本文整理汇总了C#中Axiom.Math.AxisAlignedBox.Intersects方法的典型用法代码示例。如果您正苦于以下问题:C# AxisAlignedBox.Intersects方法的具体用法?C# AxisAlignedBox.Intersects怎么用?C# AxisAlignedBox.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Axiom.Math.AxisAlignedBox
的用法示例。
在下文中一共展示了AxisAlignedBox.Intersects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: FindNodes
// --- find nodes which intersect various types of BV's ---
public override void FindNodes( AxisAlignedBox t,
ref List<PCZSceneNode> list,
List<Portal> visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode exclude )
{
// if this zone has an enclosure, check against the enclosure AABB first
if ( null != mEnclosureNode )
{
if ( !mEnclosureNode.WorldAABB.Intersects( t ) )
{
// AABB of zone does not intersect t, just return.
return;
}
}
foreach ( PCZSceneNode pczsn in mHomeNodeList )
{
if ( pczsn != exclude )
{
// make sure node is not already in the list (might have been added in another
// zone it was visiting)
if ( !list.Contains( pczsn ) )
{
bool nsect = t.Intersects( pczsn.WorldAABB );
if ( nsect )
{
list.Add( pczsn );
}
}
}
}
if ( includeVisitors )
{
// check visitor nodes
foreach ( PCZSceneNode pczsn in mVisitorNodeList )
{
if ( pczsn != exclude )
{
// make sure node is not already in the list (might have been added in another
// zone it was visiting)
if ( !list.Contains( pczsn ) )
{
bool nsect = t.Intersects( pczsn.WorldAABB );
if ( nsect )
{
list.Add( pczsn );
}
}
}
}
}
// if asked to, recurse through portals
if ( recurseThruPortals )
{
foreach ( Portal portal in mPortals )
{
// check portal versus bounding box
if ( portal.intersects( t ) )
{
// make sure portal hasn't already been recursed through
if ( !visitedPortals.Contains( portal ) )
{
// save portal to the visitedPortals list
visitedPortals.Add( portal );
// recurse into the connected zone
portal.getTargetZone().FindNodes( t,
ref list,
visitedPortals,
includeVisitors,
recurseThruPortals,
exclude );
}
}
}
}
}
示例2: intersects
/* Test if a scene node intersected a portal during the last time delta
* (from last frame time to current frame time). This function checks
* if the node "crossed over" the portal also.
*/
public PortalIntersectResult intersects( PCZSceneNode pczsn )
{
// Only check if portal is open
if ( mOpen )
{
if ( pczsn == mNode )
{
// ignore the scene node if it is the node the portal is associated with
return PortalIntersectResult.NO_INTERSECT;
}
// most complicated case - if the portal is a quad:
if ( mType == PORTAL_TYPE.PORTAL_TYPE_QUAD )
{
// the node is modeled as a line segment (prevPostion to currentPosition)
// intersection test is then between the capsule and the line segment.
Segment nodeSegment = new Segment();
nodeSegment.Set( pczsn.PreviousPosition, pczsn.DerivedPosition );
// we model the portal as a line swept sphere (mPrevDerivedCP to mDerivedCP).
Capsule portalCapsule = new Capsule();
portalCapsule.Set( mPrevDerivedCP, mDerivedCP, mRadius );
if ( portalCapsule.Intersects( nodeSegment ) )
{
// the portal intersected the node at some time from last frame to this frame.
// Now check if node "crossed" the portal
// a crossing occurs if the "side" of the final position of the node compared
// to the final position of the portal is negative AND the initial position
// of the node compared to the initial position of the portal is non-negative
if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) == PlaneSide.Negative &&
mPrevDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
{
// safety check - make sure the node has at least one dimension which is
// small enough to fit through the portal! (avoid the "elephant fitting
// through a mouse hole" case)
Vector3 nodeHalfVector = pczsn.WorldAABB.HalfSize;
Vector3 portalBox = new Vector3( mRadius, mRadius, mRadius );
portalBox.Floor( nodeHalfVector );
if ( portalBox.x < mRadius )
{
// crossing occurred!
return PortalIntersectResult.INTERSECT_CROSS;
}
}
}
// there was no crossing of the portal by the node, but it might be touching
// the portal. We check for this by checking the bounding box of the node vs.
// the sphere of the portal
if ( mDerivedSphere.Intersects( pczsn.WorldAABB ) &&
mDerivedPlane.GetSide( pczsn.WorldAABB ) == PlaneSide.Both )
{
// intersection but no crossing
// note this means that the node is CURRENTLY touching the portal.
if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
{
// the node is on the positive (front) or exactly on the CP of the portal
return PortalIntersectResult.INTERSECT_NO_CROSS;
}
else
{
// the node is on the negative (back) side of the portal - it might be in the wrong zone!
return PortalIntersectResult.INTERSECT_BACK_NO_CROSS;
}
}
// no intersection CURRENTLY. (there might have been an intersection
// during the time between last frame and this frame, but it wasn't a portal
// crossing, and it isn't touching anymore, so it doesn't matter.
return PortalIntersectResult.NO_INTERSECT;
}
else if ( mType == PORTAL_TYPE.PORTAL_TYPE_AABB )
{
// for aabb's we check if the center point went from being inside to being outside
// the aabb (or vice versa) for crossing.
AxisAlignedBox aabb = new AxisAlignedBox( mDerivedCorners[ 0 ], mDerivedCorners[ 1 ] );
//bool previousInside = aabb.contains(pczsn->getPrevPosition());
bool currentInside = aabb.Contains( pczsn.DerivedPosition );
if ( mDirection == Vector3.UnitZ )
{
// portal norm is "outward" pointing, look for going from outside to inside
//if (previousInside == false &&
if ( currentInside == true )
{
return PortalIntersectResult.INTERSECT_CROSS;
}
}
else
{
// portal norm is "inward" pointing, look for going from inside to outside
//if (previousInside == true &&
if ( currentInside == false )
{
return PortalIntersectResult.INTERSECT_CROSS;
}
}
// doesn't cross, but might be touching. This is a little tricky because we only
// care if the node aab is NOT fully contained in the portal aabb because we consider
//.........这里部分代码省略.........
示例3: BoxIntersects
/// <summary>
///
/// </summary>
/// <param name="box"></param>
/// <param name="terrainList"></param>
public void BoxIntersects(AxisAlignedBox box, out List<Terrain> terrainList)
{
terrainList = new List<Terrain>();
foreach (TerrainSlot i in _terrainSlots.Values)
{
if (i.Instance != null && box.Intersects(i.Instance.WorldAABB))
terrainList.Add(i.Instance);
}
}