protected override void Write(NWriter wtr) { wtr.Write((byte)EffectType); wtr.Write(TargetObjectId); Pos1.Write(wtr); Pos2.Write(wtr); Color.Write(wtr); }
public override int GetHashCode() { unchecked { int hashCode = 1867150729; if (Pos1.CompareTo(Pos2) > 0) { hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Pos1); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Pos2); } else { hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Pos2); hashCode = hashCode * -1521134295 + EqualityComparer <string> .Default.GetHashCode(Pos1); } return(hashCode); } }
public static bool operator>=(DiffViewPosition Pos1, DiffViewPosition Pos2) { return(Pos1.CompareTo(Pos2) >= 0); }
public static bool operator!=(DiffViewPosition Pos1, DiffViewPosition Pos2) { return(!Pos1.Equals(Pos2)); }
public IDiagram MovedBy(int x, int y) { return(new Triangle(Pos0.MovedBy(x, y), Pos1.MovedBy(x, y), Pos2.MovedBy(x, y))); }
public void MoveBy(int x, int y) { Pos0 = Pos0.MovedBy(x, y); Pos1 = Pos1.MovedBy(x, y); Pos2 = Pos2.MovedBy(x, y); }
/* -- Área para el método que utiliza los datos proporcionados por Kinect -- */ /// <summary> /// Método que realiza las manipulaciones necesarias sobre el Skeleton trazado /// </summary> private void usarSkeleton(Skeleton skeleton) { Joint joint1 = skeleton.Joints[JointType.HandRight]; ///////////// Joint joint2 = skeleton.Joints[JointType.HandLeft]; //////////// //////////// Joint joint3 = skeleton.Joints[JointType.Head]; //////////// //////////// Joint joint4 = skeleton.Joints[JointType.KneeRight]; //////////// //////////// Joint joint5 = skeleton.Joints[JointType.KneeLeft]; //////////// //////////// Joint joint6 = skeleton.Joints[JointType.FootRight]; //////////// //////////// Joint joint7 = skeleton.Joints[JointType.FootLeft]; //////////// // Si el Joint está listo obtener las coordenadas if (joint1.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint1.Position); dMano_X = joint_Point.X; dMano_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero.SetValue(Canvas.TopProperty, dMano_Y + 35); Puntero.SetValue(Canvas.LeftProperty, dMano_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////// if (joint2.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint2.Position); iMano_X = joint_Point.X; iMano_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero1.SetValue(Canvas.TopProperty, iMano_Y + 35); Puntero1.SetValue(Canvas.LeftProperty, iMano_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////////////////// if (joint3.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint3.Position); Cabeza_X = joint_Point.X; Cabeza_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero3.SetValue(Canvas.TopProperty, Cabeza_Y + 35); Puntero3.SetValue(Canvas.LeftProperty, Cabeza_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////////////////// // Si el Joint está listo obtener las coordenadas if (joint4.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint4.Position); dRodilla_X = joint_Point.X; dRodilla_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero4.SetValue(Canvas.TopProperty, dRodilla_Y + 35); Puntero4.SetValue(Canvas.LeftProperty, dRodilla_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////// // Si el Joint está listo obtener las coordenadas if (joint5.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint5.Position); iRodilla_X = joint_Point.X; iRodilla_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero5.SetValue(Canvas.TopProperty, iRodilla_Y + 35); Puntero5.SetValue(Canvas.LeftProperty, iRodilla_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////// // Si el Joint está listo obtener las coordenadas if (joint6.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint6.Position); dPie_X = joint_Point.X; dPie_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero6.SetValue(Canvas.TopProperty, dPie_Y + 35); Puntero6.SetValue(Canvas.LeftProperty, dPie_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////// // Si el Joint está listo obtener las coordenadas if (joint7.TrackingState == JointTrackingState.Tracked) { // Obtiene las coordenadas (x, y) del Joint joint_Point = this.SkeletonPointToScreen(joint7.Position); iPie_X = joint_Point.X; iPie_Y = joint_Point.Y; //Emplea las coordenadas del Joint para mover la elipse Puntero7.SetValue(Canvas.TopProperty, iPie_Y + 35); Puntero7.SetValue(Canvas.LeftProperty, iPie_X + 30); // Obtiene el Id de la persona mapeada LID.Content = skeleton.TrackingId; } //////////////// if (Posicion() && Pase) { EscPunte(true); Bandera.Fill = Brushes.Green; MainCanvas.Background = Brushes.Transparent; Pos1.Height = 200; Pos1.SetValue(Canvas.TopProperty, 325.0); Pos1.SetValue(Canvas.LeftProperty, 600.0); timer.IsEnabled = true; puntos++; } else if (Pase) { Bandera.Fill = Brushes.Red; } else if (Pase1) { EscPunte(false); Bandera.Fill = Brushes.Red; MainCanvas.Background = Brushes.White; Pos1.Visibility = Visibility.Hidden; Pos2.Visibility = Visibility.Visible; Progreso.Value = 0.0; Progreso.Visibility = Visibility.Hidden; Pase1 = false; } else if (Posicion1() && Pase2) { EscPunte(true); Bandera.Fill = Brushes.Green; MainCanvas.Background = Brushes.Transparent; Pos2.Height = 200; Pos2.SetValue(Canvas.TopProperty, 325.0); Pos2.SetValue(Canvas.LeftProperty, 425.0); timer2.IsEnabled = true; puntos++; } else if (Pase2) { Bandera.Fill = Brushes.Red; } else { EscPunte(false); Bandera.Fill = Brushes.Black; MainCanvas.Background = Brushes.Black; Pos2.Visibility = Visibility.Hidden; Progreso1.Visibility = Visibility.Hidden; Puntuacion.Content = "Tu puntuacion es: " + puntos.ToString(); } }
public bool Equals(Quest q) { if (q is null) { return(false); } if (ReferenceEquals(this, q)) { return(true); } return(QuestType.Equals(q.QuestType) && Players.SequenceEqual(q.Players) && Pos1.Equals(q.Pos1) && Pos2.Equals(q.Pos2) && QuestTime.Equals(q.QuestTime) && QuestText.Equals(q.QuestText) && Stage.Equals(q.Stage)); }
public override void Draw() { if (Math.Sqrt(Game.PlayerPed.Position.DistanceToSquared((Pos1 + Pos2) / 2)) > Math.Sqrt(Pos1.DistanceToSquared(Pos2)) * 5) { return; } Vector3 center = new Vector3 { X = (Pos1.X + Pos2.X) / 2, Y = (Pos1.Y + Pos2.Y) / 2, Z = (Pos1.Z + Pos2.Z) / 2 }; Matrix3x3 rot = Matrix3x3.RotationZ(Angle); Vector3 A = Pos1; Vector3 B = new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos1.Z }; Vector3 C = new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos1.Z }; Vector3 D = new Vector3 { X = Pos2.X, Y = Pos2.Y, Z = Pos1.Z }; Vector3 E = new Vector3 { X = Pos1.X, Y = Pos1.Y, Z = Pos2.Z }; Vector3 F = new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos2.Z }; Vector3 G = new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos2.Z }; Vector3 H = Pos2; A = A - center; B = B - center; C = C - center; D = D - center; E = E - center; F = F - center; G = G - center; H = H - center; A = Vector3.Transform(A, rot); B = Vector3.Transform(B, rot); C = Vector3.Transform(C, rot); D = Vector3.Transform(D, rot); E = Vector3.Transform(E, rot); F = Vector3.Transform(F, rot); G = Vector3.Transform(G, rot); H = Vector3.Transform(H, rot); A = A + center; B = B + center; C = C + center; D = D + center; E = E + center; F = F + center; G = G + center; H = H + center; World.DrawLine(A, B, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(A, C, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(A, E, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(H, F, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(H, G, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(H, D, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(D, B, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(D, C, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(G, B, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(G, E, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(F, E, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(F, C, System.Drawing.Color.FromArgb(255, 0, 0)); }
public override void Draw() { if (Math.Sqrt(Game.PlayerPed.Position.DistanceToSquared((Pos1 + Pos2) / 2)) > Math.Sqrt(Pos1.DistanceToSquared(Pos2)) * 5) { return; } World.DrawLine(Pos1, new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(Pos1, new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(Pos1, new Vector3 { X = Pos1.X, Y = Pos1.Y, Z = Pos2.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(Pos2, new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos2.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(Pos2, new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos2.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(Pos2, new Vector3 { X = Pos2.X, Y = Pos2.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos2.X, Y = Pos2.Y, Z = Pos1.Z }, new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos2.X, Y = Pos2.Y, Z = Pos1.Z }, new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos2.Z }, new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos2.X, Y = Pos1.Y, Z = Pos2.Z }, new Vector3 { X = Pos1.X, Y = Pos1.Y, Z = Pos2.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos2.Z }, new Vector3 { X = Pos1.X, Y = Pos1.Y, Z = Pos2.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); World.DrawLine(new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos2.Z }, new Vector3 { X = Pos1.X, Y = Pos2.Y, Z = Pos1.Z }, System.Drawing.Color.FromArgb(255, 0, 0)); }
public override int GetHashCode() { return(String.GetHashCode() ^ Pos1.GetHashCode() ^ Pos2.GetHashCode()); }