Init() public method

public Init ( Vector3D position, Vector3I size, string material ) : void
position Vector3D
size Vector3I
material string
return void
示例#1
0
        public MyObjectBuilder_EntityBase BuildEntity()
        {
            // Realign both asteroids to a common grid, so voxels can be lined up.
            Vector3I roundedPosLeft = SelectionLeft.WorldAABB.Min.RoundToVector3I();
            Vector3D offsetPosLeft = SelectionLeft.WorldAABB.Min - (Vector3D)roundedPosLeft; // Use for everything.
            Vector3I roundedPosRight = (SelectionRight.WorldAABB.Min - offsetPosLeft).RoundToVector3I();
            Vector3D offsetPosRight = SelectionRight.WorldAABB.Min - (Vector3D)roundedPosRight; // Use for everything.

            // calculate smallest allowable size for contents of both.
            const int paddCells = 3;

            var minLeft = SelectionLeft.WorldAABB.Min + SelectionLeft.ContentBounds.Min - offsetPosLeft;
            var minRight = SelectionRight.WorldAABB.Min + SelectionRight.ContentBounds.Min - offsetPosRight;
            var min = Vector3D.Zero;
            var posOffset = Vector3D.Zero;
            var asteroidSize = Vector3I.Zero;

            switch (VoxelMergeType)
            {
                case VoxelMergeType.UnionVolumeLeftToRight:
                case VoxelMergeType.UnionVolumeRightToLeft:
                    min = Vector3D.Min(minLeft, minRight) - paddCells;
                    var max = Vector3D.Max(SelectionLeft.WorldAABB.Min + SelectionLeft.ContentBounds.Max - offsetPosLeft, SelectionRight.WorldAABB.Min + SelectionRight.ContentBounds.Max - offsetPosRight) + paddCells;
                    posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                    var size = (max - min).RoundToVector3I();
                    asteroidSize = new Vector3I(size.X.RoundUpToNearest(64), size.Y.RoundUpToNearest(64), size.Z.RoundUpToNearest(64));
                    break;
                case VoxelMergeType.UnionMaterialLeftToRight:
                    min = SelectionRight.WorldAABB.Min - offsetPosRight;
                    posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                    asteroidSize = SelectionRight.Size;
                    break;
                case VoxelMergeType.UnionMaterialRightToLeft:
                    min = SelectionLeft.WorldAABB.Min - offsetPosLeft;
                    posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                    asteroidSize = SelectionLeft.Size;
                    break;
                case VoxelMergeType.SubtractVolumeLeftFromRight:
                    min = SelectionRight.WorldAABB.Min - offsetPosRight;
                    posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                    asteroidSize = SelectionRight.Size;
                    break;
                case VoxelMergeType.SubtractVolumeRightFromLeft:
                    min = SelectionLeft.WorldAABB.Min - offsetPosLeft;
                    posOffset = new Vector3D(minLeft.X < minRight.X ? offsetPosLeft.X : offsetPosRight.X, minLeft.Y < minRight.Y ? offsetPosLeft.Y : offsetPosRight.Y, minLeft.Z < minRight.Z ? offsetPosLeft.Z : offsetPosRight.Z);
                    asteroidSize = SelectionLeft.Size;
                    break;
            }

            // Prepare new asteroid.
            var newAsteroid = new MyVoxelMap();
            newAsteroid.Init(Vector3D.Zero, asteroidSize, SpaceEngineersCore.Resources.GetDefaultMaterialName());
            newAsteroid.RemoveContent();
            if (string.IsNullOrEmpty(MergeFileName))
                MergeFileName = "merge";
            var filename = MainViewModel.CreateUniqueVoxelStorageName(MergeFileName);

            // merge.
            switch (VoxelMergeType)
            {
                case VoxelMergeType.UnionVolumeLeftToRight:
                    MergeAsteroidVolumeInto(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                    break;
                case VoxelMergeType.UnionVolumeRightToLeft:
                    MergeAsteroidVolumeInto(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                    break;
                case VoxelMergeType.UnionMaterialLeftToRight:
                    MergeAsteroidMaterialFrom(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                    break;
                case VoxelMergeType.UnionMaterialRightToLeft:
                    MergeAsteroidMaterialFrom(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                    break;
                case VoxelMergeType.SubtractVolumeLeftFromRight:
                    SubtractAsteroidVolumeFrom(ref newAsteroid, min, SelectionRight, SelectionLeft, minRight, minLeft);
                    break;
                case VoxelMergeType.SubtractVolumeRightFromLeft:
                    SubtractAsteroidVolumeFrom(ref newAsteroid, min, SelectionLeft, SelectionRight, minLeft, minRight);
                    break;
            }

            // Generate Entity
            var tempfilename = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);
            newAsteroid.Save(tempfilename);
            SourceFile = tempfilename;

            var position = min + posOffset;
            var entity = new MyObjectBuilder_VoxelMap(position, filename)
            {
                EntityId = SpaceEngineersApi.GenerateEntityId(IDType.ASTEROID),
                PersistentFlags = MyPersistentEntityFlags2.CastShadows | MyPersistentEntityFlags2.InScene,
                StorageName = Path.GetFileNameWithoutExtension(filename),
                PositionAndOrientation = new MyPositionAndOrientation
                {
                    Position = position,
                    Forward = Vector3.Forward,
                    Up = Vector3.Up
                }
            };

            return entity;
        }
示例#2
0
        public void RotateAsteroid(VRageMath.Quaternion quaternion)
        {
            var sourceFile = SourceVoxelFilepath ?? VoxelFilepath;

            var asteroid = new MyVoxelMap();
            asteroid.Load(sourceFile, SpaceEngineersCore.Resources.GetDefaultMaterialName(), true);

            var newAsteroid = new MyVoxelMap();
            var transSize = Vector3I.Transform(asteroid.Size, quaternion);
            var newSize = Vector3I.Abs(transSize);
            newAsteroid.Init(Vector3D.Zero, newSize, SpaceEngineersCore.Resources.GetDefaultMaterialName());

            Vector3I coords;
            for (coords.Z = 0; coords.Z < asteroid.Size.Z; coords.Z++)
            {
                for (coords.Y = 0; coords.Y < asteroid.Size.Y; coords.Y++)
                {
                    for (coords.X = 0; coords.X < asteroid.Size.X; coords.X++)
                    {
                        byte volume = 0xff;
                        string cellMaterial;

                        asteroid.GetVoxelMaterialContent(ref coords, out cellMaterial, out volume);

                        var newCoord = Vector3I.Transform(coords, quaternion);
                        // readjust the points, as rotation occurs arround 0,0,0.
                        newCoord.X = newCoord.X < 0 ? newCoord.X - transSize.X : newCoord.X;
                        newCoord.Y = newCoord.Y < 0 ? newCoord.Y - transSize.Y : newCoord.Y;
                        newCoord.Z = newCoord.Z < 0 ? newCoord.Z - transSize.Z : newCoord.Z;
                        newAsteroid.SetVoxelContent(volume, ref newCoord);
                        newAsteroid.SetVoxelMaterialAndIndestructibleContent(cellMaterial, 0xff, ref newCoord);
                    }
                }
            }
            
            var tempfilename = TempfileUtil.NewFilename(MyVoxelMap.V2FileExtension);
            newAsteroid.Save(tempfilename);

            SourceVoxelFilepath = tempfilename;
        }
示例#3
0
        /// <summary>
        /// Builds an asteroid Voxel. Voxel detail will be completed by function callbacks.
        /// This allows for muti-threading, and generating content via algorithims.
        /// </summary>
        /// <param name="multiThread"></param>
        /// <param name="size"></param>
        /// <param name="material"></param>
        /// <param name="faceMaterial"></param>
        /// <param name="func"></param>
        /// <returns></returns>
        public static MyVoxelMap BuildAsteroid(bool multiThread, Vector3I size, string material, string faceMaterial, Action<MyVoxelBuilderArgs> func)
        {
            var voxelMap = new MyVoxelMap();
            var actualSize = new Vector3I(size.X.RoundUpToNearest(64), size.Y.RoundUpToNearest(64), size.Z.RoundUpToNearest(64));
            voxelMap.Init(VRageMath.Vector3D.Zero, actualSize, material);

            ProcessAsteroid(voxelMap, multiThread, material, func, false);

            if (faceMaterial != null)
            {
                voxelMap.ForceVoxelFaceMaterial(faceMaterial);
            }

            return voxelMap;
        }