示例#1
0
        public void TestHere()
        {
            Geometry.Vector2D pos = new Geometry.Vector2D();
            if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
                pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
            {
                Logger.WriteLogLine("failed to start test at position due to odd position, testing in general");
                TestAtSkill(General.Map.ConfigSettings.TestSkill);
                return;
            }

            // Create thing
            General.Map.UndoRedo.CreateUndo("Testing at position");
            Map.Thing t = General.Map.Map.CreateThing();
            if (t != null)
            {
                General.Settings.ApplyDefaultThingSettings(t);
                t.Type = 1; // set to player FIXME TODO HARDCODED THIS SUX
                t.UpdateConfiguration();

                if (General.Map.Renderer2D != null && General.Map.Renderer2D is Rendering.Renderer2D && General.Editing.Mode is Editing.ClassicMode)
                {
                    Rendering.Renderer2D renderer2D = (Rendering.Renderer2D)General.Map.Renderer2D;
                    if (renderer2D != null)
                    {
                        t.Move(renderer2D.DisplayToMap(
                                   new Geometry.Vector2D(
                                       General.MainWindow.Display.RelativeMousePosition.X,
                                       General.MainWindow.Display.RelativeMousePosition.Y
                                       )));
                    }
                }
                else
                {
                    t.Move(General.Map.VisualCamera.Position);
                    t.Rotate(General.Map.VisualCamera.AngleXY - Geometry.Angle2D.PI);
                }
                // Snap to map format accuracy
                t.SnapToAccuracy();

                TestAtSkill(General.Map.ConfigSettings.TestSkill);

                General.Map.UndoRedo.WithdrawUndo();
            }
            else
            {
                General.Map.UndoRedo.WithdrawUndo();
                Logger.WriteLogLine("failed to start test at position due to null t, testing in general");
                TestAtSkill(General.Map.ConfigSettings.TestSkill);
                return;
            }
        } // public void TestHere()
示例#2
0
 /// <summary>
 /// This returns Z on the plane at X, Y
 /// </summary>
 public float GetZ(Vector2D pos)
 {
     return((-offset - Vector2D.DotProduct(normal, pos)) / normal.z);
 }
示例#3
0
 // Constructor
 public Line2D(float x1, float y1, float x2, float y2)
 {
     this.v1 = new Vector2D(x1, y1);
     this.v2 = new Vector2D(x2, y2);
 }
示例#4
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        // This tests if the line intersects with the given line coordinates
        public static bool GetIntersection(Vector2D v1, Vector2D v2, float x3, float y3, float x4, float y4)
        {
            float u_ray, u_line;

            return(GetIntersection(v1, v2, x3, y3, x4, y4, out u_ray, out u_line));
        }
示例#5
0
 // Constructor
 public Line2D(Vector2D v1, float x2, float y2)
 {
     this.v1 = v1;
     this.v2 = new Vector2D(x2, y2);
 }
示例#6
0
 // Constructor
 public Line2D(float x1, float y1, Vector2D v2)
 {
     this.v1 = new Vector2D(x1, y1);
     this.v2 = v2;
 }
示例#7
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 public float GetNearestOnLine(Vector2D p)
 {
     return(Line2D.GetNearestOnLine(v1, v2, p));
 }
示例#8
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 // Constructor
 public Line2D(Vector2D v1, Vector2D v2)
 {
     this.v1 = v1;
     this.v2 = v2;
 }
示例#9
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 public float GetSideOfLine(Vector2D p)
 {
     return(Line2D.GetSideOfLine(v1, v2, p));
 }
示例#10
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 public float GetDistanceToLineSq(Vector2D p, bool bounded)
 {
     return(Line2D.GetDistanceToLineSq(v1, v2, p, bounded));
 }
示例#11
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        // This returns the perpendicular vector by simply making a normal
        public Vector2D GetPerpendicular()
        {
            Vector2D d = GetDelta();

            return(new Vector2D(-d.y, d.x));
        }
示例#12
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 // This returns the coordinates at a specific position on the line
 public static Vector2D GetCoordinatesAt(Vector2D v1, Vector2D v2, float u)
 {
     // Calculate and return intersection offset
     return(new Vector2D(v1.x + u * (v2.x - v1.x), v1.y + u * (v2.y - v1.y)));
 }
示例#13
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 // This returns the offset coordinates on the line nearest to the given coordinates
 public static float GetNearestOnLine(Vector2D v1, Vector2D v2, Vector2D p)
 {
     // Calculate and return intersection offset
     return(((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / GetLengthSq(v2.x - v1.x, v2.y - v1.y));
 }
示例#14
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 // This returns the shortest distance from given coordinates to line
 public static float GetDistanceToLine(Vector2D v1, Vector2D v2, Vector2D p, bool bounded)
 {
     return((float)Math.Sqrt(GetDistanceToLineSq(v1, v2, p, bounded)));
 }
示例#15
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 // This tests on which side of the line the given coordinates are
 // returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
 public static float GetSideOfLine(Vector2D v1, Vector2D v2, Vector2D p)
 {
     // Calculate and return side information
     return((p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y));
 }