コード例 #1
0
        public void ReplaceSelectedExecuted(string materialName)
        {
            MainViewModel.IsBusy = true;
            var sourceFile = DataModel.SourceVoxelFilepath ?? DataModel.VoxelFilepath;

            var asteroid = new MyVoxelMap();

            asteroid.Load(sourceFile, SpaceEngineersCore.Resources.GetDefaultMaterialName(), true);

            if (string.IsNullOrEmpty(materialName))
            {
                asteroid.RemoveContent(SelectedMaterialAsset.MaterialName, null);
                DataModel.VoxCells = asteroid.SumVoxelCells();
            }
            else
            {
                asteroid.ReplaceMaterial(SelectedMaterialAsset.MaterialName, materialName);
            }

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

            asteroid.Save(tempfilename);
            DataModel.SourceVoxelFilepath = tempfilename;

            MainViewModel.IsModified = true;
            MainViewModel.IsBusy     = false;

            DataModel.UpdateGeneralFromEntityBase();
            DataModel.MaterialAssets = null;
            DataModel.InitializeAsync();
        }
コード例 #2
0
        public static void StripMaterial(string loadFile, string saveFile, string defaultMaterial, string stripMaterial, string replaceFillMaterial)
        {
            var voxelMap = new MyVoxelMap();

            voxelMap.Load(loadFile, defaultMaterial);
            voxelMap.RemoveContent(stripMaterial, replaceFillMaterial);
            voxelMap.Save(saveFile);
        }
コード例 #3
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;

            var minLeft      = SelectionLeft.WorldAABB.Min + SelectionLeft.ContentBounds.Min - offsetPosLeft;
            var minRight     = SelectionRight.WorldAABB.Min + SelectionRight.ContentBounds.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.ContentBounds.Max - offsetPosLeft, SelectionRight.WorldAABB.Min + SelectionRight.ContentBounds.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 = new Vector3I(size.X.RoundUpToNearest(64), size.Y.RoundUpToNearest(64), size.Z.RoundUpToNearest(64));
                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.Init(Vector3D.Zero, asteroidSize, SpaceEngineersCore.Resources.GetDefaultMaterialName());
            newAsteroid.RemoveContent();
            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);
        }