public World(XYZ worldSize) { this.worldSize = worldSize; frameSize.Set(worldSize); //Map = new byte[frameSize.x,frameSize.y,frameSize.z]; Map2 = new Block[frameSize.x, frameSize.y, frameSize.z]; for (int i = 0; i < frameSize.x; i++) { for (int j = 0; j < frameSize.y; j++) { for (int k = 0; k < frameSize.z; k++) { Map2[i, j, k] = new Block(0, new XYZ_b()); } } } for (int i = 0; i < frameSize.x; i++) { for (int j = 0; j < frameSize.y; j++) { for (int k = frameSize.z / 2; k < frameSize.z; k++) { //Map[i,j,k] = (byte)((i * j * k / 11) % 6 + 1); Map2[i, j, k].color.Set ((byte)(255 - 255 * ((i * j) / (worldSize.x * worldSize.y * 1f))), (byte)(255 - 255 * ((j * k) / (worldSize.y * worldSize.z * 1f))), (byte)(255 - 255 * ((i * k) / (worldSize.x * worldSize.z * 1f)))); Map2[i, j, k].code = 1; /* if(k < frameSize.z/2 + 4) Map[i,j,k] = (byte)15; */ } } } }
public World(XYZ worldSize) { this.worldSize = worldSize; frameSize.Set(worldSize); Map = new byte[frameSize.x, frameSize.y, frameSize.z]; bool Xaxis = false; bool Yaxis = false; bool Zaxis = false; /* for(int i = 0; i < frameSize.x; i++) * for(int j = 0; j < frameSize.y; j++) * for(int k = 0; k < frameSize.z; k++) * { * Map[i,j,k] = 0; * Xaxis = (Math.Abs(i - frameSize.x/2) > frameSize.x/2 - 3); * Yaxis = (Math.Abs(i - frameSize.y/2) > frameSize.y/2 - 3); * Zaxis = (Math.Abs(i - frameSize.z/2) > frameSize.z/2 - 3); * if(Xaxis && Yaxis) Map[i,j,k] = 3; * if(Yaxis && Zaxis) Map[i,j,k] = 3; * if(Xaxis && Zaxis) Map[i,j,k] = 3; * } */ for (int i = 0; i < frameSize.x; i++) { for (int j = 0; j < frameSize.y; j++) { for (int k = frameSize.z / 2; k < frameSize.z; k++) { Map[i, j, k] = (byte)((i * j * k / 11) % 6 + 1); /* if(k < frameSize.z/2 + 4) Map[i,j,k] = (byte)15; */ } } } }
public void Resize(int x, int y, int z) { camSize.Set(x, y, z); camPoint.Set(camSize).Div(2); SetPerspArray(); deleteFrameIndex = frameBoard[camPoint.x, camPoint.z]; }
public void MakeSphere(XYZ pos, int radius, byte code, XYZ_b color) { Func <XYZ_d, XYZ, XYZ, int, bool> renderer = (XYZ_d delta, XYZ deltaSign, XYZ frameIndex, int nextDir) => { return(false); }; XYZ temp = new XYZ(); double distance = 0; for (int i = -radius; i < radius; i++) { for (int j = -radius; j < radius; j++) { for (int k = -radius; k < radius; k++) { temp.Set(pos).Add(i, j, k); distance = pos.Distance(temp); if (distance < radius && distance > radius - 1) { if (IsInFrame(temp)) { // Map[temp.x, temp.y, temp.z].code = code; Map[temp.x, temp.y, temp.z].color.Set(color); Map[temp.x, temp.y, temp.z].OnRendered = renderer_block; } } } } } }
//camera.PositionIndex public void CrushFrame(int scale, XYZ positionIndex) { XYZ temp = Vector.ToXYZ(); temp.Div((int)(temp.Length() / (scale / 4 * 3))); XYZ brokePos = new XYZ(positionIndex).Sub(temp); XYZ lightPos = new XYZ(positionIndex); int maxScale = 60; if (scale > maxScale) { scale = maxScale; } int lightScale = scale + 2; XYZ color = new XYZ(255 * scale / 30, 0, 0); XYZ gap = new XYZ(); for (int i = -lightScale; i < lightScale; i++) { for (int j = -lightScale; j < lightScale; j++) { for (int k = -lightScale; k < lightScale; k++) { temp.Set(brokePos).Add(i, j, k); world.ConvertToInfinity(temp); //if (!world.IsInFrame(temp)) continue; if (Math.Sqrt(i * i + j * j + k * k) < scale) { world.SetFrame(temp, false); } //double distance = lightPos.Distance(temp); //if (distance < scale) //{ // XYZ_b c = world.GetColor(temp); // if (world.isFrameEnabled(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)(maxScale - distance)).Div(maxScale); // c.x = (byte)(c.x + gap.x); // c.y = (byte)(c.y + gap.y); // c.z = (byte)(c.z + gap.z); // } //} } } } }
public World(XYZ worldSize) { image = new Bitmap(Application.StartupPath + @"\MapImage\example.jpg"); this.worldSize = worldSize; frameSize.Set(worldSize); realSize.Set(worldSize).Mul(frameLength); //Map = new byte[frameSize.x,frameSize.y,frameSize.z]; Map = new Block[frameSize.x, frameSize.y, frameSize.z]; for (int i = 0; i < frameSize.x; i++) { for (int j = 0; j < frameSize.y; j++) { for (int k = 0; k < frameSize.z; k++) { Map[i, j, k] = new Block(false, new XYZ_b(), renderer_air); } } } DrawMap(image); image = new Bitmap(Application.StartupPath + @"\MapImage\CloudShape.png"); DrawCloud(image, frameSize.z / 3); image = new Bitmap(Application.StartupPath + @"\MapImage\Building.png"); DrawBuilding(image, new XYZ(280, 280, 100)); //Random rand = new Random(); //for (int i = 0; i < frameSize.x; i++) // for (int j = 0; j < frameSize.y; j++) // for (int k = frameSize.z / 2; k < frameSize.z; k++) // { // //Map[i,j,k] = (byte)((i * j * k / 11) % 6 + 1); // //Map[i,j,k].color.Set // // ((byte)128, // // (byte)128,(byte)rand.Next(100, 255)); // // Map[i, j, k].color.Set((byte)(Math.Sin(i) * 200 + 100), (byte)(Math.Sin(j) *200 + 100), (byte)(Math.Sin(k) * 200 + 100)); // // Map[i, j, k].color.Add((byte)(Math.Cos(i) * 200 + 100), (byte)(Math.Cos(j) *200 + 100), (byte)(Math.Cos(k) * 200 + 100)); // //Map[i,j,k].color.Set((byte)((i * j * k) % 256), (byte)((i * j * k) % 256), 255); // Map[i, j, k].code = 1; // //Map[i, j, k].color.Set((byte)rand.Next(100, 255)); // Map[i, j, k].color.Set(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]); }
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); } } } } }); }
public void GetFrameIndex(XYZ_d p, XYZ i) { i.Set(p.iX / frameLength, p.iY / frameLength, p.iZ / frameLength); }
public XYZ_b[,] MakeImage() { int pointDir = lposDirectBoard[camPoint.x, camPoint.z]; if (deleteFrameIndex.x != -1) { addFrameIndex.Set(deleteFrameIndex); if (basisY.element[pointDir] > 0) { addFrameIndex.element[pointDir] -= 1; } else { addFrameIndex.element[pointDir] += 1; } world.ConvertToInfinity(addFrameIndex); } if (gridEnabled) { XYZ vector = new XYZ(addFrameIndex).Sub(deleteFrameIndex); int inSideArea = world.halfFrameLength - 4; 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++) { if (frameBoard[i, k].x != -1) { Block block = world.GetBlock(frameBoard[i, k]); XYZ_b inv_color = new XYZ_b(255).Sub(block.color); if (frameBoard[i, k].Equal(deleteFrameIndex) && lposDirectBoard[i, k] == pointDir) //쳐다보는 블록면 강조 { finalBoard[i, k].Set(inv_color); } //if (block.code != 14)// 경계선표시. { bool Xaxis = Math.Abs(lposBoard[i, k].x) > inSideArea; //경계선 테두리 크기 1 bool Yaxis = Math.Abs(lposBoard[i, k].y) > inSideArea; bool Zaxis = Math.Abs(lposBoard[i, k].z) > inSideArea; if (Xaxis && Yaxis || Yaxis && Zaxis || Zaxis && Xaxis) { finalBoard[i, k].Set(inv_color); } //else if () { finalBoard[i, k].Set(inv_color); } //else if () { finalBoard[i, k].Set(inv_color); } //else finalBoard[i, k].Set(block.color); } } }); }); } 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) { finalBoard[j, i].Set(255); } } } return(finalBoard); }
public void GetFrameIndex(XYZ_d p, XYZ i) { i.Set(p.ToXYZ().Div(frameLength)); //ConvertToInfinity(i); }
public void MakeMirror(XYZ pos) { XYZ temp = new XYZ(pos); Block block; for (int w = -1; w < 21; w++) { for (int h = -1; h < 11; h++) { temp.Set(pos.x + w, pos.y - 5, frameSize.z / 2 - h).Rem(worldSize); //Map[pos.x + w, pos.y-5, frameSize.z / 2 - h].code = (byte)1; block = GetBlock(temp); block.touchable = true; block.OnRendered = renderer_block; block.color.Set(100, 100, 255); //Map[pos.x + w, pos.y-5, frameSize.z / 2 - h].touchable = true; //Map[pos.x + w, pos.y-5, frameSize.z / 2 - h].OnRendered = renderer_block; //Map[pos.x + w, pos.y - 5, frameSize.z / 2 - h].color.Set(100,100,255); } } for (int w = -1; w < 21; w++) { for (int h = -1; h < 11; h++) { temp.Set(pos.x + w, pos.y + 5, frameSize.z / 2 - h).Rem(worldSize); block = GetBlock(temp); block.touchable = true; block.OnRendered = renderer_block; block.color.Set(255, 100, 100); //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].code = (byte)1; //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].touchable = true; //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].OnRendered = renderer_block; //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].color.Set(255,100,100); } } for (int w = 0; w < 20; w++) { for (int h = 0; h < 10; h++) { temp.Set(pos.x + w, pos.y - 5, frameSize.z / 2 - h).Rem(worldSize); block = GetBlock(temp); block.touchable = true; block.OnRendered = renderer_mirror; block.color.Set(0, 0, 0); //Map[pos.x + w, pos.y - 5, frameSize.z / 2 - h].code = (byte)14; //Map[pos.x + w, pos.y - 5, frameSize.z / 2 - h].touchable = true; // Map[pos.x + w, pos.y - 5, frameSize.z / 2 - h].OnRendered = renderer_mirror; // Map[pos.x + w, pos.y - 5, frameSize.z / 2 - h].color.Set(0, 0, 0); } } for (int w = 0; w < 20; w++) { for (int h = 0; h < 10; h++) { temp.Set(pos.x + w, pos.y + 5, frameSize.z / 2 - h).Rem(worldSize); block = GetBlock(temp); block.touchable = true; block.OnRendered = renderer_mirror; block.color.Set(0, 0, 0); //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].code = (byte)14; //Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].touchable = true; // Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].OnRendered = renderer_mirror; // Map[pos.x + w, pos.y + 5, frameSize.z / 2 - h].color.Set(0, 0, 0); } } for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { for (int k = 0; k < 4; k++) { temp.Set(pos.x + 10 - i, pos.y - j, frameSize.z / 2 - k).Rem(worldSize); block = GetBlock(temp); block.touchable = true; block.OnRendered = renderer_block; block.color.Set(80, 80, 80); // Map[pos.x + 10 - i, pos.y - j, frameSize.z / 2 - k].code = (byte)1; //Map[pos.x + 10 - i, pos.y - j, frameSize.z / 2 - k].touchable = true; //Map[pos.x + 10 - i, pos.y - j, frameSize.z / 2 - k].OnRendered = renderer_block; //Map[pos.x + 10 - i, pos.y - j, frameSize.z / 2 - k].color.Set((byte)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)); } } } }