private JointScript CreateJointObject(Joint joint, GameObject parent)
        {
            Shape shape = PartLoader.GetJoint(joint);

            GameObject gameObject = shape.Instantiate(parent.transform);

            JointScript jointScript = gameObject.AddComponent <JointScript>();

            jointScript.shape = shape;

            jointScript.Id         = joint.Id;
            jointScript.Controller = joint.Controller; // todo: this is not gud

            jointScript.SetColor(joint.Color);

            if (!GameController.Instance.potatoMode)
            {
                shape.ApplyTextures(gameObject);
            }

            jointScript.SetBlueprintPosition(joint.PosA);
            jointScript.SetBlueprintRotation(joint.XaxisA, joint.ZaxisA);

            jointScript.DoRotationPositionOffset(joint.XaxisA, joint.ZaxisA); // required for joints

            return(jointScript);
        }
        public static Shape GetJoint(Joint joint)
        {
            var shape = loadedShapes.GetOrAdd(joint.ShapeId,
                                              (key) => Shape.CreateBlank(joint));

            return(shape);
        }
Beispiel #3
0
 internal static Shape CreateBlank(Data.Joint joint)
 {
     throw new NotImplementedException($"Could not find part/block for {joint.ShapeId}");
 }
        /// <summary>
        /// create child - joint references so both know what they are connected to
        /// </summary>
        /// <param name="blueprintScript"></param>
        /// <param name="blueprintData"></param>
        private void ArrangeJointReferencesUsingData(BlueprintScript blueprintScript, BlueprintData blueprintData)
        {
            // child -> joint is a bit of a pain because scriptchild knows nothing of joints[]
            int childIndex = 0;
            IEnumerable <Child> flatDataChildList = blueprintData.Bodies.SelectMany(body => body.Childs).Select(child => child);
            List <ChildScript>  flatLiveChildList = blueprintScript.Bodies.SelectMany(body => body.Childs).Select(child => child).ToList();

            IEnumerable <Joint> flatDataJointList  = blueprintData.Joints;
            List <JointScript>  flatLiveJointsList = blueprintScript.Joints;

            if (blueprintData.Joints == null || blueprintData.Joints.Count == 0)
            {
                Debug.Log($"no joints found, skipping reference step");
                return;
            }

            foreach (Child childData in flatDataChildList)
            {
                if (childData.Joints?.Count > 0)
                {
                    ChildScript childScript = flatLiveChildList[childIndex];
                    childScript.connectedJoints = new List <JointScript>();
                    foreach (JointReference jointRef in childData.Joints)
                    {
                        JointScript jointScript = flatLiveJointsList.FirstOrDefault(joint => joint.Id == jointRef.Id);
                        if (jointScript == default)
                        {
                            Debug.LogWarning($"child.joints: reference to missing joint!");
                            continue;
                        }

                        childScript.connectedJoints.Add(jointScript);

                        // connect that joint to this child if it has the data to connect to this child:
                        Joint jointData = flatDataJointList.FirstOrDefault(joint => joint.Id == jointRef.Id);
                        if (jointData.ChildA == childScript.shapeIdx)
                        {
                            jointScript.childA = childScript;
                        }
                        if (jointData.ChildB == childScript.shapeIdx)
                        {
                            jointScript.childB = childScript;
                        }
                    }
                }
                childIndex++;
            }

            //Debug.Log($"Verifying joint-child connection references");
            // verify connections, perspective: joint
            int jointIndex = 0;

            foreach (Joint jointData in flatDataJointList)
            {
                JointScript jointScript = flatLiveJointsList[jointIndex];

                if (jointData.ChildA == -1 || jointData.ChildA >= flatLiveChildList.Count)
                {
                    if (jointScript.childA == null)
                    {
                        Debug.LogError($"Invalid Joints! no joint.childA information. Attempting fix");

                        // todo: attempt fix: find child(s) that is connected to this jointscript, 1 child: childA, 2 childs: check childB || error
                    }
                    else
                    {
                        Debug.LogWarning($"joint.childA had invalid information! resolved via child.joints!");
                    }
                }
                else
                {
                    ChildScript childScriptA = flatLiveChildList[jointData.ChildA];
                    if (childScriptA.connectedJoints == null)
                    {
                        childScriptA.connectedJoints = new List <JointScript>();
                    }

                    if (!childScriptA.connectedJoints.Contains(jointScript))
                    {
                        Debug.LogWarning($"child.joints had missing information. resolving with joint.childA info!");
                        childScriptA.connectedJoints.Add(jointScript);
                    }
                }

                if (jointData.ChildB == -1 || jointData.ChildB >= flatLiveChildList.Count)
                {
                    if (jointScript.childB == null)
                    {
                        // this is allowed. a joint doesn't have to have a childB
                        // todo: attempt fix: find child(s) that is connected to this jointscript, 1 child: childA, 2 childs: check childB || ok
                    }
                    else
                    {
                        Debug.LogWarning($"joint.childB had invalid information! resolved via child.joints!"); // 'recovered' in prev step
                    }
                }
                else
                {
                    ChildScript childScriptB = flatLiveChildList[jointData.ChildB];
                    if (childScriptB.connectedJoints == null)
                    {
                        childScriptB.connectedJoints = new List <JointScript>();
                    }

                    if (!childScriptB.connectedJoints.Contains(jointScript))
                    {
                        Debug.LogWarning($"child.joints had missing information. resolving with joint.childA info!");
                        childScriptB.connectedJoints.Add(jointScript);
                    }
                }
                jointIndex++;
            }

            // todo: to be complete there should be another verify run on all childs to check if connected joints actually reference them back.
        }