/// <summary> /// Moves the figure based on the randomly generated translation and /// rotation amounts. Uses a limit for the translations to keep the /// figure within a certain bound in each direction. Translates and /// Rotates in all 3 axes. /// </summary> /// <param name="fig"> the figure doing the movement </param> public override void Move(Figure fig) { float trans_x = (float)(rand.NextDouble()) * xDir * TRANS_MULT; float trans_y = (float)(rand.NextDouble()) * yDir * TRANS_MULT; float trans_z = (float)(rand.NextDouble()) * zDir * TRANS_MULT; x += trans_x; y += trans_y; z += trans_z; if ((x >= LIMIT && xDir > 0) || (x < 0 && xDir < 0)) { xDir *= -1; } if ((y >= LIMIT && yDir > 0) || (y < 0 && yDir < 0)) { yDir *= -1; } if ((z >= LIMIT && zDir > 0) || (z < 0 && zDir < 0)) { zDir *= -1; } fig.Translate(new Vector3(trans_x, trans_y, trans_z)); float rot_x = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; float rot_y = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; float rot_z = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; fig.RotateX(rot_x); fig.RotateY(rot_y); fig.RotateZ(rot_z); }
/// <summary> /// Moves the figure based on the fixed translation and /// rotation amounts. Uses a limit for the translations to keep the /// figure within a certain bound in both y and z directions. Translates /// in the y and z directions, leaving x intact. Rotates around the /// x-axis. /// </summary> /// <param name="fig"> the figure doing the movement </param> public override void Move(Figure fig) { float trans_y = (float)(y_dir * DIST); float trans_z = (float)(z_dir * DIST); y += trans_y; z += trans_z; if ((y >= LIMIT && y_dir > 0) || (y < 0 && y_dir < 0)) { y_dir *= -1; } if ((z >= LIMIT && z_dir > 0) || (z < 0 && z_dir < 0)) { z_dir *= -1; } fig.Translate(new Vector3(0.0f, trans_y, trans_z)); fig.RotateX(ROTATE); }
/// <summary> /// Moves the figure based on the fixed translation and /// rotation amounts. Uses a limit for the translations to keep the /// figure within a certain bound in both y and z directions. Translates /// in the y and z directions, leaving x intact. Rotates around the /// x-axis. /// </summary> /// <param name="fig"> the figure doing the movement </param> public override void Move(Figure fig) { float trans_y = (float)(y_dir * DIST); float trans_z = (float)(z_dir * DIST); y += trans_y; z += trans_z; if ((y >= LIMIT && y_dir > 0) || (y < 0 && y_dir < 0)) y_dir *= -1; if ((z >= LIMIT && z_dir > 0) || (z < 0 && z_dir < 0)) z_dir *= -1; fig.Translate(new Vector3(0.0f, trans_y, trans_z)); fig.RotateX(ROTATE); }
/// <summary> /// Moves the figure based on the randomly generated translation and /// rotation amounts. Uses a limit for the translations to keep the /// figure within a certain bound in each direction. Translates and /// Rotates in all 3 axes. /// </summary> /// <param name="fig"> the figure doing the movement </param> public override void Move(Figure fig) { float trans_x = (float)(rand.NextDouble()) * xDir * TRANS_MULT; float trans_y = (float)(rand.NextDouble()) * yDir * TRANS_MULT; float trans_z = (float)(rand.NextDouble()) * zDir * TRANS_MULT; x += trans_x; y += trans_y; z += trans_z; if ((x >= LIMIT && xDir > 0) || (x < 0 && xDir < 0)) xDir *= -1; if ((y >= LIMIT && yDir > 0) || (y < 0 && yDir < 0)) yDir *= -1; if ((z >= LIMIT && zDir > 0) || (z < 0 && zDir < 0)) zDir *= -1; fig.Translate(new Vector3(trans_x, trans_y, trans_z)); float rot_x = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; float rot_y = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; float rot_z = ((float)(rand.NextDouble()) - 0.5f) * ROT_MULT; fig.RotateX(rot_x); fig.RotateY(rot_y); fig.RotateZ(rot_z); }