private void ChangeDragPlane(RayHitTestParameters clickRay) { _dragHistory.Clear(); if (_selectedItem == null) { _dragPlane = null; return; } //NOTE: This was copied from Game.Newt.v2.GameItems.ShipEditor.Editor.ChangeDragHitShape() Point3D point = _selectedItem.Item.PositionWorld; RayHitTestParameters cameraLookCenter = UtilityWPF.RayFromViewportPoint(_camera, _viewport, new Point(_viewport.ActualWidth * .5d, _viewport.ActualHeight * .5d)); // Come up with the right plane Vector3D standard = Math3D.GetArbitraryOrhonganal(cameraLookCenter.Direction); Vector3D orth = Vector3D.CrossProduct(standard, cameraLookCenter.Direction); ITriangle plane = new Triangle(point, point + standard, point + orth); _dragPlane = new DragHitShape(); _dragPlane.SetShape_Plane(plane); _dragMouseDownClickRay = clickRay; _dragMouseDownCenterRay = new RayHitTestParameters(point, clickRay.Direction); //TODO: the ray through the center of the part really isn't parallel to the click ray (since the perspective camera sees in a cone) }
/// <summary> /// This overload uses the current plane, but places it at a different point /// </summary> private void ChangeDragPlane(Point3D point) { if (_selectedItem == null || _dragPlane == null) { throw new InvalidOperationException("This method is only allowed if the drag plane currently exists"); } //TODO: May get some mathmatical drift over time // Get the current ITriangle current; _dragPlane.GetShape_Plane(out current); Vector3D direction01 = (current.Point1 - current.Point0).ToUnit(); Vector3D direction02 = (current.Point2 - current.Point0).ToUnit(); Triangle newTriangle = new Triangle(point, point + direction01, point + direction02); _dragPlane.SetShape_Plane(newTriangle); }
/// <summary> /// Once the world is created on the worker thread, maps and bots need to be created for each room /// NOTE: This is called from the worker thread /// </summary> private void Arena_WorldCreated(object sender, EventArgs e) { World world = Arena.WorldAccessor.World; #region materials MaterialManager = new MaterialManager(world); MaterialIDs = new MaterialIDs(); // Wall Game.Newt.v2.NewtonDynamics.Material material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = ItemOptionsArco.ELASTICITY_WALL; MaterialIDs.Wall = MaterialManager.AddMaterial(material); // Bot material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.Bot = MaterialManager.AddMaterial(material); // Bot Ram material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = ItemOptionsArco.ELASTICITY_BOTRAM; MaterialIDs.BotRam = MaterialManager.AddMaterial(material); // Exploding Bot material = new Game.Newt.v2.NewtonDynamics.Material(); material.IsCollidable = false; MaterialIDs.ExplodingBot = MaterialManager.AddMaterial(material); // Weapon material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.Weapon = MaterialManager.AddMaterial(material); // Treasure Box material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.TreasureBox = MaterialManager.AddMaterial(material); //TODO: Uncomment these // Collisions //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Bot, Collision_BotBot); //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Weapon, Collision_BotWeapon); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.Weapon, Collision_WeaponWeapon); ////_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Wall, Collision_BotWall); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.Wall, Collision_WeaponWall); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.TreasureBox, Collision_WeaponTreasureBox); //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.TreasureBox, Collision_BotTreasureBox); #endregion List <KeepItems2D> keep2Ds = new List <KeepItems2D>(); foreach (var(room, _) in Arena.AllRooms) { #region keep 2D //TODO: drag plane should either be a plane or a large cylinder, based on the current (level|scene|stage|area|arena|map|place|region|zone) // This game is 3D emulating 2D, so always have the mouse go to the XY plane DragHitShape dragPlane = new DragHitShape(); dragPlane.SetShape_Plane(new Triangle(new Point3D(-1, -1, room.Center.Z), new Point3D(1, -1, room.Center.Z), new Point3D(0, 1, room.Center.Z))); // This will keep objects onto that plane using forces (not velocities) KeepItems2D keep2D = new KeepItems2D { SnapShape = dragPlane, }; //keep2D.Add(room.Bot, false); keep2Ds.Add(keep2D); #endregion #region bot ShipCoreArgs core = new ShipCoreArgs() { World = world, Material_Ship = MaterialIDs.Bot, Map = room.Map, }; //BotConstructor_Events events = new BotConstructor_Events(); //events. // Create the bot Bot bot = null; if (RequestCustomBot != null) { bot = RequestCustomBot(core, keep2D, dragPlane, MaterialIDs); } else { BotConstruction_Result construction = BotConstructor.ConstructBot(DNA, core, ShipExtraArgs); bot = new Bot(construction); } // Find some parts BrainNEAT brainPart = bot.Parts.FirstOrDefault(o => o is BrainNEAT) as BrainNEAT; if (brainPart == null) { throw new ApplicationException("Didn't find BrainNEAT part"); } SensorHoming[] homingParts = bot.Parts. Where(o => o is SensorHoming). Select(o => (SensorHoming)o). ToArray(); if (homingParts.Length == 0) { throw new ApplicationException("Didn't find SensorHoming part"); } #endregion room.Bot = bot; room.BrainPart = brainPart; room.HomingParts = homingParts; foreach (SensorHoming homing in homingParts) { homing.HomePoint = room.Center; homing.HomeRadius = (ROOMSIZE / 2d) * Evaluator3.MULT_HOMINGSIZE; } room.Map.AddItem(bot); keep2D.Add(room.Bot, false); } Keep2D = keep2Ds.ToArray(); world.Updated += World_Updated; }
private void DrawLines_Plate(int numSamples, double half, double lineThickness, AxisFor axisX, AxisFor axisY, AxisFor axisZ) { const double ELAPSEDURATIONSECONDS = 1; // Figure out how wide to make the plate int totalSamples = numSamples * numSamples * numSamples; // numsamples is per axis, so cube it int cellsPerSlice = _field.Size * _field.Size; int numSlices = Convert.ToInt32(Math.Round(Convert.ToDouble(totalSamples) / Convert.ToDouble(cellsPerSlice))); if (numSlices == 0) { numSlices = 1; } int toOffset = numSlices / 2; int fromOffset = numSlices - toOffset - 1; DateTime now = DateTime.UtcNow; bool isOverField = false; if (_mousePoint != null) { #region Snap to mouse // Cast a ray (Copied this from ItemSelectDragLogic.ChangeDragPlane, DragItem) Point3D point = new Point3D(0, 0, 0); RayHitTestParameters cameraLookCenter = UtilityWPF.RayFromViewportPoint(_camera, _viewport, new Point(_viewport.ActualWidth * .5d, _viewport.ActualHeight * .5d)); // Come up with a snap plane Vector3D standard = Math3D.GetArbitraryOrhonganal(cameraLookCenter.Direction); Vector3D orth = Vector3D.CrossProduct(standard, cameraLookCenter.Direction); ITriangle plane = new Triangle(point, point + standard, point + orth); DragHitShape dragPlane = new DragHitShape(); dragPlane.SetShape_Plane(plane); // Cast a ray onto that plane from the current mouse position RayHitTestParameters mouseRay = UtilityWPF.RayFromViewportPoint(_camera, _viewport, _mousePoint.Value); Point3D?hitPoint = dragPlane.CastRay(mouseRay); if (hitPoint != null) { // Find the nearest Z cell double halfSize = (_field.Size * _sizeMult) / 2d; double cellSize = (_field.Size * _sizeMult) / _field.Size; int zIndex = Convert.ToInt32((halfSize - axisZ.GetValue(hitPoint.Value)) / cellSize); if (zIndex >= 0 && zIndex < _field.Size) { isOverField = true; // Cap to field _plateCurrentIndex = _field.Size - zIndex; // it's actually the opposite if (_plateCurrentIndex - fromOffset < 0) { _plateCurrentIndex = fromOffset; } else if (_plateCurrentIndex + toOffset > _field.Size - 1) { _plateCurrentIndex = _field.Size - toOffset - 1; } _sceneRemaining = now + TimeSpan.FromSeconds(ELAPSEDURATIONSECONDS); } } #endregion } if (!isOverField) { #region Shift the plate if (_plateCurrentIndex + toOffset > _field.Size - 1) { _plateCurrentIndex = _field.Size - toOffset - 1; _sceneRemaining = now + TimeSpan.FromSeconds(ELAPSEDURATIONSECONDS); } else if (now > _sceneRemaining) { _plateCurrentIndex--; if (_plateCurrentIndex - fromOffset <= 0) { _plateCurrentIndex = _field.Size - toOffset - 1; } _sceneRemaining = now + TimeSpan.FromSeconds(ELAPSEDURATIONSECONDS); } #endregion } double[] velX = _field.VelocityX; double[] velY = _field.VelocityY; double[] velZ = _field.VelocityZ; bool[] blocked = _field.Blocked; _velocityLines.BeginAddingLines(); for (int z = _plateCurrentIndex - fromOffset; z <= _plateCurrentIndex + toOffset; z++) { for (int x = 0; x < _field.Size; x++) { for (int y = 0; y < _field.Size; y++) { int xRef = -1; int yRef = -1; int zRef = -1; axisX.Set3DIndex(ref xRef, ref yRef, ref zRef, x); axisY.Set3DIndex(ref xRef, ref yRef, ref zRef, y); axisZ.Set3DIndex(ref xRef, ref yRef, ref zRef, z); int index1D = _field.Get1DIndex(xRef, yRef, zRef); if (blocked[index1D]) { continue; } DrawLinesSprtAddLine(xRef, yRef, zRef, index1D, half, lineThickness, velX, velY, velZ); } } } _velocityLines.EndAddingLines(); }