コード例 #1
0
ファイル: Map2Manager.cs プロジェクト: sticks-stuff/STROOP
        public void UpdateFromMarioTab()
        {
            // Get Mario position and rotation
            float  x           = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.XOffset);
            float  y           = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.YOffset);
            float  z           = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.ZOffset);
            ushort marioFacing = Config.Stream.GetUInt16(MarioConfig.StructAddress + MarioConfig.FacingYawOffset);
            float  rot         = (float)MoreMath.AngleUnitsToDegrees(marioFacing);

            // Update Mario map object
            MarioMapObject.X        = x;
            MarioMapObject.Y        = y;
            MarioMapObject.Z        = z;
            MarioMapObject.Rotation = rot;
            MarioMapObject.Show     = true;

            // Get holp position
            float holpX = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.HolpXOffset);
            float holpY = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.HolpYOffset);
            float holpZ = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.HolpZOffset);

            // Update holp map object position
            HolpMapObject.X    = holpX;
            HolpMapObject.Y    = holpY;
            HolpMapObject.Z    = holpZ;
            HolpMapObject.Show = true;

            // Update camera position and rotation
            float  cameraX   = Config.Stream.GetSingle(CameraConfig.StructAddress + CameraConfig.XOffset);
            float  cameraY   = Config.Stream.GetSingle(CameraConfig.StructAddress + CameraConfig.YOffset);
            float  cameraZ   = Config.Stream.GetSingle(CameraConfig.StructAddress + CameraConfig.ZOffset);
            ushort cameraYaw = Config.Stream.GetUInt16(CameraConfig.StructAddress + CameraConfig.FacingYawOffset);
            float  cameraRot = (float)MoreMath.AngleUnitsToDegrees(cameraYaw);

            // Update floor triangle
            UInt32 floorTriangle = Config.Stream.GetUInt32(MarioConfig.StructAddress + MarioConfig.FloorTriangleOffset);

            if (floorTriangle != 0x00)
            {
                Int16 x1 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.X1);
                Int16 y1 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Y1);
                Int16 z1 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Z1);
                Int16 x2 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.X2);
                Int16 y2 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Y2);
                Int16 z2 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Z2);
                Int16 x3 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.X3);
                Int16 y3 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Y3);
                Int16 z3 = Config.Stream.GetInt16(floorTriangle + TriangleOffsetsConfig.Z3);
                FloorTriangleMapObject.X1 = x1;
                FloorTriangleMapObject.Z1 = z1;
                FloorTriangleMapObject.X2 = x2;
                FloorTriangleMapObject.Z2 = z2;
                FloorTriangleMapObject.X3 = x3;
                FloorTriangleMapObject.Z3 = z3;
                FloorTriangleMapObject.Y  = (y1 + y2 + y3) / 3;
            }
            FloorTriangleMapObject.Show = (floorTriangle != 0x00);

            // Update ceiling triangle
            UInt32 ceilingTriangle = Config.Stream.GetUInt32(MarioConfig.StructAddress + MarioConfig.CeilingTriangleOffset);

            if (ceilingTriangle != 0x00)
            {
                Int16 x1 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.X1);
                Int16 y1 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Y1);
                Int16 z1 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Z1);
                Int16 x2 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.X2);
                Int16 y2 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Y2);
                Int16 z2 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Z2);
                Int16 x3 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.X3);
                Int16 y3 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Y3);
                Int16 z3 = Config.Stream.GetInt16(ceilingTriangle + TriangleOffsetsConfig.Z3);
                CeilingTriangleMapObject.X1 = x1;
                CeilingTriangleMapObject.Z1 = z1;
                CeilingTriangleMapObject.X2 = x2;
                CeilingTriangleMapObject.Z2 = z2;
                CeilingTriangleMapObject.X3 = x3;
                CeilingTriangleMapObject.Z3 = z3;
                CeilingTriangleMapObject.Y  = (y1 + y2 + y3) / 3;
            }
            CeilingTriangleMapObject.Show = (ceilingTriangle != 0x00);

            //List<TriangleDataModel> cogFloorTris = TriangleUtilities.GetObjectTrianglesForObject(0x80341E28)
            List <TriangleDataModel> cogFloorTris = TriangleUtilities.GetTrianglesInRange(0x8016DE30, 20)
                                                    .FindAll(tri => tri.Classification == TriangleClassification.Floor);

            for (int i = 0; i < _cogFloorTris.Count; i++)
            {
                if (i < cogFloorTris.Count)
                {
                    _cogFloorTris[i].Update(cogFloorTris[i]);
                    _cogFloorTris[i].Show = true;
                }
                else
                {
                    _cogFloorTris[i].Show = false;
                }
            }

            //List<TriangleDataModel> cog2FloorTris = TriangleUtilities.GetObjectTrianglesForObject(0x80342088)
            List <TriangleDataModel> cog2FloorTris = TriangleUtilities.GetTrianglesInRange(0x8016E1F0, 20)
                                                     .FindAll(tri => tri.Classification == TriangleClassification.Floor);

            for (int i = 0; i < _cog2FloorTris.Count; i++)
            {
                if (i < cog2FloorTris.Count)
                {
                    _cog2FloorTris[i].Update(cog2FloorTris[i]);
                    _cog2FloorTris[i].Show = true;
                }
                else
                {
                    _cog2FloorTris[i].Show = false;
                }
            }

            List <TriangleShape> cogWallTris = TriangleUtilities.GetWallTriangleHitboxComponents(
                TriangleUtilities.GetObjectTrianglesForObject(0x80341E28)
                .FindAll(tri => tri.Classification == TriangleClassification.Wall));

            for (int i = 0; i < _cogWallTris.Count; i++)
            {
                if (i < cogWallTris.Count)
                {
                    _cogWallTris[i].Update(cogWallTris[i]);
                    _cogWallTris[i].Show = true;
                }
                else
                {
                    _cogWallTris[i].Show = false;
                }
            }

            for (int numSides = SHAPE_MIN_SIDES; numSides <= SHAPE_MAX_SIDSE; numSides++)
            {
                (List <TriangleShape> floors, List <TriangleShape> walls) = GetTriShapes(numSides);
                int index = numSides - SHAPE_MIN_SIDES;
                List <TriangleMap2Object> floorTris = _triObjectFloors[index];
                List <TriangleMap2Object> wallTris  = _triObjectWalls[index];
                for (int i = 0; i < floorTris.Count; i++)
                {
                    floorTris[i].Update(floors[i]);
                    floorTris[i].Show = true;
                }
                for (int i = 0; i < wallTris.Count; i++)
                {
                    wallTris[i].Update(walls[i]);
                    wallTris[i].Show = true;
                }
            }

            // Update intended next position map object position
            float  normY               = floorTriangle == 0 ? 1 : Config.Stream.GetSingle(floorTriangle + TriangleOffsetsConfig.NormY);
            float  hSpeed              = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.HSpeedOffset);
            float  floorY              = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.FloorYOffset);
            bool   aboveFloor          = y > floorY + 0.001;
            double multiplier          = aboveFloor ? 1 : normY;
            double defactoSpeed        = hSpeed * multiplier;
            double defactoSpeedQStep   = defactoSpeed * 0.25;
            ushort marioAngle          = Config.Stream.GetUInt16(MarioConfig.StructAddress + MarioConfig.FacingYawOffset);
            ushort marioAngleTruncated = MoreMath.NormalizeAngleTruncated(marioAngle);

            (double xDist, double zDist) = MoreMath.GetComponentsFromVector(defactoSpeedQStep, marioAngleTruncated);
            double intendedNextPositionX = MoreMath.MaybeNegativeModulus(x + xDist, 65536);
            double intendedNextPositionZ = MoreMath.MaybeNegativeModulus(z + zDist, 65536);

            IntendedNextPositionMapObject.X = (float)intendedNextPositionX;
            IntendedNextPositionMapObject.Z = (float)intendedNextPositionZ;
            bool   marioStationary             = x == intendedNextPositionX && z == intendedNextPositionZ;
            double angleToIntendedNextPosition = MoreMath.AngleTo_AngleUnits(x, z, intendedNextPositionX, intendedNextPositionZ);

            IntendedNextPositionMapObject.Rotation =
                marioStationary ? (float)MoreMath.AngleUnitsToDegrees(marioAngle) : (float)MoreMath.AngleUnitsToDegrees(angleToIntendedNextPosition);
            IntendedNextPositionMapObject.Rotation = rot;

            // Update camera map object position
            CameraMapObject.X        = cameraX;
            CameraMapObject.Y        = cameraY;
            CameraMapObject.Z        = cameraZ;
            CameraMapObject.Rotation = cameraRot;
        }