fix FaceSpaceCenter requirement
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@@ -30,24 +30,48 @@ namespace EscapeRoomEngine.Engine.Runtime
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};
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}
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}
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/// <summary>
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/// Get the geometric center of this placement taking into account its orientation.
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/// </summary>
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public Vector3 GeometricCenter
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{
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get
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{
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var sizeMinusOne = size - Vector2Int.one;
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var half = new Vector2(sizeMinusOne.x/2f, sizeMinusOne.y/2f);
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var horizontal = new Vector3(half.x, 0, half.y);
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var vertical = new Vector3(half.y, 0, -half.x);
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var geometricPosition = position + new Vector3(0.5f, 0, 0.5f);
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#pragma warning disable CS8524
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return orientation switch
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#pragma warning restore CS8524
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{
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Orientation.North => geometricPosition + horizontal,
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Orientation.East => geometricPosition + vertical,
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Orientation.South => geometricPosition - horizontal,
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Orientation.West => geometricPosition - vertical
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};
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}
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}
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/// <summary>
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/// Get the positions of the two back corners. The first one is just the position of the placement.
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/// Get the integer positions of the two back corners. The first one is just the position of the placement.
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/// </summary>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public (Vector3Int, Vector3Int) BackCorners {
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get
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{
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var width = size.x - 1;
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var horizontal = new Vector3Int(width, 0, 0);
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var vertical = new Vector3Int(0, 0, width);
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#pragma warning disable CS8524
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var otherCorner = orientation switch
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#pragma warning restore CS8524
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{
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Orientation.North => position + horizontal,
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Orientation.East => position - vertical,
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Orientation.South => position - horizontal,
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Orientation.West => position + vertical,
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_ => throw new ArgumentOutOfRangeException()
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Orientation.West => position + vertical
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};
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return (position, otherCorner);
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}
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@@ -14,20 +14,40 @@ namespace EscapeRoomEngine.Engine.Runtime.Requirements
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candidates.RemoveAll(candidate =>
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{
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var bottomLeft = candidate.BottomLeft;
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var center = new Vector2(bottomLeft.x, bottomLeft.z) +
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new Vector2(candidate.size.x / 2f, candidate.size.y / 2f);
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var orientation = candidate.orientation;
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var center = candidate.GeometricCenter;
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var xRel = center.x / width;
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var zRel = center.y / length;
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var zRel = center.z / length;
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bool keep;
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// check the space diagonals
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if (Mathf.Approximately(xRel, zRel))
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{
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keep = Mathf.Approximately(xRel, 0.5f) ||
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(xRel < 0.5f
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? orientation is Orientation.East or Orientation.North // on bottom left diagonal of space
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: orientation is Orientation.West or Orientation.South); // on top right diagonal of space
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}
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else if (Mathf.Approximately(xRel, 1 - zRel))
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{
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keep = xRel < 0.5f
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? orientation is Orientation.East or Orientation.South // on top left diagonal of space
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: orientation is Orientation.West or Orientation.North; // on bottom right diagonal of space
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}
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else
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{
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// check the areas between the diagonals
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keep = orientation ==
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(zRel > xRel
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? zRel > 1 - xRel
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? Orientation.South
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: Orientation.East
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: zRel > 1 - xRel
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? Orientation.West
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: Orientation.North);
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}
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return candidate.orientation !=
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(zRel > xRel
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? zRel > 1 - xRel
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? Orientation.South
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: Orientation.East
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: zRel > 1 - xRel
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? Orientation.West
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: Orientation.North);
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return !keep;
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});
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return candidates;
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