Example #1
0
void Triangle::SetPosition(const Vector2D& position) {
    double deltaX = position.GetX() - GetX();
    double deltaY = position.GetY() - GetY();

    double aX = GetPointA().GetX() + deltaX;
    double bX = GetPointB().GetX() + deltaX;
    double cX = GetPointC().GetX() + deltaX;

    double aY = GetPointA().GetY() + deltaY;
    double bY = GetPointB().GetY() + deltaY;
    double cY = GetPointC().GetY() + deltaY;

    SetPoints(aX, aY, bX, bY, cX, cY);
    
    _position = Vector2D((aX + bX + cX) / 3.0, (aY + bY + cY) / 3.0);

}
/// Baut eine (bisher noch visuell gebaute) Straße wieder zurück
void GameWorldBase::RemoveVisualRoad(unsigned short start_x, unsigned short start_y, const std::vector<unsigned char>& route)
{
	// Wieder zurückbauen
	for(unsigned z = 0;z<route.size();++z)
	{
		if (!GetPointRoad(start_x,start_y, route[z], false))
		{
			SetPointVirtualRoad(start_x,start_y, route[z],0);
			CalcRoad(start_x,start_y,GAMECLIENT.GetPlayerID());
		}

		GetPointA(start_x,start_y,route[z]);
	}
}
Example #3
0
bool Triangle::Intersects(const a2de::Vector2D& position) const {

    Vector3D A(GetPointA().GetX(), GetPointA().GetY());
    Vector3D B(GetPointB().GetX(), GetPointB().GetY());
    Vector3D C(GetPointC().GetX(), GetPointC().GetY());

    Vector3D AB(A - B);
    Vector3D BC(B - C);
    Vector3D CA(C - A);

    Vector3D AP(A - position);
    Vector3D BP(B - position);
    Vector3D CP(C - position);

    Vector3D resultABAP(Vector3D::CrossProduct(AB, AP));
    Vector3D resultBCBP(Vector3D::CrossProduct(BC, BP));
    Vector3D resultCACP(Vector3D::CrossProduct(CA, CP));

    bool resultPos = (resultABAP.GetZ() > 0.0) && (resultBCBP.GetZ() > 0.0) && (resultCACP.GetZ() > 0.0);
    bool resultZero = (Math::IsEqual(resultABAP.GetZ(), 0.0) && Math::IsEqual(resultBCBP.GetZ(), 0.0) && Math::IsEqual(resultCACP.GetZ(), 0.0));
    bool resultNeg = (resultABAP.GetZ() < 0.0) && (resultBCBP.GetZ() < 0.0) && (resultCACP.GetZ() < 0.0);
    //bool isOn = point.IsOnLine(GetLineAB()) || point.IsOnLine(GetLineBC()) || point.IsOnLine(GetLineCA());
    return (/*isOn ||*/ resultPos || resultZero || resultNeg);
}
/// Ist es an dieser Stelle für einen Spieler möglich einen Hafen zu bauen
bool GameWorldBase::IsHarborPointFree(const unsigned harbor_id, const unsigned char player, const unsigned short sea_id) const
{
	Point<MapCoord> coords(GetHarborPoint(harbor_id));

	// Befindet sich der Hafenpunkt auch an dem erforderlichen Meer?
	bool at_sea = false;
	for(unsigned i = 0;i<6;++i)
	{
		if(harbor_pos[harbor_id].cps[i].sea_id == sea_id)
		{
			at_sea = true;
			break;
		}
	}

	if(!at_sea)
		return false;

	// Überprüfen, ob das Gebiet in einem bestimmten Radius entweder vom Spieler oder gar nicht besetzt ist
	for(MapCoord tx=GetXA(coords.x,coords.y,0), r=1;r<=4;tx=GetXA(tx,coords.y,0),++r)
	{
		MapCoord tx2 = tx, ty2 = coords.y;
		for(unsigned i = 2;i<8;++i)
		{
			for(MapCoord r2=0;r2<r;GetPointA(tx2,ty2,i%6),++r2)
			{
				unsigned char owner = GetNode(tx2,ty2).owner;
				if(owner != 0 && owner != player+1)
					return false;
			}
		}
	}


	return (CalcBQ(coords.x,coords.y,0,false,false,true) == BQ_HARBOR);
}
Example #5
0
void Triangle::SetPointC(const Point& C) {
    SetPoints(GetPointA(), GetPointB(), C);
}
Example #6
0
void Triangle::SetPointB(const Point& B) {
    SetPoints(GetPointA(), B, GetPointC());
}
Example #7
0
void Triangle::SetPointC(const Vector2D& position) {
    SetPoints(GetPointA(), GetPointB(), Point(position));
}
Example #8
0
bool Triangle::IsRightTriangle() const {
    double AC = Point::GetDistanceSquared(GetPointA(), GetPointC());
    double CB = Point::GetDistanceSquared(GetPointC(), GetPointB());
    double AB = Point::GetDistanceSquared(GetPointA(), GetPointB());
    return (Math::IsEqual(AC + CB, AB));
}