本文整理汇总了C#中MinerWars.AppCode.Game.Entities.MyEntity.GetWorldMatrixInverted方法的典型用法代码示例。如果您正苦于以下问题:C# MyEntity.GetWorldMatrixInverted方法的具体用法?C# MyEntity.GetWorldMatrixInverted怎么用?C# MyEntity.GetWorldMatrixInverted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MinerWars.AppCode.Game.Entities.MyEntity
的用法示例。
在下文中一共展示了MyEntity.GetWorldMatrixInverted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: GetIntersectionWithLine
public MyIntersectionResultLineTriangleEx? GetIntersectionWithLine(MyEntity physObject, ref MyLine line, IntersectionFlags flags)
{
BoundingSphere vol = physObject.WorldVolume;
// Check if line intersects phys object's current bounding sphere, and if not, return 'no intersection'
if (MyUtils.IsLineIntersectingBoundingSphere(ref line, ref vol) == false) return null;
// Transform line into 'model instance' local/object space. Bounding box of a line is needed!!
Matrix worldInv = physObject.GetWorldMatrixInverted();
return GetIntersectionWithLine(physObject, ref line, ref worldInv, flags);
}
示例2: GetIntersectionWithSphere
public bool GetIntersectionWithSphere(MyEntity physObject, ref BoundingSphere sphere)
{
// Transform sphere from world space to object space
Matrix worldInv = physObject.GetWorldMatrixInverted();
Vector3 positionInObjectSpace = MyUtils.GetTransform(sphere.Center, ref worldInv);
BoundingSphere sphereInObjectSpace = new BoundingSphere(positionInObjectSpace, sphere.Radius);
var aabb = BoundingBoxHelper.InitialBox;
BoundingBoxHelper.AddSphere(ref sphereInObjectSpace, ref aabb);
AABB gi_aabb = new AABB(ref aabb.Min, ref aabb.Max);
m_overlappedTriangles.Clear();
if (m_bvh.BoxQuery(ref gi_aabb, m_overlappedTriangles))
{
// temporary variable for storing tirngle boundingbox info
BoundingBox triangleBoundingBox = new BoundingBox();
// Triangles that are directly in this node
for (int i = 0; i < m_overlappedTriangles.Count; i++)
{
var triangleIndex = m_overlappedTriangles[i];
m_model.GetTriangleBoundingBox(triangleIndex, ref triangleBoundingBox);
// First test intersection of triangleVertexes's bounding box with bounding sphere. And only if they overlap or intersect, do further intersection tests.
if (MyUtils.IsBoxIntersectingSphere(triangleBoundingBox, ref sphereInObjectSpace) == true)
{
// See that we swaped vertex indices!!
MyTriangle_Vertexes triangle;
MyTriangleVertexIndices triangleIndices = m_model.Triangles[triangleIndex];
triangle.Vertex0 = m_model.GetVertex(triangleIndices.I0);
triangle.Vertex1 = m_model.GetVertex(triangleIndices.I2);
triangle.Vertex2 = m_model.GetVertex(triangleIndices.I1);
MyPlane trianglePlane = new MyPlane(ref triangle);
if (MyUtils.GetSphereTriangleIntersection(ref sphereInObjectSpace, ref trianglePlane, ref triangle) != null)
{
// If we found intersection we can stop and dont need to look further
return true;
}
}
}
}
return false;
}
示例3: GetIntersectionWithSphere
// Return true if object intersects specified sphere.
// This method doesn't return exact point of intersection or any additional data.
// We don't look for closest intersection - so we stop on first intersection found.
public bool GetIntersectionWithSphere(MyEntity physObject, ref BoundingSphere sphere)
{
// Transform sphere from world space to object space
Matrix worldInv = physObject.GetWorldMatrixInverted();
Vector3 positionInObjectSpace = MyUtils.GetTransform(sphere.Center, ref worldInv);
BoundingSphere sphereInObjectSpace = new BoundingSphere(positionInObjectSpace, sphere.Radius);
return m_rootNode.GetIntersectionWithSphere(m_model, ref sphereInObjectSpace);
}