Fix move so connected cubes are moved (UNTESTED)

This commit is contained in:
NGnius (Graham) 2019-11-18 15:37:02 -05:00
parent 9e3b09f1f9
commit d2a870b95c

View file

@ -2,10 +2,12 @@ using System;
using System.Collections.Generic;
using RobocraftX.Multiplayer;
using RobocraftX.Common;
using RobocraftX.Blocks;
using Svelto.ECS;
using Svelto.ECS.EntityStructs;
using Unity.Entities;
using Svelto.Context;
using Svelto.DataStructures;
using Svelto.Tasks;
using RobocraftX;
using RobocraftX.SimulationModeState;
@ -37,37 +39,13 @@ namespace ExtraCommands.Building
uREPL.Log.Error("Blocks can only be moved in Build Mode");
return;
}
uint posCount, gridCount, transCount, phyCount;
PositionEntityStruct[] posStructs = this.entitiesDB.QueryEntities<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out posCount);
GridRotationStruct[] gridStructs = this.entitiesDB.QueryEntities<GridRotationStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out gridCount);
LocalTransformEntityStruct[] transStructs = this.entitiesDB.QueryEntities<LocalTransformEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out transCount);
UECSPhysicsEntityStruct[] phyStructs = this.entitiesDB.QueryEntities<UECSPhysicsEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out phyCount);
if (posCount != gridCount || gridCount != transCount || transCount != phyCount)
uint count = this.entitiesDB.Count<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
float3 translationVector = new float3(x,y,z);
for (uint i = 0; i < count; i++)
{
uREPL.Log.Error("Block lists returned are not the same length!"); // they're arrays, not lists
return;
TranslateSingleBlock(i, translationVector);
}
for (uint i = 0; i < posCount; i++)
{
ref PositionEntityStruct posStruct = ref posStructs[i]; // main (persistent) position
posStruct.position.x += x;
posStruct.position.y += y;
posStruct.position.z += z;
ref GridRotationStruct gridStruct = ref gridStructs[i]; // main (persistent) position
gridStruct.position.x += x;
gridStruct.position.y += y;
gridStruct.position.z += z;
ref LocalTransformEntityStruct transStruct = ref transStructs[i]; // rendered position
transStruct.position.x += x;
transStruct.position.y += y;
transStruct.position.z += z;
ref UECSPhysicsEntityStruct phyStruct = ref phyStructs[i]; // collision position
this.physWorld.EntityManager.SetComponentData(phyStruct.uecsEntity, new Translation
{
Value = posStruct.position
});
}
uREPL.Log.Output($"Moved {posCount} blocks");
uREPL.Log.Output($"Moved {count} blocks");
}
// Move block with highest index by vector (x,y,z)
@ -79,34 +57,48 @@ namespace ExtraCommands.Building
uREPL.Log.Error("Blocks can only be moved in Build Mode");
return;
}
uint posCount, gridCount, transCount, phyCount;
PositionEntityStruct[] posStructs = this.entitiesDB.QueryEntities<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out posCount);
GridRotationStruct[] gridStructs = this.entitiesDB.QueryEntities<GridRotationStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out gridCount);
LocalTransformEntityStruct[] transStructs = this.entitiesDB.QueryEntities<LocalTransformEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out transCount);
UECSPhysicsEntityStruct[] phyStructs = this.entitiesDB.QueryEntities<UECSPhysicsEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out phyCount);
if (posCount == 0 || transCount == 0 || phyCount == 0)
{
uREPL.Log.Error("No block found");
return;
}
ref PositionEntityStruct posStruct = ref posStructs[posCount-1]; // main (persistent) position
posStruct.position.x += x;
posStruct.position.y += y;
posStruct.position.z += z;
ref GridRotationStruct gridStruct = ref gridStructs[gridCount-1]; // main (persistent) position
gridStruct.position.x += x;
gridStruct.position.y += y;
gridStruct.position.z += z;
ref LocalTransformEntityStruct transStruct = ref transStructs[transCount-1]; // rendered position
transStruct.position.x += x;
transStruct.position.y += y;
transStruct.position.z += z;
ref UECSPhysicsEntityStruct phyStruct = ref phyStructs[phyCount-1]; // collision position
uint count = this.entitiesDB.Count<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
float3 newPos = TranslateConnectedBlocks(count-1, new float3(x,y,z));
uREPL.Log.Output($"Moved block to ({newPos.x},{newPos.y},{newPos.z})");
}
// Move the block denoted by blockID by translationVector (old_position += translationVector)
private float3 TranslateSingleBlock(uint blockID, float3 translationVector)
{
ref PositionEntityStruct posStruct = ref this.entitiesDB.QueryEntity<PositionEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
ref GridRotationStruct gridStructs = this.entitiesDB.QueryEntity<GridRotationStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
ref LocalTransformEntityStruct transStructs = this.entitiesDB.QueryEntity<LocalTransformEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
ref UECSPhysicsEntityStruct phyStructs = this.entitiesDB.QueryEntity<UECSPhysicsEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
// main (persistent) position
posStruct.position.x += translationVector.x;
posStruct.position.y += translationVector.y;
posStruct.position.z += translationVector.z;
// placement grid position
gridStruct.position.x += translationVector.x;
gridStruct.position.y += translationVector.y;
gridStruct.position.z += translationVector.z;
// rendered position
transStruct.position.x += translationVector.x;
transStruct.position.y += translationVector.y;
transStruct.position.z += translationVector.z;
// collision position
this.physWorld.EntityManager.SetComponentData(phyStruct.uecsEntity, new Translation
{
Value = posStruct.position
});
uREPL.Log.Output($"Moved block to ({posStruct.position.x},{posStruct.position.y},{posStruct.position.z})");
return posStruct.position;
}
private void TranslateConnectedBlocks(uint blockID, float3 translationVector)
{
uint count = this.entitiesDB.Count<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
Stack<uint> cubeStack = new Stack<uint>(count);
FasterList<uint> cubeList = new FasterList<uint>(count);
ConnectedCubesUtility.TreeTraversal.GetConnectedCubes(this.entitiesDB, blockID, cubeStack, cubeList, false /*unused*/);
foreach (uint id in FasterList.ToArrayFast(cubeList))
{
TranslateSingleBlock(id, translationVector);
}
}
// unused; for future reference