本文整理汇总了C#中BEPUutilities.BoundingBox.Validate方法的典型用法代码示例。如果您正苦于以下问题:C# BoundingBox.Validate方法的具体用法?C# BoundingBox.Validate怎么用?C# BoundingBox.Validate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BEPUutilities.BoundingBox
的用法示例。
在下文中一共展示了BoundingBox.Validate方法的1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: ExpandBoundingBox
//Helper method for mobile collidables.
internal void ExpandBoundingBox(ref BoundingBox boundingBox, float dt)
{
//Expand bounding box with velocity.
if (dt > 0)
{
bool useExtraExpansion = MotionSettings.UseExtraExpansionForContinuousBoundingBoxes && entity.PositionUpdateMode == PositionUpdateMode.Continuous;
float velocityScaling = useExtraExpansion ? 2 : 1;
if (entity.linearVelocity.X > 0)
boundingBox.Max.X += entity.linearVelocity.X * dt * velocityScaling;
else
boundingBox.Min.X += entity.linearVelocity.X * dt * velocityScaling;
if (entity.linearVelocity.Y > 0)
boundingBox.Max.Y += entity.linearVelocity.Y * dt * velocityScaling;
else
boundingBox.Min.Y += entity.linearVelocity.Y * dt * velocityScaling;
if (entity.linearVelocity.Z > 0)
boundingBox.Max.Z += entity.linearVelocity.Z * dt * velocityScaling;
else
boundingBox.Min.Z += entity.linearVelocity.Z * dt * velocityScaling;
if (useExtraExpansion)
{
float expansion = 0;
//It's possible that an object could have a small bounding box since its own
//velocity is low, but then a collision with a high velocity object sends
//it way out of its bounding box. By taking into account high velocity objects
//in danger of hitting us and expanding our own bounding box by their speed,
//we stand a much better chance of not missing secondary collisions.
foreach (var e in OverlappedEntities)
{
float velocity = e.linearVelocity.LengthSquared();
if (velocity > expansion)
expansion = velocity;
}
expansion = (float)Math.Sqrt(expansion) * dt;
boundingBox.Min.X -= expansion;
boundingBox.Min.Y -= expansion;
boundingBox.Min.Z -= expansion;
boundingBox.Max.X += expansion;
boundingBox.Max.Y += expansion;
boundingBox.Max.Z += expansion;
}
//Could use this to incorporate angular motion. Since the bounding box is an approximation to begin with,
//this isn't too important. If an updating system is used where the bounding box MUST fully contain the frame's motion
//then the commented area should be used.
//Math.Min(entity.angularVelocity.Length() * dt, Shape.maximumRadius) * velocityScaling;
//TODO: consider using minimum radius
}
boundingBox.Validate();
}