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Polygon.cs
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130 lines (107 loc) · 3.72 KB
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/*
* Open Source Initiative OSI - The MIT License (MIT):Licensing
* The MIT License (MIT)
* Copyright (c) <2012> <A* Games>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
* associated documentation files (the "Software"), to deal in the Software without restriction,
* including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
* */
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
namespace ImagineCup2012
{
public class Polygon
{
private List<Vector2> points = new List<Vector2>();
private List<Vector2> edges = new List<Vector2>();
public void buildEdges()
{
Vector2 p1;
Vector2 p2;
edges.Clear();
for (int i = 0; i < points.Count; i++)
{
p1 = points[i];
if (i + 1 >= points.Count)
{
p2 = points[0];
}
else
{
p2 = points[i + 1];
}
edges.Add(p2 - p1);
}
}
public void offset(Vector2 vector)
{
offset(vector.X, vector.Y);
}
public void offset(float x, float y)
{
for (int i = 0; i < points.Count; i++)
{
Vector2 p = points[i];
points[i] = new Vector2(p.X + x, p.Y + y);
}
}
public List<Vector2> getEdges()
{
return edges;
}
public List<Vector2> getPoints()
{
return points;
}
public Vector2 getCenter()
{
float totalX = 0;
float totalY = 0;
for (int i = 0; i < points.Count; i++)
{
totalX += points[i].X;
totalY += points[i].Y;
}
return new Vector2(totalX / (float)points.Count, totalY / (float)points.Count);
}
/*
public void rotate(float angle)
{
float radAngle = angle * MathHelper.TO_RADIANS;
Vector2 c = Center;
// Translate to center, rotate and translate back
for (int i = 0; i < Points.Count; i++)
{
points[i] += -c;
float x = (float)Math.Cos(radAngle) * Points[i].X + (float)-Math.Sin(radAngle) * Points[i].Y;
float y = (float)Math.Sin(radAngle) * Points[i].X + (float)Math.Cos(radAngle) * Points[i].Y;
points[i] = new Vector2(x, y);
points[i] += c;
}
BuildEdges();
}
* */
public override string ToString()
{
string text = "";
foreach (Vector2 point in points)
{
text += "X: " + point.X + ", Y: " + point.Y + "- ";
}
return text;
}
}
}