public void MakeSphere(XYZ pos, int radius, byte code, XYZ_b color) { Func <XYZ_d, XYZ, XYZ, int, bool> renderer = (XYZ_d delta, XYZ deltaSign, XYZ frameIndex, int nextDir) => { return(false); }; XYZ temp = new XYZ(); double distance = 0; for (int i = -radius; i < radius; i++) { for (int j = -radius; j < radius; j++) { for (int k = -radius; k < radius; k++) { temp.Set(pos).Add(i, j, k); distance = pos.Distance(temp); if (distance < radius && distance > radius - 1) { if (IsInFrame(temp)) { // Map[temp.x, temp.y, temp.z].code = code; Map[temp.x, temp.y, temp.z].color.Set(color); Map[temp.x, temp.y, temp.z].OnRendered = renderer_block; } } } } } }
public void SetColor(int x, int y, int z, XYZ_b c) { if (IsInFrame(x, y, z)) { Map[x, y, z].color.Set(c); } }
public void SetColor(int x, int y, int z, XYZ_b c) { if (IsInFrame(x, y, z)) { Map2[x, y, z].color = new XYZ_b(c); } }
public void AddColor(int x, int y, int z, XYZ_b c) { if (IsInFrame(x, y, z)) { Map2[x, y, z].color.Add(c); } }
public void Draw(int x, int y, XYZ_b color) { x *= pixelSize; y *= pixelSize; // byte levRatio = (byte)(255 * (level / 9f)); //brush = new SolidBrush(Color.FromArgb(255, levRatio, levRatio, 0)); brush = new SolidBrush(Color.FromArgb(255, color.x, color.y, color.z)); graphics2.FillRectangle(brush, x, y, pixelSize, pixelSize); }
public Camera(XYZ cs, XYZ_d cPos, World w) { camSize = cs; Position = cPos; PositionIndex = new XYZ(); world = w; camPoint = new XYZ(camSize).Div(2); position = new XYZ_d(Position); perspArray = new XYZ_d[camSize.x, camSize.z]; deltaArray = new XYZ_d[camSize.x, camSize.z]; perspBasisX = new XYZ_d[camSize.x, camSize.z]; perspBasisZ = new XYZ_d[camSize.x, camSize.z]; frameBoard = new XYZ[camSize.x, camSize.z]; frameInk = new XYZ[camSize.x, camSize.z]; deltaSignBoard = new XYZ[camSize.x, camSize.z]; lposBoard = new XYZ_d[camSize.x, camSize.z]; lposDirectBoard = new int[camSize.x, camSize.z]; finalBoard = new XYZ_b[camSize.x, camSize.z]; for (int i = 0; i < camSize.x; i++) { for (int j = 0; j < camSize.z; j++) { perspArray[i, j] = new XYZ_d(); deltaArray[i, j] = new XYZ_d(); perspBasisX[i, j] = new XYZ_d(); perspBasisZ[i, j] = new XYZ_d(); finalBoard[i, j] = new XYZ_b(); lposBoard[i, j] = new XYZ_d(); frameBoard[i, j] = new XYZ(); frameInk[i, j] = new XYZ(); deltaSignBoard[i, j] = new XYZ(); } } deleteFrameIndex = frameBoard[camPoint.x, camPoint.z]; SetPerspArray(); basisX = new XYZ_d(1, 0, 0); basisY = new XYZ_d(0, camSize.y - 1, 0); basisZ = new XYZ_d(0, 0, 1); viewer = new Viewer(this, camSize); }
public void SetColor(Object o, XYZ_b color) { Pixel p = null; for (int i = 0; i < o.size.x; i++) { for (int j = 0; j < o.size.y; j++) { for (int k = 0; k < o.size.z; k++) { p = o.GetPixel(i, j, k); if (p == null) { continue; } p.color.Set(color); } } } }
public XYZ_b Mul(XYZ_b d) { return(Mul(d.x, d.y, d.z)); }
public XYZ_b Sub(XYZ_b d) { return(Sub(d.x, d.y, d.z)); }
public XYZ_b Add(XYZ_b d) { return(Add(d.x, d.y, d.z)); }
public XYZ_b(XYZ_b d) : this(d.x, d.y, d.z) { }
public Camera(XYZ cs, XYZ_d cPos, World w) { instance = this; camSize = cs; Position = cPos; world = w; worldSize = w.GetWorldSize(); camPoint = new XYZ(camSize).Div(2); position = new XYZ_d(Position); board = new char[camSize.z, camSize.x]; color = new XYZ_b[camSize.z, camSize.x]; //ConsoleColor[camSize.z,camSize.x]; perspArray = new XYZ_d[camSize.x, camSize.z]; indexArray = new XYZ_d[camSize.x, camSize.z]; spinArray = new XYZ_d[camSize.x, camSize.z]; deltaArray = new XYZ_d[camSize.x, camSize.z]; lightArray = new double[camSize.x, camSize.y, camSize.z]; circle = new bool[camPoint.x, camPoint.x]; //double rc_ratio = (1f * camSize.x) / camSize.z; double fov = 1d / 60; for (int i = 0; i < camSize.x; i++) { for (int j = 0; j < camSize.z; j++) { color[j, i] = new XYZ_b(); perspArray[i, j] = new XYZ_d(); perspArray[i, j].x = (i - camPoint.x) * (camSize.y - 1) * fov; perspArray[i, j].y = camSize.y - 1; perspArray[i, j].z = (j - camPoint.z) * (camSize.y - 1) * fov; indexArray[i, j] = new XYZ_d(); spinArray[i, j] = new XYZ_d(); deltaArray[i, j] = new XYZ_d(); } } for (int i = 0; i < camPoint.x; i++) { for (int j = 0; j < camPoint.x; j++) { circle[i, j] = false; } } XYZ_d newPos = new XYZ_d(); for (int i = 0; i < camPoint.x / 2; i++) { for (double d = 0; d < 360; d += 0.1d) { Spin_matrix_z(i, 0, 0, Math.Sin(d * PI), Math.Cos(d * PI), newPos); newPos.Add(camPoint.x / 2); int x = newPos.iX; int y = newPos.iY; if (x < camPoint.x && x >= 0 && y < camPoint.x && y >= 0) { circle[x, y] = true; } } } for (int i = 0; i < camSize.x; i++) { for (int j = 0; j < camSize.y; j++) { for (int k = 0; k < camSize.z; k++) { lightArray[i, j, k] = 0; } } } Spin_Light2(); rayDelta = new XYZ_d(); rayStrike = new XYZ_d(); viewer = new Viewer(this, camSize, 5); }
public Block(bool t, XYZ_b c, Func <XYZ_d, XYZ, XYZ, int, bool> renderer) { touchable = t; color = c; OnRendered = renderer; }
public Block(byte cd, XYZ_b c) { code = cd; color = c; }
public double Distance(XYZ_b d) { return(Math.Sqrt(Math.Pow(x - d.x, 2) + Math.Pow(y - d.y, 2) + Math.Pow(z - d.z, 2))); }
public XYZ_b Div(XYZ_b d) { return(Div(d.x, d.y, d.z)); }
public XYZ_b[,] MakeImage() { int pointDir = lposDirectBoard[camPoint.x, camPoint.z]; if (deleteFrameIndex.x != -1) { addFrameIndex.Set(deleteFrameIndex); if (basisY.element[pointDir] > 0) { addFrameIndex.element[pointDir] -= 1; } else { addFrameIndex.element[pointDir] += 1; } world.ConvertToInfinity(addFrameIndex); } if (gridEnabled) { XYZ vector = new XYZ(addFrameIndex).Sub(deleteFrameIndex); int inSideArea = world.halfFrameLength - 4; Parallel.For(0, camSize.z, (int k) => //for(int k = 0; k < camSize.z; k++) { Parallel.For(0, camSize.x, (int i) => //for (int i = 0; i < camSize.x; i++) { if (frameBoard[i, k].x != -1) { Block block = world.GetBlock(frameBoard[i, k]); XYZ_b inv_color = new XYZ_b(255).Sub(block.color); if (frameBoard[i, k].Equal(deleteFrameIndex) && lposDirectBoard[i, k] == pointDir) //쳐다보는 블록면 강조 { finalBoard[i, k].Set(inv_color); } //if (block.code != 14)// 경계선표시. { bool Xaxis = Math.Abs(lposBoard[i, k].x) > inSideArea; //경계선 테두리 크기 1 bool Yaxis = Math.Abs(lposBoard[i, k].y) > inSideArea; bool Zaxis = Math.Abs(lposBoard[i, k].z) > inSideArea; if (Xaxis && Yaxis || Yaxis && Zaxis || Zaxis && Xaxis) { finalBoard[i, k].Set(inv_color); } //else if () { finalBoard[i, k].Set(inv_color); } //else if () { finalBoard[i, k].Set(inv_color); } //else finalBoard[i, k].Set(block.color); } } }); }); } for (int i = camPoint.z - 3; i < camPoint.z + 3; i++) { for (int j = camPoint.x - 3; j < camPoint.x + 3; j++) { if (Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) < 8 && Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) > 4) { finalBoard[j, i].Set(255); } } } return(finalBoard); }
public void MakeCone(XYZ_d pos, int radius, int height) { XYZ frameIndex = new XYZ(); XYZ_d temp = new XYZ_d(); XYZ_d temp2 = new XYZ_d(); XYZ_d temp3 = new XYZ_d(); double distance = 0; pos.z += height; XYZ_b color = new XYZ_b(1, 1, 1); XYZ_b color2 = new XYZ_b(color).Mul(30); double degreeX = 30 * -Math.PI / 180d; double degreeY = 0 * Math.PI / 180d; double sinX = Math.Sin(degreeX); double sinY = Math.Sin(degreeY); double cosX = Math.Cos(degreeX); double cosY = Math.Cos(degreeY); XYZ_d basisX = new XYZ_d(cosY, -sinY, 0); XYZ_d basisY = new XYZ_d(cosX * sinY, cosX * cosY, -sinX); XYZ_d basisZ = new XYZ_d(sinX * sinY, sinX * cosY, cosX); for (int i = -radius - 1; i < radius + 1; i++) { for (int j = -radius - 1; j < radius + 1; j++) { for (int k = -height - 1; k < -height / 2 + 1; k++) { temp.Set(pos).Add(i, j, k); frameIndex = temp.ToXYZ(); ConvertToInfinity(frameIndex); SetBlock(frameIndex, true); SetColor(frameIndex, 0, 0, 0); SetRender(frameIndex, renderer_block); //SetColor(frameIndex,1,0,0); } } } for (int i = -radius; i < radius; i++) { for (int j = -radius; j < radius; j++) { for (int k = -height; k < -height / 2; k++) { temp.Set(pos).Add(i, j, k); frameIndex = temp.ToXYZ(); ConvertToInfinity(frameIndex); SetBlock(frameIndex, false); SetRender(frameIndex, renderer_air); //SetColor(frameIndex,1,0,0); } } } //frameIndex = pos.ToXYZ(); //ConvertToInfinity(frameIndex); //frameIndex.z -= height - 10; temp.Set(pos).Sub(0, 10, height - 10); for (int i = -2; i <= 2; i++) { for (int j = -2; j <= 2; j++) { for (int k = -2; k <= 2; k++) { temp2.Set(temp).Add(i, j, k); frameIndex = temp2.ToXYZ(); ConvertToInfinity(frameIndex); SetBlock(frameIndex, true); SetRender(frameIndex, renderer_block); } } } for (int i = -radius; i < radius; i++) { for (int j = -radius; j < radius; j++) { temp.Set(pos).Add(i, j, 0); distance = pos.Distance(temp); if (distance < radius) { frameIndex = temp.ToXYZ(); ConvertToInfinity(frameIndex); //SetColor(frameIndex,color); temp2.Set(temp).Sub(pos).Add(0, 0, height).Div(height); temp2.Set(basisX.x * temp2.x + basisY.x * temp2.y + basisZ.x * temp2.z, basisX.y * temp2.x + basisY.y * temp2.y + basisZ.y * temp2.z, basisX.z * temp2.x + basisY.z * temp2.y + basisZ.z * temp2.z); temp2.Div(temp2.Length()); //temp2.Set(temp3); temp.Set(pos).Add(0, 0, -height); /*******************************************************************************/ /* frameIndex = temp.ToXYZ(); * XYZ deltaSign = new XYZ(Math.Sign(temp2.x),Math.Sign(temp2.y),Math.Sign(temp2.z)); * int nextDir = 0; * XYZ_d maxNumOfDelta = new XYZ_d(frameLength).Mul(deltaSign).Div(temp2); * XYZ_d target = new XYZ_d(halfFrameLength); * target.Mul(deltaSign);//delta벡터 방향으로 이동시 접촉가능한 경계면들 구하기. * target.Div(temp2); */ //XYZ gap = new XYZ(frameIndex); //color.Set(2,2,2); //byte code = 0; for (int k = 0; k < height * 1.5f; k++) { temp.Add(temp2); frameIndex = temp.ToXYZ(); /* if (target.x < target.y) * if(target.x < target.z) nextDir = 0; * else nextDir = 2; * else * if(target.y < target.z) nextDir = 1; * else nextDir = 2; */ //target.element[nextDir] += maxNumOfDelta.element[nextDir]; //frameIndex.element[nextDir] += deltaSign.element[nextDir]; ConvertToInfinity(frameIndex); if (isFrameEnabled(frameIndex)) { AddColor(frameIndex, color2); break; } else { AddColor(frameIndex, color); } //SetBlock(frameIndex,code); //gap.Set(frameIndex); //Console.WriteLine(nextDir); } } } } }
public XYZ_b Set(XYZ_b d) { return(Set(d.x, d.y, d.z)); }
public void SetColor(XYZ p, XYZ_b c) { SetColor(p.x, p.y, p.z, c); }
public bool Equal(XYZ_b p) { return(p.x == x && p.y == y && p.z == z); }
public void AddColor(XYZ p, XYZ_b c) { AddColor(p.x, p.y, p.z, c); }
void Shoot(XYZ_b color, XYZ_d rayDelta) { XYZ_d delta = new XYZ_d(rayDelta); XYZ_d lpos = new XYZ_d(delta).Mul(world.frameLength * 2).Add(Position); XYZ frameIndex = new XYZ(); world.GetFrameIndex(lpos, frameIndex); world.ConvertToFramePos(frameIndex, lpos); XYZ frameIndex2 = new XYZ(frameIndex); int nextDir = 0; XYZ_d target = new XYZ_d(); XYZ_d deltaSign = new XYZ_d(); XYZ_d maxNumOfDelta = new XYZ_d(world.frameLength); if (delta.x != 0) { deltaSign.x = (Math.Abs(delta.x) / delta.x); } if (delta.y != 0) { deltaSign.y = (Math.Abs(delta.y) / delta.y); } if (delta.z != 0) { deltaSign.z = (Math.Abs(delta.z) / delta.z); } maxNumOfDelta.Mul(deltaSign).Div(delta); target.Set(world.halfFrameLength).Mul(deltaSign); //delta벡터 방향으로 이동시 접촉가능한 경계면들 구하기. target.Sub(lpos).Div(delta); //경계면들로부터 현재위치의 거리를 구하고 delta로 나누기. deltasign으로 한번 곱했었기때문에 x,y,z축 서로에 대한 정확한 비교값이 나오게된다. Task.Factory.StartNew(() => { while (!world.isFrameEnabled(frameIndex)) { world.ConvertToInfinity(frameIndex); world.SetFrame(frameIndex2, false); world.SetFrame(frameIndex, true); world.SetColor(frameIndex, color); if (target.x < target.y) { if (target.x < target.z) { nextDir = 0; } else { nextDir = 2; } } else if (target.y < target.z) { nextDir = 1; } else { nextDir = 2; } target.element[nextDir] += maxNumOfDelta.element[nextDir]; frameIndex2.Set(frameIndex); frameIndex.element[nextDir] += (int)deltaSign.element[nextDir]; Thread.Sleep(10); } world.SetFrame(frameIndex2, false); XYZ temp = new XYZ(); int scale = 10; double distance = 0; for (int i = -scale; i < scale; i++) { for (int j = -scale; j < scale; j++) { for (int k = -scale; k < scale; k++) { temp.Set(frameIndex).Add(i, j, k); distance = frameIndex.Distance(temp); if (distance < scale) { world.ConvertToInfinity(temp); XYZ_b c = world.GetColor(temp); //gap.x = (int)color.x - (int)c.x; //gap.y = (int)color.y - (int)c.y; //gap.z = (int)color.z - (int)c.z; //gap.Mul((int)(scale - distance)).Div(scale); //c.x = (byte)(c.x + gap.x); //c.y = (byte)(c.y + gap.y); //c.z = (byte)(c.z + gap.z); temp.x = (int)color.x * (int)(scale - distance) / scale; temp.y = (int)color.y * (int)(scale - distance) / scale; temp.z = (int)color.z * (int)(scale - distance) / scale; c.Add((byte)temp.x, (byte)temp.y, (byte)temp.z); // world.SetFrame(temp, false); //world.SetColor(temp, 255, 0, 0); } } } } }); }
public void Spin_XZAxis5() { position.Set(Position); cursor.x += (Cursor.Position.X - screenPoint.X) * sensitivity; cursor.y += (Cursor.Position.Y - screenPoint.Y) * sensitivity; cursor.x %= 360; cursor.y %= 360; cursor.y = cursor.y > 90 ? 90 : (cursor.y < -90 ? -90 : cursor.y); Cursor.Position = screenPoint; double degreeX = cursor.y * -PI; double degreeY = cursor.x * PI; double sinX = Math.Sin(degreeX); double sinY = Math.Sin(degreeY); double cosX = Math.Cos(degreeX); double cosY = Math.Cos(degreeY); bool isTargetSet = false; basisX.Set(1, 0, 0); basisY.Set(0, camSize.y - 1, 0); basisZ.Set(0, 0, 1); Spin_matrix_x(basisX.x, basisX.y, basisX.z, sinX, cosX, basisX); Spin_matrix_z(basisX.x, basisX.y, basisX.z, sinY, cosY, basisX); Spin_matrix_x(basisY.x, basisY.y, basisY.z, sinX, cosX, basisY); Spin_matrix_z(basisY.x, basisY.y, basisY.z, sinY, cosY, basisY); Spin_matrix_x(basisZ.x, basisZ.y, basisZ.z, sinX, cosX, basisZ); Spin_matrix_z(basisZ.x, basisZ.y, basisZ.z, sinY, cosY, basisZ); world.GetFrameIndex(position, PositionIndex); // Parallel.For(0,camSize.z,(int k) => for (int k = 0; k < camSize.z; k++) { //Parallel.For(0,camSize.x,(int i) => for (int i = 0; i < camSize.x; i++) { XYZ_b color = new XYZ_b(); Block block; perspBasisX[i, k].Set(basisX).Mul(perspArray[i, k].x); perspBasisZ[i, k].Set(basisZ).Mul(perspArray[i, k].z); spinArray[i, k].Set(perspBasisX[i, k]).Add(basisY).Add(perspBasisZ[i, k]); XYZ_d delta = deltaArray[i, k].Set(spinArray[i, k]).Div(camSize.y); XYZ_d index = indexArray[i, k].Set(position); XYZ_d gap = new XYZ_d(); XYZ_d lpos = new XYZ_d(); XYZ frameIndex = new XYZ(); XYZ nextFrameIndexDelta = new XYZ(); XYZ_d target = new XYZ_d(); XYZ_d deltaSign = new XYZ_d(); if (delta.x != 0) { deltaSign.x = (Math.Abs(delta.x) / delta.x); } if (delta.y != 0) { deltaSign.y = (Math.Abs(delta.y) / delta.y); } if (delta.z != 0) { deltaSign.z = (Math.Abs(delta.z) / delta.z); } frameIndex.Set(PositionIndex); double numOfDelta = 0; for (int j = 0; j < camSize.y; j++) { if (!world.IsInFrame(frameIndex) || j == camSize.y - 1) { break; } world.ConvertToFramePos(lpos.Set(index), frameIndex); // index를 frameIndex에 해당하는 블록의 로컬포지션으로 변환. if (world.IsExistPixelInFrame(frameIndex)) { block = world.GetBlock(frameIndex); board[i, k] = index; if (i == camPoint.x && k == camPoint.z && !isTargetSet) { deleteFrameIndex.Set(frameIndex); addFrameIndex.Set(frameIndex).Sub(nextFrameIndexDelta); isTargetSet = true; } XYZ_b inv_color = new XYZ_b(255).Sub(block.color); if (frameIndex.Equal(deleteFrameIndex))//쳐다보는 블록면 강조 { XYZ vector = new XYZ(addFrameIndex).Sub(deleteFrameIndex); if (vector.x != 0 && lpos.x * vector.x > world.frameLength / 2 - 1) { viewer.Draw(i, k, inv_color); break; } else if (vector.y != 0 && lpos.y * vector.y > world.frameLength / 2 - 1) { viewer.Draw(i, k, inv_color); break; } else if (vector.z != 0 && lpos.z * vector.z > world.frameLength / 2 - 1) { viewer.Draw(i, k, inv_color); break; } } if (gridEnabled && block.code != 14) // 경계선표시. { bool Xaxis = Math.Abs(lpos.x) > world.frameLength / 2 - 1; //경계선 테두리 크기 1 bool Yaxis = Math.Abs(lpos.y) > world.frameLength / 2 - 1; bool Zaxis = Math.Abs(lpos.z) > world.frameLength / 2 - 1; if (Xaxis && Yaxis) { viewer.Draw(i, k, inv_color); break; } if (Yaxis && Zaxis) { viewer.Draw(i, k, inv_color); break; } if (Zaxis && Xaxis) { viewer.Draw(i, k, inv_color); break; } } if (block.code == 14) // 거울만나면 반사. { color.Set(block.color); if (nextFrameIndexDelta.x != 0) { delta.x = -delta.x; deltaSign.x = -deltaSign.x; } else if (nextFrameIndexDelta.y != 0) { delta.y = -delta.y; deltaSign.y = -deltaSign.y; } else if (nextFrameIndexDelta.z != 0) { delta.z = -delta.z; deltaSign.z = -deltaSign.z; } frameIndex.Sub(nextFrameIndexDelta); // 일보후퇴 continue; } else if (block.code == 15) // 유리만나면 살짝 하얘지고 계속 진행. { color.Add(10); } else { color.Add(block.color); viewer.Draw(i, k, color); break; } } //현위치에서 delta벡터방향으로 이동할 경우 가장 먼저 만나는 경계면 구하기. target.Set(world.frameLength / 2); target.Mul(deltaSign); //delta벡터 방향으로 이동시 접촉가능한 경계면들 구하기. target.Sub(lpos).Div(delta); //경계면들로부터 현재위치의 거리를 구하고 delta로 나누기. deltasign으로 한번 곱했었기때문에 x,y,z축 서로에 대한 정확한 비교값이 나오게된다. nextFrameIndexDelta.Set(0); if (target.x < target.y && target.x < target.z) { numOfDelta = target.x; nextFrameIndexDelta.x = (int)deltaSign.x; } else if (target.y < target.x && target.y < target.z) { numOfDelta = target.y; nextFrameIndexDelta.y = (int)deltaSign.y; } else if (target.z < target.x && target.z < target.y) { numOfDelta = target.z; nextFrameIndexDelta.z = (int)deltaSign.z; } frameIndex.Add(nextFrameIndexDelta); //가장가까운 경계면에 해당하는 블록으로 이동. index.Add(gap.Set(delta).Mul(numOfDelta)); //delta방향으로 가장 가까운 경계면으로 이동. //여기까지 수정 } } //); } //); rayDelta.Set(deltaArray[camPoint.x, camPoint.z]); for (int i = camPoint.z - 3; i < camPoint.z + 3; i++) { for (int j = camPoint.x - 3; j < camPoint.x + 3; j++) { if (Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) < 8 && Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) > 4) { viewer.Draw(j, i, new XYZ_b(255)); } } } }