本文整理汇总了C#中EntityBase.GetCollisionBox方法的典型用法代码示例。如果您正苦于以下问题:C# EntityBase.GetCollisionBox方法的具体用法?C# EntityBase.GetCollisionBox怎么用?C# EntityBase.GetCollisionBox使用的例子?那么, 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EntityBase
的用法示例。
在下文中一共展示了EntityBase.GetCollisionBox方法的2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: GetCollidingBoundingBoxes
public BoundingBox[] GetCollidingBoundingBoxes(EntityBase entity, BoundingBox boundingBox)
{
List<BoundingBox > collidingBoundingBoxes = new List<BoundingBox>();
UniversalCoords minimumBlockXYZ = UniversalCoords.FromAbsWorld(boundingBox.Minimum.X, boundingBox.Minimum.Y, boundingBox.Minimum.Z);
UniversalCoords maximumBlockXYZ = UniversalCoords.FromAbsWorld(boundingBox.Maximum.X + 1.0D, boundingBox.Maximum.Y + 1.0D, boundingBox.Maximum.Z + 1.0D);
for (int x = minimumBlockXYZ.WorldX; x < maximumBlockXYZ.WorldX; x++)
{
for (int z = minimumBlockXYZ.WorldZ; z < maximumBlockXYZ.WorldZ; z++)
{
Chunk chunk = GetChunkFromWorld(x, z);
if (chunk == null)
continue;
for (int y = minimumBlockXYZ.WorldY - 1; y < maximumBlockXYZ.WorldY; y++)
{
StructBlock block = chunk.GetBlock(UniversalCoords.FromWorld(x, y, z));
BlockBase blockInstance = BlockHelper.Instance(block.Type);
if (blockInstance != null && blockInstance.IsCollidable)
{
BoundingBox blockBox = blockInstance.GetCollisionBoundingBox(block);
if (blockBox.IntersectsWith(boundingBox))
{
collidingBoundingBoxes.Add(blockBox);
}
}
}
}
}
foreach (var e in GetEntitiesWithinBoundingBoxExcludingEntity(entity, boundingBox.Expand(new Vector3(0.25, 0.25, 0.25))))
{
collidingBoundingBoxes.Add(e.BoundingBox);
// TODO: determine if overridable collision boxes between two entities is necessary
BoundingBox? collisionBox = entity.GetCollisionBox(e);
if (collisionBox != null && collisionBox.Value != e.BoundingBox && collisionBox.Value.IntersectsWith(boundingBox))
{
collidingBoundingBoxes.Add(collisionBox.Value);
}
}
return collidingBoundingBoxes.ToArray();
}
示例2: GetCollidingBoundingBoxes
public BoundingBox[] GetCollidingBoundingBoxes(EntityBase entity, BoundingBox boundingBox)
{
List<BoundingBox > collidingBoundingBoxes = new List<BoundingBox>();
UniversalCoords minimumBlockXYZ = UniversalCoords.FromWorld((int)Math.Floor(boundingBox.Minimum.X), (int)Math.Floor(boundingBox.Minimum.Y), (int)Math.Floor(boundingBox.Minimum.Z));
UniversalCoords maximumBlockXYZ = UniversalCoords.FromWorld((int)Math.Floor(boundingBox.Maximum.X + 1.0D), (int)Math.Floor(boundingBox.Maximum.Y + 1.0D), (int)Math.Floor(boundingBox.Maximum.Z + 1.0D));
for (int x = minimumBlockXYZ.WorldX; x < maximumBlockXYZ.WorldX; x++)
{
for (int z = minimumBlockXYZ.WorldZ; z < maximumBlockXYZ.WorldZ; z++)
{
for (int y = minimumBlockXYZ.WorldY - 1; y < maximumBlockXYZ.WorldY; y++)
{
byte block = this.GetBlockId(x, y, z);
// TODO: this needs to move into block logic
BoundingBox blockBox = new BoundingBox(
new Vector3(x, y, z),
new Vector3(x + 1, y + 1, z + 1)
);
if (blockBox.IntersectsWith(boundingBox))
{
collidingBoundingBoxes.Add(blockBox);
}
}
}
}
foreach (var e in GetEntitiesWithinBoundingBoxExcludingEntity(entity, boundingBox.Expand(new Vector3(0.25, 0.25, 0.25))))
{
collidingBoundingBoxes.Add(e.BoundingBox);
// TODO: determine if overridable collision boxes between two entities is necessary
BoundingBox? collisionBox = entity.GetCollisionBox(e);
if (collisionBox != null && collisionBox.Value != e.BoundingBox && collisionBox.Value.IntersectsWith(boundingBox))
{
collidingBoundingBoxes.Add(collisionBox.Value);
}
}
return collidingBoundingBoxes.ToArray();
}