本文整理汇总了C#中AABB.Intersects方法的典型用法代码示例。如果您正苦于以下问题:C# AABB.Intersects方法的具体用法?C# AABB.Intersects怎么用?C# AABB.Intersects使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AABB
的用法示例。
在下文中一共展示了AABB.Intersects方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: TouchesAny
/// <summary> Determines whether any of the blocks that intersect the
/// given bounding box satisfy the given condition. </summary>
public bool TouchesAny( AABB bounds, Predicate<byte> condition )
{
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
// Order loops so that we minimise cache misses
for( int y = bbMin.Y; y <= bbMax.Y; y++ )
for( int z = bbMin.Z; z <= bbMax.Z; z++ )
for( int x = bbMin.X; x <= bbMax.X; x++ )
{
if( !game.World.IsValidPos( x, y, z ) ) continue;
byte block = game.World.GetBlock( x, y, z );
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( bounds ) ) continue;
if( condition( block ) ) return true;
}
return false;
}
示例2: LowestModifier
float LowestModifier( AABB bounds, bool checkSolid )
{
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
float modifier = inf;
for( int y = bbMin.Y; y <= bbMax.Y; y++ )
for( int z = bbMin.Z; z <= bbMax.Z; z++ )
for( int x = bbMin.X; x <= bbMax.X; x++ )
{
byte block = game.World.SafeGetBlock( x, y, z );
if( block == 0 ) continue;
CollideType type = info.Collide[block];
if( type == CollideType.Solid && !checkSolid )
continue;
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( bounds ) ) continue;
modifier = Math.Min( modifier, info.SpeedMultiplier[block] );
if( block >= BlockInfo.CpeCount && type == CollideType.SwimThrough )
useLiquidGravity = true;
}
return modifier;
}
示例3: FindReachableBlocks
void FindReachableBlocks( ref int count, out AABB entityBB,
out AABB entityExtentBB)
{
Vector3 vel = entity.Velocity;
entityBB = entity.CollisionBounds;
// Exact maximum extent the entity can reach, and the equivalent map coordinates.
entityExtentBB = new AABB(
vel.X < 0 ? entityBB.Min.X + vel.X : entityBB.Min.X,
vel.Y < 0 ? entityBB.Min.Y + vel.Y : entityBB.Min.Y,
vel.Z < 0 ? entityBB.Min.Z + vel.Z : entityBB.Min.Z,
vel.X > 0 ? entityBB.Max.X + vel.X : entityBB.Max.X,
vel.Y > 0 ? entityBB.Max.Y + vel.Y : entityBB.Max.Y,
vel.Z > 0 ? entityBB.Max.Z + vel.Z : entityBB.Max.Z
);
Vector3I min = Vector3I.Floor( entityExtentBB.Min );
Vector3I max = Vector3I.Floor( entityExtentBB.Max );
int elements = (max.X + 1 - min.X) * (max.Y + 1 - min.Y) * (max.Z + 1 - min.Z);
if( elements > stateCache.Length ) {
stateCache = new State[elements];
}
AABB blockBB = default( AABB );
// Order loops so that we minimise cache misses
for( int y = min.Y; y <= max.Y; y++ )
for( int z = min.Z; z <= max.Z; z++ )
for( int x = min.X; x <= max.X; x++ )
{
byte blockId = GetPhysicsBlockId( x, y, z );
if( !GetBoundingBox( blockId, x, y, z, ref blockBB ) ) continue;
if( !entityExtentBB.Intersects( blockBB ) ) continue; // necessary for non whole blocks. (slabs)
float tx = 0, ty = 0, tz = 0;
CalcTime( ref vel, ref entityBB, ref blockBB, out tx, out ty, out tz );
if( tx > 1 || ty > 1 || tz > 1 ) continue;
float tSquared = tx * tx + ty * ty + tz * tz;
stateCache[count++] = new State( x, y, z, blockId, tSquared );
}
}
示例4: CollideWithReachableBlocks
void CollideWithReachableBlocks( int count, ref Vector3 size,
ref AABB entityBB, ref AABB entityExtentBB)
{
bool wasOn = entity.onGround;
entity.onGround = false;
if( count > 0 )
QuickSort( stateCache, 0, count - 1 );
hitXMin = false; hitYMin = false; hitZMin = false;
hitXMax = false; hitYMax = false; hitZMax = false;
AABB blockBB = default(AABB);
for( int i = 0; i < count; i++ ) {
State state = stateCache[i];
Vector3 blockPos = new Vector3( state.X >> 3, state.Y >> 3, state.Z >> 3 );
int block = (state.X & 0x7) | (state.Y & 0x7) << 3 | (state.Z & 0x7) << 6;
blockBB.Min = blockPos + info.MinBB[block];
blockBB.Max = blockPos + info.MaxBB[block];
if( !entityExtentBB.Intersects( blockBB ) ) continue;
float tx = 0, ty = 0, tz = 0;
CalcTime( ref entity.Velocity, ref entityBB, ref blockBB, out tx, out ty, out tz );
if( tx > 1 || ty > 1 || tz > 1 )
Utils.LogDebug( "t > 1 in physics calculation.. this shouldn't have happened." );
AABB finalBB = entityBB.Offset( entity.Velocity * new Vector3( tx, ty, tz ) );
// if we have hit the bottom of a block, we need to change the axis we test first.
if( !hitYMin ) {
if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y )
ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y )
ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Min.X + Adjustment >= blockBB.Max.X )
ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.X - Adjustment <= blockBB.Min.X )
ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z )
ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z )
ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
continue;
}
// if flying or falling, test the horizontal axes first.
if( finalBB.Min.X + Adjustment >= blockBB.Max.X )
ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.X - Adjustment <= blockBB.Min.X )
ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z )
ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z )
ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y )
ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y )
ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
}
}
示例5: CanSlideThrough
bool CanSlideThrough( ref AABB adjFinalBB )
{
Vector3I bbMin = Vector3I.Floor( adjFinalBB.Min );
Vector3I bbMax = Vector3I.Floor( adjFinalBB.Max );
for( int y = bbMin.Y; y <= bbMax.Y; y++ )
for( int z = bbMin.Z; z <= bbMax.Z; z++ )
for( int x = bbMin.X; x <= bbMax.X; x++ )
{
byte block = GetPhysicsBlockId( x, y, z );
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( adjFinalBB ) )
continue;
if( info.Collide[GetPhysicsBlockId( x, y, z )] == CollideType.Solid )
return false;
}
return true;
}
示例6: Update
public static void Update(AABB player)
{
if (player.Intersects(levelEnding))
{
loadLevel(nextLevel);
}
}
示例7: TouchesAnyLiquid
// If liquid block above, leave height same
// otherwise reduce water BB height by 0.5 blocks
bool TouchesAnyLiquid( AABB bounds, byte block1, byte block2 )
{
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
int height = game.World.Height;
// Order loops so that we minimise cache misses
for( int y = bbMin.Y; y <= bbMax.Y; y++ )
for( int z = bbMin.Z; z <= bbMax.Z; z++ )
for( int x = bbMin.X; x <= bbMax.X; x++ )
{
if( !game.World.IsValidPos( x, y, z ) ) continue;
byte block = game.World.GetBlock( x, y, z );
byte below = (y - 1) < 0 ? (byte)0 : game.World.GetBlock( x, y - 1, z );
byte above = (y + 1) >= height ? (byte)0 : game.World.GetBlock( x, y + 1, z );
// TODO: use recording to find right constants when I have more time
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
//if( game.BlockInfo.Collide[below] != CollideType.SwimThrough )
// min.Y += 4/16f;
//if( game.BlockInfo.Collide[above] != CollideType.SwimThrough )
// max.Y -= 4/16f;
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( bounds ) ) continue;
if( block == block1 || block == block2 ) return true;
}
return false;
}