Esempio n. 1
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) =>
            {
                Parallel.For(0, camSize.x, (int i) =>
                {
                    int depth   = 0;
                    board[k, i] = ' ';

                    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)
                        {
                            depth = depth < 0 ? 0 :
                                    depth > 9 ? 9 : depth;
                            board[k, i] = level[depth];
                            break;
                        }

                        world.ConvertToFramePos(lpos.Set(index), frameIndex);

                        if (world.IsExistPixelInFrame(frameIndex))
                        {
                            if (i == camPoint.x && k == camPoint.z && !isTargetSet)
                            {
                                deleteFrameIndex.Set(frameIndex);
                                addFrameIndex.Set(frameIndex).Sub(nextFrameIndexDelta);
                                isTargetSet = true;
                            }
                            if (frameIndex.Equal(deleteFrameIndex))
                            {
                                depth += 3;                                                              //쳐다보는 블록 색깔
                            }
                            world.GetFrameIndex(index, gap);
                            if (gridEnabled && gap.Distance(PositionIndex) < 3)                            //3칸블록 이내 범위있을 경우 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;
                                int inv_color = world.GetColor(frameIndex);
                                if (inv_color > 5)
                                {
                                    if (inv_color == 14)
                                    {
                                        inv_color = 9;
                                    }
                                    else
                                    {
                                        inv_color = 0;
                                    }
                                }
                                else
                                {
                                    inv_color = 9;
                                }
                                inv_color += (5 - inv_color) / 5 * 2;
                                if (Xaxis && Yaxis)
                                {
                                    board[k, i] = level[inv_color]; break;
                                }
                                if (Yaxis && Zaxis)
                                {
                                    board[k, i] = level[inv_color]; break;
                                }
                                if (Zaxis && Xaxis)
                                {
                                    board[k, i] = level[inv_color]; break;
                                }
                            }
                            if (world.GetColor(frameIndex) == 14)                            // 거울만나면 반사.
                            {
                                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 (world.GetColor(frameIndex) == 15)                            // 유리만나면 살짝 하얘지고 계속 진행.
                            {
                                depth = depth > 3 ? 3 : depth + 1;
                            }
                            else
                            {
                                depth += (int)(world.GetColor(frameIndex));
                                depth  = depth < 0 ? 0 :
                                         depth > 9 ? 9 : depth;
                                board[k, i] = level[depth];
                                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]);
        }
Esempio n. 2
0
        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);
                        }
                    }
                }
            }
        }