示例#1
0
        static void Main(string[] args)
        {
            fk_Material.InitDefault();

            // ウィンドウ生成
            var window = new fk_AppWindow();

            window.Size    = new fk_Dimension(600, 600);
            window.BGColor = new fk_Color(1, 1, 1);
            window.Open();

            var posArray = new fk_Vector[100];
            var point    = new fk_Point();

            for (int i = 0; i < 100; i++)
            {
                posArray[i] = new fk_Vector(0, 0, 0);
                point.PushVertex(posArray[i]);
            }

            var pointModel = new fk_Model();

            pointModel.Shape      = point;
            pointModel.PointColor = new fk_Color(0.0, 0.0, 0.0);
            pointModel.PointSize  = 2.0;
            window.Entry(pointModel);

            var line      = new fk_Line();
            var lineModel = new fk_Model();

            lineModel.Shape     = line;
            lineModel.LineColor = new fk_Color(0.0, 0.0, 1.0);
            window.Entry(lineModel);

            posArray[1] = new fk_Vector(0, 10, 0);
            posArray[1].Normalize();
            line.PushLine(posArray[0], posArray[1]);

            var count = 0;

            for (int i = 0; i < 10; i++)
            {
                count += 1;
            }
            Console.WriteLine(count);

            while (window.Update())
            {
                if (window.GetMouseStatus(fk_MouseButton.M1, fk_Switch.DOWN, true))
                {
                    Console.WriteLine("ZeroOne");
                }
            }
        }
示例#2
0
        static void Main(string[] args)
        {
            fk_Material.InitDefault();

            // ウィンドウ生成
            var window = new fk_AppWindow();

            window.Size    = new fk_Dimension(600, 600);
            window.BGColor = new fk_Color(1, 1, 1);
            window.Open();

            var posArray = new fk_Vector[100];
            var point    = new fk_Point();

            for (int i = 0; i < 100; i++)
            {
                posArray[i] = new fk_Vector(fk_Math.DRand(-25.0, 25.0),
                                            fk_Math.DRand(-25.0, 25.0), 0.0);
                point.PushVertex(posArray[i]);
            }

            var pointModel = new fk_Model();

            pointModel.Shape      = point;
            pointModel.PointColor = new fk_Color(0.0, 0.0, 0.0);
            pointModel.PointSize  = 2.0;
            window.Entry(pointModel);

            var debugPoint      = new fk_Point();
            var debugPointModel = new fk_Model();

            debugPointModel.Shape      = debugPoint;
            debugPointModel.PointColor = new fk_Color(1.0, 0.0, 0.0);
            debugPointModel.PointSize  = 3.0;
            window.Entry(debugPointModel);

            var line      = new fk_Line();
            var lineModel = new fk_Model();

            lineModel.Shape     = line;
            lineModel.LineColor = new fk_Color(0.0, 0.0, 1.0);
            window.Entry(lineModel);

            var posList = new List <fk_Vector>();

            posList.AddRange(posArray);
            var    startPos = new fk_Vector();
            double posX     = -9999;

            foreach (fk_Vector pos in posList)
            {
                if (pos.x > posX)
                {
                    posX     = pos.x;
                    startPos = pos;
                }
            }

            var    startPos1 = new fk_Vector();
            double y         = -999;

            foreach (fk_Vector pos in posArray)
            {
                var    vec1    = pos - startPos; vec1.Normalize();
                var    vec2    = new fk_Vector(0, 1, 0); vec2.Normalize();
                double naiseki = vec1 * vec2;
                if (naiseki >= y && pos != startPos)
                {
                    y         = naiseki;
                    startPos1 = pos;
                }
            }
            var newPosList = new List <fk_Vector>();

            newPosList.Add(startPos);
            newPosList.Add(startPos1);


            debugPoint.PushVertex(startPos);

            line.PushLine(startPos, startPos1);

            var startVec = startPos1 - startPos;
            var vecList  = new List <fk_Vector>();

            vecList.Add(startVec);

            for (int i = 2; i < posArray.Length; i++)
            {
                var    nextPos  = new fk_Vector();
                double naiseki0 = -9999;
                foreach (fk_Vector pos in posList)
                {
                    var    vec1    = pos - newPosList[i - 1]; vec1.Normalize();
                    var    vec2    = vecList[i - 2]; vec2.Normalize();
                    double naiseki = vec1 * vec2;
                    if (naiseki > naiseki0)
                    {
                        naiseki0 = naiseki;
                        nextPos  = pos;
                    }
                }

                newPosList.Add(nextPos);
                line.PushLine(newPosList[i - 1], nextPos);
                var vec = nextPos - newPosList[i - 1];
                vecList.Add(vec);
                if (nextPos == startPos)
                {
                    break;
                }
            }

            while (window.Update())
            {
            }
        }
示例#3
0
        static void Main(string[] args)
        {
            fk_Material.InitDefault();

            // ウィンドウ生成
            var window = new fk_AppWindow();

            window.Size    = new fk_Dimension(600, 600);
            window.BGColor = new fk_Color(1, 1, 1);
            window.Open();

            var posArray = new fk_Vector[100];
            var point    = new fk_Point();

            for (int i = 0; i < 100; i++)
            {
                posArray[i] = new fk_Vector(fk_Math.DRand(-25.0, 25.0),
                                            fk_Math.DRand(-25.0, 25.0), 0.0);
                point.PushVertex(posArray[i]);
            }

            var pointModel = new fk_Model();

            pointModel.Shape      = point;
            pointModel.PointColor = new fk_Color(0.0, 0.0, 0.0);
            pointModel.PointSize  = 2.0;
            window.Entry(pointModel);
            pointModel.ElementMode = fk_ElementMode.ELEMENT;

            var line      = new fk_Line();
            var lineModel = new fk_Model();

            lineModel.Shape     = line;
            lineModel.LineColor = new fk_Color(0.0, 0.0, 1.0);
            window.Entry(lineModel);

            var posList = new List <fk_Vector>();

            posList.AddRange(posArray);
            var    startPos = new fk_Vector();
            double posX     = -9999;

            foreach (fk_Vector pos in posList)
            {
                if (pos.x > posX)
                {
                    posX     = pos.x;
                    startPos = pos;
                }
            }

            var    startPos1 = new fk_Vector();
            double y         = -999;

            foreach (fk_Vector pos in posArray)
            {
                var    vec1    = pos - startPos; vec1.Normalize();
                var    vec2    = new fk_Vector(0, 1, 0); vec2.Normalize();
                double naiseki = vec1 * vec2;
                if (naiseki >= y && pos != startPos)
                {
                    y         = naiseki;
                    startPos1 = pos;
                }
            }
            var newPosList = new List <fk_Vector>();

            newPosList.Add(startPos);
            newPosList.Add(startPos1);
            //posList.Remove(startPos);
            posList.Remove(startPos1);

            line.PushLine(startPos, startPos1);

            var startVec = startPos1 - startPos;
            var vecList  = new List <fk_Vector>();

            vecList.Add(startVec);

            for (int i = 2; i < posArray.Length; i++)
            {
                var    nextPos  = new fk_Vector();
                double naiseki0 = -9999;
                foreach (fk_Vector pos in posList)
                {
                    var    vec1    = pos - newPosList[i - 1]; vec1.Normalize();
                    var    vec2    = vecList[i - 2]; vec2.Normalize();
                    double naiseki = vec1 * vec2;
                    if (naiseki > naiseki0)
                    {
                        naiseki0 = naiseki;
                        nextPos  = pos;
                    }
                }
                posList.Remove(nextPos);
                newPosList.Add(nextPos);
                line.PushLine(newPosList[i - 1], nextPos);
                var vec = nextPos - newPosList[i - 1];
                vecList.Add(vec);
                if (nextPos == startPos)
                {
                    break;
                }
            }

            var clickPos = new fk_Vector();
            var winPos   = new fk_Vector();

            var plane = new fk_Plane();

            plane.SetPosNormal(clickPos, new fk_Vector(0.0, 0.0, 1.0));

            Console.WriteLine(startPos);
            Console.WriteLine(vecList.Count);

            int pointID = 99;

            while (window.Update())
            {
                if (window.GetMouseStatus(fk_MouseButton.M1, fk_Switch.DOWN, true))
                {
                    pointID += 1;
                    winPos   = window.MousePosition;
                    window.GetProjectPosition(winPos.x, winPos.y, plane, clickPos);
                    clickPos = new fk_Vector(clickPos.x, clickPos.y, 0);
                    var count = 0;
                    for (int i = 0; i < vecList.Count; i++)
                    {
                        var vx1 = newPosList[i + 1].x - newPosList[i].x;
                        var vy1 = newPosList[i + 1].y - newPosList[i].y;
                        var vx2 = clickPos.x - newPosList[i].x;
                        var vy2 = clickPos.y - newPosList[i].y;
                        var ans = vx1 * vy2 - vy1 * vx2;
                        Console.WriteLine(ans);
                        if (ans < 0)
                        {
                            count += 1;
                        }
                    }
                    Console.WriteLine(count);
                    if (count > 0)
                    {
                        point.PushVertex(clickPos);
                        point.SetColor(pointID, new fk_Color(1, 0, 0));
                    }
                    else
                    {
                        point.PushVertex(clickPos);
                        point.SetColor(pointID, new fk_Color(0, 1, 0));
                    }
                }
            }
        }
示例#4
0
        static void Main(string[] args)
        {
            fk_Material.InitDefault();

            // ウィンドウ生成
            var window = new fk_AppWindow();

            window.Size    = new fk_Dimension(600, 600);
            window.BGColor = new fk_Color(1, 1, 1);
            window.Open();

            var triArray = new fk_Vector[3];
            var triPoint = new fk_Point();

            for (int i = 0; i < 3; i++)
            {
                triArray[i] = new fk_Vector(fk_Math.DRand(-25.0, 25.0),
                                            fk_Math.DRand(-25.0, 25.0), 0.0);
                triPoint.PushVertex(triArray[i]);
            }
            var triModel = new fk_Model();

            triModel.Shape      = triPoint;
            triModel.PointColor = new fk_Color(0.0, 0.0, 0.0);
            triModel.PointSize  = 2.0;
            window.Entry(triModel);

            var triLine   = new fk_Line();
            var lineModel = new fk_Model();

            lineModel.Shape     = triLine;
            lineModel.LineColor = new fk_Color(0.0, 0.0, 1.0);
            window.Entry(lineModel);
            for (int i = 0; i < 2; i++)
            {
                triLine.PushLine(triArray[i], triArray[i + 1]);
            }
            triLine.PushLine(triArray[2], triArray[0]);

            var confiLine  = new fk_Line();
            var lineModel1 = new fk_Model();

            lineModel1.Shape     = confiLine;
            lineModel1.LineColor = new fk_Color(0.0, 1.0, 0.0);
            window.Entry(lineModel1);

            var squareList = new List <fk_Vector>();

            for (int i = 0; i < triArray.Length; i++)
            {
                var squarePoint0 = new fk_Vector(triArray[i].x + squareX * 2, triArray[i].y + squareX * 2, 0);
                squareList.Add(squarePoint0);
                var squarePoint1 = new fk_Vector(triArray[i].x - squareX * 2, triArray[i].y + squareX * 2, 0);
                squareList.Add(squarePoint1);
                var squarePoint2 = new fk_Vector(triArray[i].x - squareX * 2, triArray[i].y - squareX * 2, 0);
                squareList.Add(squarePoint2);
                var squarePoint3 = new fk_Vector(triArray[i].x + squareX * 2, triArray[i].y - squareX * 2, 0);
                squareList.Add(squarePoint3);
            }

            var allPosList = new List <fk_Vector>();

            allPosList.AddRange(squareList);
            allPosList.AddRange(triArray);

            var    startPos = new fk_Vector();
            double posX     = -9999;

            foreach (fk_Vector pos in allPosList)
            {
                if (pos.x > posX)
                {
                    posX     = pos.x;
                    startPos = pos;
                }
            }
            var    startPos1 = new fk_Vector();
            double y         = -9999;

            foreach (fk_Vector pos in allPosList)
            {
                var    vec1    = pos - startPos; vec1.Normalize();
                var    vec2    = new fk_Vector(0, 1, 0); vec2.Normalize();
                double naiseki = vec1 * vec2;
                if (naiseki >= y && pos != startPos)
                {
                    y         = naiseki;
                    startPos1 = pos;
                }
            }
            var confiPosList = new List <fk_Vector>();

            confiPosList.Add(startPos);
            confiPosList.Add(startPos1);

            var startVec = startPos1 - startPos;
            var vecList  = new List <fk_Vector>();

            vecList.Add(startVec);

            confiLine.PushLine(startPos, startPos1);
            for (int i = 2; i < allPosList.Count; i++)
            {
                var    nextPos  = new fk_Vector();
                double naiseki0 = -9999;
                foreach (fk_Vector pos in allPosList)
                {
                    var    vec1    = pos - confiPosList[i - 1]; vec1.Normalize();
                    var    vec2    = vecList[i - 2]; vec2.Normalize();
                    double naiseki = vec1 * vec2;
                    if (naiseki > naiseki0)
                    {
                        naiseki0 = naiseki;
                        nextPos  = pos;
                    }
                }
                allPosList.Remove(nextPos);
                confiPosList.Add(nextPos);
                confiLine.PushLine(confiPosList[i - 1], nextPos);
                var vec = nextPos - confiPosList[i - 1];
                vecList.Add(vec);
                if (nextPos == startPos)
                {
                    break;
                }
            }

            while (window.Update())
            {
            }
        }