DistanceToMaterial() public method

travel from cord along vec and return how far it was to a point of matidx the distance is returned in number of iterations. If the edge of the map is reached, then return the number of iterations as well. if invert == True, search for anything other than matidx
public DistanceToMaterial ( Vector3i cord, Vector3i vec, byte matidx, bool invert = false ) : double
cord Vector3i
vec Vector3i
matidx byte
invert bool
return double
示例#1
0
        public void makeroots(ref IMapHandler map, List <Vector3i> rootbases)
        {
            foreach (Vector3i coord in foliage_cords)
            {
                // First, set the threshhold for randomly selecting this
                // coordinate for root creation.
                double dist = Math.Sqrt(Math.Pow(coord[0] - Pos[0], 2) +
                                        Math.Pow(coord[2] - Pos[2], 2));
                double ydist = coord[1] - Pos[1];
                double value = (branchdensity * 220 * Height) / Math.Pow((ydist + dist), 3d);

                // Randomly skip roots, based on the above threshold
                if (value < rand.NextDouble())
                {
                    continue;
                }

                // initialize the internal variables from a selection of
                // starting locations.
                int      ci             = rand.Next(0, rootbases.Count - 1);
                Vector3i rootbase       = rootbases[ci];
                long     rootx          = rootbase[0];
                long     rootz          = rootbase[1];
                double   rootbaseradius = rootbase[2];
                // Offset the root origin location by a random amount
                // (radialy) from the starting location.
                double   rndr       = (Math.Sqrt(rand.NextDouble()) * rootbaseradius * .618);
                double   rndang     = rand.NextDouble() * 2 * Math.PI;
                int      rndx       = (int)(rndr * Math.Sin(rndang) + 0.5);
                int      rndz       = (int)(rndr * Math.Cos(rndang) + 0.5);
                int      rndy       = (int)(rand.NextDouble() * rootbaseradius * 0.5);
                Vector3i startcoord = new Vector3i(rootx + rndx, Pos[1] + rndy, rootz + rndz);
                // offset is the distance from the root base to the root tip.
                Vector3i offset = startcoord - coord;
                // If this is a mangrove tree, make the roots longer.
                if (SHAPE == "mangrove")
                {
                    offset = (offset * 1.618) - 1.5;
                }
                Vector3i endcoord      = startcoord + offset;
                double   rootstartsize = (rootbaseradius * 0.618 * Math.Abs(offset[1]) / (Height * 0.618));
                if (rootstartsize < 1.0)
                {
                    rootstartsize = 1.0;
                }
                double endsize = 1.0;
                // If ROOTS is set to "tostone" or "hanging" we need to check
                // along the distance for collision with existing materials.
                if (ROOTS == "tostone" || ROOTS == "hanging")
                {
                    double offlength = Math.Sqrt(
                        Math.Pow(offset[0], 2) +
                        Math.Pow(offset[1], 2) +
                        Math.Pow(offset[2], 2));

                    if (offlength < 1)
                    {
                        continue;
                    }
                    double rootmid = endsize;
                    // vec is a unit vector along the direction of the root.
                    Vector3i vec = offset / offlength;
                    byte     searchindex;
                    if (ROOTS == "tostone")
                    {
                        searchindex = 1;
                    }
                    else // Hanging
                    {
                        searchindex = 0;
                    }
                    // startdist is how many steps to travel before starting to
                    // search for the material.  It is used to ensure that large
                    // roots will go some distance before changing directions
                    // or stopping.
                    double startdist = (int)(rand.NextDouble() * 6 * Math.Sqrt(rootstartsize) + 2.8);
                    // searchstart is the coordinate where the search should begin
                    Vector3i searchstart = (startcoord + startdist) * vec;

                    // dist stores how far the search went (including searchstart)
                    // before encountering the expected marterial.
                    dist = startdist + map.DistanceToMaterial(searchstart, vec, searchindex);

                    // If the distance to the materila is less than the length
                    // of the root, change the end point of the root to where
                    // the search found the material.
                    if (dist < offlength)
                    {
                        // rootmid is the size of the crossection at endcoord.
                        rootmid += (rootstartsize - endsize) * (1 - dist / offlength);
                    }
                    // endcoord is the midpoint for hanging roots,
                    // and the endpoint for roots stopped by stone.
                    endcoord = startcoord + (vec * dist);
                    if (ROOTS == "hanging")
                    {
                        // remaining_dist is how far the root had left
                        // to go when it was stopped.
                        double remaining_dist = offlength - dist;
                        // Initialize bottomcord to the stopping point of
                        // the root, and then hang straight down
                        // a distance of remaining_dist.
                        Vector3i bottomcord = endcoord;
                        bottomcord.Y += -(long)remaining_dist;
                        // Make the hanging part of the hanging root.
                        taperedlimb(ref map, endcoord, bottomcord, (int)rootmid, (int)endsize);
                    }

                    // make the beginning part of hanging or "tostone" roots
                    taperedlimb(ref map, startcoord, endcoord, (int)rootstartsize, (int)rootmid);

                    // If you aren't searching for stone or air, just make the root.
                }
                else
                {
                    taperedlimb(ref map, startcoord, endcoord, (int)rootstartsize, (int)endsize);
                }
            }
        }
示例#2
0
        public void makeroots(ref IMapHandler map, List<Vector3i> rootbases)
        {
            foreach(Vector3i coord in foliage_cords)
            {
                // First, set the threshhold for randomly selecting this
                // coordinate for root creation.
                double dist = Math.Sqrt(   Math.Pow(coord[0]-Pos[0],2) +
                                    Math.Pow(coord[2]-Pos[2],2));
                double ydist = coord[1]-Pos[1];
                double value = (branchdensity * 220 * Height)/Math.Pow((ydist + dist), 3d);

                // Randomly skip roots, based on the above threshold
                if(value < rand.NextDouble())
                    continue;

                // initialize the internal variables from a selection of
                // starting locations.
                int ci = rand.Next(0, rootbases.Count-1);
                Vector3i rootbase = rootbases[ci];
                long rootx = rootbase[0];
                long rootz = rootbase[1];
                double rootbaseradius = rootbase[2];
                // Offset the root origin location by a random amount
                // (radialy) from the starting location.
                double rndr = (Math.Sqrt(rand.NextDouble())*rootbaseradius*.618);
                double rndang = rand.NextDouble()*2*Math.PI;
                int rndx = (int)(rndr*Math.Sin(rndang) + 0.5);
                int rndz = (int)(rndr*Math.Cos(rndang) + 0.5);
                int rndy = (int)(rand.NextDouble()*rootbaseradius*0.5);
                Vector3i startcoord = new Vector3i(rootx+rndx,Pos[1]+rndy,rootz+rndz);
                // offset is the distance from the root base to the root tip.
                Vector3i offset = startcoord-coord;
                // If this is a mangrove tree, make the roots longer.
                if(SHAPE == "mangrove")
                {
                    offset = (offset * 1.618) - 1.5;
                }
                Vector3i endcoord = startcoord+offset;
                double rootstartsize = (rootbaseradius*0.618* Math.Abs(offset[1])/(Height*0.618));
                if(rootstartsize < 1.0)
                    rootstartsize = 1.0;
                double endsize = 1.0;
                // If ROOTS is set to "tostone" or "hanging" we need to check
                // along the distance for collision with existing materials.
                if(ROOTS == "tostone" || ROOTS == "hanging")
                {
                    double offlength = Math.Sqrt(
                        Math.Pow(offset[0],2) +
                        Math.Pow(offset[1],2) +
                        Math.Pow(offset[2],2));

                    if(offlength < 1)
                        continue;
                    double rootmid = endsize;
                    // vec is a unit vector along the direction of the root.
                    Vector3i vec = offset/offlength;
                    byte searchindex;
                    if(ROOTS == "tostone")
                        searchindex = 1;
                    else // Hanging
                        searchindex = 0;
                    // startdist is how many steps to travel before starting to
                    // search for the material.  It is used to ensure that large
                    // roots will go some distance before changing directions
                    // or stopping.
                    double startdist = (int)(rand.NextDouble()*6*Math.Sqrt(rootstartsize) + 2.8);
                    // searchstart is the coordinate where the search should begin
                    Vector3i searchstart = (startcoord + startdist) * vec;

                    // dist stores how far the search went (including searchstart)
                    // before encountering the expected marterial.
                    dist = startdist + map.DistanceToMaterial(searchstart,vec,searchindex);

                    // If the distance to the materila is less than the length
                    // of the root, change the end point of the root to where
                    // the search found the material.
                    if(dist < offlength)
                        // rootmid is the size of the crossection at endcoord.
                        rootmid +=  (rootstartsize - endsize)*(1-dist/offlength);
                        // endcoord is the midpoint for hanging roots,
                        // and the endpoint for roots stopped by stone.
                        endcoord = startcoord+(vec*dist);
                        if(ROOTS == "hanging")
                        {
                            // remaining_dist is how far the root had left
                            // to go when it was stopped.
                            double remaining_dist = offlength - dist;
                            // Initialize bottomcord to the stopping point of
                            // the root, and then hang straight down
                            // a distance of remaining_dist.
                            Vector3i bottomcord = endcoord;
                            bottomcord.Y += -(long)remaining_dist;
                            // Make the hanging part of the hanging root.
                            taperedlimb(ref map, endcoord, bottomcord, (int)rootmid, (int)endsize);
                        }

                    // make the beginning part of hanging or "tostone" roots
                        taperedlimb(ref map, startcoord, endcoord, (int)rootstartsize, (int)rootmid);

                // If you aren't searching for stone or air, just make the root.
                }
                else
                {
                    taperedlimb(ref map, startcoord, endcoord, (int)rootstartsize, (int)endsize);
                }
            }
        }