コード例 #1
0
ファイル: V-World.cs プロジェクト: NaTure77/CubeWorld
        public void ConvertToFramePos(XYZ_d p, XYZ index)
        {
            int x = index.x * frameLength + frameLength / 2;
            int y = index.y * frameLength + frameLength / 2;
            int z = index.z * frameLength + frameLength / 2;

            p.Sub(x, y, z);
        }
コード例 #2
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]);
        }
コード例 #3
0
ファイル: V-Controller.cs プロジェクト: NaTure77/CubeWorld
        void Shoot(XYZ_b color, XYZ_d rayDelta)
        {
            XYZ_d delta      = new XYZ_d(rayDelta);
            XYZ_d lpos       = new XYZ_d(delta).Mul(world.frameLength * 2).Add(Position);
            XYZ   frameIndex = new XYZ();

            world.GetFrameIndex(lpos, frameIndex);
            world.ConvertToFramePos(frameIndex, lpos);
            XYZ   frameIndex2   = new XYZ(frameIndex);
            int   nextDir       = 0;
            XYZ_d target        = new XYZ_d();
            XYZ_d deltaSign     = new XYZ_d();
            XYZ_d maxNumOfDelta = new XYZ_d(world.frameLength);

            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);
            }

            maxNumOfDelta.Mul(deltaSign).Div(delta);
            target.Set(world.halfFrameLength).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.
            Task.Factory.StartNew(() =>
            {
                while (!world.isFrameEnabled(frameIndex))
                {
                    world.ConvertToInfinity(frameIndex);
                    world.SetFrame(frameIndex2, false);
                    world.SetFrame(frameIndex, true);
                    world.SetColor(frameIndex, color);

                    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];
                    frameIndex2.Set(frameIndex);
                    frameIndex.element[nextDir] += (int)deltaSign.element[nextDir];
                    Thread.Sleep(10);
                }

                world.SetFrame(frameIndex2, false);
                XYZ temp        = new XYZ();
                int scale       = 10;
                double distance = 0;
                for (int i = -scale; i < scale; i++)
                {
                    for (int j = -scale; j < scale; j++)
                    {
                        for (int k = -scale; k < scale; k++)
                        {
                            temp.Set(frameIndex).Add(i, j, k);
                            distance = frameIndex.Distance(temp);
                            if (distance < scale)
                            {
                                world.ConvertToInfinity(temp);
                                XYZ_b c = world.GetColor(temp);
                                //gap.x = (int)color.x - (int)c.x;
                                //gap.y = (int)color.y - (int)c.y;
                                //gap.z = (int)color.z - (int)c.z;
                                //gap.Mul((int)(scale - distance)).Div(scale);
                                //c.x = (byte)(c.x + gap.x);
                                //c.y = (byte)(c.y + gap.y);
                                //c.z = (byte)(c.z + gap.z);
                                temp.x = (int)color.x * (int)(scale - distance) / scale;
                                temp.y = (int)color.y * (int)(scale - distance) / scale;
                                temp.z = (int)color.z * (int)(scale - distance) / scale;
                                c.Add((byte)temp.x, (byte)temp.y, (byte)temp.z);
                                // world.SetFrame(temp, false);
                                //world.SetColor(temp, 255, 0, 0);
                            }
                        }
                    }
                }
            });
        }
コード例 #4
0
        /*public void Print()
         * {
         *       Console.SetCursorPosition(0,0);
         *      string a = "";
         *      Make_CrossHead();
         *
         *      ConsoleColor current = ConsoleColor.White;
         *
         *      for(int i = 0; i < camSize.z; i++)
         *      {
         *              for(int j = 0; j < camSize.x; j++)
         *              {
         *                      if(current!=color[i,j])
         *                      {
         *                              result.Add(new Ps(a,current));
         *                              a = "";
         *                              current = color[i,j];
         *                      }
         *                      a += board[i,j];
         *              }
         *              a += "\r\n";
         *      }
         *      result.Add(new Ps(a,current));
         *      foreach(Ps p in result)
         *      {
         *              p.Print();
         *      }
         *      result.Clear();
         *
         * }*/
        public void Spin_Light2()
        {
            double degreeX = -lightAngle.y * PI;
            double degreeY = lightAngle.x * PI;
            double sinX    = Math.Sin(degreeX);
            double sinY    = Math.Sin(degreeY);
            double cosX    = Math.Cos(degreeX);
            double cosY    = Math.Cos(degreeY);

            int   x = 0; int y = 0; int z = 0;
            XYZ_d startPos = new XYZ_d();
            XYZ_d endPos   = new XYZ_d();
            XYZ_d index    = new XYZ_d();

            for (int i = 0; i < camSize.x; i++)
            {
                for (int j = 0; j < camSize.y; j++)
                {
                    for (int k = 0; k < camSize.z; k++)
                    {
                        lightArray[i, j, k] = 0;
                    }
                }
            }

            int radius = camPoint.x / 2;

            for (int k = 0; k < camPoint.x; k++)
            {
                for (int i = 0; i < camPoint.x; i++)
                {
                    if (circle[i, k])
                    {
                        double length = 200;
                        Spin_matrix_x(i - radius, 0, k - radius, sinX, cosX, startPos);
                        Spin_matrix_z(startPos.x, startPos.y, startPos.z, sinY, cosY, startPos);

                        Spin_matrix_x(i - radius, length, k - radius, sinX, cosX, endPos);
                        Spin_matrix_z(endPos.x, endPos.y, endPos.z, sinY, cosY, endPos);
                        endPos.Sub(startPos).Div(length);
                        index.Set(startPos);
                        index.x += camPoint.x;
                        index.z += camPoint.z;
                        for (int j = 0; j < length; j++)
                        {
                            index.Add(endPos);
                            x = index.iX;
                            y = index.iY;
                            z = index.iZ;
                            if (x >= 0 && x < camSize.x && y >= 0 && y < camSize.y && z >= 0 && z < camSize.z)
                            {
                                double distance = Math.Sqrt(Math.Pow(i - radius, 2) + Math.Pow(k - radius, 2));
                                double power    = 14 * (camSize.y - j) / (camSize.y * 1f);
                                if (power < 1)
                                {
                                    power = 1;
                                }
                                lightArray[x, y, z] = power * (radius - distance) / radius;
                            }
                        }
                    }
                }
            }
        }
コード例 #5
0
ファイル: V-Camera.cs プロジェクト: NaTure77/CubeWorld
        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);

            basisX.Set(cosY, -sinY, 0);
            basisY.Set(cosX * sinY, cosX * cosY, -sinX).Mul(300);
            basisZ.Set(sinX * sinY, sinX * cosY, cosX);

            world.GetFrameIndex(position, PositionIndex);     //현재 위치를 박스 단위 위치로 변환
            world.ConvertToInfinity(PositionIndex);
            world.ConvertToFramePos(PositionIndex, position); // 현재 위치를 현재 박스의 로컬 좌표로 전환

            Parallel.For(0, camSize.z, (int k) =>
            {
                Parallel.For(0, camSize.x, (int i) =>
                                              //for(int i = 0; i < camSize.x; i++)
                {
                    finalBoard[i, k].Set(0);  //XYZ_b
                    lposBoard[i, k].Set(0);   //XYZ_d
                    frameBoard[i, k].x = -1;; //XYZ

                    perspBasisX[i, k].Set(basisX).Mul(perspArray[i, k].x);
                    perspBasisZ[i, k].Set(basisZ).Mul(perspArray[i, k].z);
                    XYZ_d delta    = deltaArray[i, k].Set(perspBasisX[i, k]).Add(basisY).Add(perspBasisZ[i, k]).Div(300);
                    XYZ frameIndex = frameInk[i, k].Set(PositionIndex);

                    XYZ_d target        = perspBasisX[i, k];                                                  //new XYZ_d();
                    XYZ deltaSign       = deltaSignBoard[i, k].Set(Math.Sign(delta.x), Math.Sign(delta.y), Math.Sign(delta.z));
                    XYZ_d maxNumOfDelta = perspBasisZ[i, k].Set(world.frameLength).Mul(deltaSign).Div(delta); // 각 축에 대해 한 칸 이동시 delta요소들이 몇개가 필요한지.

                    //현위치에서 delta벡터방향으로 이동할 경우 가장 먼저 만나는 경계면 구하기.
                    target.Set(world.halfFrameLength);
                    target.Mul(deltaSign);           //delta벡터 방향으로 이동시 접촉가능한 경계면들 구하기.
                    target.Sub(position).Div(delta); //경계면들로부터 현재위치의 거리를 구하고 delta로 나누기. deltasign으로 한번 곱했었기때문에 x,y,z축 서로에 대한 정확한 비교값이 나오게된다.
                    // 시작 값.
                    Block block;
                    int nextDir = 0;                     // x = 0, y = 1, z = 2
                    int j       = 0;
                    for (j = 0; j < camSize.y; j++)
                    {
                        block = world.Map[frameIndex.x, frameIndex.y, frameIndex.z];//world.GetBlock(frameIndex);
                        finalBoard[i, k].Add(block.color);
                        if (frameBoard[i, k].x == -1 && block.touchable)
                        {
                            frameBoard[i, k].Set(frameIndex);
                            target.element[nextDir] -= maxNumOfDelta.element[nextDir];
                            target.Sub(target.element[nextDir]);
                            target.element[nextDir] = maxNumOfDelta.element[nextDir];
                            lposBoard[i, k].Set(maxNumOfDelta).Mul(0.5).Sub(target).Mul(delta);
                            lposDirectBoard[i, k] = nextDir;
                        }

                        //계속 탐색 or 스톱
                        if (!block.OnRendered(delta, deltaSign, frameIndex, nextDir))
                        {
                            break;
                        }

                        //다음 위치 탐색(최빈출)
                        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];
                        world.ConvertToInfinity(frameIndex);
                        //가장가까운 경계면에 해당하는 블록으로 이동.
                    }
                    // if (j == camSize.y)finalBoard[i, k].Add(128, 255, 255);
                });
            });
            rayDelta.Set(deltaArray[camPoint.x, camPoint.z]);
        }
コード例 #6
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) =>
            for (int k = 0; k < camSize.z; k++)
            {
                //Parallel.For(0,camSize.x,(int i) =>
                for (int i = 0; i < camSize.x; i++)
                {
                    XYZ_b color = new XYZ_b();
                    Block block;

                    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)
                        {
                            break;
                        }

                        world.ConvertToFramePos(lpos.Set(index), frameIndex);                        // index를 frameIndex에 해당하는 블록의 로컬포지션으로 변환.

                        if (world.IsExistPixelInFrame(frameIndex))
                        {
                            block       = world.GetBlock(frameIndex);
                            board[i, k] = index;
                            if (i == camPoint.x && k == camPoint.z && !isTargetSet)
                            {
                                deleteFrameIndex.Set(frameIndex);
                                addFrameIndex.Set(frameIndex).Sub(nextFrameIndexDelta);
                                isTargetSet = true;
                            }

                            XYZ_b inv_color = new XYZ_b(255).Sub(block.color);
                            if (frameIndex.Equal(deleteFrameIndex))//쳐다보는 블록면 강조
                            {
                                XYZ vector = new XYZ(addFrameIndex).Sub(deleteFrameIndex);

                                if (vector.x != 0 && lpos.x * vector.x > world.frameLength / 2 - 1)
                                {
                                    viewer.Draw(i, k, inv_color);
                                    break;
                                }
                                else if (vector.y != 0 && lpos.y * vector.y > world.frameLength / 2 - 1)
                                {
                                    viewer.Draw(i, k, inv_color);
                                    break;
                                }
                                else if (vector.z != 0 && lpos.z * vector.z > world.frameLength / 2 - 1)
                                {
                                    viewer.Draw(i, k, inv_color);
                                    break;
                                }
                            }
                            if (gridEnabled && block.code != 14)                           // 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;

                                if (Xaxis && Yaxis)
                                {
                                    viewer.Draw(i, k, inv_color); break;
                                }
                                if (Yaxis && Zaxis)
                                {
                                    viewer.Draw(i, k, inv_color); break;
                                }
                                if (Zaxis && Xaxis)
                                {
                                    viewer.Draw(i, k, inv_color); break;
                                }
                            }
                            if (block.code == 14)                            // 거울만나면 반사.
                            {
                                color.Set(block.color);
                                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 (block.code == 15)                            // 유리만나면 살짝 하얘지고 계속 진행.
                            {
                                color.Add(10);
                            }
                            else
                            {
                                color.Add(block.color);
                                viewer.Draw(i, k, color);
                                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]);
            for (int i = camPoint.z - 3; i < camPoint.z + 3; i++)
            {
                for (int j = camPoint.x - 3; j < camPoint.x + 3; j++)
                {
                    if (Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) < 8 &&
                        Math.Pow(i - camPoint.z, 2) + Math.Pow(j - camPoint.x, 2) > 4)
                    {
                        viewer.Draw(j, i, new XYZ_b(255));
                    }
                }
            }
        }