use generalized spiral points algorithm

This commit is contained in:
haru315 2022-05-14 09:47:37 +09:00
parent c0c083d62e
commit 5c08de449c

View File

@ -29,6 +29,11 @@ public class ExplosionNukeRay {
private double overrideRange = 0; private double overrideRange = 0;
int gss_num_max;
int gss_num;
double gss_x;
double gss_y;
public ExplosionNukeRay(World world, int x, int y, int z, int strength, int count, int speed, int length) { public ExplosionNukeRay(World world, int x, int y, int z, int strength, int count, int speed, int length) {
this.world = world; this.world = world;
this.posX = x; this.posX = x;
@ -46,6 +51,39 @@ public class ExplosionNukeRay {
//starts at around 80, becomes 8 at length 500 //starts at around 80, becomes 8 at length 500
this.overrideRange = Math.max((Math.log(length) * 4 - 2.5D) * 10, 0); this.overrideRange = Math.max((Math.log(length) * 4 - 2.5D) * 10, 0);
// Total number of points
this.gss_num_max = (int)(2.5 * Math.PI * Math.pow(this.strength,2));
this.gss_num = 1;
// The beginning of the generalized spiral points
this.gss_x = Math.PI;
this.gss_y = 0.0;
}
// Raise one generalized spiral points
private void generateGssUp(){
if (this.gss_num < this.gss_num_max) {
int k = this.gss_num + 1;
double hk = -1.0 + 2.0 * (k - 1.0) / (this.gss_num_max - 1.0);
this.gss_x = Math.acos(hk);
double prev_lon = this.gss_y;
double lon = prev_lon + 3.6 / Math.sqrt(this.gss_num_max) / Math.sqrt(1.0 - hk * hk);
this.gss_y = lon % (Math.PI * 2);
} else {
this.gss_x = 0.0;
this.gss_y = 0.0;
}
this.gss_num++;
}
// Get Cartesian coordinates for spherical coordinates
private Vec3 getSpherical2cartesian(){
double dx = Math.sin(this.gss_x) * Math.cos(this.gss_y);
double dz = Math.sin(this.gss_x) * Math.sin(this.gss_y);
double dy = Math.cos(this.gss_x);
return Vec3.createVectorHelper(dx, dy, dz);
} }
/*public void processBunch(int count) { /*public void processBunch(int count) {
@ -334,86 +372,52 @@ public class ExplosionNukeRay {
int amountProcessed = 0; int amountProcessed = 0;
double bow = Math.PI * this.strength; while (this.gss_num_max >= this.gss_num){
double bowCount = Math.ceil(bow); // 一般化螺旋集合を 一個上げる
this.generateGssUp();
//Axial //球面座標を直交座標を取得
//StartY starts at this.length Vec3 vec = this.getSpherical2cartesian();
for(int v = startY; v <= bowCount; v++) {
float part = (float) (Math.PI/bow); int length = (int)Math.ceil(strength);
float rot = part * -v;
Vec3 heightVec = Vec3.createVectorHelper(0, -strength, 0); float res = strength;
heightVec.rotateAroundZ(rot);
double y = heightVec.yCoord; FloatTriplet lastPos = null;
double sectionRad = Math.sqrt(Math.pow(strength, 2) - Math.pow(y, 2)); for(int i = 0; i < length; i ++) {
double circumference = 2 * Math.PI * sectionRad;
//if(y < 2 && y > -2) if(i > this.length)
// circumference *= 1.25D; break;
//circumference = Math.ceil(circumference); float x0 = (float) (posX + (vec.xCoord * i));
float y0 = (float) (posY + (vec.yCoord * i));
float z0 = (float) (posZ + (vec.zCoord * i));
//Radial double fac = 100 - ((double) i) / ((double) length) * 100;
//StartCir starts at circumference fac *= 0.07D;
for(int r = startCir; r < circumference; r ++) {
Vec3 vec = Vec3.createVectorHelper(sectionRad, y, 0); if(!world.getBlock((int)x0, (int)y0, (int)z0).getMaterial().isLiquid())
vec = vec.normalize(); res -= Math.pow(world.getBlock((int)x0, (int)y0, (int)z0).getExplosionResistance(null), 7.5D - fac);
/*if(y > 0) else
vec.rotateAroundZ((float) (y / sectionRad) * 0.15F);*/ res -= Math.pow(Blocks.air.getExplosionResistance(null), 7.5D - fac);
/*if(y < 0)
vec.rotateAroundZ((float) (y / sectionRad) * 0.15F);*/
vec.rotateAroundY((float) (360 / circumference * r));
int length = (int)Math.ceil(strength); if(res > 0 && world.getBlock((int)x0, (int)y0, (int)z0) != Blocks.air) {
lastPos = new FloatTriplet(x0, y0, z0);
float res = strength;
FloatTriplet lastPos = null;
for(int i = 0; i < length; i ++) {
if(i > this.length)
break;
float x0 = (float) (posX + (vec.xCoord * i));
float y0 = (float) (posY + (vec.yCoord * i));
float z0 = (float) (posZ + (vec.zCoord * i));
double fac = 100 - ((double) i) / ((double) length) * 100;
fac *= 0.07D;
if(!world.getBlock((int)x0, (int)y0, (int)z0).getMaterial().isLiquid())
res -= Math.pow(world.getBlock((int)x0, (int)y0, (int)z0).getExplosionResistance(null), 7.5D - fac);
else
res -= Math.pow(Blocks.air.getExplosionResistance(null), 7.5D - fac);
if(res > 0 && world.getBlock((int)x0, (int)y0, (int)z0) != Blocks.air) {
lastPos = new FloatTriplet(x0, y0, z0);
}
if(res <= 0 || i + 1 >= this.length) {
if(affectedBlocks.size() < Integer.MAX_VALUE - 100 && lastPos != null) {
affectedBlocks.add(new FloatTriplet(lastPos.xCoord, lastPos.yCoord, lastPos.zCoord));
}
break;
}
} }
amountProcessed++; if(res <= 0 || i + 1 >= this.length) {
if(affectedBlocks.size() < Integer.MAX_VALUE - 100 && lastPos != null) {
if(amountProcessed >= count) { affectedBlocks.add(new FloatTriplet(lastPos.xCoord, lastPos.yCoord, lastPos.zCoord));
startY = v; }
startCir = startCir + 1; break;
return;
} }
} }
amountProcessed++;
if(amountProcessed >= count) {
return;
}
} }
isAusf3Complete = true; isAusf3Complete = true;
} }