Beispiel #1
0
        public override bool testColition(V3 positionStart, V3 direction, out double TPositionColition)
        {
            V3 normaleToTheRect = (this.largeur ^ this.longueur);

            normaleToTheRect.Normalize();

            V3     eyesToPosition = this.getPosition() - positionStart;
            double t = (eyesToPosition * normaleToTheRect) / (direction * normaleToTheRect);

            if (t < 0)
            {
                TPositionColition = 0;
                return(false);
            }


            V3 ai = (float)t * direction + positionStart - this.getPosition();

            double la = (this.largeur * ai) / (this.largeur * this.largeur);
            double lo = (this.longueur * ai) / (this.longueur * this.longueur);

            if (0 < lo && lo < 1 && 0 < la && la < 1)
            {
                TPositionColition = t;
                return(true);
            }

            TPositionColition = 0;
            return(false);
        }
Beispiel #2
0
        public V3 Normal()
        {
            V3 normal = VA ^ VB;

            normal.Normalize();
            return(normal);
        }
Beispiel #3
0
        override public V3 Normal(V3 p)
        {
            V3 n = p - Center;

            n.Normalize();

            return(n);
        }
Beispiel #4
0
        public void UpdatePosition(long TickSpan, RooFile RooFile)
        {
            if (!isMoving)
            {
                return;
            }

            // source->destination delta vector and squared distance (in 3D)
            V3   dvector   = targetObject.Position3D - position3D;
            Real distance2 = dvector.LengthSquared;

            // end not yet reached?
            if (distance2 > EPSILON2)
            {
                if (Speed != (byte)MovementSpeed.Teleport)
                {
                    // normalise to get plain direction
                    dvector.Normalize();

                    // process another step based on time delta
                    V3 step = dvector * (Real)speed * (Real)TickSpan * GeometryConstants.PROJECTILEMOVEBASECOEFF;

                    // check if this step is greater than distance left
                    if (step.LengthSquared > distance2)
                    {
                        // directly update for teleport-speed zero
                        position3D.X = TargetObject.Position3D.X;
                        position3D.Y = TargetObject.Position3D.Y;
                        position3D.Z = TargetObject.Position3D.Z;

                        // movement finished
                        IsMoving = false;
                    }
                    else
                    {
                        // do the step
                        position3D.X += step.X;
                        position3D.Y += step.Y;
                        position3D.Z += step.Z;
                    }
                }
                else
                {
                    // directly update for teleport-speed zero
                    position3D.X = TargetObject.Position3D.X;
                    position3D.Y = TargetObject.Position3D.Y;
                    position3D.Z = TargetObject.Position3D.Z;
                }

                // trigger changed event
                RaisePropertyChanged(new PropertyChangedEventArgs(PROPNAME_POSITION3D));
            }
            else
            {
                IsMoving = false;
            }
        }
        /// Computes the diffuse and specular components of the Phong
        /// reflection model for a point light.
        override public Color ComputePointLight(
            PointLight pL, Object3D obj, V3 p, V2 uv
            )
        {
            V3 incidentVec = pL.Position - p;

            incidentVec.Normalize();

            return(ComputeDiffuseSpecular(pL, obj, p, uv, incidentVec));
        }
        public override Tuple<V3, V3> DerivativePoint(V2 uv)
        {
            V3 dPdu = new V3(VA);
            dPdu.Normalize();

            V3 dPdv = new V3(VB);
            dPdv.Normalize();

            return new Tuple<V3,V3>(dPdu, dPdv);
        }
Beispiel #7
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        public Ray(V3 origin, V3 direction, Object3D originObject = null)
        {
            Origin = origin;

            Direction = direction;
            Direction.Normalize();

            OriginObject = originObject;

            Distance = float.MaxValue;
        }
Beispiel #8
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        override public Tuple <V3, V3> DerivativePoint(V2 uv)
        {
            V3 dPdu = new V3(VA);

            dPdu.Normalize();

            V3 dPdv = new V3(VB);

            dPdv.Normalize();

            return(new Tuple <V3, V3>(dPdu, dPdv));
        }
Beispiel #9
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        public override Couleur drawPixel(V3 position)
        {
            V3 ai = position - this.getPosition();

            double la = (this.largeur * ai) / (this.largeur * this.largeur);
            double lo = (this.longueur * ai) / (this.longueur * this.longueur);

            V3 vectRect = ((float)la * this.largeur) + ((float)lo * this.longueur);

            V3 copyVectRect = new V3(vectRect);

            copyVectRect.Normalize();

            float dhsdu;
            float dhsdv;

            this.getBump(la, lo, out dhsdu, out dhsdv);


            V3 dmsdu = new V3((float)(-1 * Math.Cos(lo) * Math.Sin(la)),
                              (float)(1 * Math.Cos(lo) * Math.Cos(la)),
                              0.0f);

            V3 dmsdv = new V3((float)(-1 * Math.Sin(lo) * Math.Cos(la)),
                              (float)(-1 * Math.Sin(lo) * Math.Sin(la)),
                              (float)(1 * Math.Cos(lo)));

            V3 dmpsdu = dmsdu + dhsdu * copyVectRect;
            V3 dmpsdv = dmsdv + dhsdv * copyVectRect;


            V3 Np = ((dmpsdu ^ dmpsdv) / (dmpsdu ^ dmpsdv).Norm());

            V3 vecteurBump = Np;

            V3 position_point = this.getPosition() + vectRect;



            Couleur vcolor = new Couleur();

            foreach (Light light in RenderSing.getCurrentRender().getLight())
            {
                vcolor += light.applyLight(this, position_point, vecteurBump, this.getColor(la, lo));
            }

            return(vcolor);
        }
Beispiel #10
0
        public Couleur specular(Object3D b, V3 v, Couleur color_surface)
        {
            V3 copy_v = new V3(v);

            copy_v.Normalize();
            V3 copy_pos = new V3(this.direction);

            copy_pos.Normalize();

            float sca = (copy_pos * copy_v);
            V3    v_curent_perfect = (copy_v * sca * 2.0f) - copy_pos;
            V3    v_current_oeil   = -(v + b.getPosition()) + RenderSing.getCurrentRender().getEyesPosition();

            float a = (float)Math.Pow((Math.Max((v_curent_perfect * v_current_oeil) / (v_curent_perfect.Norm() * v_current_oeil.Norm()), 0)), 25);

            return(this.couleur * a);
        }
Beispiel #11
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        public override Couleur applyLight(Object3D enlightmentObject, V3 positionOnScene, V3 normal, Couleur color_surface)
        {
            foreach (Object3D one in RenderSing.getCurrentRender().getObject())
            {
                V3 dirN = new V3(direction);
                dirN.Normalize();

                double t = 0;

                if (enlightmentObject != one && one.testColition(positionOnScene, dirN, out t))
                {
                    return(new Couleur(0f, 0f, 0f));
                }
            }

            return(this.diffuse(enlightmentObject, normal, color_surface) +
                   this.specular(enlightmentObject, normal, color_surface));
        }
Beispiel #12
0
        /// Returns this object's normal altered by the Bump Map attached to
        /// this object's material.
        protected V3 AlteredNormal(V3 p, V2 uv)
        {
            V2 dh = Material.BumpMap.Bump(uv);

            Tuple <V3, V3> dP   = DerivativePoint(uv);
            V3             dPdu = dP.Item1;
            V3             dPdv = dP.Item2;

            V3 n        = Normal(p);
            V3 alteredN = n + Material.KBump * (
                (dPdu ^ n * dh.V) +
                (n * dh.U ^ dPdv)
                );

            alteredN.Normalize();

            return(alteredN);
        }
        public override Tuple<V3, V3> DerivativePoint(V2 uv)
        {
            V2 uvS = UV(uv); // uv sphere

            V3 dPdu = new V3(
                x: -Radius * Mathf.Cos(uvS.V) * Mathf.Sin(uvS.U),
                y: Radius * Mathf.Cos(uvS.V) * Mathf.Cos(uvS.U),
                z: 0
            );
            dPdu.Normalize();

            V3 dPdv = new V3(
                x: -Radius * Mathf.Sin(uvS.V) * Mathf.Cos(uvS.U),
                y: -Radius * Mathf.Sin(uvS.V) * Mathf.Sin(uvS.U),
                z: Radius * Mathf.Cos(uvS.V)
            );
            dPdv.Normalize();

            return new Tuple<V3,V3>(dPdu, dPdv);
        }
Beispiel #14
0
        override public Tuple <V3, V3> DerivativePoint(V2 uv)
        {
            V2 uvS = UV(uv); // uv sphere

            V3 dPdu = new V3(
                x: -Radius * Mathf.Cos(uvS.V) * Mathf.Sin(uvS.U),
                y: Radius * Mathf.Cos(uvS.V) * Mathf.Cos(uvS.U),
                z: 0
                );

            dPdu.Normalize();

            V3 dPdv = new V3(
                x: -Radius * Mathf.Sin(uvS.V) * Mathf.Cos(uvS.U),
                y: -Radius * Mathf.Sin(uvS.V) * Mathf.Sin(uvS.U),
                z: Radius * Mathf.Cos(uvS.V)
                );

            dPdv.Normalize();

            return(new Tuple <V3, V3>(dPdu, dPdv));
        }
        /// Computes the diffuse and specular components of the Phong
        /// reflection model.
        /// @Note Avoids code duplication in ComputePointLight and
        /// ComputeDirectionalLight.
        private Color ComputeDiffuseSpecular(
            Light l, Object3D obj, V3 p, V2 uv, V3 incidentVec
            )
        {
            V3 normalVec = obj.Normal(p, uv);

            V3 reflectedVec = incidentVec.ReflectedVector(normalVec);

            reflectedVec.Normalize();

            V3 viewingVec = CameraPos - p;

            viewingVec.Normalize();

            Color diffuseIllu = ComputeDiffuse(
                l, incidentVec, normalVec, obj, uv
                );
            Color specularIllu = ComputeSpecular(
                l, reflectedVec, normalVec, obj, uv
                );

            return(diffuseIllu + specularIllu);
        }
Beispiel #16
0
        /// <summary>
        /// Updates FloorNormal and CeilingNormal properties.
        /// </summary>
        public void UpdateNormals()
        {
            if (Sector == null)
            {
                return;
            }

            // floor
            if (Sector.SlopeInfoFloor != null)
            {
                FloorNormal.X = Sector.SlopeInfoFloor.A;
                FloorNormal.Y = Sector.SlopeInfoFloor.B;
                FloorNormal.Z = Sector.SlopeInfoFloor.C;
                FloorNormal.Normalize();
            }
            else
            {
                FloorNormal.X = 0.0f;
                FloorNormal.Y = 0.0f;
                FloorNormal.Z = 1.0f;
            }

            // ceiling
            if (Sector.SlopeInfoCeiling != null)
            {
                CeilingNormal.X = Sector.SlopeInfoCeiling.A;
                CeilingNormal.Y = Sector.SlopeInfoCeiling.B;
                CeilingNormal.Z = Sector.SlopeInfoCeiling.C;
                CeilingNormal.Normalize();
            }
            else
            {
                CeilingNormal.X = 0.0f;
                CeilingNormal.Y = 0.0f;
                CeilingNormal.Z = -1.0f;
            }
        }
Beispiel #17
0
        override public V2 UV(V3 p)
        {
            V3 d = p - Center;

            V3 van = new V3(VA);

            van.Normalize();

            V3 vbn = new V3(VB);

            vbn.Normalize();

            // u = ||d -> VA|| / ||VA||
            float u = ((d * van) / VA.Norm1());

            // v = ||d -> VB|| / ||VB||
            float v = ((d * vbn) / VB.Norm1());

            // u & v: [-0.5 ; 0.5] -> [0;1]
            u += 0.5f;
            v += 0.5f;

            return(new V2(u, v));
        }
Beispiel #18
0
        /// <summary>
        /// Executes the provided XmlDocument on the PMX object.
        /// </summary>
        public static RunnerResult Execute(XmlDocument doc, IPXPmx pmx, IPXPmxBuilder builder, RunnerProgress progress)
        {
            XmlElement root = doc.DocumentElement;

            progress.Report(0, "> Execution started.");

            // Begin processing
            // Only the first level of elements are interpreted as commands.
            XmlElement[] commands = root.ChildNodes.OfType <XmlElement>().ToArray();
            for (int i = 0; i < commands.Length; ++i)
            {
                try
                {
                    XmlElement node = commands[i];

                    // The meaningful content of each case constitutes a separate block to avoid mixing variables. Might be unnecessary, but right now I'm not feeling too hot and my output WILL be sloppy.
                    // Should review this code later.
                    switch (node.Name.ToLowerInvariant())
                    {
                    // Creates a new bone with the provided properties.
                    case "bone":
                    {
                        string  name = Math.Abs(Guid.NewGuid().GetHashCode()).ToString();
                        IPXBone bone = null;

                        // Get name and check for collision
                        if (node["name"] != null)
                        {
                            name = node["name"].InnerText;

                            IPXBone existing = pmx.Bone.Where(b => b.Name == name).FirstOrDefault();
                            if (existing != null)
                            {
                                // If there is a collision, refer to the collision attribute
                                switch (node["name"].GetAttribute("collision"))
                                {
                                // If the attribute is "update" or "replace", refer to the existing bone for the rest of the command.
                                case "replace":
                                case "update":
                                    bone = existing;
                                    break;

                                // If the attribute is "skip", don't do anything with the bone and skip the command.
                                case "skip":
                                    continue;

                                // If the attribute is not valid, create a new bone and ignore the old one.
                                default:
                                    bone      = builder.Bone();
                                    bone.Name = bone.NameE = name;
                                    break;
                                }
                            }
                            else
                            {
                                bone      = builder.Bone();
                                bone.Name = bone.NameE = name;
                            }
                        }
                        else
                        {
                            bone      = builder.Bone();
                            bone.Name = bone.NameE = name;
                        }

                        if (node["position"] != null)
                        {
                            bone.Position = node["position"].GetV3();
                        }
                        if (node["translation"] != null)
                        {
                            bone.IsTranslation = bool.TryParse(node["translation"].InnerText, out bool translation) ? translation : false;
                        }
                        if (node["parent"] != null)
                        {
                            bone.Parent = Selector.Bone.Selector(node["parent"], pmx).FirstOrDefault();
                        }
                        if (node["axis"] != null)
                        {
                            V3 v = node["axis"].GetV3();
                            v.Normalize();
                            bone.IsFixAxis = true;
                            bone.FixAxis   = v;
                        }
                        if (node["weight"] != null)
                        {
                            //IEnumerable<IPXVertex> vertices = Selector.Vertex.SelectorList(node["weight"].ChildNodes, pmx);
                            IEnumerable <IPXVertex> vertices = Selector.Vertex.SelectorNode(node["weight"], pmx);
                            foreach (IPXVertex v in vertices)
                            {
                                v.Bone1   = bone;
                                v.Weight1 = 1;
                                v.Bone2   = v.Bone3 = v.Bone4 = null;
                                v.Weight2 = v.Weight3 = v.Weight4 = 0;
                            }
                        }
                        pmx.Bone.Add(bone);
                        progress.Report(Percent(i + 1, commands.Length), string.Format("[bone] Added new bone {0}.", bone.Name));
                    }
                    break;

                    // Assigns the selected vertices to the selected bone using BDEF1.
                    case "weight":
                    {
                        IPXBone bone = null;
                        if (node["target"] != null)
                        {
                            bone = Selector.Bone.Selector(node["target"], pmx).FirstOrDefault();
                            if (bone == null)
                            {
                                progress.Report(Percent(i + 1, commands.Length), string.Format("[weight] Bone was not found.", node["target"].InnerText));
                                break;
                            }
                        }
                        else
                        {
                            progress.Report(Percent(i + 1, commands.Length), "[weight] Bone selector was not specified.");
                            break;
                        }

                        // Set vertex weights
                        if (node["select"] == null)
                        {
                            progress.Report(Percent(i + 1, commands.Length), "[weight] No vertices were selected.");
                            break;
                        }
                        IEnumerable <IPXVertex> vertices = Selector.Vertex.SelectorNode(node["select"], pmx);
                        foreach (IPXVertex v in vertices)
                        {
                            v.Bone1   = bone;
                            v.Weight1 = 1;
                            v.Bone2   = v.Bone3 = v.Bone4 = null;
                            v.Weight2 = v.Weight3 = v.Weight4 = 0;
                        }

                        progress.Report(Percent(i + 1, commands.Length), string.Format("[weight] Weighted {0} vertices to {1} ({2}).", vertices.Count(), bone.Name, bone.NameE));
                    }
                    break;

                    // Creates a new UV morph.
                    case "uvmorph":
                    {
                        // The morph's properties are defined in attributes.
                        IPXMorph morph = builder.Morph();
                        morph.Kind = MorphKind.UV;

                        // Set the UV channel
                        if (int.TryParse(node.GetAttribute("channel"), out int ch))
                        {
                            switch (ch)
                            {
                            case 1:
                                morph.Kind = MorphKind.UVA1;
                                break;

                            case 2:
                                morph.Kind = MorphKind.UVA2;
                                break;

                            case 3:
                                morph.Kind = MorphKind.UVA3;
                                break;

                            case 4:
                                morph.Kind = MorphKind.UVA4;
                                break;

                            default:
                                morph.Kind = MorphKind.UV;
                                break;
                            }
                        }

                        // Set the group panel
                        if (int.TryParse(node.GetAttribute("group"), out int group) && group <= 4 && group >= 0)
                        {
                            morph.Panel = group;
                        }
                        else
                        {
                            switch (node.GetAttribute("group").ToLowerInvariant())
                            {
                            case "hidden":
                            case "hide":
                            case "none":
                            case "0":
                                morph.Panel = 0;
                                break;

                            case "eyebrow":
                            case "eyebrows":
                            case "1":
                                morph.Panel = 1;
                                break;

                            case "eye":
                            case "eyes":
                            case "2":
                                morph.Panel = 2;
                                break;

                            case "mouth":
                            case "3":
                                morph.Panel = 3;
                                break;

                            default:
                                morph.Panel = 4;
                                break;
                            }
                        }

                        // Set the name, ignore collisions
                        if (node.HasAttribute("name"))
                        {
                            morph.Name = morph.NameE = node.GetAttribute("name");
                        }
                        else
                        {
                            morph.Name = morph.NameE = morph.GetHashCode().ToString();
                        }

                        // Each morph contains one or more steps. Each step has its own selectors and transforms, which are applied independently.
                        foreach (XmlElement step in node.ChildNodes.OfType <XmlElement>().Where(el => el.Name.ToLowerInvariant() == "step"))
                        {
                            // Skip steps that have no selectors
                            if (step["select"] == null)
                            {
                                continue;
                            }
                            // Select vertices
                            IEnumerable <IPXVertex> vertices = Selector.Vertex.SelectorNode(step["select"], pmx);
                            foreach (XmlElement e in step)
                            {
                                switch (e.Name.ToLowerInvariant())
                                {
                                case "pan":
                                case "translate":
                                {
                                    V2 v = e.GetV2();
                                    foreach (IPXVertex vertex in vertices)
                                    {
                                        IPXUVMorphOffset offset = builder.UVMorphOffset();
                                        offset.Vertex = vertex;
                                        offset.Offset = new V4(v.X, v.Y, 0, 0);
                                        morph.Offsets.Add(offset);
                                    }
                                }
                                break;

                                case "rotate":              // TODO: UV morph rotation
                                case "scale":               // TODO: UV morph scaling
                                default:
                                    break;
                                }
                            }
                        }

                        pmx.Morph.Add(morph);
                        progress.Report(Percent(i + 1, commands.Length), string.Format("[uvmorph] Created UV morph {0} with {1} offsets.", morph.Name, morph.Offsets.Count));
                    }
                    break;

                    // No particular functionality, testing only.
                    case "test":
                    {
                        //foreach (IPXMorph morph in pmx.Morph.Where(m => m.Kind == MorphKind.UV))
                        //{
                        //    foreach (IPXUVMorphOffset o in morph.Offsets)
                        //    {
                        //        _report(string.Format("{0:f2}, {1:f2}, {2:f2}, {3:f2}", o.Offset.X, o.Offset.Y, o.Offset.Z, o.Offset.W), -1);
                        //    }
                        //}
                    }
                    break;

                    // Sets up the selected vertices for use with AutoLuminous.
                    case "autoluminous":
                    {
                        if (node["select"] == null)
                        {
                            progress.Report(Percent(i + 1, commands.Length), "[weight] No vertices were selected.");
                            break;
                        }
                        IEnumerable <IPXVertex> vertices = Selector.Vertex.SelectorNode(node["select"], pmx);

                        // Set required values.
                        pmx.Header.UVACount = Math.Max(pmx.Header.UVACount, 3);

                        // UV1
                        int   texture        = 0;
                        int   hsv            = 0;
                        float flashFrequency = 0;
                        // UV2
                        V4 baseColor = new V4(0, 0, 0, 0);
                        // UV3
                        float texSubtract = 0;
                        float flashBias   = 0;
                        float push        = 0;

                        // Base emissive color
                        if (node["color"] != null)
                        {
                            baseColor = node["color"].GetV4();
                        }

                        // Base emissive power
                        if (node["power"] != null)
                        {
                            baseColor.W = node["power"].GetSingle();
                        }

                        if (node["texture"] != null)
                        {
                            int.TryParse(node["texture"].InnerText, System.Globalization.NumberStyles.Integer, System.Globalization.NumberFormatInfo.InvariantInfo, out texture);
                        }

                        if (node["colormode"] != null)
                        {
                            switch (node["colormode"].InnerText.ToLowerInvariant())
                            {
                            case "hsv":
                                hsv = 10;
                                break;

                            default:
                                hsv = 0;
                                break;
                            }
                        }

                        if (node["flash"] != null)
                        {
                            float.TryParse(node["flash"].GetAttribute("bias"), System.Globalization.NumberStyles.Float, System.Globalization.NumberFormatInfo.InvariantInfo, out flashBias);
                            flashFrequency = node["flash"].GetSingle();
                        }

                        if (node["subtract"] != null)
                        {
                            texSubtract = node["subtract"].GetSingle();
                        }

                        if (node["push"] != null)
                        {
                            push = node["push"].GetSingle();
                        }

                        foreach (IPXVertex v in vertices)
                        {
                            v.UVA1.X = 0.2f;            // Required value
                            v.UVA1.Y = 0.7f;            // Required value
                            v.UVA1.Z = flashFrequency;
                            v.UVA1.W = texture + hsv;

                            v.UVA2 = baseColor;

                            v.UVA3.X = texSubtract;
                            v.UVA3.Y = flashBias;
                            v.UVA3.Z = push;
                        }
                    }
                    break;

                    // Creates a vertex morph for AutoLuminous properties.
                    case "almorph":
                    {
                        if (node["select"] == null)
                        {
                            progress.Report(Percent(i + 1, commands.Length), "[weight] No vertices were selected.");
                            break;
                        }
                        HashSet <IPXVertex> vertices = new HashSet <IPXVertex>(Selector.Vertex.SelectorNode(node["select"], pmx));

                        V4 color = new V4();

                        if (node["color"] != null)
                        {
                            color = node["color"].GetV4();
                        }

                        // TODO: Implement the rest of the AL properties in ALMorph

                        IPXMorph morph = builder.Morph();
                        morph.Kind = MorphKind.UVA2;
                        if (node.HasAttribute("name"))
                        {
                            morph.Name = morph.NameE = node.GetAttribute("name");
                        }
                        else
                        {
                            morph.Name = morph.NameE = morph.GetHashCode().ToString();
                        }

                        foreach (IPXVertex v in vertices)
                        {
                            // Set required values in case the vertex isn't already AL-enabled
                            v.UVA1.X = 0.2f;
                            v.UVA1.Y = 0.7f;
                            // Create the offset
                            morph.Offsets.Add(builder.UVMorphOffset(v, color));
                        }
                    }
                    break;

                    // Sets environment variables.
                    case "settings":
                    {
                        foreach (XmlElement child in node.ChildNodes.OfType <XmlElement>())
                        {
                            switch (child.Name.ToLowerInvariant())
                            {
                            case "exception":
                                break;

                            case "regex":
                                bool regexCI = GlobalSettings.RegexCaseInsensitive;
                                bool.TryParse(child.GetAttributeCI("caseinsensitive"), out regexCI);
                                break;

                            case "colortype":
                                GlobalSettings.ColorIsFloat = child.InnerText.ToLowerInvariant() == "float";
                                break;

                            default:
                                break;
                            }
                        }
                    }
                    break;

                    // Displays a MessageBox with the provided content. Optionally perform certain actions based on user input.
                    case "mbox":
                    case "messagebox":
                    case "prompt":
                    {
                        if (int.TryParse(node.GetAttributeCI("skip"), out int skipNumber) && skipNumber > 0)
                        {
                            StringBuilder sb = new StringBuilder(string.Format("Would you like to skip the following {0} command(s)?\n", skipNumber));
                            for (int j = 1; j <= skipNumber; ++j)
                            {
                                sb.Append(commands[i + j].Name);
                            }
                            MessageBox.Show(sb.ToString(), "Prompt: skip", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
                        }
                        else
                        {
                            MessageBox.Show(node.InnerText, "Message", MessageBoxButtons.OK, MessageBoxIcon.Information);
                        }
                    }
                    break;

                    // Prints a line in the console.
                    case "echo":
                    case "print":
                        progress.Report(Percent(i + 1, commands.Length), node.InnerText);
                        break;

                    default:
                        progress.Report(Percent(i + 1, commands.Length), "Skipping unknown command " + node.Name);
                        break;
                    }
                }
                catch (Exception ex)
                {
                    if (GlobalSettings.Exception == GlobalSettings.ErrorHandling.Ask)
                    {
                        if (MessageBox.Show(string.Format("The following exception has occured:\n\n{0}\n\nWould you like to continue execution?", ex.ToString()), "Exception", System.Windows.Forms.MessageBoxButtons.YesNo, System.Windows.Forms.MessageBoxIcon.Error) == System.Windows.Forms.DialogResult.No)
                        {
                            return(RunnerResult.Fail);
                        }
                    }
                    else if (GlobalSettings.Exception == GlobalSettings.ErrorHandling.Abort)
                    {
                        return(RunnerResult.Fail);
                    }
                }
            }

            // If control has reached this point, the execution is considered successful.
            return(RunnerResult.Success);
        }
Beispiel #19
0
 public static V3 GetNormalized(this V3 v)
 {
     v.Normalize();
     return(v);
 }
        public override V2 UV(V3 p)
        {
            V3 d = p - Center;

            V3 van = new V3(VA);
            van.Normalize();

            V3 vbn = new V3(VB);
            vbn.Normalize();

            // u = ||d -> VA|| / ||VA||
            float u = ((d * van) / VA.Norm1());

            // v = ||d -> VB|| / ||VB||
            float v = ((d * vbn) / VB.Norm1());

            // u & v: [-0.5 ; 0.5] -> [0;1]
            u += 0.5f;
            v += 0.5f;

            return new V2(u,v);
        }
 public DirectionalLight(Color intensity, V3 direction) :
     base(intensity)
 {
     Direction = direction;
     Direction.Normalize();
 }
Beispiel #22
0
        // Create a physics chain that fits onto the bone chain
        public static void GeneratePhysics(IPXPmxBuilder builder, IPXBone[] bones, PhysicsSettings settings, out IPXBody[] rigidbodies, out IPXJoint[] joints)
        {
            rigidbodies = new IPXBody[bones.Length - 1];
            joints      = new IPXJoint[bones.Length - 2];

            for (int i = 0; i < rigidbodies.Length; ++i)
            {
                // Basic setup
                IPXBody b = rigidbodies[i] = builder.Body();
                b.Position = Vector3.Average(bones[i].Position, bones[i + 1].Position);
                b.Bone     = bones[i];
                b.Name     = b.Bone.Name;
                b.NameE    = b.Bone.NameE;
                b.Mode     = settings.BodyMode;

                // Size
                b.BoxKind = settings.Shape;
                float w = settings.Width;
                float h = settings.Height;
                float length;
                switch (settings.LengthCalculation)
                {
                case PhysicsSettings.LengthCalculationMode.Relative:
                    length = Vector3.Distance(bones[i].Position, bones[i + 1].Position) * settings.Length;
                    break;

                case PhysicsSettings.LengthCalculationMode.DistanceFromEnds:
                    length = Math.Max(Vector3.Distance(bones[i].Position, bones[i + 1].Position) - settings.Length * 2, 0);
                    break;

                default:
                    length = settings.Length;
                    break;
                }
                if (settings.Shape == PEPlugin.Pmd.BodyBoxKind.Sphere)
                {
                    b.BoxSize = new V3(length / 2.0f, 1, 1);
                }
                else
                {
                    b.BoxSize = new Vector3(w, length / 2.0f, h);
                }

                // Angle
                V3 dir = bones[i + 1].Position - bones[i].Position;
                dir.Normalize();
                float heading = Mathf.Atan2(dir.X, dir.Z);
                float theta   = -heading;
                V3    elev    = new V3(Mathf.Cos(theta) * dir.X + Mathf.Sin(theta) * dir.Z, dir.Y, -Mathf.Sin(theta) * dir.X + Mathf.Cos(theta) * dir.Z);
                b.Rotation = new V3(Mathf.Atan2(elev.Z, elev.Y), heading, 0);
            }

            for (int i = 0; i < joints.Length; ++i)
            {
                IPXJoint j = joints[i] = builder.Joint();
                j.Position = bones[i + 1].Position;
                j.BodyA    = rigidbodies[i];
                j.BodyB    = rigidbodies[i + 1];
                j.Name     = j.BodyA.Name;
                j.NameE    = j.BodyA.NameE;
            }
        }