Creado Panel de Edicion de Propiedades para multiples objetos. Multiinstancia.
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@ -945,6 +945,33 @@ namespace CtrEditor
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plcSampleCount = 0;
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}
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}
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// Reemplazar la propiedad _multiPropertyEditorWindow por un diccionario
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private Dictionary<string, Windows.MultiPropertyEditorWindow> _propertyEditorWindows = new();
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public void ShowMultiPropertyEditor(IEnumerable<osBase> selectedObjects)
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{
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var objectsList = selectedObjects.ToList();
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// Crear una clave única basada en los IDs de los objetos seleccionados
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string key = string.Join("_", objectsList.Select(o => o.Id.Value).OrderBy(id => id));
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// Verificar si ya existe una ventana para esta selección
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if (_propertyEditorWindows.TryGetValue(key, out var existingWindow) &&
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existingWindow.IsVisible)
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{
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existingWindow.Activate();
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return;
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}
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// Crear nueva ventana
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var window = new Windows.MultiPropertyEditorWindow(objectsList, MainWindow);
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window.Closed += (s, e) => _propertyEditorWindows.Remove(key);
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_propertyEditorWindows[key] = window;
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window.Show();
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HasUnsavedChanges = true;
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_objectManager.UpdateSelectionVisuals();
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}
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}
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public class SimulationData
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{
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@ -610,6 +610,16 @@ namespace CtrEditor
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contextMenu.Items.Add(alignSubmenu);
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}
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// Add Edit Properties option when objects are selected
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if (_objectManager.SelectedObjects.Count > 0)
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{
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var editPropertiesItem = new MenuItem { Header = "Edit Properties" };
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editPropertiesItem.Click += (s, e) => viewModel.ShowMultiPropertyEditor(_objectManager.SelectedObjects);
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contextMenu.Items.Add(editPropertiesItem);
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contextMenu.Items.Add(new Separator());
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}
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contextMenu.IsOpen = true;
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contextMenu.PlacementTarget = ImagenEnTrabajoCanvas;
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contextMenu.Placement = System.Windows.Controls.Primitives.PlacementMode.MousePoint;
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@ -1,7 +1,6 @@
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using System.Windows.Controls;
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using System.Windows.Media;
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using System.Windows.Shapes;
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using System.Windows;
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using System.Diagnostics;
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using nkast.Aether.Physics2D.Dynamics;
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@ -9,22 +8,24 @@ using nkast.Aether.Physics2D.Common;
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using nkast.Aether.Physics2D.Collision.Shapes;
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using nkast.Aether.Physics2D.Dynamics.Contacts;
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using nkast.Aether.Physics2D.Dynamics.Joints;
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using System;
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using System.Collections.Generic;
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namespace CtrEditor.Simulacion
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{
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public class simBase
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{
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public Body Body { get; protected set; }
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public World _world;
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public World _world;
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public void RemoverBody()
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{
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if (Body != null && _world.BodyList.Count>0 && _world.BodyList.Contains(Body))
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if (Body != null && _world.BodyList.Count > 0 && _world.BodyList.Contains(Body))
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{
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_world.Remove(Body);
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}
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}
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public static float Min(float Value, float Min = 0.01f)
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{
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return Value < Min ? Min : Value;
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@ -34,21 +35,26 @@ namespace CtrEditor.Simulacion
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{
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return (float)(grados * (Math.PI / 180));
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}
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public static float RadianesAGrados(float radianes)
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{
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return (float)(radianes * (180 / Math.PI));
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}
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public void SetPosition(float x, float y)
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{
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Body.SetTransform(new Vector2(x, y), Body.Rotation);
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}
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public void SetPosition(Vector2 centro)
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{
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try
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{
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Body.SetTransform(centro, Body.Rotation);
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}
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catch { }
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catch
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{
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}
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}
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}
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@ -59,8 +65,8 @@ namespace CtrEditor.Simulacion
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private float _startAngle;
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private float _endAngle;
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public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
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private List<Action> _deferredActions;
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private List<Action> _deferredActions;
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public simCurve(World world, List<Action> deferredActions, float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
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{
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_world = world;
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@ -74,7 +80,8 @@ namespace CtrEditor.Simulacion
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public void Create(float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
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{
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if (_world == null) return;
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if (_world == null)
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return;
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_innerRadius = innerRadius;
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_outerRadius = outerRadius;
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_startAngle = GradosARadianes(startAngle);
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@ -85,16 +92,16 @@ namespace CtrEditor.Simulacion
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public void Create(Vector2 position)
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{
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RemoverBody();
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// Crear la geometría del sensor de curva
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List<Vertices> segments = CreateCurveVertices(_innerRadius, _outerRadius, _startAngle, _endAngle);
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// Crear triangulación de la curva
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List<Vertices> triangles = CreateTriangulatedCurve(_innerRadius, _outerRadius, _startAngle, _endAngle);
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Body = _world.CreateBody();
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foreach (var segment in segments)
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foreach (var triangle in triangles)
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{
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var shape = new PolygonShape(segment, 1f);
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var shape = new PolygonShape(triangle, 1f);
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var fixture = Body.CreateFixture(shape);
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fixture.IsSensor = true;
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}
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}
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Body.Position = position;
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Body.BodyType = BodyType.Static;
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Body.Tag = this;
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@ -110,10 +117,8 @@ namespace CtrEditor.Simulacion
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List<Vertices> verticesList = new List<Vertices>();
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int segments = 32;
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float angleStep = (endAngle - startAngle) / segments;
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Vertices innerVertices = new Vertices();
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Vertices outerVertices = new Vertices();
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for (int i = 0; i <= segments; i++)
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{
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float angle = startAngle + i * angleStep;
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@ -124,7 +129,6 @@ namespace CtrEditor.Simulacion
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outerVertices.Reverse();
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innerVertices.AddRange(outerVertices);
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verticesList.Add(innerVertices);
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return verticesList;
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}
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@ -132,36 +136,27 @@ namespace CtrEditor.Simulacion
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{
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// Get bottle position relative to curve center
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Vector2 centerToBottle = bottle.Body.Position - Body.Position;
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// Calculate angle of bottle relative to curve center (in radians)
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float bottleAngle = (float)Math.Atan2(centerToBottle.Y, centerToBottle.X);
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// Normalize angle to be positive
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if (bottleAngle < 0)
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bottleAngle += 2 * (float)Math.PI;
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// If bottle is outside the angle range, return 0
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if (bottleAngle < _startAngle || bottleAngle > _endAngle)
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return 0;
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// Calculate distance from center
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float distanceToCenter = centerToBottle.Length();
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// If bottle is outside radius range, return 0
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if (distanceToCenter < _innerRadius || distanceToCenter > _outerRadius)
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return 0;
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// Calculate how far the bottle is from the edges
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float angleFromStart = bottleAngle - _startAngle;
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float angleToEnd = _endAngle - bottleAngle;
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// Use the minimum distance to either edge to calculate overlap
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float minAngleDistance = Math.Min(angleFromStart, angleToEnd);
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float totalAngle = _endAngle - _startAngle;
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// Calculate overlap percentage based on angle proximity to edges
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float overlapPercentage = Math.Min(minAngleDistance / (totalAngle * 0.1f), 1.0f);
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return overlapPercentage;
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}
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@ -169,59 +164,91 @@ namespace CtrEditor.Simulacion
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{
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Vector2 centerToBottle = bottle.Body.Position - Body.Position;
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float distanceToCenter = centerToBottle.Length();
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if (distanceToCenter >= _innerRadius && distanceToCenter <= _outerRadius)
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{
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// Calculate overlap percentage
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float overlapPercentage = CalculateAngleOverlap(bottle);
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// Only apply effect if there's overlap
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if (overlapPercentage > 0)
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{
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// Calculate the tangential velocity
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float speedMetersPerSecond = Speed / 60.0f;
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// Vector tangent (perpendicular to radius)
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Vector2 tangent = new Vector2(-centerToBottle.Y, centerToBottle.X);
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tangent.Normalize();
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// Adjust tangent direction based on speed sign
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if (speedMetersPerSecond < 0)
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tangent = -tangent;
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// Current velocity magnitude
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float currentSpeed = bottle.Body.LinearVelocity.Length();
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// Desired conveyor speed
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float conveyorSpeed = Math.Abs(speedMetersPerSecond);
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// Use the larger of the two speeds as base speed
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float targetSpeed = Math.Max(currentSpeed, conveyorSpeed);
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// Lerp between current direction and curve direction
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Vector2 currentDir = bottle.Body.LinearVelocity;
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if (currentDir.LengthSquared() > 0)
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currentDir.Normalize();
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else
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currentDir = tangent;
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// Interpolate between current direction and curve direction
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Vector2 newDirection = currentDir * (1 - overlapPercentage) + tangent * overlapPercentage;
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newDirection.Normalize();
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// Apply new velocity with combined speed
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bottle.Body.LinearVelocity = newDirection * targetSpeed;
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}
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}
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}
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}
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private const float SegmentationFactor = 32f / 3f;
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private const int MinSegments = 8;
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private const int MaxSegments = 64;
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private List<Vertices> CreateTriangulatedCurve(float innerRadius, float outerRadius, float startAngle, float endAngle)
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{
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List<Vertices> triangles = new List<Vertices>();
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float arcLength = (endAngle - startAngle) * ((innerRadius + outerRadius) / 2f);
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// Calcular número de segmentos basado en el tamaño del arco
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int segments = (int)(arcLength * SegmentationFactor);
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// Aplicar límites para asegurar calidad y eficiencia
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segments = Math.Max(MinSegments, Math.Min(segments, MaxSegments));
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float angleStep = (endAngle - startAngle) / segments;
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// Generar vértices para los arcos interior y exterior
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Vector2[] innerPoints = new Vector2[segments + 1];
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Vector2[] outerPoints = new Vector2[segments + 1];
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for (int i = 0; i <= segments; i++)
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{
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float angle = startAngle + i * angleStep;
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float cosAngle = (float)Math.Cos(angle);
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float sinAngle = (float)Math.Sin(angle);
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innerPoints[i] = new Vector2(innerRadius * cosAngle, innerRadius * sinAngle);
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outerPoints[i] = new Vector2(outerRadius * cosAngle, outerRadius * sinAngle);
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}
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// Crear triángulos
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for (int i = 0; i < segments; i++)
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{
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// Primer triángulo (superior) del sector
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Vertices upperTriangle = new Vertices(3);
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upperTriangle.Add(innerPoints[i]);
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upperTriangle.Add(outerPoints[i]);
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upperTriangle.Add(outerPoints[i + 1]);
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triangles.Add(upperTriangle);
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// Segundo triángulo (inferior) del sector
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Vertices lowerTriangle = new Vertices(3);
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lowerTriangle.Add(innerPoints[i]);
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lowerTriangle.Add(outerPoints[i + 1]);
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lowerTriangle.Add(innerPoints[i + 1]);
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triangles.Add(lowerTriangle);
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}
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return triangles;
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}
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}
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public class simDescarte : simBase
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{
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private float _radius;
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private List<Action> _deferredActions;
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public simDescarte(World world, List<Action> deferredActions, float diameter, Vector2 position)
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{
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_world = world;
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@ -235,27 +262,26 @@ namespace CtrEditor.Simulacion
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if (diameter <= 0)
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diameter = 0.01f;
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_radius = diameter / 2;
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Create(Body.Position); // Recrear el círculo con el nuevo tamaño
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Create(Body.Position); // Recrear el círculo con el nuevo tamaño
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}
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public void Create(Vector2 position)
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{
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RemoverBody();
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Body = _world.CreateCircle(_radius, 1f, position);
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Body.FixtureList[0].IsSensor = true;
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Body.BodyType = BodyType.Static;
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Body.Tag = this; // Importante para la identificación durante la colisión
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}
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}
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public class simTransporte : simBase
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{
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public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
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public float Friction { get; set; } // Friccion para efectos de cinta transportadora
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public float DistanceGuide2Guide { get; set; }
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public bool isBrake { get; set; }
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public bool TransportWithGuides = false;
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private List<Action> _deferredActions;
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public float Width { get; set; }
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@ -270,8 +296,15 @@ namespace CtrEditor.Simulacion
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public float Angle
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{
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get { return RadianesAGrados(Body.Rotation); }
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set { Body.Rotation = GradosARadianes(value); }
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get
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{
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return RadianesAGrados(Body.Rotation);
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}
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set
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{
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Body.Rotation = GradosARadianes(value);
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}
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}
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public new void SetPosition(float x, float y)
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@ -287,19 +320,19 @@ namespace CtrEditor.Simulacion
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public void SetDimensions(float width, float height)
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{
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Body.Remove(Body.FixtureList[0]);
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var newShape = new PolygonShape(PolygonTools.CreateRectangle(width / 2, height / 2), 1f);
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Body.CreateFixture(newShape);
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Width = width;
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Height = height;
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}
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public void Create(float width, float height, Vector2 position, float angle = 0)
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{
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RemoverBody();
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Width = width;
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Height = height;
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Friction = 0.1f;
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Body = _world.CreateRectangle( width, height, 1f, position);
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Body = _world.CreateRectangle(width, height, 1f, position);
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Body.FixtureList[0].IsSensor = true;
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Body.BodyType = BodyType.Static;
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Body.Rotation = GradosARadianes(angle);
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@ -315,9 +348,7 @@ namespace CtrEditor.Simulacion
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public bool DetectNeck;
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public List<simBotella> ListSimBotellaContact;
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float _height;
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private List<Action> _deferredActions;
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public simBarrera(World world, List<Action> deferredActions, float width, float height, Vector2 position, float angle = 0, bool detectectNeck = false)
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{
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_world = world;
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@ -330,8 +361,15 @@ namespace CtrEditor.Simulacion
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public float Angle
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{
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get { return RadianesAGrados(Body.Rotation); }
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set { Body.Rotation = GradosARadianes(value); }
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get
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{
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return RadianesAGrados(Body.Rotation);
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}
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set
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{
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Body.Rotation = GradosARadianes(value);
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}
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}
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public new void SetPosition(float x, float y)
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@ -342,7 +380,6 @@ namespace CtrEditor.Simulacion
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public void SetDimensions(float width, float height)
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{
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Body.Remove(Body.FixtureList[0]);
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var newShape = new PolygonShape(PolygonTools.CreateRectangle(Min(width) / 2, Min(height) / 2), 1f);
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Body.CreateFixture(newShape);
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}
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@ -352,7 +389,7 @@ namespace CtrEditor.Simulacion
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RemoverBody();
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_height = Min(height);
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DetectNeck = detectectNeck;
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Body = _world.CreateRectangle( Min(width), _height, 1f, position);
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Body = _world.CreateRectangle(Min(width), _height, 1f, position);
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Body.FixtureList[0].IsSensor = true;
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Body.BodyType = BodyType.Static;
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Body.Rotation = GradosARadianes(angle);
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@ -362,29 +399,25 @@ namespace CtrEditor.Simulacion
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public void CheckIfNecksIsTouching()
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{
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if (LuzCortada == 0) return;
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if (LuzCortada == 0)
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return;
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foreach (var botella in ListSimBotellaContact)
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{
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// Obtener el centro de la barrera
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Vector2 sensorCenter = Body.Position;
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// Calcular el vector de la línea horizontal centrada de la barrera
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float halfHeight = _height / 2;
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float cos = (float)Math.Cos(Body.Rotation);
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float sin = (float)Math.Sin(Body.Rotation);
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// Calcular los puntos inicial y final de la línea horizontal centrada y rotada
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Vector2 lineStart = sensorCenter + new Vector2(-halfHeight * cos, halfHeight * sin);
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Vector2 lineEnd = sensorCenter + new Vector2(halfHeight * cos, -halfHeight * sin);
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// Proyectar el centro de la botella sobre la línea horizontal
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Vector2 fixtureCenter = botella.Body.Position;
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Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
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// Calcular la distancia entre el punto más cercano y el centro del cuello de la botella
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float distance;
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Vector2.Distance(ref closestPoint,ref fixtureCenter, out distance);
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Vector2.Distance(ref closestPoint, ref fixtureCenter, out distance);
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Distancia = distance;
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if (distance <= botella._neckRadius)
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{
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@ -392,6 +425,7 @@ namespace CtrEditor.Simulacion
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return;
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}
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}
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LuzCortadaNeck = false;
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}
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||||
|
@ -399,16 +433,11 @@ namespace CtrEditor.Simulacion
|
|||
{
|
||||
Vector2 lineDirection = lineEnd - lineStart;
|
||||
lineDirection.Normalize();
|
||||
|
||||
Vector2 pointToLineStart = point - lineStart;
|
||||
float projectionLength;
|
||||
Vector2.Dot(ref pointToLineStart, ref lineDirection, out projectionLength);
|
||||
|
||||
return lineStart + projectionLength * lineDirection;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public class simGuia : simBase
|
||||
|
@ -424,7 +453,7 @@ namespace CtrEditor.Simulacion
|
|||
public void Create(Vector2 start, Vector2 end)
|
||||
{
|
||||
RemoverBody();
|
||||
Body = _world.CreateEdge( start, end);
|
||||
Body = _world.CreateEdge(start, end);
|
||||
Body.BodyType = BodyType.Static;
|
||||
Body.Tag = this; // Importante para la identificación durante la colisión
|
||||
}
|
||||
|
@ -440,7 +469,6 @@ namespace CtrEditor.Simulacion
|
|||
public float Radius;
|
||||
private float _mass;
|
||||
public bool Descartar = false;
|
||||
|
||||
public int isOnTransports;
|
||||
public List<simBase> ListOnTransports;
|
||||
public bool isRestricted;
|
||||
|
@ -448,15 +476,11 @@ namespace CtrEditor.Simulacion
|
|||
public float OriginalMass;
|
||||
public simTransporte ConveyorRestrictedTo;
|
||||
public Fixture axisRestrictedBy;
|
||||
|
||||
public float OverlapPercentage;
|
||||
|
||||
public float _neckRadius;
|
||||
|
||||
PrismaticJoint _activeJoint;
|
||||
private List<Action> _deferredActions;
|
||||
|
||||
public simBotella(World world, List<Action> deferredActions, float diameter, Vector2 position, float mass,float neckRadius = 0)
|
||||
public simBotella(World world, List<Action> deferredActions, float diameter, Vector2 position, float mass, float neckRadius = 0)
|
||||
{
|
||||
_world = world;
|
||||
ListOnTransports = new List<simBase>();
|
||||
|
@ -464,30 +488,42 @@ namespace CtrEditor.Simulacion
|
|||
Radius = diameter / 2;
|
||||
_mass = mass;
|
||||
_activeJoint = null;
|
||||
|
||||
if (neckRadius<=0)
|
||||
if (neckRadius <= 0)
|
||||
neckRadius = diameter / 4;
|
||||
|
||||
_neckRadius = neckRadius;
|
||||
|
||||
Create(position);
|
||||
}
|
||||
|
||||
public float CenterX
|
||||
{
|
||||
get { return Body.Position.X; }
|
||||
set { }
|
||||
get
|
||||
{
|
||||
return Body.Position.X;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public float CenterY
|
||||
{
|
||||
get { return Body.Position.Y; }
|
||||
set { }
|
||||
get
|
||||
{
|
||||
return Body.Position.Y;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return Body.Position; }
|
||||
get
|
||||
{
|
||||
return Body.Position;
|
||||
}
|
||||
}
|
||||
|
||||
public float Mass
|
||||
|
@ -498,7 +534,11 @@ namespace CtrEditor.Simulacion
|
|||
_mass = 1;
|
||||
return _mass;
|
||||
}
|
||||
set { _mass = value; }
|
||||
|
||||
set
|
||||
{
|
||||
_mass = value;
|
||||
}
|
||||
}
|
||||
|
||||
private void Create(Vector2 position)
|
||||
|
@ -506,24 +546,18 @@ namespace CtrEditor.Simulacion
|
|||
RemoverBody();
|
||||
isOnTransports = 0;
|
||||
_activeJoint = null;
|
||||
|
||||
Body = _world.CreateCircle( Radius, 1f, position);
|
||||
Body = _world.CreateCircle(Radius, 1f, position);
|
||||
Body.BodyType = BodyType.Dynamic;
|
||||
|
||||
// Restablecer manejador de eventos de colisión
|
||||
Body.OnCollision += HandleCollision;
|
||||
Body.OnSeparation += HandleOnSeparation;
|
||||
|
||||
Body.Tag = this; // Importante para la identificación durante la colisión
|
||||
|
||||
// Configurar la fricción
|
||||
Body.SetFriction(0.2f);
|
||||
|
||||
// Configurar amortiguamiento
|
||||
Body.LinearDamping = 3f; // Ajustar para controlar la reducción de la velocidad lineal
|
||||
Body.AngularDamping = 1f; // Ajustar para controlar la reducción de la velocidad angular
|
||||
Body.LinearDamping = 3f; // Ajustar para controlar la reducción de la velocidad lineal
|
||||
Body.AngularDamping = 1f; // Ajustar para controlar la reducción de la velocidad angular
|
||||
Body.SetRestitution(0f); // Baja restitución para menos rebote
|
||||
|
||||
Body.SleepingAllowed = false;
|
||||
Body.IsBullet = true;
|
||||
}
|
||||
|
@ -531,7 +565,7 @@ namespace CtrEditor.Simulacion
|
|||
public void SetDiameter(float diameter)
|
||||
{
|
||||
Radius = diameter / 2;
|
||||
Create(Body.Position); // Recrear el círculo con el nuevo tamaño
|
||||
Create(Body.Position); // Recrear el círculo con el nuevo tamaño
|
||||
}
|
||||
|
||||
public void SetMass(float mass)
|
||||
|
@ -561,10 +595,8 @@ namespace CtrEditor.Simulacion
|
|||
else if (fixtureB.Body.Tag is simTransporte)
|
||||
{
|
||||
simTransporte conveyor = fixtureB.Body.Tag as simTransporte;
|
||||
|
||||
isOnTransports += 1;
|
||||
ListOnTransports.Add(conveyor);
|
||||
|
||||
// Aplicar el efecto del transportador usando el porcentaje calculado
|
||||
if (conveyor.TransportWithGuides && conveyor.isBrake)
|
||||
{
|
||||
|
@ -574,8 +606,10 @@ namespace CtrEditor.Simulacion
|
|||
isRestricted = true;
|
||||
isNoMoreRestricted = false;
|
||||
}
|
||||
|
||||
return true; // No aplicar respuestas físicas
|
||||
}
|
||||
|
||||
return true; // No aplicar respuestas físicas
|
||||
}
|
||||
|
||||
|
@ -583,16 +617,13 @@ namespace CtrEditor.Simulacion
|
|||
{
|
||||
CircleShape circleShape = Body.FixtureList[0].Shape as CircleShape;
|
||||
PolygonShape polygonShape = conveyor.Body.FixtureList[0].Shape as PolygonShape;
|
||||
|
||||
// Obtener centro y radio del círculo
|
||||
Vector2 centroCirculo = Body.Position;
|
||||
float radio = circleShape.Radius;
|
||||
|
||||
// Obtener los vértices del polígono (rectángulo)
|
||||
Vector2[] vertices = new Vector2[polygonShape.Vertices.Count];
|
||||
float cos = (float)Math.Cos(conveyor.Body.Rotation);
|
||||
float sin = (float)Math.Sin(conveyor.Body.Rotation);
|
||||
|
||||
for (int i = 0; i < polygonShape.Vertices.Count; i++)
|
||||
{
|
||||
Vector2 vertex = polygonShape.Vertices[i];
|
||||
|
@ -613,36 +644,40 @@ namespace CtrEditor.Simulacion
|
|||
ListOnTransports.Remove(transport);
|
||||
isOnTransports -= 1;
|
||||
}
|
||||
|
||||
if (isOnTransports > 0 && fixtureB.Body.Tag is simCurve)
|
||||
{
|
||||
if (fixtureB.Body.Tag is simCurve transport)
|
||||
ListOnTransports.Remove(transport);
|
||||
isOnTransports -= 1;
|
||||
}
|
||||
|
||||
if (isRestricted && fixtureB == axisRestrictedBy)
|
||||
{
|
||||
isRestricted = false;
|
||||
isNoMoreRestricted = true;
|
||||
}
|
||||
|
||||
if (fixtureB.Body.Tag is simBarrera Sensor)
|
||||
{
|
||||
Sensor.LuzCortada -= 1;
|
||||
Sensor.ListSimBotellaContact.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aplica la fuerza de traccion a la botellas segun los
|
||||
/// transportes sobre los que se encuentra
|
||||
/// </summary>
|
||||
/// <param name="deltaTime_s"></param>
|
||||
/// <param name = "deltaTime_s"></param>
|
||||
public void ApplyConveyorSpeed(float deltaTime_s)
|
||||
{
|
||||
foreach (var transporte in ListOnTransports)
|
||||
{
|
||||
if (transporte is simTransporte conveyorRect)
|
||||
ApplyConveyorEffect(deltaTime_s, conveyorRect);
|
||||
// if (ApplyConveyorEffect(deltaTime_s, conveyorRect))
|
||||
// break;
|
||||
// if (ApplyConveyorEffect(deltaTime_s, conveyorRect))
|
||||
// break;
|
||||
if (transporte is simCurve conveyorCurve)
|
||||
conveyorCurve.ApplyCurveEffect(Body.FixtureList[0]);
|
||||
}
|
||||
|
@ -651,39 +686,34 @@ namespace CtrEditor.Simulacion
|
|||
private bool ApplyConveyorEffect(float deltaTime_s, simTransporte conveyor)
|
||||
{
|
||||
// Calcular el porcentaje de superficie sobrepuesta
|
||||
float overlapPercentage = CalculateOverlapedArea(this, conveyor); // CalculateOverlapPercentage(conveyor);
|
||||
float overlapPercentage = CalculateOverlapedArea(this, conveyor); // CalculateOverlapPercentage(conveyor);
|
||||
OverlapPercentage = overlapPercentage;
|
||||
|
||||
// Calcular la velocidad deseada del transporte
|
||||
float speedMetersPerSecond = conveyor.Speed / 60.0f;
|
||||
Vector2 desiredVelocity = new Vector2((float)Math.Cos(conveyor.Body.Rotation), (float)Math.Sin(conveyor.Body.Rotation)) * speedMetersPerSecond;
|
||||
|
||||
// Obtener la velocidad actual de la botella
|
||||
Vector2 currentVelocity = Body.LinearVelocity;
|
||||
|
||||
// Calcular la diferencia de velocidad deseada
|
||||
Vector2 velocityDifference = desiredVelocity - currentVelocity;
|
||||
|
||||
// Calcular la fuerza de fricción necesaria - 0 : ya esta en velocidad - 1 : esta detenido
|
||||
float proporcionalVelocityNeeded = 1-CalculateProportion(currentVelocity, desiredVelocity);
|
||||
float proporcionalVelocityNeeded = 1 - CalculateProportion(currentVelocity, desiredVelocity);
|
||||
float frictionCoefficient;
|
||||
|
||||
switch (proporcionalVelocityNeeded) {
|
||||
switch (proporcionalVelocityNeeded)
|
||||
{
|
||||
case > 0.3f:
|
||||
frictionCoefficient = conveyor.Friction * overlapPercentage;
|
||||
break;
|
||||
|
||||
default:
|
||||
frictionCoefficient = proporcionalVelocityNeeded * overlapPercentage;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (isRestricted && conveyor == ConveyorRestrictedTo && overlapPercentage > 0.5f)
|
||||
{
|
||||
Body.LinearVelocity = desiredVelocity;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Aplicar la fuerza de fricción en función del porcentaje de superficie sobrepuesta
|
||||
Body.LinearVelocity += frictionCoefficient * desiredVelocity;
|
||||
//Body.ApplyForce(frictionForce * overlapPercentage);
|
||||
|
@ -705,7 +735,6 @@ namespace CtrEditor.Simulacion
|
|||
float dotProduct;
|
||||
Vector2.Dot(ref desiredVelocity, ref currentVelocity, out dotProduct);
|
||||
float magnitudeV1Squared = desiredVelocity.LengthSquared();
|
||||
|
||||
// Si la magnitud de v1 es 0, la proporción no está definida
|
||||
if (magnitudeV1Squared == 0)
|
||||
{
|
||||
|
@ -721,25 +750,19 @@ namespace CtrEditor.Simulacion
|
|||
{
|
||||
if (!isRestricted || ConveyorRestrictedTo == null)
|
||||
return;
|
||||
|
||||
// Obtener el centro del conveyor
|
||||
Vector2 conveyorCenter = ConveyorRestrictedTo.Body.Position;
|
||||
|
||||
// Calcular el vector de la línea horizontal centrada de conveyor
|
||||
float halfDistance = ConveyorRestrictedTo.DistanceGuide2Guide / 2;
|
||||
float cos = (float)Math.Cos(ConveyorRestrictedTo.Body.Rotation);
|
||||
float sin = (float)Math.Sin(ConveyorRestrictedTo.Body.Rotation);
|
||||
|
||||
Vector2 offset = new Vector2(halfDistance * cos, halfDistance * sin);
|
||||
|
||||
// Línea horizontal centrada de conveyor en el espacio del mundo
|
||||
Vector2 lineStart = conveyorCenter - offset;
|
||||
Vector2 lineEnd = conveyorCenter + offset;
|
||||
|
||||
// Proyectar el centro de fixtureA sobre la línea horizontal
|
||||
Vector2 fixtureCenter = Body.Position;
|
||||
Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
|
||||
|
||||
// Mover fixtureA al punto más cercano en la línea horizontal
|
||||
Body.Position = closestPoint;
|
||||
}
|
||||
|
@ -748,10 +771,8 @@ namespace CtrEditor.Simulacion
|
|||
{
|
||||
Vector2 lineDirection = lineEnd - lineStart;
|
||||
lineDirection.Normalize();
|
||||
|
||||
Vector2 pointToLineStart = point - lineStart;
|
||||
Vector2.Dot(ref pointToLineStart,ref lineDirection, out float projectionLength);
|
||||
|
||||
Vector2.Dot(ref pointToLineStart, ref lineDirection, out float projectionLength);
|
||||
return lineStart + projectionLength * lineDirection;
|
||||
}
|
||||
|
||||
|
@ -768,20 +789,16 @@ namespace CtrEditor.Simulacion
|
|||
public List<simBase> Cuerpos;
|
||||
public List<Action> _deferredActions;
|
||||
SolverIterations Iterations;
|
||||
|
||||
private Stopwatch stopwatch;
|
||||
private double stopwatch_last;
|
||||
|
||||
public Canvas DebugCanvas { get => simulationCanvas; set => simulationCanvas = value; }
|
||||
|
||||
public SimulationManagerFP()
|
||||
{
|
||||
world = new World(new Vector2(0, 0)); // Vector2.Zero
|
||||
|
||||
world = new World(new Vector2(0, 0)); // Vector2.Zero
|
||||
SolverIterations Iterations = new SolverIterations();
|
||||
Iterations.PositionIterations = 1;
|
||||
Iterations.VelocityIterations = 1;
|
||||
|
||||
Cuerpos = new List<simBase>();
|
||||
_deferredActions = new List<Action>();
|
||||
stopwatch = new Stopwatch();
|
||||
|
@ -795,9 +812,9 @@ namespace CtrEditor.Simulacion
|
|||
if (Cuerpos.Count > 0)
|
||||
Cuerpos.Clear();
|
||||
}
|
||||
// ******************************************************************************************************************************************
|
||||
// ******************************************************************************************************************************************
|
||||
|
||||
// ******************************************************************************************************************************************
|
||||
// ******************************************************************************************************************************************
|
||||
public void Start()
|
||||
{
|
||||
stopwatch.Start();
|
||||
|
@ -809,16 +826,13 @@ namespace CtrEditor.Simulacion
|
|||
// Detener el cronómetro y obtener el tiempo transcurrido en milisegundos
|
||||
float elapsedMilliseconds = (float)(stopwatch.Elapsed.TotalMilliseconds - stopwatch_last);
|
||||
stopwatch_last = stopwatch.Elapsed.TotalMilliseconds;
|
||||
|
||||
// Pasar el tiempo transcurrido al método Step
|
||||
world.Step(elapsedMilliseconds / 1000.0f);
|
||||
|
||||
foreach (var cuerpo in Cuerpos)
|
||||
{
|
||||
if (cuerpo is simBotella botella)
|
||||
{
|
||||
botella.ApplyConveyorSpeed(elapsedMilliseconds/1000);
|
||||
|
||||
botella.ApplyConveyorSpeed(elapsedMilliseconds / 1000);
|
||||
if (botella.isRestricted)
|
||||
{
|
||||
botella.CenterFixtureOnConveyor();
|
||||
|
@ -840,6 +854,7 @@ namespace CtrEditor.Simulacion
|
|||
{
|
||||
action();
|
||||
}
|
||||
|
||||
_deferredActions.Clear();
|
||||
}
|
||||
|
||||
|
@ -897,7 +912,7 @@ namespace CtrEditor.Simulacion
|
|||
public void Debug_DrawInitialBodies()
|
||||
{
|
||||
Debug_ClearSimulationShapes();
|
||||
world.Step(0.01f); // Para actualizar la BodyList
|
||||
world.Step(0.01f); // Para actualizar la BodyList
|
||||
foreach (Body body in world.BodyList)
|
||||
{
|
||||
foreach (Fixture fixture in body.FixtureList)
|
||||
|
@ -933,6 +948,7 @@ namespace CtrEditor.Simulacion
|
|||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
shape.Tag = "Simulation"; // Marcar para simulación
|
||||
Canvas.SetZIndex(shape, 20);
|
||||
simulationCanvas.Children.Add(shape);
|
||||
|
@ -949,7 +965,7 @@ namespace CtrEditor.Simulacion
|
|||
EdgeShape edge = fixture.Shape as EdgeShape;
|
||||
Line line = new Line
|
||||
{
|
||||
X1 = p(edge.Vertex1.X + fixture.Body.Position.X), // Aplicar escala y posición
|
||||
X1 = p(edge.Vertex1.X + fixture.Body.Position.X), // Aplicar escala y posición
|
||||
Y1 = p(edge.Vertex1.Y + fixture.Body.Position.Y),
|
||||
X2 = p(edge.Vertex2.X + fixture.Body.Position.X),
|
||||
Y2 = p(edge.Vertex2.Y + fixture.Body.Position.Y),
|
||||
|
@ -976,21 +992,22 @@ namespace CtrEditor.Simulacion
|
|||
|
||||
private System.Windows.Shapes.Shape DrawPolygon(Fixture fixture)
|
||||
{
|
||||
Polygon polygon = new Polygon { Stroke = Brushes.Black, StrokeThickness = 2 };
|
||||
Polygon polygon = new Polygon
|
||||
{
|
||||
Stroke = Brushes.Black,
|
||||
StrokeThickness = 2
|
||||
};
|
||||
PolygonShape polyShape = fixture.Shape as PolygonShape;
|
||||
|
||||
float cos = (float)Math.Cos(fixture.Body.Rotation);
|
||||
float sin = (float)Math.Sin(fixture.Body.Rotation);
|
||||
|
||||
foreach (Vector2 vertex in polyShape.Vertices)
|
||||
{
|
||||
float rotatedX = vertex.X * cos - vertex.Y * sin + fixture.Body.Position.X;
|
||||
float rotatedY = vertex.X * sin + vertex.Y * cos + fixture.Body.Position.Y;
|
||||
|
||||
polygon.Points.Add(new Point(p(rotatedX), p(rotatedY)));
|
||||
}
|
||||
|
||||
return polygon;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
<Window x:Class="CtrEditor.Windows.MultiPropertyEditorWindow"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:controls="clr-namespace:CtrEditor.Controls"
|
||||
Title="Multiple Object Editor"
|
||||
Height="600"
|
||||
Width="800"
|
||||
WindowStartupLocation="CenterOwner">
|
||||
<DockPanel>
|
||||
<StackPanel DockPanel.Dock="Bottom" Orientation="Horizontal" HorizontalAlignment="Right" Margin="10">
|
||||
<Button Content="OK" Width="75" Margin="5" Click="OKButton_Click"/>
|
||||
<Button Content="Cancel" Width="75" Margin="5" Click="CancelButton_Click"/>
|
||||
</StackPanel>
|
||||
|
||||
<ScrollViewer HorizontalScrollBarVisibility="Auto">
|
||||
<Grid x:Name="MainGrid">
|
||||
<Grid.ColumnDefinitions>
|
||||
<!-- Columns will be added dynamically -->
|
||||
</Grid.ColumnDefinitions>
|
||||
</Grid>
|
||||
</ScrollViewer>
|
||||
</DockPanel>
|
||||
</Window>
|
|
@ -0,0 +1,98 @@
|
|||
using CtrEditor.Controls;
|
||||
using CtrEditor.ObjetosSim;
|
||||
using System.Collections.Generic;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.ComponentModel;
|
||||
|
||||
namespace CtrEditor.Windows
|
||||
{
|
||||
public partial class MultiPropertyEditorWindow : Window
|
||||
{
|
||||
private List<osBase> _objects;
|
||||
|
||||
public MultiPropertyEditorWindow(List<osBase> objects, Window owner)
|
||||
{
|
||||
InitializeComponent();
|
||||
_objects = objects;
|
||||
this.Owner = owner;
|
||||
InitializeGrid();
|
||||
}
|
||||
|
||||
public void UpdateSelectedObjects(List<osBase> newObjects)
|
||||
{
|
||||
_objects = newObjects;
|
||||
MainGrid.Children.Clear();
|
||||
MainGrid.ColumnDefinitions.Clear();
|
||||
InitializeGrid();
|
||||
}
|
||||
|
||||
private void InitializeGrid()
|
||||
{
|
||||
// Clear existing column definitions
|
||||
MainGrid.ColumnDefinitions.Clear();
|
||||
|
||||
// Add column definitions for each object
|
||||
for (int i = 0; i < _objects.Count; i++)
|
||||
{
|
||||
MainGrid.ColumnDefinitions.Add(new ColumnDefinition
|
||||
{
|
||||
Width = new GridLength(1, GridUnitType.Star)
|
||||
});
|
||||
|
||||
// Create a container for each object's editor
|
||||
var container = new DockPanel();
|
||||
|
||||
// Add header with object name
|
||||
var header = new TextBlock
|
||||
{
|
||||
Text = _objects[i].Nombre,
|
||||
FontWeight = FontWeights.Bold,
|
||||
Margin = new Thickness(5),
|
||||
TextAlignment = TextAlignment.Center
|
||||
};
|
||||
DockPanel.SetDock(header, Dock.Top);
|
||||
container.Children.Add(header);
|
||||
|
||||
// Add property grid
|
||||
var propertyGrid = new PanelEdicionControl();
|
||||
propertyGrid.CargarPropiedades(_objects[i]);
|
||||
container.Children.Add(propertyGrid);
|
||||
|
||||
// Add separator line except for the last column
|
||||
if (i < _objects.Count - 1)
|
||||
{
|
||||
var separator = new GridSplitter
|
||||
{
|
||||
Width = 5,
|
||||
HorizontalAlignment = HorizontalAlignment.Right,
|
||||
VerticalAlignment = VerticalAlignment.Stretch,
|
||||
Background = SystemColors.ControlLightBrush
|
||||
};
|
||||
Grid.SetColumn(separator, i);
|
||||
MainGrid.Children.Add(separator);
|
||||
}
|
||||
|
||||
// Add the container to the grid
|
||||
Grid.SetColumn(container, i);
|
||||
MainGrid.Children.Add(container);
|
||||
}
|
||||
}
|
||||
|
||||
private void OKButton_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
private void CancelButton_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
protected override void OnClosing(CancelEventArgs e)
|
||||
{
|
||||
// Eliminar el comportamiento anterior que cancelaba el cierre
|
||||
// y permitir que la ventana se cierre normalmente
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue