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C# BoundingBoxD.Intersects方法代码示例

本文整理汇总了C#中BoundingBoxD.Intersects方法的典型用法代码示例。如果您正苦于以下问题:C# BoundingBoxD.Intersects方法的具体用法?C# BoundingBoxD.Intersects怎么用?C# BoundingBoxD.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BoundingBoxD的用法示例。


在下文中一共展示了BoundingBoxD.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: Contains

        public bool Contains(IMyEntity entity)
        {
            switch (Shape)
            {
                case ProtectionAreaShape.Cube:
                    var boundingBox = new BoundingBoxD(new Vector3D(Center.X - Size, Center.Y - Size, Center.Z - Size), new Vector3D(Center.X + Size, Center.Y + Size, Center.Z + Size));
                    return boundingBox.Intersects(entity.WorldAABB);
                case ProtectionAreaShape.Sphere:
                    var boundingSphere = new BoundingSphereD(Center, Size);
                    return boundingSphere.Intersects(entity.WorldAABB);
            }

            return false;
        }
开发者ID:Intueor,项目名称:Space-Engineers-Admin-script-mod,代码行数:14,代码来源:ProtectionArea.cs

示例2: GetVoxelContentInBoundingBox_Obsolete

        public float GetVoxelContentInBoundingBox_Obsolete(BoundingBoxD worldAabb, out float cellCount)
        {
            MyPrecalcComponent.AssertUpdateThread();

            cellCount = 0;
            float result = 0;

            Vector3I minCorner, maxCorner;
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref worldAabb.Min, out minCorner);
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref worldAabb.Max, out maxCorner);

            minCorner += StorageMin;
            maxCorner += StorageMin;

            Storage.ClampVoxelCoord(ref minCorner);
            Storage.ClampVoxelCoord(ref maxCorner);
            m_storageCache.Resize(minCorner, maxCorner);
            Storage.ReadRange(m_storageCache, MyStorageDataTypeFlags.Content, 0, ref minCorner, ref maxCorner);
            BoundingBoxD voxelBox;

            Vector3I coord, cache;
            for (coord.Z = minCorner.Z, cache.Z = 0; coord.Z <= maxCorner.Z; coord.Z++, cache.Z++)
            {
                for (coord.Y = minCorner.Y, cache.Y = 0; coord.Y <= maxCorner.Y; coord.Y++, cache.Y++)
                {
                    for (coord.X = minCorner.X, cache.X = 0; coord.X <= maxCorner.X; coord.X++, cache.X++)
                    {
                        MyVoxelCoordSystems.VoxelCoordToWorldAABB(PositionLeftBottomCorner - StorageMin * MyVoxelConstants.VOXEL_SIZE_IN_METRES, ref coord, out voxelBox);
                        if (worldAabb.Intersects(voxelBox))
                        {
                            float content = m_storageCache.Content(ref cache) / MyVoxelConstants.VOXEL_CONTENT_FULL_FLOAT;
                            float containPercent = (float)(worldAabb.Intersect(voxelBox).Volume / MyVoxelConstants.VOXEL_VOLUME_IN_METERS);
                            result += content * containPercent;
                            cellCount += containPercent;
                        }
                    }
                }
            }
            return result;
        }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:40,代码来源:MyVoxelBase.cs

示例3: DefaultGizmoCloseEnough

        public static bool DefaultGizmoCloseEnough(ref MatrixD invGridWorldMatrix, BoundingBoxD gizmoBox, float gridSize, float intersectionDistance)
        {
            //MyRenderProxy.DebugDrawText2D(new Vector2(0.0f, 0.0f), "Intersection distance = " + intersectionDistance, Color.Red, 1.0f);

            var m = invGridWorldMatrix;

            MyCharacter character = MySession.LocalCharacter;
            if (character == null)
                return false;

            // Character head for measuring distance to intesection.
            Vector3D originHead = character.GetHeadMatrix(true).Translation;
            // Camera position adn direction. Used for ray cast to cube block box.
            Vector3D originCamera = MySector.MainCamera.Position;
            Vector3 direction = MySector.MainCamera.ForwardVector;

            Vector3 localHead = Vector3D.Transform(originHead, m);
            Vector3 localStart = Vector3D.Transform(originCamera, m);
            Vector3 localEnd = Vector3D.Transform(originCamera + direction * intersectionDistance, m);
            LineD line = new LineD(localStart, localEnd);

            // AABB of added block
            float inflate = 0.025f * gridSize;
            gizmoBox.Inflate(inflate);

            /*{
                Vector4 blue = Color.Blue.ToVector4();
                Matrix mtx = Matrix.Invert(invGridWorldMatrix);
                MySimpleObjectDraw.DrawTransparentBox(ref mtx, ref gizmoBox, ref blue, MySimpleObjectRasterizer.Wireframe, 1, 0.04f);
            }*/

            double distance = double.MaxValue;
            if (gizmoBox.Intersects(line, out distance))
            {
                // Distance from the player's head to the gizmo box.
                double distanceToPlayer = gizmoBox.Distance(localHead);
                return distanceToPlayer <= 5.0;
            }
            return false;
        }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:40,代码来源:MyCubeBuilderGizmo.cs

示例4: IsOverlapOverThreshold

        public override bool IsOverlapOverThreshold(BoundingBoxD worldAabb, float thresholdPercentage)
        {
            //Debug.Assert(
            //    worldAabb.Size.X > MyVoxelConstants.VOXEL_SIZE_IN_METRES &&
            //    worldAabb.Size.Y > MyVoxelConstants.VOXEL_SIZE_IN_METRES &&
            //    worldAabb.Size.Z > MyVoxelConstants.VOXEL_SIZE_IN_METRES,
            //    "One of the sides of queried AABB is too small compared to voxel size. Results will be unreliable.");

            Vector3I minCorner, maxCorner;
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref worldAabb.Min, out minCorner);
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref worldAabb.Max, out maxCorner);

            minCorner += StorageMin;
            maxCorner += StorageMin;

            Storage.ClampVoxelCoord(ref minCorner);
            Storage.ClampVoxelCoord(ref maxCorner);
            m_storageCache.Resize(minCorner, maxCorner);
            Storage.ReadRange(m_storageCache, MyStorageDataTypeFlags.Content, 0, ref minCorner, ref maxCorner);
            BoundingBoxD voxelBox;

            //MyRenderProxy.DebugDrawAABB(worldAabb, Color.White, 1f, 1f, true);

            var invFullVoxel = 1.0 / (double)MyVoxelConstants.VOXEL_CONTENT_FULL_FLOAT;
            var voxelVolume = 1.0 / (double)MyVoxelConstants.VOXEL_VOLUME_IN_METERS;
            double overlapContentVolume = 0.0;

            var queryVolume = worldAabb.Volume;

            //using (var batch = MyRenderProxy.DebugDrawBatchAABB(Matrix.Identity, new Color(Color.Green, 0.1f), true, true))
            {
                Vector3I coord, cache;
                for (coord.Z = minCorner.Z, cache.Z = 0; coord.Z <= maxCorner.Z; coord.Z++, cache.Z++)
                {
                    for (coord.Y = minCorner.Y, cache.Y = 0; coord.Y <= maxCorner.Y; coord.Y++, cache.Y++)
                    {
                        for (coord.X = minCorner.X, cache.X = 0; coord.X <= maxCorner.X; coord.X++, cache.X++)
                        {
                            MyVoxelCoordSystems.VoxelCoordToWorldAABB(PositionLeftBottomCorner, ref coord, out voxelBox);
                            if (worldAabb.Intersects(voxelBox))
                            {
                                var contentVolume = m_storageCache.Content(ref cache) * invFullVoxel * voxelVolume;
                                var overlapVolume = worldAabb.Intersect(voxelBox).Volume;
                                overlapContentVolume += contentVolume * overlapVolume;

                                //batch.Add(ref voxelBox);
                            }
                        }
                    }
                }
            }

            var overlapVolumePercentage = overlapContentVolume / queryVolume;
            //MyRenderProxy.DebugDrawText3D(worldAabb.Center, overlapVolumePercentage.ToString("0.000"), Color.White, 1f, false);
            return overlapVolumePercentage >= thresholdPercentage;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:56,代码来源:MyVoxelMap.cs

示例5: GeneratePhysicalShapeForBox

        private void GeneratePhysicalShapeForBox(ref Vector3I increment, ref BoundingBoxD shapeBox)
        {
            if (!shapeBox.Intersects(PositionComp.WorldAABB))
                return;

            Vector3I minCorner, maxCorner;
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref shapeBox.Min, out minCorner);
            MyVoxelCoordSystems.WorldPositionToVoxelCoord(PositionLeftBottomCorner, ref shapeBox.Max, out maxCorner);

            minCorner /= PHYSICS_SECTOR_SIZE_METERS;
            maxCorner /= PHYSICS_SECTOR_SIZE_METERS;

            for (var it = new Vector3I.RangeIterator(ref minCorner, ref maxCorner);
                it.IsValid(); it.MoveNext())
            {
                ProfilerShort.Begin("Myplanet::create physics shape");
                CreatePhysicsShape(ref increment, ref it);
                ProfilerShort.End();
            }
        }
开发者ID:notten,项目名称:SpaceEngineers,代码行数:20,代码来源:MyPlanet.cs

示例6: SpawnInventoryContainer

        public bool SpawnInventoryContainer(bool spawnAboveEntity = true)
        {
            //TODO: this should not be here but we have to know if session is being closed if so then no new entity will be created. 
            // Entity closing method and event should have parameter with sessionIsClosing. 
            if (Sandbox.Game.World.MySession.Static == null || !Sandbox.Game.World.MySession.Static.Ready)
                return false;

            var ownerEntity = Entity as MyEntity;
            for (int i = 0; i < ownerEntity.InventoryCount; ++i)
            {
                var inventory = ownerEntity.GetInventory(i);
                if (inventory != null && inventory.GetItemsCount() > 0)
                {
                    MyEntity inventoryOwner = Entity as MyEntity;
                    var worldMatrix = inventoryOwner.WorldMatrix;
                    if (spawnAboveEntity)
                    {
                        Vector3 upDir = -Sandbox.Game.GameSystems.MyGravityProviderSystem.CalculateNaturalGravityInPoint(inventoryOwner.PositionComp.GetPosition());
                        if (upDir == Vector3.Zero)
                            upDir = Vector3.Up;
                        upDir.Normalize();

                        Vector3 forwardDir = Vector3.CalculatePerpendicularVector(upDir);

                        var ownerPosition = worldMatrix.Translation;
                        var ownerAabb = inventoryOwner.PositionComp.WorldAABB;
                        for (int moveIter = 0; moveIter < 20; ++moveIter)
                        {
                            var newPosition = ownerPosition + 0.1f * moveIter * upDir + 0.1f * moveIter * forwardDir;
                            var aabb = new BoundingBoxD(newPosition - 0.25 * Vector3D.One, newPosition + 0.25 * Vector3D.One);
                            if (!aabb.Intersects(ref ownerAabb))
                            {
                                // Move newPosition a little to avoid collision with fractured pieces.
                                worldMatrix.Translation = newPosition + 0.25f * upDir;
                                break;
                            }
                        }

                        if (worldMatrix.Translation == ownerPosition)
                            worldMatrix.Translation += upDir + forwardDir;
                    }
                    else
                    {
                        var model = (inventoryOwner.Render.ModelStorage as MyModel);
                        if (model != null)
                        {
                            Vector3 modelCenter = model.BoundingBox.Center;
                            Vector3 translationToCenter = Vector3.Transform(modelCenter, worldMatrix);
                            worldMatrix.Translation = translationToCenter;
                        }
                    }

                    MyContainerDefinition entityDefinition;
                    if (!MyComponentContainerExtension.TryGetContainerDefinition(m_containerDefinition.TypeId, m_containerDefinition.SubtypeId, out entityDefinition))
                    {
                        System.Diagnostics.Debug.Fail("Container Definition: " + m_containerDefinition.ToString() + " was not found!");
                        return false;
                    }

                    MyEntity entity = MyEntities.CreateFromComponentContainerDefinitionAndAdd(entityDefinition.Id);
                    System.Diagnostics.Debug.Assert(entity != null);
                    if (entity == null)
                        return false;

                    entity.PositionComp.SetWorldMatrix(worldMatrix);

                    System.Diagnostics.Debug.Assert(inventoryOwner != null, "Owner is not set!");

                    if (inventoryOwner.InventoryCount == 1)
                    {
                        inventoryOwner.Components.Remove<MyInventoryBase>();
                    }
                    else
                    {
                        var aggregate = inventoryOwner.GetInventoryBase() as MyInventoryAggregate;
                        if (aggregate != null)
                        {
                            aggregate.RemoveComponent(inventory);
                        }
                        else
                        {
                            System.Diagnostics.Debug.Fail("Inventory owners indicates that it owns more inventories, but doesn't have aggregate?");
                            return false;
                        }
                    }

                    // Replaces bag default inventory with existing one.
                    entity.Components.Add<MyInventoryBase>(inventory);
                    inventory.RemoveEntityOnEmpty = true;

                    entity.Physics.LinearVelocity = Vector3.Zero;
                    entity.Physics.AngularVelocity = Vector3.Zero;

                    if (ownerEntity.Physics != null)
                    {
                        entity.Physics.LinearVelocity = ownerEntity.Physics.LinearVelocity;
                        entity.Physics.AngularVelocity = ownerEntity.Physics.AngularVelocity;
                    }
                    else if (ownerEntity is MyCubeBlock)
                    {
//.........这里部分代码省略.........
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:101,代码来源:MyEntityInventorySpawnComponent.cs

示例7: DefaultGizmoCloseEnough

        public static bool DefaultGizmoCloseEnough(ref MatrixD invGridWorldMatrix, BoundingBoxD gizmoBox, float gridSize, float intersectionDistance)
        {
            //MyRenderProxy.DebugDrawText2D(new Vector2(0.0f, 0.0f), "Intersection distance = " + intersectionDistance, Color.Red, 1.0f);

            var m = invGridWorldMatrix;

            MyCharacter character = MySession.Static.LocalCharacter;
            if (character == null)
                return false;

            // Character head for measuring distance to intesection.
            Vector3D originHead = character.GetHeadMatrix(true).Translation;
            // Camera position adn direction. Used for ray cast to cube block box.
            Vector3D originCamera = MySector.MainCamera.Position;
            Vector3 direction = MySector.MainCamera.ForwardVector;

            double cameraHeadDist = (originHead - MySector.MainCamera.Position).Length();

            Vector3 localHead = Vector3D.Transform(originHead, m);
            Vector3 localStart = Vector3D.Transform(originCamera, m);
            Vector3 localEnd = Vector3D.Transform(originCamera + direction * (intersectionDistance + (float)cameraHeadDist), m);
            LineD line = new LineD(localStart, localEnd);

            // AABB of added block
            float inflate = 0.025f * gridSize;
            gizmoBox.Inflate(inflate);

            //{
            //    Color blue = Color.Blue;
            //    MatrixD mtx = MatrixD.Invert(invGridWorldMatrix);
            //    MySimpleObjectDraw.DrawTransparentBox(ref mtx, ref gizmoBox, ref blue, MySimpleObjectRasterizer.Wireframe, 1, 0.04f);



            //    MyRenderProxy.DebugDrawLine3D(originCamera, originCamera + direction * (intersectionDistance + (float)cameraHeadDist), Color.Red, Color.Red, false);
            //}

            double distance = double.MaxValue;
            if (gizmoBox.Intersects(ref line, out distance))
            {
                // Distance from the player's head to the gizmo box.
                double distanceToPlayer = gizmoBox.Distance(localHead);
                if (MySession.Static.ControlledEntity is MyShipController)
                {
                    if (MyCubeBuilder.Static.CubeBuilderState.CurrentBlockDefinition.CubeSize == MyCubeSize.Large)
                        return distanceToPlayer <= MyCubeBuilder.CubeBuilderDefinition.BuildingDistLargeSurvivalShip;
                    else
                        return distanceToPlayer <= MyCubeBuilder.CubeBuilderDefinition.BuildingDistSmallSurvivalShip;
                }
                else
                {
                    if (MyCubeBuilder.Static.CubeBuilderState.CurrentBlockDefinition.CubeSize == MyCubeSize.Large)
                        return distanceToPlayer <= MyCubeBuilder.CubeBuilderDefinition.BuildingDistLargeSurvivalCharacter;
                    else
                        return distanceToPlayer <= MyCubeBuilder.CubeBuilderDefinition.BuildingDistSmallSurvivalCharacter;
                }
            }
            return false;
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:59,代码来源:MyCubeBuilderGizmo.cs


注:本文中的BoundingBoxD.Intersects方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。