public MyFloatingObjectPhysicsStateGroup(MyFloatingObject entity, IMyReplicable owner)
            : base(entity, owner)
        {
            m_lowPrecisionOrientation = true;
            m_prioritySettings.AcceleratingPriority /= 2;
            m_prioritySettings.LinearMovingPriority /= 2;
            m_prioritySettings.StoppedPriority /= 2;

            m_prioritySettings.AcceleratingUpdateCount *= 2;
            m_prioritySettings.LinearMovingUpdateCount *= 2;
            m_prioritySettings.StoppedUpdateCount *= 2;
        }
예제 #2
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        private void OnCutFloatingObjectConfirm(MyFloatingObject floatingObj)
        {
            Debug.Assert(floatingObj != null);

            if (MyEntities.Exist(floatingObj))
            {
                DeactivateCopyPasteVoxel(true);
                DeactivateCopyPaste(true);
                m_floatingObjectClipboard.CutFloatingObject(floatingObj);
            }
        }
 private void MakeTransparent(MyFloatingObject floatingObject)
 {
     floatingObject.Render.Transparency = MyGridConstants.BUILDER_TRANSPARENCY;
 }
        private void CopyFloatingObjectInternal(MyFloatingObject toCopy)
        {
            m_copiedFloatingObjects.Add((MyObjectBuilder_FloatingObject)toCopy.GetObjectBuilder(true));
            if (m_copiedFloatingObjects.Count == 1)
            {
                MatrixD pasteMatrix = GetPasteMatrix();
                Vector3 dragPointGlobal = toCopy.WorldMatrix.Translation;

                m_dragPointToPositionLocal = Vector3D.TransformNormal(toCopy.PositionComp.GetPosition() - dragPointGlobal, toCopy.PositionComp.WorldMatrixNormalizedInv);
                m_dragDistance = (float)(dragPointGlobal - pasteMatrix.Translation).Length();

                m_pasteDirUp = toCopy.WorldMatrix.Up;
                m_pasteDirForward = toCopy.WorldMatrix.Forward;
                m_pasteOrientationAngle = 0.0f;
            }
            m_copiedFloatingObjectOffsets.Add(toCopy.WorldMatrix.Translation - m_copiedFloatingObjects[0].PositionAndOrientation.Value.Position);
        }
 public void CopyfloatingObject(MyFloatingObject floatingObject)
 {
     if (floatingObject == null)
         return;
     m_copiedFloatingObjects.Clear();
     m_copiedFloatingObjectOffsets.Clear();
     CopyFloatingObjectInternal(floatingObject);
     Activate();
 }
        public void CutFloatingObject(MyFloatingObject floatingObject)
        {
            if (floatingObject == null)
                return;

            CopyfloatingObject(floatingObject);
            MyFloatingObjects.RemoveFloatingObject(floatingObject, true);
            Deactivate();
        }
예제 #7
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 public void PickupItem(MyFloatingObject obj, MyFixedPoint amount)
 {
     MyMultiplayer.RaiseEvent(this, x => x.PickupItem_Implementation, obj.EntityId, amount);
 }
예제 #8
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        public void TakeFloatingObject(MyFloatingObject obj)
        {
            MyFixedPoint amount = obj.Item.Amount;
            if (MyPerGameSettings.ConstrainInventory())
            {
                amount = MyFixedPoint.Min(ComputeAmountThatFits(obj.Item.Content.GetObjectId()), amount);
            }
            if (obj.MarkedForClose)
                return;

            if (amount > 0)
            {
                if (Sync.IsServer)
                {
                    MyFloatingObjects.RemoveFloatingObject(obj, amount);
                    AddItemsInternal(amount, obj.Item.Content);
                }

            }
        }
예제 #9
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 private static bool ComputeFloatingObjectAmount(MyFloatingObject obj, ref MyFixedPoint amount, MyInventory inv)
 {
     amount = obj.Item.Amount;
     if (!MySession.Static.CreativeMode)
         amount = MyFixedPoint.Min(amount, inv.ComputeAmountThatFits(obj.Item.Content.GetId()));
     if (amount <= 0) // does not fit into inventory
         return false;
     return true;
 }
예제 #10
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        private static bool TakeFloatingObjectPrepare(long ownerEntityId, long floatingObjectId, byte inventoryIndex, out MyFloatingObject obj, out MyFixedPoint amount)
        {
            obj = null;
            amount = 0;

            if (!MyEntities.EntityExists(ownerEntityId) || !MyEntities.EntityExists(floatingObjectId))
                return false;
            obj = MyEntities.GetEntityById(floatingObjectId) as MyFloatingObject;
            if (obj.MarkedForClose)
                return false;
            var owner = MyEntities.GetEntityById(ownerEntityId) as IMyInventoryOwner;
            var inv = owner.GetInventory(inventoryIndex);
            return ComputeFloatingObjectAmount(obj, ref amount, inv);
        }
예제 #11
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        public void TakeFloatingObjectRequest(MyInventory inv, MyFloatingObject obj)
        {
            var msg = new TakeFloatingObjectMsg();
            msg.OwnerEntityId = inv.Owner.EntityId;
            msg.InventoryIndex = inv.InventoryIdx;
            msg.FloatingObjectId = obj.EntityId;

            Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Request);
        }
예제 #12
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        public void OnWorldPosChanged(ref MatrixD newTransform)
        {

            MatrixD worldPos = newTransform;
            m_caster.OnWorldPositionChanged(ref worldPos);

            var entitiesInRange = this.m_caster.EntitiesInRange;
            float closestDistance = float.MaxValue;
            MyEntity closestEntity = null;

            if (!m_isPointOfRefSet)
                m_pointOfReference = worldPos.Translation;

            if (entitiesInRange != null && entitiesInRange.Count > 0)
            {
               // int i = 0;
                foreach (var entity in entitiesInRange.Values)
                {
                    float distanceSq = (float)Vector3D.DistanceSquared(entity.DetectionPoint, m_pointOfReference);

                    if (entity.Entity.Physics != null && entity.Entity.Physics.Enabled)
                    {
                        if (distanceSq < closestDistance)
                        {
                            closestEntity = entity.Entity;
                            this.m_distanceToHitSq = distanceSq;
                            this.m_hitPosition = entity.DetectionPoint;

                            closestDistance = distanceSq;
                        }
                    }
                 //   ++i;
                }
            }

            this.m_hitCubeGrid = closestEntity as MyCubeGrid;
            this.m_hitBlock = null;
            this.m_hitDestroaybleObj = closestEntity as IMyDestroyableObject;
            this.m_hitFloatingObject = closestEntity as MyFloatingObject;
            this.m_hitCharacter = closestEntity as MyCharacter;

            if (m_hitCubeGrid != null)
            {
                var invWorld = m_hitCubeGrid.PositionComp.WorldMatrixNormalizedInv;
                var gridLocalPos = Vector3D.Transform(this.m_hitPosition, invWorld);
                Vector3I blockPos;
                m_hitCubeGrid.FixTargetCube(out blockPos, gridLocalPos / m_hitCubeGrid.GridSize);
                m_hitBlock = m_hitCubeGrid.GetCubeBlock(blockPos);

            }

            
        }
 public override void OnAddedToContainer()
 {
     base.OnAddedToContainer();
     m_floatingObject = Container.Entity as MyFloatingObject;
 }
        public void CutFloatingObject(MyFloatingObject floatingObject)
        {
            if (floatingObject == null)
                return;

            CopyfloatingObject(floatingObject);
            floatingObject.SyncObject.SendCloseRequest();
            Deactivate();
        }
 public FloatingObjectWrapper( MyFloatingObject entity )
 {
     Entity = entity;
 }
 public override void OnAddedToContainer(MyComponentContainer container)
 {
     base.OnAddedToContainer(container);
     m_floatingObject = Entity as MyFloatingObject;
 }