private Vector3 GetBoneOnSphere(Vector3I center, Vector3I bonePos, MyCubeGrid grid)
        {
            Vector3D worldCenter = BoneToWorld(center, Vector3.Zero, grid);
            Vector3D worldBone   = BoneToWorld(bonePos, Vector3.Zero, grid);

            BoundingSphereD sphere    = new BoundingSphereD(worldCenter, grid.GridSize);
            Vector3D        direction = worldCenter - worldBone;

            direction.Normalize();
            RayD ray = new RayD(worldBone, direction);

            double tmin, tmax;

            if (sphere.IntersectRaySphere(ray, out tmin, out tmax))
            {
                Vector3D onSphere = worldBone + direction * tmin;

                var worldOnSphere = Vector3D.Transform(onSphere, grid.PositionComp.WorldMatrixInvScaled);
                worldOnSphere += new Vector3D(grid.GridSize / grid.Skeleton.BoneDensity);
                return(worldOnSphere - (Vector3D)(bonePos / (float)grid.Skeleton.BoneDensity) * grid.GridSize);
            }
            else
            {
                return(Vector3.Zero);
            }
        }
Example #2
0
        private void CheckInput()
        {
            MatrixD headMatrix = MyAPIGateway.Session.ControlledObject.GetHeadMatrix(true);
            RayD    ray        = new RayD(headMatrix.Translation, headMatrix.Forward);

            BoundingSphereD holoSphere = new BoundingSphereD(m_offset.ToWorld(m_block), m_radiusHolo);
            double          tmin, tmax;

            if (!holoSphere.IntersectRaySphere(ray, out tmin, out tmax) || tmin > CrosshairRange)
            {
                return;
            }

            int scroll = MyAPIGateway.Input.DeltaMouseScrollWheelValue();

            if (scroll != 0)
            {
                int   scrollSteps = (int)Math.Round(scroll * InputScrollMulti);
                float rangeMulti  = 1f;
                while (scrollSteps > 0)
                {
                    rangeMulti *= ScrollRangeMulti;
                    scrollSteps--;
                }
                while (scrollSteps < 0)
                {
                    rangeMulti /= ScrollRangeMulti;
                    scrollSteps++;
                }
                m_rangeDetection *= rangeMulti;
            }

            if (MyAPIGateway.Input.IsNewRightMousePressed())
            {
                m_centreEntityId = 0L;
            }
            else if (MyAPIGateway.Input.IsNewLeftMousePressed())
            {
                IMyEntity firstHit         = null;
                double    firstHitDistance = CrosshairRange;

                foreach (SeenHolo sh in m_holoEntities.Values)
                {
                    if (sh.Holo.Render.Visible && sh.Holo.PositionComp.WorldAABB.Intersect(ref ray, out tmin, out tmax) && tmin < firstHitDistance)
                    {
                        firstHit         = sh.Seen.Entity;
                        firstHitDistance = tmin;
                    }
                }

                if (firstHit != null)
                {
                    m_centreEntityId = firstHit.EntityId;
                }
            }
        }
Example #3
0
        public static bool Intersect(this BoundingSphereD Sphere, ref LineD line, out LineD intersectedLine)
        {
            var ray = new RayD(line.From, line.Direction);

            double t1, t2;

            if (!Sphere.IntersectRaySphere(ray, out t1, out t2))
            {
                intersectedLine = line;
                return(false);
            }

            t1 = Math.Max(t1, 0);
            t2 = Math.Min(t2, line.Length);

            intersectedLine.From      = line.From + line.Direction * t1;
            intersectedLine.To        = line.From + line.Direction * t2;
            intersectedLine.Direction = line.Direction;
            intersectedLine.Length    = t2 - t1;

            return(true);
        }
Example #4
0
        private void CheckInput()
        {
            MatrixD headMatrix = MyAPIGateway.Session.ControlledObject.GetHeadMatrix(true);
            RayD ray = new RayD(headMatrix.Translation, headMatrix.Forward);

            BoundingSphereD holoSphere = new BoundingSphereD(m_offset.ToWorld(m_block), m_radiusHolo.Value);
            double tmin, tmax;

            if (!holoSphere.IntersectRaySphere(ray, out tmin, out tmax) || tmin > CrosshairRange)
                return;

            int scroll = MyAPIGateway.Input.DeltaMouseScrollWheelValue();
            if (scroll != 0)
            {
                int scrollSteps = (int)Math.Round(scroll * InputScrollMulti);
                float rangeMulti = 1f;
                while (scrollSteps > 0)
                {
                    rangeMulti *= ScrollRangeMulti;
                    scrollSteps--;
                }
                while (scrollSteps < 0)
                {
                    rangeMulti /= ScrollRangeMulti;
                    scrollSteps++;
                }
                m_rangeDetection.Value *= rangeMulti;
            }

            if (MyAPIGateway.Input.IsNewRightMousePressed())
            {
                m_centreEntityId.Value = 0L;
            }
            else if (MyAPIGateway.Input.IsNewLeftMousePressed())
            {
                IMyEntity firstHit = null;
                double firstHitDistance = CrosshairRange;

                foreach (SeenHolo sh in m_holoEntities.Values)
                    if (sh.Holo.Render.Visible && sh.Holo.PositionComp.WorldAABB.Intersect(ref ray, out tmin, out tmax) && tmin < firstHitDistance)
                    {
                        firstHit = sh.Seen.Entity;
                        firstHitDistance = tmin;
                    }

                if (firstHit != null)
                    m_centreEntityId.Value = firstHit.EntityId;
            }
        }
        private Vector3 GetBoneOnSphere(Vector3I center, Vector3I bonePos, MyCubeGrid grid)
        {
            Vector3D worldCenter = BoneToWorld(center, Vector3.Zero, grid);
            Vector3D worldBone = BoneToWorld(bonePos, Vector3.Zero, grid);

            BoundingSphereD sphere = new BoundingSphereD(worldCenter, grid.GridSize);
            Vector3D direction = worldCenter - worldBone;
            direction.Normalize();
            RayD ray = new RayD(worldBone, direction);

            double tmin, tmax;
            if (sphere.IntersectRaySphere(ray, out tmin, out tmax))
            {
                Vector3D onSphere = worldBone + direction * tmin;

                var worldOnSphere = Vector3D.Transform(onSphere, grid.PositionComp.WorldMatrixInvScaled);
                worldOnSphere += new Vector3D(grid.GridSize / MyGridSkeleton.BoneDensity);
                return (worldOnSphere - (Vector3D)(bonePos / (float)MyGridSkeleton.BoneDensity) * grid.GridSize);
            }
            else
            {
                return Vector3.Zero;
            }
        }