Exemplo n.º 1
0
        public override bool getGuidance(Vector3D pos, ref Vector3D guide, ref float weight, float height)
        {
            if (!base.getGuidance(pos, ref guide, ref weight, height))
            {
                return(false);
            }
            // size: 5x2x1, meaning 12.5 x 5 x 2.5, slope of -1/5
            // rail begins at x=-6.25 y=1.25 and goes to x=6.25 y=-1.25

            var localCoords     = Vector3D.Transform(pos, this.cubeBlock.WorldMatrixNormalizedInv);
            var unrotatedCoords = Vector3D.Transform(localCoords, ref this.adjustMatrix);
            // MyLog.Default.WriteLine(String.Format("angle of {0} turns {1} to {2}", Math.Acos(5 / Math.Sqrt(5*5 + 1*1)), localCoords, unrotatedCoords));
            var length = (float)Math.Sqrt(5 * 5 + 1 * 1) * 2.5f;

            return(StraightRailGuide.straight_guidance(length, this.unadjustMatrix * this.cubeBlock.WorldMatrix, unrotatedCoords,
                                                       ref guide, ref weight, height));
        }
Exemplo n.º 2
0
        public override bool getGuidance(Vector3D pos, ref Vector3D guide, ref float weight, float height)
        {
            if (!base.getGuidance(pos, ref guide, ref weight, height))
            {
                return(false);
            }

            var localCoords = Vector3D.Transform(pos, this.cubeBlock.WorldMatrixNormalizedInv);
            // MyLog.Default.WriteLine(String.Format("local coord is {0} [{1}]", localCoords, flip_curve_z));
            bool tracking = false;

            var tangent = divider_pt2 - divider_pt1;
            var normal  = new Vector3D(tangent.Z, 0, -tangent.X);            // 90° rotated
            // determine on which side of the divider we are
            var right_side = ((localCoords - divider_pt1) * new Vector3D(1, 0, 1)).Dot(normal) > 0;

            if (right_side)
            {
                Vector3D curve_guide = new Vector3D(); float curve_weight = 0.0f;
                var      curveCoords   = localCoords;
                var      curveWorldMat = this.cubeBlock.WorldMatrix;
                if (flip_curve_z)
                {
                    var invZ = new Vector3D(1, 1, -1);
                    curveCoords *= invZ;
                    MatrixD.Rescale(ref curveWorldMat, ref /* WHY */ invZ);
                }
                bool outer_curve_was_picked;
                Curve90_10x_12x_RailGuide.curved_guidance(
                    curveCoords,
                    curveWorldMat,
                    out outer_curve_was_picked,
                    ref curve_guide, ref curve_weight, height,
                    lean: false
                    );
                Vector3D straight_guide = new Vector3D(); float straight_weight = 0.0f;
                StraightRailGuide.straight_guidance(
                    7 * 1.25f,
                    straight_outer_long_to_junction * this.cubeBlock.WorldMatrix,
                    Vector3D.Transform(localCoords, junction_to_straight_outer_long),
                    ref straight_guide, ref straight_weight, height
                    );
                bool inner_straight_was_picked = StraightRailGuide.straight_guidance(
                    8 * 1.25f,
                    straight_inner_long_to_junction * this.cubeBlock.WorldMatrix,
                    Vector3D.Transform(localCoords, junction_to_straight_inner_long),
                    ref straight_guide, ref straight_weight, height
                    );
                Vector3D picked_guide = Vector3D.Zero; float picked_weight = 0;
                MatrixD  worldMat = this.cubeBlock.WorldMatrix, worldMatInv = this.cubeBlock.WorldMatrixNormalizedInv;
                bool     curve_guide_was_picked;
                pick_appropriate_guides(
                    pos, localCoords,
                    ref worldMat, ref worldMatInv,
                    curve_guide, curve_weight,
                    straight_guide, straight_weight,
                    out curve_guide_was_picked,
                    ref picked_guide, ref picked_weight
                    );
                // DebugDraw.Sphere(picked_guide / picked_weight, 0.2f, Color.Yellow);
                // inner rails are "passive" (meaning they only apply Y correction)
                // if they are active, we rely on the outer rail for XZ guidance
                // (but we still have to do the pick process so we don't break the snapping)
                if (curve_guide_was_picked && outer_curve_was_picked ||
                    !curve_guide_was_picked && inner_straight_was_picked
                    )
                {
                    picked_guide = new Vector3D(localCoords.X, height - 1.25, localCoords.Z);
                    picked_guide = Vector3D.Transform(picked_guide, worldMat) * picked_weight;
                }
                guide    += picked_guide;
                weight   += picked_weight;
                tracking |= picked_weight > 0;
            }

            // from swivel space into parent local space, recentering the rail piece for straight_guidance
            var swivel_long_mat  = MatrixD.CreateTranslation(1.25 * 4, 0, 0) * this.cubeBlock.GetSubpart(swivel_long).PositionComp.LocalMatrix;
            var swivel_short_mat = MatrixD.CreateTranslation(1.25 * 3, 0, 0) * this.cubeBlock.GetSubpart(swivel_short).PositionComp.LocalMatrix;

            var sw_long_world_mat  = swivel_long_mat * this.cubeBlock.WorldMatrix;
            var sw_short_world_mat = swivel_short_mat * this.cubeBlock.WorldMatrix;

            tracking |= StraightRailGuide.straight_guidance(
                4 * 1.25f,
                sw_long_world_mat,
                Vector3D.Transform(pos, MatrixD.Invert(sw_long_world_mat)),
                // subpart rails are at 0, but straight_guidance thinks they are at -1.25
                // so to float height above them, float height + 1.25 above where guidance thinks they are.
                ref guide, ref weight, height + 1.25f
                );

            tracking |= StraightRailGuide.straight_guidance(
                3 * 1.25f,
                sw_short_world_mat,
                Vector3D.Transform(pos, MatrixD.Invert(sw_short_world_mat)),
                ref guide, ref weight, height + 1.25f
                );

            tracking |= StraightRailGuide.straight_guidance(
                1.25f,
                straight_outer_short_to_junction * this.cubeBlock.WorldMatrix,
                Vector3D.Transform(localCoords, junction_to_straight_outer_short),
                ref guide, ref weight, height,
                apply_overhang: false
                );
            tracking |= StraightRailGuide.straight_guidance(
                1.25f,
                straight_inner_short_to_junction * this.cubeBlock.WorldMatrix,
                Vector3D.Transform(localCoords, junction_to_straight_inner_short),
                ref guide, ref weight, height,
                apply_overhang: false
                );
            return(tracking);
        }