.GetLength(0);
            int cells_down   = line_intercepts.GetLength(1);

            cell = new grid2Dcell[cells_across - 1][];
            for (int x = 0; x < cells_across - 1; x++)
            {
                cell[x] = new grid2Dcell[cells_down - 1];
            }

            for (int x = 0; x < cells_across - 1; x++)
            {
                for (int y = 0; y < cells_down - 1; y++)
                {
                    cell[x][y]           = new grid2Dcell();
                    cell[x][y].perimeter = new polygon2D();
                    cell[x][y].perimeter.Add(line_intercepts[x, y, 0], line_intercepts[x, y, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x + 1, y, 0], line_intercepts[x + 1, y, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x + 1, y + 1, 0], line_intercepts[x + 1, y + 1, 1]);
                    cell[x][y].perimeter.Add(line_intercepts[x, y + 1, 0], line_intercepts[x, y + 1, 1]);
                }
            }
        }
コード例 #4
0
ファイル: Grid2D.cs プロジェクト: kasertim/sentience
        /// <summary>
        /// constructor
        /// </summary>
        /// <param name="dimension_x">number of cells across the grid</param>
        /// <param name="dimension_y">number of cells down the grid</param>
        public grid2D(int dimension_x, int dimension_y)
        {
            cell = new grid2Dcell[dimension_x][];
			for (int x = 0; x < dimension_x; x++)
			    cell[x] = new grid2Dcell[dimension_y];
        }
コード例 #5
0
ファイル: Grid2D.cs プロジェクト: kasertim/sentience
        /// <summary>
        /// initialise the grid
        /// </summary>
        /// <param name="dimension_x"></param>
        /// <param name="dimension_y"></param>
        /// <param name="perimeter"></param>
        /// <param name="border_cells"></param>
        /// <param name="simple_orientation"></param>
        public void init(int dimension_x, int dimension_y,
                         polygon2D perimeter, int border_cells, 
                         bool simple_orientation)
        {
            this.border_cells = border_cells;
            this.perimeter = perimeter;

            cell = new grid2Dcell[dimension_x][];
            for (int x = 0; x < dimension_x; x++)
                cell[x] = new grid2Dcell[dimension_y];

            line = new ArrayList[2];

            float length3, length4;
            int index = 0;
            for (int i = 0; i < 2; i++)
            {
                line[i] = new ArrayList();

                int idx1 = index + i;
                if (idx1 >= 4) idx1 -= 4;
                int idx2 = index + i + 1;
                if (idx2 >= 4) idx2 -= 4;
                float x0 = (float)perimeter.x_points[idx1];
                float y0 = (float)perimeter.y_points[idx1];
                float x1 = (float)perimeter.x_points[idx2];
                float y1 = (float)perimeter.y_points[idx2];

                int next_idx1 = idx1 + 1;
                if (next_idx1 >= 4) next_idx1 -= 4;
                length3 = perimeter.getSideLength(next_idx1);

                float w0 = Math.Abs(x1 - x0);
                float h0 = Math.Abs(y1 - y0);

                int idx3 = index + i + 2;
                if (idx3 >= 4) idx3 -= 4;
                int idx4 = index + i + 3;
                if (idx4 >= 4) idx4 -= 4;
                float x2 = (float)perimeter.x_points[idx3];
                float y2 = (float)perimeter.y_points[idx3];
                float x3 = (float)perimeter.x_points[idx4];
                float y3 = (float)perimeter.y_points[idx4];

                int next_idx3 = next_idx1 + 2;
                if (next_idx3 >= 4) next_idx3 -= 4;
                length4 = perimeter.getSideLength(next_idx3);

                float w1 = Math.Abs(x3 - x2);
                float h1 = Math.Abs(y3 - y2);

                int dimension = dimension_x;
                if (!simple_orientation)
                {
                    if (i > 0)
                        dimension = dimension_y;
                }
                else
                {
                    if (h0 > w0) dimension = dimension_y;
                }

                // how much shorter is one line than the other on the opposite axis?
                float shortening = 0;
                //if (h0 > w0)
                {
                    if (length3 > length4)
                        shortening = (length3 - length4) / length3;
                    else
                        shortening = (length4 - length3) / length4;
                }


                for (int j = -border_cells; j <= dimension + border_cells; j++)
                {
                    // locate the position along the first line
                    float xx0, yy0;  // position along the first line
                    
                    float fraction = j / (float)dimension;

                    // modify for foreshortening
                    //if ((h0 > w0) && (shortening > 0))
                    if (shortening > 0)
                    {
                        fraction = (fraction * (1.0f - shortening)) + ((float)Math.Sin(fraction * (float)Math.PI / 2) * shortening);
                        if (length3 > length4) fraction = 1.0f - fraction;
                    }

                    if (w0 > h0)
                    {
                        float grad = (y1 - y0) / (x1 - x0);
                        if (x1 > x0)
                            xx0 = x0 + (w0 * fraction);
                        else
                            xx0 = x0 - (w0 * fraction);
                        yy0 = y0 + ((xx0 - x0) * grad);
                    }
                    else
                    {
                        float grad = (x1 - x0) / (y1 - y0);
                        if (y1 > y0)
                            yy0 = y0 + (h0 * fraction);
                        else
                            yy0 = y0 - (h0 * fraction);
                        xx0 = x0 + ((yy0 - y0) * grad);
                    }

                    // locate the position along the second line
                    float xx1, yy1;  // position along the second line

                    if (w1 > h1)
                    {
                        float grad = (y2 - y3) / (x2 - x3);
                        if (x2 > x3)
                            xx1 = x3 + (w1 * fraction);
                        else
                            xx1 = x3 - (w1 * fraction);
                        yy1 = y3 + ((xx1 - x3) * grad);
                    }
                    else
                    {
                        float grad = (x2 - x3) / (y2 - y3);
                        if (y2 > y3)
                            yy1 = y3 + (h1 * fraction);
                        else
                            yy1 = y3 - (h1 * fraction);
                        xx1 = x3 + ((yy1 - y3) * grad);
                    }

                    // add the line to the list
                    line[i].Add(xx0);
                    line[i].Add(yy0);
                    line[i].Add(xx1);
                    line[i].Add(yy1);
                }
            }

            // find interceptions between lines
            poltLineIntercepts();

            // create grid cells
            initialiseCells();
        }
コード例 #6
0
        /// <summary>
        /// initialise the grid
        /// </summary>
        /// <param name="dimension_x"></param>
        /// <param name="dimension_y"></param>
        /// <param name="perimeter"></param>
        /// <param name="border_cells"></param>
        /// <param name="simple_orientation"></param>
        public void init(int dimension_x, int dimension_y,
                         polygon2D perimeter, int border_cells,
                         bool simple_orientation)
        {
            this.border_cells = border_cells;
            this.perimeter    = perimeter;

            cell = new grid2Dcell[dimension_x][];
            for (int x = 0; x < dimension_x; x++)
            {
                cell[x] = new grid2Dcell[dimension_y];
            }

            line = new ArrayList[2];

            float length3, length4;
            int   index = 0;

            for (int i = 0; i < 2; i++)
            {
                line[i] = new ArrayList();

                int idx1 = index + i;
                if (idx1 >= 4)
                {
                    idx1 -= 4;
                }
                int idx2 = index + i + 1;
                if (idx2 >= 4)
                {
                    idx2 -= 4;
                }
                float x0 = (float)perimeter.x_points[idx1];
                float y0 = (float)perimeter.y_points[idx1];
                float x1 = (float)perimeter.x_points[idx2];
                float y1 = (float)perimeter.y_points[idx2];

                int next_idx1 = idx1 + 1;
                if (next_idx1 >= 4)
                {
                    next_idx1 -= 4;
                }
                length3 = perimeter.getSideLength(next_idx1);

                float w0 = Math.Abs(x1 - x0);
                float h0 = Math.Abs(y1 - y0);

                int idx3 = index + i + 2;
                if (idx3 >= 4)
                {
                    idx3 -= 4;
                }
                int idx4 = index + i + 3;
                if (idx4 >= 4)
                {
                    idx4 -= 4;
                }
                float x2 = (float)perimeter.x_points[idx3];
                float y2 = (float)perimeter.y_points[idx3];
                float x3 = (float)perimeter.x_points[idx4];
                float y3 = (float)perimeter.y_points[idx4];

                int next_idx3 = next_idx1 + 2;
                if (next_idx3 >= 4)
                {
                    next_idx3 -= 4;
                }
                length4 = perimeter.getSideLength(next_idx3);

                float w1 = Math.Abs(x3 - x2);
                float h1 = Math.Abs(y3 - y2);

                int dimension = dimension_x;
                if (!simple_orientation)
                {
                    if (i > 0)
                    {
                        dimension = dimension_y;
                    }
                }
                else
                {
                    if (h0 > w0)
                    {
                        dimension = dimension_y;
                    }
                }

                // how much shorter is one line than the other on the opposite axis?
                float shortening = 0;
                //if (h0 > w0)
                {
                    if (length3 > length4)
                    {
                        shortening = (length3 - length4) / length3;
                    }
                    else
                    {
                        shortening = (length4 - length3) / length4;
                    }
                }


                for (int j = -border_cells; j <= dimension + border_cells; j++)
                {
                    // locate the position along the first line
                    float xx0, yy0;  // position along the first line

                    float fraction = j / (float)dimension;

                    // modify for foreshortening
                    //if ((h0 > w0) && (shortening > 0))
                    if (shortening > 0)
                    {
                        fraction = (fraction * (1.0f - shortening)) + ((float)Math.Sin(fraction * (float)Math.PI / 2) * shortening);
                        if (length3 > length4)
                        {
                            fraction = 1.0f - fraction;
                        }
                    }

                    if (w0 > h0)
                    {
                        float grad = (y1 - y0) / (x1 - x0);
                        if (x1 > x0)
                        {
                            xx0 = x0 + (w0 * fraction);
                        }
                        else
                        {
                            xx0 = x0 - (w0 * fraction);
                        }
                        yy0 = y0 + ((xx0 - x0) * grad);
                    }
                    else
                    {
                        float grad = (x1 - x0) / (y1 - y0);
                        if (y1 > y0)
                        {
                            yy0 = y0 + (h0 * fraction);
                        }
                        else
                        {
                            yy0 = y0 - (h0 * fraction);
                        }
                        xx0 = x0 + ((yy0 - y0) * grad);
                    }

                    // locate the position along the second line
                    float xx1, yy1;  // position along the second line

                    if (w1 > h1)
                    {
                        float grad = (y2 - y3) / (x2 - x3);
                        if (x2 > x3)
                        {
                            xx1 = x3 + (w1 * fraction);
                        }
                        else
                        {
                            xx1 = x3 - (w1 * fraction);
                        }
                        yy1 = y3 + ((xx1 - x3) * grad);
                    }
                    else
                    {
                        float grad = (x2 - x3) / (y2 - y3);
                        if (y2 > y3)
                        {
                            yy1 = y3 + (h1 * fraction);
                        }
                        else
                        {
                            yy1 = y3 - (h1 * fraction);
                        }
                        xx1 = x3 + ((yy1 - y3) * grad);
                    }

                    // add the line to the list
                    line[i].Add(xx0);
                    line[i].Add(yy0);
                    line[i].Add(xx1);
                    line[i].Add(yy1);
                }
            }

            // find interceptions between lines
            poltLineIntercepts();

            // create grid cells
            initialiseCells();
        }