コード例 #1
0
        /// <summary>
        /// Builds an asteroid Voxel. Voxel detail will be completed by function callbacks.
        /// This allows for muti-threading, and generating content via algorithims.
        /// </summary>
        /// <param name="multiThread"></param>
        /// <param name="size"></param>
        /// <param name="material"></param>
        /// <param name="faceMaterial"></param>
        /// <param name="func"></param>
        /// <returns></returns>
        public static MyVoxelMap BuildAsteroid(bool multiThread, Vector3I size, string material, string faceMaterial, Action <MyVoxelBuilderArgs> func)
        {
            var voxelMap   = new MyVoxelMap();
            var actualSize = new Vector3I(size.X.RoundUpToNearest(64), size.Y.RoundUpToNearest(64), size.Z.RoundUpToNearest(64));

            voxelMap.Create(actualSize, material);
            //voxelMap.Init(VRageMath.Vector3D.Zero, actualSize, material);

            ProcessAsteroid(voxelMap, multiThread, material, func, false);

            //if (faceMaterial != null)
            //{
            //    voxelMap.ForceVoxelFaceMaterial(faceMaterial);
            //}

            return(voxelMap);
        }
コード例 #2
0
ファイル: MyVoxelBuilder.cs プロジェクト: wriley/SEToolbox
        /// <summary>
        /// Builds an asteroid Voxel. Voxel detail will be completed by function callbacks.
        /// This allows for muti-threading, and generating content via algorithims.
        /// </summary>
        public static MyVoxelMap BuildAsteroid(bool multiThread, Vector3I size, byte materialIndex, byte?faceMaterialIndex, Action <MyVoxelBuilderArgs> func)
        {
            var voxelMap = new MyVoxelMap();

            var buildSize = CalcRequiredSize(size);

            voxelMap.Create(buildSize, materialIndex);
            ProcessAsteroid(voxelMap, multiThread, materialIndex, func, true);

            // This should no longer be required.
            //if (faceMaterialIndex != null)
            //{
            //    voxelMap.ForceVoxelFaceMaterial(faceMaterialIndex.Value);
            //}

            return(voxelMap);
        }
コード例 #3
0
        public void RotateAsteroid(VRageMath.Quaternion quaternion)
        {
            var sourceFile = SourceVoxelFilepath ?? VoxelFilepath;

            var asteroid = new MyVoxelMap();

            asteroid.Load(sourceFile);

            var newAsteroid = new MyVoxelMap();
            var transSize   = Vector3I.Transform(asteroid.Size, quaternion);
            var newSize     = Vector3I.Abs(transSize);

            newAsteroid.Create(newSize, SpaceEngineersCore.Resources.GetDefaultMaterialName());

            Vector3I coords;

            for (coords.Z = 0; coords.Z < asteroid.Size.Z; coords.Z++)
            {
                for (coords.Y = 0; coords.Y < asteroid.Size.Y; coords.Y++)
                {
                    for (coords.X = 0; coords.X < asteroid.Size.X; coords.X++)
                    {
                        byte   volume = 0xff;
                        string cellMaterial;

                        asteroid.GetVoxelMaterialContent(ref coords, out cellMaterial, out volume);

                        var newCoord = Vector3I.Transform(coords, quaternion);
                        // readjust the points, as rotation occurs arround 0,0,0.
                        newCoord.X = newCoord.X < 0 ? newCoord.X - transSize.X : newCoord.X;
                        newCoord.Y = newCoord.Y < 0 ? newCoord.Y - transSize.Y : newCoord.Y;
                        newCoord.Z = newCoord.Z < 0 ? newCoord.Z - transSize.Z : newCoord.Z;
                        newAsteroid.SetVoxelContent(volume, ref newCoord);
                        newAsteroid.SetVoxelMaterialAndIndestructibleContent(cellMaterial, 0xff, ref newCoord);
                    }
                }
            }

            var tempfilename = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);

            newAsteroid.Save(tempfilename);

            SourceVoxelFilepath = tempfilename;
        }
コード例 #4
0
        public MyObjectBuilder_EntityBase BuildEntity()
        {
            // Realign both asteroids to a common grid, so voxels can be lined up.
            Vector3I roundedPosLeft  = SelectionLeft.WorldAABB.Min.RoundToVector3I();
            Vector3D offsetPosLeft   = SelectionLeft.WorldAABB.Min - (Vector3D)roundedPosLeft;   // Use for everything.
            Vector3I roundedPosRight = (SelectionRight.WorldAABB.Min - offsetPosLeft).RoundToVector3I();
            Vector3D offsetPosRight  = SelectionRight.WorldAABB.Min - (Vector3D)roundedPosRight; // Use for everything.

            // calculate smallest allowable size for contents of both.
            const int paddCells = 3;

            // Force a calculation of the ContentBounds, as multi select in the ListView doesn't necessarily make it happen, or make it happen fast enough.
            SelectionLeft.LoadDetailsSync();
            SelectionRight.LoadDetailsSync();

            var minLeft      = SelectionLeft.WorldAABB.Min + SelectionLeft.InflatedContentBounds.Min - offsetPosLeft;
            var minRight     = SelectionRight.WorldAABB.Min + SelectionRight.InflatedContentBounds.Min - offsetPosRight;
            var min          = Vector3D.Zero;
            var posOffset    = Vector3D.Zero;
            var asteroidSize = Vector3I.Zero;

            switch (VoxelMergeType)
            {
            case VoxelMergeType.UnionVolumeLeftToRight:
            case VoxelMergeType.UnionVolumeRightToLeft:
                min = Vector3D.Min(minLeft, minRight) - paddCells;
                var max = Vector3D.Max(SelectionLeft.WorldAABB.Min + SelectionLeft.InflatedContentBounds.Max - offsetPosLeft, SelectionRight.WorldAABB.Min + SelectionRight.InflatedContentBounds.Max - offsetPosRight) + paddCells;
                posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                var size = (max - min).RoundToVector3I();
                asteroidSize = MyVoxelBuilder.CalcRequiredSize(size);
                break;

            case VoxelMergeType.UnionMaterialLeftToRight:
                min          = SelectionRight.WorldAABB.Min - offsetPosRight;
                posOffset    = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                asteroidSize = SelectionRight.Size;
                break;

            case VoxelMergeType.UnionMaterialRightToLeft:
                min          = SelectionLeft.WorldAABB.Min - offsetPosLeft;
                posOffset    = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                asteroidSize = SelectionLeft.Size;
                break;

            case VoxelMergeType.SubtractVolumeLeftFromRight:
                min          = SelectionRight.WorldAABB.Min - offsetPosRight;
                posOffset    = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                asteroidSize = SelectionRight.Size;
                break;

            case VoxelMergeType.SubtractVolumeRightFromLeft:
                min          = SelectionLeft.WorldAABB.Min - offsetPosLeft;
                posOffset    = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                asteroidSize = SelectionLeft.Size;
                break;
            }

            // Prepare new asteroid.
            var newAsteroid = new MyVoxelMap();

            newAsteroid.Create(asteroidSize, SpaceEngineersCore.Resources.GetDefaultMaterialIndex());
            if (string.IsNullOrEmpty(MergeFileName))
            {
                MergeFileName = "merge";
            }
            var filename = MainViewModel.CreateUniqueVoxelStorageName(MergeFileName);

            // merge.
            switch (VoxelMergeType)
            {
            case VoxelMergeType.UnionVolumeLeftToRight:
                MergeAsteroidVolumeInto(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                break;

            case VoxelMergeType.UnionVolumeRightToLeft:
                MergeAsteroidVolumeInto(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                break;

            case VoxelMergeType.UnionMaterialLeftToRight:
                MergeAsteroidMaterialFrom(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                break;

            case VoxelMergeType.UnionMaterialRightToLeft:
                MergeAsteroidMaterialFrom(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                break;

            case VoxelMergeType.SubtractVolumeLeftFromRight:
                SubtractAsteroidVolumeFrom(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                break;

            case VoxelMergeType.SubtractVolumeRightFromLeft:
                SubtractAsteroidVolumeFrom(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                break;
            }

            // Generate Entity
            var tempfilename = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);

            newAsteroid.Save(tempfilename);
            SourceFile = tempfilename;

            var position = min + posOffset;
            var entity   = new MyObjectBuilder_VoxelMap(position, filename)
            {
                EntityId               = SpaceEngineersApi.GenerateEntityId(IDType.ASTEROID),
                PersistentFlags        = MyPersistentEntityFlags2.CastShadows | MyPersistentEntityFlags2.InScene,
                StorageName            = Path.GetFileNameWithoutExtension(filename),
                PositionAndOrientation = new MyPositionAndOrientation
                {
                    Position = position,
                    Forward  = Vector3.Forward,
                    Up       = Vector3.Up
                }
            };

            return(entity);
        }
コード例 #5
0
        public void RotateAsteroid(Quaternion quaternion)
        {
            var sourceFile = SourceVoxelFilepath ?? VoxelFilepath;

            var asteroid = new MyVoxelMap();

            asteroid.Load(sourceFile);

            var newAsteroid = new MyVoxelMap();
            var newSize     = asteroid.Size;

            newAsteroid.Create(newSize, SpaceEngineersCore.Resources.GetDefaultMaterialIndex());

            Vector3I block;
            var      halfSize = asteroid.Storage.Size / 2;

            // Don't use anything smaller than 64 for smaller voxels, as it trashes the cache.
            var cacheSize     = new Vector3I(64);
            var halfCacheSize = new Vector3I(32); // This should only be used for the Transform, not the cache.

            // read the asteroid in chunks of 64 to avoid the Arithmetic overflow issue.
            for (block.Z = 0; block.Z < asteroid.Storage.Size.Z; block.Z += 64)
            {
                for (block.Y = 0; block.Y < asteroid.Storage.Size.Y; block.Y += 64)
                {
                    for (block.X = 0; block.X < asteroid.Storage.Size.X; block.X += 64)
                    {
                        #region source voxel

                        var cache = new MyStorageData();
                        cache.Resize(cacheSize);
                        // LOD1 is not detailed enough for content information on asteroids.
                        asteroid.Storage.ReadRange(cache, MyStorageDataTypeFlags.ContentAndMaterial, 0, block, block + cacheSize - 1);

                        #endregion

                        #region target Voxel

                        // the block is a cubiod. The entire space needs to rotate, to be able to gauge where the new block position starts from.
                        var newBlockMin = Vector3I.Transform(block - halfSize, quaternion) + halfSize;
                        var newBlockMax = Vector3I.Transform(block + 64 - halfSize, quaternion) + halfSize;
                        var newBlock    = Vector3I.Min(newBlockMin, newBlockMax);

                        var newCache = new MyStorageData();
                        newCache.Resize(cacheSize);
                        newAsteroid.Storage.ReadRange(newCache, MyStorageDataTypeFlags.ContentAndMaterial, 0, newBlock, newBlock + cacheSize - 1);

                        #endregion

                        bool     changed = false;
                        Vector3I p;
                        for (p.Z = 0; p.Z < cacheSize.Z; ++p.Z)
                        {
                            for (p.Y = 0; p.Y < cacheSize.Y; ++p.Y)
                            {
                                for (p.X = 0; p.X < cacheSize.X; ++p.X)
                                {
                                    byte volume       = cache.Content(ref p);
                                    byte cellMaterial = cache.Material(ref p);

                                    var newP1 = Vector3I.Transform(p - halfCacheSize, quaternion) + halfCacheSize;
                                    var newP2 = Vector3I.Transform(p + 1 - halfCacheSize, quaternion) + halfCacheSize;
                                    var newP  = Vector3I.Min(newP1, newP2);

                                    newCache.Content(ref newP, volume);
                                    newCache.Material(ref newP, cellMaterial);
                                    changed = true;
                                }
                            }
                        }

                        if (changed)
                        {
                            newAsteroid.Storage.WriteRange(newCache, MyStorageDataTypeFlags.ContentAndMaterial, newBlock, newBlock + cacheSize - 1);
                        }
                    }
                }
            }


            var tempfilename = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);
            newAsteroid.Save(tempfilename);

            SourceVoxelFilepath = tempfilename;
        }