本文整理汇总了C#中BoundingBox.CreateInvalid方法的典型用法代码示例。如果您正苦于以下问题:C# BoundingBox.CreateInvalid方法的具体用法?C# BoundingBox.CreateInvalid怎么用?C# BoundingBox.CreateInvalid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BoundingBox
的用法示例。
在下文中一共展示了BoundingBox.CreateInvalid方法的3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: CreateInvalidAABB
/// <summary>
/// CreateInvalidAABB
/// </summary>
/// <returns></returns>
public static BoundingBox CreateInvalidAABB()
{
BoundingBox aabb = new BoundingBox();
aabb = aabb.CreateInvalid();
return aabb;
}
示例2: CalculateAABB
//private bool TestAABB(ref BoundingBox bbox)
//{
// return (bbox.Max - bbox.Min).Length() < MyLightsConstants.MAX_SPOTLIGHT_AABB_DIAGONAL;
//}
private static void CalculateAABB(ref BoundingBox bbox, out float scaleZ, out float scaleXY, ref Vector3 position, ref Vector3 direction, ref Vector3 up, float reflectorConeMaxAngleCos, float reflectorRange)
{
float cosAngle = 1 - reflectorConeMaxAngleCos;
scaleZ = reflectorRange;
// Calculate cone side (hypotenuse of triangle)
float side = reflectorRange / cosAngle;
// Calculate cone bottom scale (Pythagoras theorem)
scaleXY = (float)System.Math.Sqrt(side * side - reflectorRange * reflectorRange) * 2;
up = MyMwcUtils.Normalize(up);
Vector3 coneSideDirection = Vector3.Cross(up, direction);
coneSideDirection = MyMwcUtils.Normalize(coneSideDirection);
Vector3 coneCenter = position + direction * scaleZ;
Vector3 pt1 = coneCenter + coneSideDirection * scaleXY / 2 + up * scaleXY / 2;
Vector3 pt2 = coneCenter - coneSideDirection * scaleXY / 2 + up * scaleXY / 2;
Vector3 pt3 = coneCenter + coneSideDirection * scaleXY / 2 - up * scaleXY / 2;
Vector3 pt4 = coneCenter - coneSideDirection * scaleXY / 2 - up * scaleXY / 2;
bbox = bbox.CreateInvalid();
bbox = bbox.Include(ref position);
//bbox = bbox.Include(ref coneCenter);
bbox = bbox.Include(ref pt1);
bbox = bbox.Include(ref pt2);
bbox = bbox.Include(ref pt3);
bbox = bbox.Include(ref pt4);
}
示例3: DebugDraw
public void DebugDraw()
{
return;
MyStateObjects.WireframeRasterizerState.Apply();
for (int i = 0; i < NumSplits; i++)
{
cameraFrustum.Matrix = m_lightCameras[i].CameraSubfrustum;
cameraFrustum.GetCorners(frustum);
var tmp = frustum[3];
frustum[3] = frustum[2];
frustum[2] = tmp;
//MyDebugDraw.DrawBoundingFrustum(cameraFrustum, frustumColors[i]);
MySimpleObjectDraw.OcclusionPlaneDraw(frustum);
//MyDebugDraw.DrawTriangle(frustum[0], frustum[1], frustum[2], frustumColors[i], frustumColors[i], frustumColors[i]);
//MyDebugDraw.DrawTriangle(frustum[1], frustum[2], frustum[3], frustumColors[i], frustumColors[i], frustumColors[i]);
}
return;
bool update = false;
if (MyRender.CurrentRenderSetup.CallerID.Value == MyRenderCallerEnum.Main)
{
if (update)
{
mainCamera = MyCamera.GetBoundingFrustum().Matrix;
}
for (int i = 0; i < NumSplits; i++)
{
if (update)
{
Vector4 c = frustumColors[i].ToVector4();
//MyDebugDraw.DrawAABBLowRes(ref box, ref c, 1);
//BoundingFrustum bf = new BoundingFrustum();
//frustumMatrices[i] = m_lightCameras[i].CameraSubfrustum;
frustumMatrices[i] = m_lightCameras[i].BoundingFrustum.Matrix;
}
DebugDrawFrustum(frustumMatrices[i], frustumColors[i]);
Vector4 cc = frustumColors[i].ToVector4();
BoundingFrustum frma = new BoundingFrustum(frustumMatrices[i]);
MyRender.PrepareEntitiesForDraw(ref frma, Vector3.Zero, 0, (MyOcclusionQueryID)(i + 1), m_castingRenderObjects, m_castingCullObjects, m_occlusionQueriesLists[i], ref MyPerformanceCounter.PerCameraDraw.ShadowEntitiesOccluded[i]);
BoundingBox aabbFr = new BoundingBox();
aabbFr = aabbFr.CreateInvalid();
foreach (MyRenderObject ro in m_castingRenderObjects)
{
BoundingBox vv = ro.GetWorldSpaceAABB();
//MyDebugDraw.DrawAABBLowRes(ref vv, ref cc, 1);
aabbFr = aabbFr.Include(ref vv);
}
//MyDebugDraw.DrawAABBLowRes(ref aabbFr, ref cc, 1);
}
// DebugDrawFrustum(mainCamera, new Color(1.0f, 1.0f, 1.0f));
}
}