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C# BoundingBox.Validate方法代码示例

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();
        }
开发者ID:Anomalous-Software,项目名称:BEPUPhysics,代码行数:64,代码来源:EntityCollidable.cs


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