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OrientationProjector.cs
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197 lines (161 loc) · 7.82 KB
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using Sandbox.Common;
using Sandbox.Common.Components;
using Sandbox.Common.ObjectBuilders;
using Sandbox.Definitions;
using Sandbox.Engine;
using Sandbox.Game;
using Sandbox.ModAPI.Ingame;
using Sandbox.ModAPI.Interfaces;
using System;
using System.Collections.Generic;
using System.Text;
using VRage;
namespace TestScript
{
class OrientationProjector : IngameScript
{
public static StringBuilder debug = new StringBuilder();
IMyTerminalBlock reference;
VRageMath.Vector3D worldCoord;
List<IMyCubeBlock> perpBlocks;
public void Main()
{
var blocks = GridTerminalSystem.Blocks;
if (blocks.Count == 0)
throw new Exception("Did not find any block. Not even this one?! WTF?!");
reference = blocks[0];
perpBlocks = Utils.FindPerpendicularTo(reference);
for (int i = 0; i < perpBlocks.Count; ++i)
{
var block = perpBlocks[i];
debug.Append(block.Position).AppendLine();
}
return;
bool orthogonal = perpBlocks.Count == 3;
VRageMath.Matrix toWorld = orthogonal ? Utils.toWorld(perpBlocks) : Utils.toWorld(GridTerminalSystem.Blocks);
var projectors = new List<IMyTerminalBlock>();
GridTerminalSystem.GetBlocksOfType<IMyProjector>(projectors);
if (projectors.Count == 0)
throw new Exception("Did not find any projector.");
var projector = projectors[0];
var resultList = new List<ITerminalProperty>();
projector.GetProperties(resultList);
for (int i = 0; i < resultList.Count; ++i)
debug.Append(resultList[i].TypeName).Append(" ").Append(resultList[i].Id).AppendLine();
}
public class Utils
{
public static VRageMath.Matrix Identity = new VRageMath.Matrix(1, 0, 0, 0, 1, 0, 0, 0, 1);
public static List<VRageMath.Vector3> directions = new List<VRageMath.Vector3>() {
Identity.Right,
Identity.Up,
Identity.Backward,
Identity.Left,
Identity.Down,
Identity.Forward
};
public static VRageMath.Matrix CreateSkewSymmetricMatrix(VRageMath.Vector3 v)
{
return new VRageMath.Matrix(0, -v.GetDim(2), v.GetDim(1), v.GetDim(2), 0, -v.GetDim(0), -v.GetDim(1), v.GetDim(0), 0);
}
public static VRageMath.Matrix CalculateRotation(ref VRageMath.Vector3 a, ref VRageMath.Vector3 b)
{
VRageMath.Matrix rotation = new VRageMath.Matrix();
CalculateRotation(ref a, ref b, out rotation);
return rotation;
}
public static void CalculateRotation(ref VRageMath.Vector3 a, ref VRageMath.Vector3 b, out VRageMath.Matrix rotation)
{
if (!VRageMath.Vector3.IsUnit(ref a))
a.Normalize();
if (!VRageMath.Vector3.IsUnit(ref b))
b.Normalize();
VRageMath.Vector3 v = a.Cross(b);
float s = v.Length(); // sine
float c = a.Dot(b); // cosine
VRageMath.Matrix cross = Utils.CreateSkewSymmetricMatrix(v);
rotation = Identity + cross + cross * cross * (1 - c) / s;
}
/// <summary>
/// Searches for two other blocks that are perpendicular to the given one.
/// If
/// </summary>
/// <param name="block">The given block</param>
/// <returns></returns>
public static List<IMyCubeBlock> FindPerpendicularTo(IMyTerminalBlock block)
{
if (block == null)
throw new Exception("The block is null.");
IMyCubeGrid grid = block.CubeGrid;
int maxIndex = Math.Max(grid.Min.AbsMax(), grid.Max.AbsMax());
List<IMyCubeBlock> perpBlocks = new List<IMyCubeBlock>();
perpBlocks.Add(block);
int firstIndex = -1;
// do a kind of first breath search
for (int i = 1; perpBlocks.Count < 3 && i < maxIndex; ++i)
{
for (int j = 0; j < directions.Count; ++j)
{
if (j == firstIndex)
continue;
VRageMath.Vector3I v = new VRageMath.Vector3I(directions[j]);
IMySlimBlock slim = grid.GetCubeBlock(block.Position + i * v);
if (slim != null && slim.FatBlock != null)
{
perpBlocks.Add(slim.FatBlock);
if (perpBlocks.Count == 3)
break;
firstIndex = j;
}
}
}
return perpBlocks;
}
public static VRageMath.Matrix toWorld(List<IMyTerminalBlock> blocks)
{
return toWorld(new List<IMyCubeBlock>(blocks));
}
/// <summary>
/// Calculates a transformation matrix to transform grid coordinates to world coordinates.
/// </summary>
/// <param name="blocks"></param>
/// <returns></returns>
public static VRageMath.Matrix toWorld(List<IMyCubeBlock> blocks)
{
if (blocks == null)
throw new Exception("The block list is null");
if (blocks.Count < 3)
throw new Exception("Need at least 3 blocks.");
IMyCubeBlock origin = blocks[0];
VRageMath.Vector3 localCoord = origin.Position;
// first basis vector
VRageMath.Vector3 u = blocks[1].Position - localCoord;
// second basis vector
int vIndex = 2;
VRageMath.Vector3 v = blocks[vIndex].Position - localCoord;
while (u.Dot(v) * u.Dot(v) == u.LengthSquared() * v.LengthSquared() && vIndex < blocks.Count)
{
v = blocks[++vIndex].Position - localCoord;
}
if (u.Dot(v) * u.Dot(v) == u.LengthSquared() + v.LengthSquared())
throw new Exception("All blocks are linear dependent => It's not possible to calculate a transformation matrix.");
debug.Append("choose: ").Append(u).Append(v).AppendLine();
VRageMath.Matrix localBasis = VRageMath.Matrix.CreateWorld(localCoord, u, v);
VRageMath.Vector3 worldCoord = origin.GetPosition();
// world basis depending on the local bases (same coordinates)
VRageMath.Vector3 ug = blocks[1].GetPosition() - worldCoord;
VRageMath.Vector3 vg = blocks[vIndex].GetPosition() - worldCoord;
VRageMath.Matrix worldBasis = VRageMath.Matrix.CreateWorld(worldCoord, ug, vg);
VRageMath.Matrix inverseLocalBasis;
// if local basis is orthogonal, take the transposed matrix, because then
// the transposed and the inverse matrix are the same and it's obviously
// easier to get the transposed matrix.
if (VRageMath.Vector3.ArePerpendicular(ref u, ref v))
inverseLocalBasis = VRageMath.Matrix.Transpose(localBasis);
else
inverseLocalBasis = VRageMath.Matrix.Invert(localBasis);
return inverseLocalBasis * worldBasis;
}
}
}
}