TextureHandle RenderSSGI(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, ShaderVariablesRaytracing shaderVariablesRayTracingCB, HDUtils.PackedMipChainInfo info)
        {
            // Grab the global illumination volume component
            GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>();

            using (new RenderGraphProfilingScope(renderGraph, ProfilingSampler.Get(HDProfileId.SSGIPass)))
            {
                // Trace the signal
                TraceOutput traceOutput = TraceSSGI(renderGraph, hdCamera, giSettings, depthPyramid, normalBuffer, motionVectorsBuffer);

                // Evaluate the history validity
                float        historyValidity = EvaluateIndirectDiffuseHistoryValidityCombined(hdCamera, giSettings.fullResolutionSS, false);
                SSGIDenoiser ssgiDenoiser    = GetSSGIDenoiser();
                SSGIDenoiser.SSGIDenoiserOutput denoiserOutput = ssgiDenoiser.Denoise(renderGraph, hdCamera, depthPyramid, normalBuffer, motionVectorsBuffer, traceOutput.outputBuffer0, traceOutput.outputBuffer1, m_DepthBufferMipChainInfo, !giSettings.fullResolutionSS, historyValidity: historyValidity);
                // Propagate the history
                PropagateIndirectDiffuseHistoryValidityCombined(hdCamera, giSettings.fullResolutionSS, false);

                // Convert back the result to RGB space
                TextureHandle colorBuffer = ConvertSSGI(renderGraph, hdCamera, !giSettings.fullResolutionSS, depthPyramid, stencilBuffer, normalBuffer, denoiserOutput.outputBuffer0, denoiserOutput.outputBuffer1);

                // Upscale it if required
                // If this was a half resolution effect, we still have to upscale it
                if (!giSettings.fullResolutionSS)
                {
                    colorBuffer = UpscaleSSGI(renderGraph, hdCamera, giSettings, info, depthPyramid, colorBuffer);
                }
                return(colorBuffer);
            }
        }
Esempio n. 2
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 private void TraceHeader()
 {
     TraceOutput.AppendLine("*************************************");
     TraceOutput.AppendLine("_numberOfColumnsInChartDataTable: " + _numberOfColumnsInChartDataTable);
     TraceOutput.AppendLine("_numberOfRowsInChartDataTable: " + _numberOfRowsInChartDataTable);
     TraceOutput.AppendLine("ChartData");
     if (ChartDataTable == null)
     {
         TraceOutput.AppendLine("Null");
     }
     else
     {
         foreach (var column in ChartDataTable.Columns)
         {
             TraceOutput.Append(column + " ");
         }
         TraceOutput.AppendLine();
         foreach (DataRow row in ChartDataTable.Rows)
         {
             foreach (var item in row.ItemArray)
             {
                 TraceOutput.Append(item + " ");
             }
             TraceOutput.AppendLine();
         }
     }
 }
Esempio n. 3
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        public void groundCheck()
        {
            Vector3 pos        = camera.getMovement();
            Vector3 checkPoint = new Vector3(pos.X, pos.Y, pos.Z - Config.q3movement_playerRadius - 0.25f);

            this.groundTrace = this.bsp.trace(pos, checkPoint, camera, Config.q3movement_playerRadius);

            if (this.groundTrace.fraction == 1.0f)
            { // falling
                camera.onGround = false;
                return;
            }

            if (camera.velocity.Z > 0f && Vector3.Dot(camera.velocity, this.groundTrace.plane.normal) > 10f)
            { // jumping
                camera.onGround = false;
                return;
            }

            if (this.groundTrace.plane.normal.Z < 0.7f)
            { // steep slope
                camera.onGround = false;
                return;
            }

            camera.onGround = true;
        }
 /// <summary>
 /// Sets the output for tracing (thead safe).
 /// </summary>
 public static void SetTraceOutput(TraceOutput output)
 {
     lock (s_traceFileLock)
     {
         s_traceOutput = (int)output;
     }
 }
Esempio n. 5
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 /// <summary>
 /// Sets the output for tracing (thead safe).
 /// </summary>
 public static void SetTraceOutput(TraceOutput output)
 {
     lock (traceFileLock_)
     {
         traceOutput_ = (int)output;
     }
 }
Esempio n. 6
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        public TraceOutput TraceS(Vector3 inputStart, Vector3 inputEnd)
        {
            TraceOutput result = new TraceOutput();

            //if (inputStart.Equals(Vector3.Zero) && inputEnd.Equals(Vector3.Zero))
            //{
            //    result.IsPoint = true;
            //}
            //else
            //{
            //    result.extends = new Vector3(
            //}

            // walk through the BSP tree
            //CheckNode(0, 0f, 1f, inputStart, inputEnd, result);

            if (result.outputFraction == 1f)
            {
                // nothing blocked the trace
                result.outputEnd = inputEnd;
            }
            else
            {
                result.outputEnd.X = inputStart.X + result.outputFraction * (inputEnd.X - inputStart.X);
                result.outputEnd.Y = inputStart.Y + result.outputFraction * (inputEnd.Y - inputStart.Y);
                result.outputEnd.Z = inputStart.Z + result.outputFraction * (inputEnd.Z - inputStart.Z);
            }

            return result;
        }
        /// <summary>
        /// This method simulates calls to process various items and is used to
        /// demonstrate the TraceAttribute's functionality.  Infrequently, this
        /// method will throw exceptions, and at other times will supply additional
        /// trace output in the form of Warning and Verbose messages.
        /// </summary>
        /// <remarks>
        /// Note that even if this class remained unaware that the TraceOutput object
        /// was available through the call context, the TraceAttribute would still
        /// provide tracing functionality.
        /// </remarks>
        /// <param name="itemName">The name of the item to be processed</param>
        /// <param name="total">A "ref" parameter whose value is shown (before and after the call) in the trace output</param>
        /// <returns>A new string based on the item name and the wait time generated within the method</returns>
        internal string ProcessItem(string itemName, ref int total)
        {
            // Simulate a wait time for items to be processed between 10 ms and 2 seconds.
            int simulatedWaitTime = 10 * randomNumber.Next(1, 21);
            int options           = randomNumber.Next(10);

            Thread.Sleep(simulatedWaitTime);

            if (options >= 9)
            {
                throw new ApplicationException();
            }

            TraceOutput tracer = (TraceOutput)CallContext.GetData(TraceOutput.ContextName);

            if (options >= 6)
            {
                tracer.WriteLine(TraceLevel.Verbose, "This a verbose message");
            }
            else
            if (options >= 4)
            {
                tracer.WriteLine(TraceLevel.Warning, "This is a warning message");
            }

            // Update total to see it reflected in our trace output.
            total += simulatedWaitTime;

            // Return a value to be displayed in the trace output.
            return(string.Format("{0} processed with wait-time of {1} milliseconds",
                                 itemName, simulatedWaitTime));
        }
Esempio n. 8
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        public static void EnumerateFolders(List <Folder> folderList, Folder startFolder, bool includeHiddenFolders)
        {
            TraceOutput.TraceEvent(TraceEventType.Information, 0, $"Enumerating {startFolder.Folders.Count} folders in {startFolder.Name}");
            if (!startFolder.HasSubfolders())
            {
                TraceOutput.TraceEvent(TraceEventType.Verbose, 0, "No subfolders found in folder specified");
                return;
            }

            foreach (Folder folder in startFolder.Folders)
            {
                if (folder.IsHidden() && !includeHiddenFolders)
                {
                    continue;
                }

                folderList.Add(folder);
                TraceOutput.TraceEvent(TraceEventType.Information, 0, $"\t{folder.Name}");

                if (folder.Folders.Count > 0)
                {
                    EnumerateFolders(folderList, folder, includeHiddenFolders);
                }
            }
        }
Esempio n. 9
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        public Q3Movement(SceneCamera camera, q3bsptree bsp)
        {
            this.bsp = bsp;

            this.groundTrace = null;

            this.camera = camera;
        }
        TraceOutput TraceSSGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllumination giSettings, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer)
        {
            using (var builder = renderGraph.AddRenderPass <TraceSSGIPassData>("Trace SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGITrace)))
            {
                builder.EnableAsyncCompute(false);

                passData.parameters   = PrepareSSGITraceParameters(hdCamera, giSettings);
                passData.depthTexture = builder.ReadTexture(depthPyramid);
                passData.normalBuffer = builder.ReadTexture(normalBuffer);
                if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.ObjectMotionVectors))
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR);
                }
                else
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer);
                }

                var colorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
                passData.colorPyramid = colorPyramid != null?builder.ReadTexture(renderGraph.ImportTexture(colorPyramid)) : renderGraph.defaultResources.blackTextureXR;

                var historyDepth = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
                passData.historyDepth = historyDepth != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepth)) : renderGraph.defaultResources.blackTextureXR;

                passData.hitPointBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Hit Point"
                });
                passData.outputBuffer0 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Signal0"
                }));
                passData.outputBuffer1 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Signal1"
                }));

                builder.SetRenderFunc(
                    (TraceSSGIPassData data, RenderGraphContext ctx) =>
                {
                    // We need to fill the structure that holds the various resources
                    SSGITraceResources resources  = new SSGITraceResources();
                    resources.depthTexture        = data.depthTexture;
                    resources.normalBuffer        = data.normalBuffer;
                    resources.motionVectorsBuffer = data.motionVectorsBuffer;
                    resources.colorPyramid        = data.colorPyramid;
                    resources.historyDepth        = data.historyDepth;
                    resources.hitPointBuffer      = data.hitPointBuffer;
                    resources.outputBuffer0       = data.outputBuffer0;
                    resources.outputBuffer1       = data.outputBuffer1;
                    ExecuteSSGITrace(ctx.cmd, data.parameters, resources);
                });
                TraceOutput traceOutput = new TraceOutput();
                traceOutput.outputBuffer0 = passData.outputBuffer0;
                traceOutput.outputBuffer1 = passData.outputBuffer1;
                return(traceOutput);
            }
        }
Esempio n. 11
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            public static bool IsHidden(this Folder folder)
            {
                bool b;

                if (folder.HasIMAPIProperty(IMAPIPropertyTags.PR_ATTR_HIDDEN) == 1)
                {
                    b = true;
                }
                else
                {
                    b = false;
                }
                TraceOutput.TraceEvent(TraceEventType.Verbose, 0, $"{folder.Name} is hidden: {b}");
                return(b);
            }
Esempio n. 12
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            public static bool HasSubfolders(this Folder folder)
            {
                bool b;

                if (folder.HasIMAPIProperty(IMAPIPropertyTags.PR_SUBFOLDERS) == 1)
                {
                    b = true;
                }
                else
                {
                    b = false;
                }
                TraceOutput.TraceEvent(TraceEventType.Verbose, 0, $"{folder.Name} has subfolders: {b}");
                return(b);
            }
Esempio n. 13
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 private static int HasIMAPIProperty(this Folder folder, string propertyTag)
 {
     try {
         bool hasProp = (bool)folder.PropertyAccessor.GetProperty(propertyTag);
         if (hasProp)
         {
             return(1);
         }
         else
         {
             return(0);
         }
     }
     catch (System.Exception e) {
         TraceOutput.TraceInformation(e.Message);
         return(-1);
     }
 }
Esempio n. 14
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 internal LogBeforeAfterTestAttribute(TraceOutput output = TraceOutput.Stdout) => this.output = output;
 private void LogTrace(string log) => TraceOutput?.Invoke(this, new LogEventArgs {
     Text = log
 });
Esempio n. 16
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        TraceOutput TraceSSGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllumination giSettings, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle stencilBuffer, TextureHandle motionVectorsBuffer)
        {
            using (var builder = renderGraph.AddRenderPass <TraceSSGIPassData>("Trace SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGITrace)))
            {
                builder.EnableAsyncCompute(false);

                //if (true)
                {
                    passData.texWidth  = hdCamera.actualWidth;
                    passData.texHeight = hdCamera.actualHeight;
                    passData.halfScreenSize.Set(passData.texWidth * 0.5f, passData.texHeight * 0.5f, 2.0f / passData.texWidth, 2.0f / passData.texHeight);
                }

                /*
                 * else
                 * {
                 *  passData.texWidth = hdCamera.actualWidth / 2;
                 *  passData.texHeight = hdCamera.actualHeight / 2;
                 *  passData.halfScreenSize.Set(passData.texWidth, passData.texHeight, 1.0f / passData.texWidth, 1.0f / passData.texHeight);
                 * }
                 */
                passData.viewCount = hdCamera.viewCount;

                // Set the generation parameters
                passData.nearClipPlane    = hdCamera.camera.nearClipPlane;
                passData.farClipPlane     = hdCamera.camera.farClipPlane;
                passData.fullResolutionSS = true;
                passData.thickness        = giSettings.depthBufferThickness.value;
                passData.raySteps         = giSettings.maxRaySteps;
                passData.frameIndex       = RayTracingFrameIndex(hdCamera, 16);
                passData.colorPyramidUvScaleAndLimitPrevFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize);

                // Grab the right kernel
                passData.ssGICS        = asset.renderPipelineResources.shaders.screenSpaceGlobalIlluminationCS;
                passData.traceKernel   = true ? m_TraceGlobalIlluminationKernel : m_TraceGlobalIlluminationHalfKernel;
                passData.projectKernel = true ? m_ReprojectGlobalIlluminationKernel : m_ReprojectGlobalIlluminationHalfKernel;

                BlueNoise blueNoise = GetBlueNoiseManager();
                passData.ditheredTextureSet          = blueNoise.DitheredTextureSet8SPP();
                passData.shaderVariablesRayTracingCB = m_ShaderVariablesRayTracingCB;
                passData.offsetBuffer = m_DepthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer);

                passData.depthTexture  = builder.ReadTexture(depthPyramid);
                passData.normalBuffer  = builder.ReadTexture(normalBuffer);
                passData.stencilBuffer = builder.ReadTexture(stencilBuffer);

                if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.ObjectMotionVectors))
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR);
                }
                else
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer);
                }

                // History buffers
                var colorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
                passData.colorPyramid = colorPyramid != null?builder.ReadTexture(renderGraph.ImportTexture(colorPyramid)) : renderGraph.defaultResources.blackTextureXR;

                var historyDepth = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
                passData.historyDepth = historyDepth != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepth)) : renderGraph.defaultResources.blackTextureXR;

                // Temporary textures
                passData.hitPointBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16_SFloat, enableRandomWrite = true, name = "SSGI Hit Point"
                });

                // Output textures
                passData.outputBuffer0 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, enableRandomWrite = true, name = "SSGI Color"
                }));
                passData.outputBuffer1 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16_SFloat, enableRandomWrite = true, name = "SSGI Additional Data"
                }));

                builder.SetRenderFunc(
                    (TraceSSGIPassData data, RenderGraphContext ctx) =>
                {
                    int ssgiTileSize = 8;
                    int numTilesXHR  = (data.texWidth + (ssgiTileSize - 1)) / ssgiTileSize;
                    int numTilesYHR  = (data.texHeight + (ssgiTileSize - 1)) / ssgiTileSize;

                    // Inject all the input scalars
                    float n = data.nearClipPlane;
                    float f = data.farClipPlane;
                    float thicknessScale = 1.0f / (1.0f + data.thickness);
                    float thicknessBias  = -n / (f - n) * (data.thickness * thicknessScale);
                    ctx.cmd.SetComputeFloatParam(data.ssGICS, HDShaderIDs._RayMarchingThicknessScale, thicknessScale);
                    ctx.cmd.SetComputeFloatParam(data.ssGICS, HDShaderIDs._RayMarchingThicknessBias, thicknessBias);
                    ctx.cmd.SetComputeIntParam(data.ssGICS, HDShaderIDs._RayMarchingSteps, data.raySteps);
                    ctx.cmd.SetComputeIntParam(data.ssGICS, HDShaderIDs._RayMarchingReflectSky, 1);
                    ctx.cmd.SetComputeIntParam(data.ssGICS, HDShaderIDs._IndirectDiffuseFrameIndex, data.frameIndex);
                    // Inject half screen size if required
                    if (!data.fullResolutionSS)
                    {
                        ctx.cmd.SetComputeVectorParam(data.ssGICS, HDShaderIDs._HalfScreenSize, data.halfScreenSize);
                    }

                    // Inject the ray-tracing sampling data
                    BlueNoise.BindDitheredTextureSet(ctx.cmd, data.ditheredTextureSet);

                    // Inject all the input textures/buffers
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.traceKernel, HDShaderIDs._DepthTexture, data.depthTexture);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.traceKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.traceKernel, HDShaderIDs._IndirectDiffuseHitPointTextureRW, data.hitPointBuffer);
                    ctx.cmd.SetComputeBufferParam(data.ssGICS, data.traceKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, data.offsetBuffer);

                    // Do the ray marching
                    ctx.cmd.DispatchCompute(data.ssGICS, data.traceKernel, numTilesXHR, numTilesYHR, data.viewCount);

                    // Update global constant buffer.
                    // This should probably be a shader specific uniform instead of reusing the global constant buffer one since it's the only one updated here.
                    ConstantBuffer.PushGlobal(ctx.cmd, data.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                    // Inject all the input scalars
                    ctx.cmd.SetComputeVectorParam(data.ssGICS, HDShaderIDs._ColorPyramidUvScaleAndLimitPrevFrame, data.colorPyramidUvScaleAndLimitPrevFrame);
                    ctx.cmd.SetComputeIntParam(data.ssGICS, HDShaderIDs._ObjectMotionStencilBit, (int)StencilUsage.ObjectMotionVector);

                    // Bind all the input buffers
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._DepthTexture, data.depthTexture);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._StencilTexture, data.stencilBuffer, 0, RenderTextureSubElement.Stencil);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._IndirectDiffuseHitPointTexture, data.hitPointBuffer);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._ColorPyramidTexture, data.colorPyramid);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._HistoryDepthTexture, data.historyDepth);
                    ctx.cmd.SetComputeBufferParam(data.ssGICS, data.projectKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, data.offsetBuffer);

                    // Bind the output texture
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._IndirectDiffuseTexture0RW, data.outputBuffer0);
                    ctx.cmd.SetComputeTextureParam(data.ssGICS, data.projectKernel, HDShaderIDs._IndirectDiffuseTexture1RW, data.outputBuffer1);

                    // Do the reprojection
                    ctx.cmd.DispatchCompute(data.ssGICS, data.projectKernel, numTilesXHR, numTilesYHR, data.viewCount);
                });

                TraceOutput traceOutput = new TraceOutput();
                traceOutput.outputBuffer0 = passData.outputBuffer0;
                traceOutput.outputBuffer1 = passData.outputBuffer1;
                return(traceOutput);
            }
        }
        private void OnMessage(object sender, MessageEventArgs e)
        {
            if (!e.IsText && !e.Data.IsValidJson())
            {
                return;
            }

            var json = JToken.Parse(e.Data);

            if (json.IsAuthMessage())
            {
                InfoOutput?.Invoke(this, new LogEventArgs {
                    Text = $"Authorize message: {e.Data.ToPrettyJson()}"
                });
                return;
            }

            if (json.IsResult())
            {
                // Isn't an event, log and exit.
                DebugOutput?.Invoke(this, new LogEventArgs {
                    Text = $"Result message: {e.Data.ToPrettyJson()}"
                });
                return;
            }

            if (!json.IsEvent())
            {
                // Isn't an event! And event's are what we're working with.
                WarnOutput?.Invoke(this, new LogEventArgs {
                    Text = $"Unsupported message (not an 'event'): {e.Data.ToPrettyJson()}"
                });
                return;
            }

            var entId       = json.ExtractEntityId().ToLowerInvariant();
            var matchedApps = _apps.FindApps(entId);

            if (matchedApps.Count == 0)
            {
                // No matched apps, log and exit.
                if (EncounteredEntityIdsWithoutSubscription.Add(entId))
                {
                    TraceOutput?.Invoke(this, new LogEventArgs {
                        Text = $"First time encounter of message with an EntityId that we're not listening on: {entId}"
                    });
                }
                return;
            }

            // Found matched apps! Log and determine which type
            InfoOutput?.Invoke(this, new LogEventArgs {
                Text = e.Data.ToPrettyJson()
            });
            var eventData = new EventData {
                EntityId = entId
            };

            if (json.IsClickEvent())
            {
                eventData.ClickData = new Click {
                    ClickType = (string)json["event"]["data"]["click_type"]
                };
            }

            if (json.IsStateChangeEvent())
            {
                //entity_boolean doesn't have a "last_triggered" attribute.
                if (!entId.Contains("input_boolean."))
                {
                    if (!json.HasNewStateWithLastTriggered())
                    {
                        return; // Irrelevant event, we need new states that has "last time triggered" otherwise it might be an event provoked by reloading Hass. Unsure about this.
                    }
                }
                if (!json.IsTheMostRelevantStateChangeMessage())
                {
                    return; // Is most probably a 'duped' event, throw it away ..
                }
                if (!json.HasNewState())
                {
                    return; // Irrelevant event, we need new states only ..
                }
                var rawGraph    = JsonConvert.DeserializeObject <HassEventRawModel>(e.Data);
                var stateChange = new StateChanged();
                stateChange.NewState      = [email protected]_state?.state;
                stateChange.OldState      = [email protected]_state?.state;
                stateChange.Attributes    = JsonConvert.DeserializeObject <Dictionary <string, object> >(([email protected]_state ?? [email protected]_state ?? new StateRaw()).attributes.ToString());
                eventData.StateChangeData = stateChange;
            }

            foreach (var hassApp in matchedApps.Where(p => p.IsExecuting == false))
            {
                hassApp.IsExecuting = true;
                hassApp
                .ExecuteAsync(eventData, e.Data)
                .ContinueWith(p =>
                {
                    // Only on exception: Raise event..
                    var ex = p.Exception?.InnerExceptions?.FirstOrDefault() ?? p.Exception;
                    ErrorOutput?.Invoke(this, new LogEventArgs {
                        Text = ex?.Message, Exception = ex
                    });
                }, TaskContinuationOptions.OnlyOnFaulted)
                .ContinueWith(p =>
                {
                    hassApp.IsExecuting = false;
                }, TaskContinuationOptions.None);
            }
        }
 private void OnWebsocketLog(LogData data, string arg2)
 {
     TraceOutput?.Invoke(this, new LogEventArgs {
         Text = data.Message + " [arg2]"
     });
 }
Esempio n. 19
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        public bool slideMove(bool apply_gravity)
        {
            int bumpcount;
            int numbumps = 4;
            //List planes = [];
            List <Vector3> planes = new List <Vector3>();

            Vector3 endVelocity = Vector3.Zero;

            if (apply_gravity)
            {
                endVelocity       = camera.velocity; // vec3_set(this.velocity, endVelocity );
                endVelocity.Z    -= Config.q3movement_gravity * Config.q3movement_frameTime;
                camera.velocity.Z = (camera.velocity.Z + endVelocity.Z) * 0.5f;

                if (this.groundTrace != null && this.groundTrace.plane != null)
                {
                    // slide along the ground plane
                    camera.velocity = this.clipVelocity(camera.velocity, this.groundTrace.plane.normal);
                }
            }

            // never turn against the ground plane
            if (this.groundTrace != null && this.groundTrace.plane != null)
            {
                planes.Add(this.groundTrace.plane.normal);
                //planes.addLast(this.groundTrace.plane.normal);
            }

            // never turn against original velocity
            Vector3 v = new Vector3(camera.velocity);

            v.Normalize();
            planes.Add(v);
            //planes.addLast(v);

            float   time_left = Config.q3movement_frameTime;
            Vector3 end       = Vector3.Zero;

            for (bumpcount = 0; bumpcount < numbumps; ++bumpcount)
            {
                Vector3 pos = camera.getMovement();

                // calculate position we are trying to move to
                //end = vec3(pos.add(camera.velocity.scale(time_left)));
                //end = vec3(pos.clone().add(camera.velocity.clone().scale(time_left)));
                end = pos + (camera.velocity * time_left);

                // see if we can make it there
                TraceOutput trace = this.bsp.trace(pos, end, camera, Config.q3movement_playerRadius);

                if (trace.allSolid)
                {
                    // entity is completely trapped in another solid
                    camera.velocity.Z = 0.0f;   // don't build up falling damage, but allow sideways acceleration
                    return(true);
                }

                if (trace.fraction > 0)
                {
                    // actually covered some distance
                    //vec3_set(trace.endPos, this.position);
                    camera.applyMovement(trace.endPos);
                }

                if (trace.fraction == 1)
                {
                    break;     // moved the entire distance
                }

                time_left -= time_left * trace.fraction;

                planes.Add(trace.plane.normal);
                //planes.addLast(vec3_set(vec3(trace.plane.normal)));

                //
                // modify velocity so it parallels all of the clip planes
                //

                Vector3[] planeNormals = planes.ToArray();

                // find a plane that it enters
                for (int i = 0; i < planes.Count; ++i)
                {
                    float into = Vector3.Dot(camera.velocity, planeNormals[i]);
                    //float into = vec3_dot(vec3(camera.velocity), planes.ToArray()[i]);

                    if (into >= 0.1f)
                    {
                        continue;
                    }                               // move doesn't interact with the plane

                    // slide along the plane
                    Vector3 clipVelocity    = this.clipVelocity(camera.velocity, planeNormals[i]);
                    Vector3 endClipVelocity = this.clipVelocity(endVelocity, planeNormals[i]);

                    // see if there is a second plane that the new move enters
                    for (int j = 0; j < planeNormals.Length; j++)
                    {
                        if (j == i)
                        {
                            continue;
                        }
                        if (Vector3.Dot(clipVelocity, planeNormals[j]) >= 0.1f)
                        {
                            continue;
                        }                                                                     // move doesn't interact with the plane

                        // try clipping the move to the plane
                        clipVelocity    = this.clipVelocity(clipVelocity, planeNormals[j]);
                        endClipVelocity = this.clipVelocity(endClipVelocity, planeNormals[j]);


                        // see if it goes back into the first clip plane
                        if (Vector3.Dot(clipVelocity, planeNormals[i]) >= 0)
                        {
                            continue;
                        }

                        // slide the original velocity along the crease
                        Vector3 direction = Vector3.Zero;
                        direction = Vector3.Cross(planeNormals[i], planeNormals[j]);
                        direction.Normalize();
                        float d = Vector3.Dot(direction, camera.velocity);
                        clipVelocity = (direction * d);

                        direction = Vector3.Cross(planeNormals[i], planeNormals[j]);
                        direction.Normalize();
                        d = Vector3.Dot(direction, endVelocity);
                        endClipVelocity = direction * d;

                        // see if there is a third plane the the new move enters
                        for (int k = 0; k < planeNormals.Length; ++k)
                        {
                            if (k == i || k == j)
                            {
                                continue;
                            }
                            if (Vector3.Dot(clipVelocity, planeNormals[k]) >= 0.1f)
                            {
                                continue;
                            }                                                                     // move doesn't interact with the plane

                            // stop dead at a tripple plane interaction
                            camera.velocity = Vector3.Zero;
                            return(true);
                        }
                    }

                    // if we have fixed all interactions, try another move
                    camera.velocity = clipVelocity;    // vec3_set( clipVelocity, this.velocity );
                    endVelocity     = endClipVelocity; // vec3_set( endClipVelocity, endVelocity );
                    break;
                }
            }

            if (apply_gravity)
            {
                camera.velocity = endVelocity; // vec3_set( endVelocity, this.velocity );
            }

            return(bumpcount != 0);
        }
Esempio n. 20
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        public void stepSlideMove(bool apply_gravity)
        {
            Vector3 start_o = camera.getMovement();
            Vector3 start_v = camera.velocity;

            if (this.slideMove(apply_gravity) == false)
            {
                return; // we got exactly where we wanted to go first try
            }

            Vector3 down = start_o; // var down = vec3_set(start_o, [0,0,0]);

            down.Y -= Config.q3movement_stepsize;

            TraceOutput trace = this.bsp.trace(start_o, down, camera, Config.q3movement_playerRadius);

            Vector3 up = camera.Up;

            //up = camera.Up;


            // never step up when you still have up velocity
            if (camera.velocity.Z > 0 && (trace.fraction == 1.0f || Vector3.Dot(trace.plane.normal, up) < 0.7f))
            {
                return;
            }

            //var down_o = vec3.set(this.position, [0,0,0]);
            //var down_v = vec3.set(this.velocity, [0,0,0]);

            //start_o = vec3_set (up);
            up    = start_o; // vec3_set(start_o, up);
            up.Z += Config.q3movement_stepsize;



            // test the player position if they were a stepheight higher
            trace = this.bsp.trace(start_o, up, camera, Config.q3movement_playerRadius);
            if (trace.allSolid)
            {
                return;
            }                               // can't step up

            float stepSize = trace.endPos.Z - start_o.Z;

            // try slidemove from this position
            camera.applyMovement(trace.endPos); // vec3_set(trace.endPos, this.position);
            camera.velocity = start_v;          // vec3_set(start_v, this.velocity);

            this.slideMove(apply_gravity);

            // push down the final amount
            //this.position = vec3_set(down);
            down = camera.getMovement(); // vec3_set(this.position, down);


            down.Z -= stepSize;


            trace = this.bsp.trace(camera.getMovement(), down, camera, Config.q3movement_playerRadius);

            if (trace.allSolid == false)
            {
                //trace['endPos'] = vec3_set(this.position);
                camera.applyMovement(trace.endPos); // vec3_set(trace.endPos, this.position);
            }
            if (trace.fraction < 1.0f)
            {
                camera.velocity = this.clipVelocity(camera.velocity, trace.plane.normal);
            }
        }