Esempio n. 1
0
        private void RotateBlueprint(string parameters)
        {
            var    p   = parameters.Split(' ');
            string id  = p[0];
            var    xyz = new int[3];

            for (int i = 0; i < xyz.Length; i++)
            {
                xyz[i] = int.Parse(p[i + 1]) * 90;
            }
            if (botprints == null)
            {
                botprints = BlueprintUtility.ParseBlueprintResource("Pixi.blueprints.json");
            }

            if (!botprints.ContainsKey(id))
            {
                Logging.CommandLogWarning("Blueprint with that ID not found.");
                return;
            }

            var bp        = botprints[id];
            var rotChange = Quaternion.Euler(xyz[0], xyz[1], xyz[2]);

            for (var i = 0; i < bp.Length; i++)
            {
                ref var info = ref bp[i];
                var     pos  = ConversionUtility.FloatArrayToFloat3(info.position);
                info.position = ConversionUtility.Float3ToFloatArray(rotChange * pos);
                var rot = Quaternion.Euler(ConversionUtility.FloatArrayToFloat3(info.rotation));
                info.rotation = ConversionUtility.Float3ToFloatArray((rotChange * rot).eulerAngles);
            }
Esempio n. 2
0
        public BlockJsonInfo[] Blueprint(string name, BlockJsonInfo root)
        {
            if (botprints == null)
            {
                botprints = BlueprintUtility.ParseBlueprintResource("Pixi.blueprints.json");
            }

            if (!botprints.ContainsKey(root.name) || RobotInternetImporter.CubeSize != 3)
            {
                BlockJsonInfo copy = root;
                copy.name = $"TextBlock\t{root.name} ({CubeUtility.CubeIdDescription(uint.Parse(root.name))})\tPixi";
                return(new BlockJsonInfo[1] {
                    copy
                });
            }
            BlockJsonInfo[] blueprint         = botprints[root.name];
            BlockJsonInfo[] adjustedBlueprint = new BlockJsonInfo[blueprint.Length];
            Quaternion      cubeQuaternion    = Quaternion.Euler(ConversionUtility.FloatArrayToFloat3(root.rotation));

            if (blueprint.Length == 0)
            {
                Logging.LogWarning($"Found empty blueprint for {root.name} (during '{name}'), is the blueprint correct?");
                return(new BlockJsonInfo[0]);
            }
            // move blocks to correct position & rotation
            float3 defaultCorrectionVec = new float3((float)(0), (float)(CommandRoot.BLOCK_SIZE), (float)(0));
            float3 baseRot   = new float3(blueprint[0].rotation[0], blueprint[0].rotation[1], blueprint[0].rotation[2]);
            float3 baseScale = new float3(blueprint[0].scale[0], blueprint[0].scale[1], blueprint[0].scale[2]);
            //Block[] placedBlocks = new Block[blueprint.Length];
            bool   isBaseScaled  = !(blueprint[0].scale[1] > 0f && blueprint[0].scale[1] < 2f);
            float3 correctionVec = isBaseScaled ? (float3)(Quaternion.Euler(baseRot) * baseScale / 2) * (float)-CommandRoot.BLOCK_SIZE : -defaultCorrectionVec;

            // FIXME scaled base blocks cause the blueprint to be placed in the wrong location (this also could be caused by a bug in DumpVON command)
            if (isBaseScaled)
            {
                Logging.LogWarning($"Found blueprint with scaled base block for {root.name} (during '{name}'), this is not currently supported");
            }

            float3 rootPos = ConversionUtility.FloatArrayToFloat3(root.position);

            for (int i = 0; i < blueprint.Length; i++)
            {
                BlockColor blueprintBlockColor = ColorSpaceUtility.QuantizeToBlockColor(blueprint[i].color);
                float[]    physicalColor       = blueprintBlockColor.Color == BlockColors.White && blueprintBlockColor.Darkness == 0 ? root.color : blueprint[i].color;
                float3     bluePos             = ConversionUtility.FloatArrayToFloat3(blueprint[i].position);
                float3     blueScale           = ConversionUtility.FloatArrayToFloat3(blueprint[i].scale);
                float3     blueRot             = ConversionUtility.FloatArrayToFloat3(blueprint[i].rotation);
                float3     physicalLocation    = (float3)(cubeQuaternion * bluePos) + rootPos;         // + (blueprintSizeRotated / 2);
                //physicalLocation.x += blueprintSize.x / 2;
                physicalLocation += (float3)(cubeQuaternion * (correctionVec));
                //physicalLocation.y -= (float)(RobotCommands.blockSize * scale / 2);
                //float3 physicalScale = (float3)(cubeQuaternion * blueScale); // this actually over-rotates when combined with rotation
                float3 physicalScale    = blueScale;
                float3 physicalRotation = (cubeQuaternion * Quaternion.Euler(blueRot)).eulerAngles;
#if DEBUG
                Logging.MetaLog($"Placing blueprint block at {physicalLocation} rot{physicalRotation} scale{physicalScale}");
                Logging.MetaLog($"Location math check original:{bluePos} rotated: {(float3)(cubeQuaternion * bluePos)} actualPos: {rootPos} result: {physicalLocation}");
                Logging.MetaLog($"Scale math check original:{blueScale} rotation: {(float3)cubeQuaternion.eulerAngles} result: {physicalScale}");
                Logging.MetaLog($"Rotation math check original:{blueRot} rotated: {(cubeQuaternion * Quaternion.Euler(blueRot))} result: {physicalRotation}");
#endif
                adjustedBlueprint[i] = new BlockJsonInfo
                {
                    color    = physicalColor,
                    name     = blueprint[i].name,
                    position = ConversionUtility.Float3ToFloatArray(physicalLocation),
                    rotation = ConversionUtility.Float3ToFloatArray(physicalRotation),
                    scale    = ConversionUtility.Float3ToFloatArray(physicalScale)
                };
            }
            return(adjustedBlueprint);
        }