本文整理汇总了C#中Voxel.GetAbsolutePosition方法的典型用法代码示例。如果您正苦于以下问题:C# Voxel.GetAbsolutePosition方法的具体用法?C# Voxel.GetAbsolutePosition怎么用?C# Voxel.GetAbsolutePosition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Voxel
的用法示例。
在下文中一共展示了Voxel.GetAbsolutePosition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: Consolidate
public static void Consolidate(Main main, DynamicVoxel voxel, Voxel targetVoxel, Voxel.Coord targetCoord, float interval = 1.0f)
{
if (targetVoxel != null)
{
// Combine this map with the other one
Direction x = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Right));
Direction y = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Up));
Direction z = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Backward));
if (x.IsParallel(y))
x = y.Cross(z);
else if (y.IsParallel(z))
y = x.Cross(z);
Voxel.Coord offset = new Voxel.Coord();
float closestCoordDistance = float.MaxValue;
Vector3 closestCoordPosition = targetVoxel.GetAbsolutePosition(targetCoord);
lock (voxel.MutationLock)
{
foreach (Voxel.Coord c in voxel.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords()))
{
float distance = (voxel.GetAbsolutePosition(c) - closestCoordPosition).LengthSquared();
if (distance < closestCoordDistance)
{
closestCoordDistance = distance;
offset = c;
}
}
}
Vector3 toLevitatingMap = voxel.Transform.Value.Translation - targetVoxel.GetAbsolutePosition(targetCoord);
offset = offset.Move(voxel.GetRelativeDirection(-toLevitatingMap));
Quaternion orientation = Quaternion.CreateFromRotationMatrix(voxel.Transform.Value);
EffectBlockFactory blockFactory = Factory.Get<EffectBlockFactory>();
int index = 0;
List<Voxel.Coord> coords;
lock (voxel.MutationLock)
coords = voxel.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords()).ToList();
Voxel.Coord camera = voxel.GetCoordinate(main.Camera.Position);
foreach (Voxel.Coord c in coords.OrderBy(c2 => new Vector3(c2.X - camera.X, c2.Y - camera.Y, c2.Z - camera.Z).LengthSquared()))
{
Voxel.Coord offsetFromCenter = c.Move(-offset.X, -offset.Y, -offset.Z);
Voxel.Coord targetCoord2 = new Voxel.Coord();
targetCoord2.SetComponent(x, offsetFromCenter.GetComponent(Direction.PositiveX));
targetCoord2.SetComponent(y, offsetFromCenter.GetComponent(Direction.PositiveY));
targetCoord2.SetComponent(z, offsetFromCenter.GetComponent(Direction.PositiveZ));
targetCoord2 = targetCoord2.Move(targetCoord.X, targetCoord.Y, targetCoord.Z);
if (targetVoxel[targetCoord2].ID == 0)
{
Entity blockEntity = blockFactory.CreateAndBind(main);
c.Data.ApplyToEffectBlock(blockEntity.Get<ModelInstance>());
EffectBlock effectBlock = blockEntity.Get<EffectBlock>();
effectBlock.Offset.Value = targetVoxel.GetRelativePosition(targetCoord2);
effectBlock.DoScale = false;
effectBlock.StartPosition = voxel.GetAbsolutePosition(c);
effectBlock.StartOrientation = orientation;
effectBlock.TotalLifetime = (0.05f + (index * 0.0075f)) * interval;
effectBlock.Setup(targetVoxel.Entity, targetCoord2, c.Data.ID);
main.Add(blockEntity);
index++;
}
}
// Delete the map
voxel.Entity.Delete.Execute();
}
}
示例2: Go
//.........这里部分代码省略.........
{
Voxel.Coord coord = new Voxel.Coord { X = x, Y = b.Y + b.Height, Z = z };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
coord = new Voxel.Coord { X = x, Y = b.Y - 1, Z = z };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
}
}
// Outer shell
for (int y = b.Y; y < b.Y + b.Height; y++)
{
// Left and right
for (int z = b.Z - 1; z <= b.Z + b.Depth; z++)
{
Voxel.Coord coord = new Voxel.Coord { X = b.X - 1, Y = y, Z = z };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
coord = new Voxel.Coord { X = b.X + b.Width, Y = y, Z = z };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
}
// Backward and forward
for (int x = b.X; x < b.X + b.Width; x++)
{
Voxel.Coord coord = new Voxel.Coord { X = x, Y = y, Z = b.Z - 1 };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
coord = new Voxel.Coord { X = x, Y = y, Z = b.Z + b.Depth };
if (coord.Between(ripStart, ripEnd))
edges.Add(coord);
}
}
}
if (edges.Contains(center))
return false;
// Top and bottom
for (int x = ripStart.X; x <= ripEnd.X; x++)
{
for (int z = ripStart.Z; z <= ripEnd.Z; z++)
{
Voxel.Coord c = new Voxel.Coord { X = x, Y = ripStart.Y, Z = z };
Voxel.State s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
c = new Voxel.Coord { X = x, Y = ripEnd.Y, Z = z };
s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
}
}
// Sides
for (int y = ripStart.Y + 1; y <= ripEnd.Y - 1; y++)
{
// Left and right
for (int z = ripStart.Z; z <= ripEnd.Z; z++)
{
Voxel.Coord c = new Voxel.Coord { X = ripStart.X, Y = y, Z = z };
Voxel.State s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
c = new Voxel.Coord { X = ripEnd.X, Y = y, Z = z };
s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
}
// Backward and forward
for (int x = ripStart.X; x <= ripEnd.X; x++)
{
Voxel.Coord c = new Voxel.Coord { X = x, Y = y, Z = ripStart.Z };
Voxel.State s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
c = new Voxel.Coord { X = x, Y = y, Z = ripEnd.Z };
s = voxel[c];
if (s != Voxel.States.Empty && !s.Permanent)
edges.Add(c);
}
}
Propagator p = WorldFactory.Instance.Get<Propagator>();
foreach (Voxel.Coord c in edges)
p.SparksLowPriority(voxel.GetAbsolutePosition(c), Propagator.Spark.Dangerous);
voxel.Empty(edges);
voxel.Regenerate(callback);
return true;
}
return false;
}