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C# Entities.MyVoxelBase类代码示例

本文整理汇总了C#中Sandbox.Game.Entities.MyVoxelBase的典型用法代码示例。如果您正苦于以下问题:C# MyVoxelBase类的具体用法?C# MyVoxelBase怎么用?C# MyVoxelBase使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


MyVoxelBase类属于Sandbox.Game.Entities命名空间,在下文中一共展示了MyVoxelBase类的15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: MyVoxelPhysicsBody

        internal MyVoxelPhysicsBody(MyVoxelBase voxelMap,float phantomExtend): base(voxelMap, RigidBodyFlag.RBF_STATIC)
        {
            m_phantomExtend = phantomExtend;
            m_voxelMap = voxelMap;
            Vector3I storageSize = m_voxelMap.Size;
            Vector3I numCels = storageSize >> MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS_BITS;
            m_cellsOffset = m_voxelMap.StorageMin >> MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS_BITS;

            HkUniformGridShape shape = new HkUniformGridShape(
                new HkUniformGridShapeArgs()
                {
                    CellsCount = numCels,
                    CellSize = MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_METRES,
                    CellOffset = MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF,
                    CellExpand = MyVoxelConstants.VOXEL_SIZE_IN_METRES,
                });
            shape.SetShapeRequestHandler(RequestShapeBlocking);

            CreateFromCollisionObject(shape, -m_voxelMap.SizeInMetresHalf, m_voxelMap.WorldMatrix, collisionFilter: MyPhysics.VoxelCollisionLayer);
            shape.Base.RemoveReference();

            if (ENABLE_AABB_PHANTOM)
            {
                m_aabbPhantom = new Havok.HkpAabbPhantom(new BoundingBox(Vector3.Zero, m_voxelMap.SizeInMetres), 0);
                m_aabbPhantom.CollidableAdded = AabbPhantom_CollidableAdded;
                m_aabbPhantom.CollidableRemoved = AabbPhantom_CollidableRemoved;
            }

            if (MyFakes.ENABLE_PHYSICS_HIGH_FRICTION)
                Friction = 0.65f;

            MaterialType = Sandbox.Common.MyMaterialType.ROCK;
        }
开发者ID:notten,项目名称:SpaceEngineers,代码行数:33,代码来源:MyVoxelPhysicsBody.cs

示例2: MyVoxelPhysicsBody

        internal MyVoxelPhysicsBody(MyVoxelBase voxelMap, float phantomExtend, float predictionSize = 3.0f, bool lazyPhysics = false)
            : base(voxelMap, RigidBodyFlag.RBF_STATIC)
        {
            ProfilerShort.Begin("MyVoxelPhysicsBody(");

            InvalidCells = new HashSet<Vector3I>[2];

            InvalidCells[0] = new HashSet<Vector3I>();
            InvalidCells[1] = new HashSet<Vector3I>();

            m_predictionSize = predictionSize;
            m_phantomExtend = phantomExtend;
            m_voxelMap = voxelMap;
            Vector3I storageSize = m_voxelMap.Size;
            Vector3I numCels = storageSize >> MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS_BITS;
            m_cellsOffset = m_voxelMap.StorageMin >> MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS_BITS;

            if (!MyFakes.ENABLE_LAZY_VOXEL_PHYSICS || !lazyPhysics || !ENABLE_AABB_PHANTOM)
            {
                CreateRigidBodies();
            }

            ProfilerShort.End();

            MaterialType = MyMaterialType.ROCK;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:26,代码来源:MyVoxelPhysicsBody.cs

示例3: RemoveVoxelMap

 public void RemoveVoxelMap(MyVoxelBase voxelMap)
 {
     if (m_voxelMapsByEntityId.Remove(voxelMap.EntityId))
     {
         var render = voxelMap.Render;
         if (render is MyRenderComponentVoxelMap)
         {
             var clipMapId = (render as MyRenderComponentVoxelMap).ClipmapId;
             m_renderComponentsByClipmapId.Remove(clipMapId);
         }
     }
 }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:12,代码来源:MyVoxelMaps.cs

示例4: HideTrianglesAfterExplosion

        //  Blends-out triangles affected by explosion (radius + some safe delta). Triangles there have zero alpha are flaged to not-draw at all.
        public static void HideTrianglesAfterExplosion(MyVoxelBase voxelMap, ref BoundingSphereD explosionSphere)
        {
            VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyDecals::HideTrianglesAfterExplosion");
            //MyMwcVector3Int renderCellCoord = voxelMap.GetVoxelRenderCellCoordinateFromMeters(ref explosionSphere.Center);
            //m_decalsForVoxels.HideTrianglesAfterExplosion(voxelMap.VoxelMapId, ref renderCellCoord, ref explosionSphere);

            foreach (uint id in voxelMap.Render.RenderObjectIDs)
            {
                VRageRender.MyRenderProxy.HideDecals(id, explosionSphere.Center, (float)explosionSphere.Radius);
            }

            VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:14,代码来源:MyDecals.cs

示例5: Add

        public void Add(MyVoxelBase voxelMap)
        {
            if (!Exist(voxelMap))
            {
                m_voxelMapsByEntityId.Add(voxelMap.EntityId, voxelMap);

                // On dedicated servers, ClipmapIDs are all 0, but it's fine since there is no rendering anyway.
                var render = voxelMap.Render;
                if (render is MyRenderComponentVoxelMap)
                {
                   var clipMapId= (render as MyRenderComponentVoxelMap).ClipmapId;
                   m_renderComponentsByClipmapId[clipMapId] = render as MyRenderComponentVoxelMap;
                }
            }
        }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:15,代码来源:MyVoxelMaps.cs

示例6: Add

            public void Add(MatrixD worldMatrix, BoundingBox box, Vector4I id, MyVoxelBase voxel)
            {
                if (m_list.Count > 1900)
                    m_list.ClearList();

                voxel = voxel.RootVoxel;
                box.Translate(-voxel.SizeInMetresHalf);
                //box.Translate(voxel.StorageMin);


                m_list.Add(new PredictionInfo
                {
                    Id = id,
                    Bounds = MyOrientedBoundingBoxD.Create((BoundingBoxD)box, voxel.WorldMatrix),
                    Body = voxel
                });
            }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:17,代码来源:MyVoxelDebugInputComponent.Physics.cs

示例7: MyVoxelNavigationMesh

        public MyVoxelNavigationMesh(MyVoxelBase voxelMap, MyNavmeshCoordinator coordinator, Func<long> timestampFunction)
            : base(coordinator.Links, 16, timestampFunction)
        {
            m_voxelMap = voxelMap;
            m_cellSize = m_voxelMap.SizeInMetres / m_voxelMap.Storage.Geometry.CellsCount * (1 << NAVMESH_LOD);

            m_processedCells = new MyVector3ISet();
            m_markedForAddition = new MyVector3ISet();
            m_toAdd = new MyBinaryStructHeap<float, Vector3I>(128);

            m_connectionHelper = new MyVoxelConnectionHelper();
            m_navmeshCoordinator = coordinator;
            m_higherLevel = new MyHighLevelGroup(this, coordinator.HighLevelLinks, timestampFunction);
            m_higherLevelHelper = new MyVoxelHighLevelHelper(this);

            m_debugCellEdges = new Dictionary<ulong, List<DebugDrawEdge>>();

            voxelMap.Storage.RangeChanged += OnStorageChanged;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:19,代码来源:MyVoxelNavigationMesh.cs

示例8: CutOutShape

        public static ulong CutOutShape(MyVoxelBase voxelMap, MyShape shape)
        {
            Vector3I minCorner, maxCorner, numCells;
            GetVoxelShapeDimensions(voxelMap, shape, out minCorner, out maxCorner, out numCells);
            ulong changedVolumeAmount = 0;

            for (var itCells = new Vector3I.RangeIterator(ref Vector3I.Zero, ref numCells); itCells.IsValid(); itCells.MoveNext())
            {
                Vector3I cellMinCorner, cellMaxCorner;
                GetCellCorners(ref minCorner, ref maxCorner, ref itCells, out cellMinCorner, out cellMaxCorner);

                var cacheMin = cellMinCorner - 1;
                var cacheMax = cellMaxCorner + 1;
                voxelMap.Storage.ClampVoxelCoord(ref cacheMin);
                voxelMap.Storage.ClampVoxelCoord(ref cacheMax);

                ulong removedSum = 0;
                m_cache.Resize(cacheMin, cacheMax);
                voxelMap.Storage.ReadRange(m_cache, MyStorageDataTypeFlags.Content, 0, ref cacheMin, ref cacheMax);

                for (var it = new Vector3I.RangeIterator(ref cellMinCorner, ref cellMaxCorner); it.IsValid(); it.MoveNext())
                {
                    var relPos = it.Current - cacheMin; // get original amount
                    var original = m_cache.Content(ref relPos);

                    if (original == MyVoxelConstants.VOXEL_CONTENT_EMPTY) // if there is nothing to remove
                        continue;

                    Vector3D vpos;
                    MyVoxelCoordSystems.VoxelCoordToWorldPosition(voxelMap.PositionLeftBottomCorner, ref it.Current, out vpos);
                    var volume = shape.GetVolume(ref vpos);

                    if (volume == 0f) // if there is no intersection
                        continue;

                    var toRemove = (int)(MyVoxelConstants.VOXEL_CONTENT_FULL - (volume * MyVoxelConstants.VOXEL_CONTENT_FULL));
                    var newVal = Math.Min(toRemove, original);
                    ulong removed = (ulong)Math.Abs(original - newVal);

                    m_cache.Content(ref relPos, (byte)newVal);
                    removedSum += removed;
                }

                if (removedSum > 0)
                {
                    RemoveSmallVoxelsUsingChachedVoxels(); // must stay because of the around when filling voxels
                    voxelMap.Storage.WriteRange(m_cache, MyStorageDataTypeFlags.Content, ref cacheMin, ref cacheMax);
                }

                changedVolumeAmount += removedSum;
            }

            return changedVolumeAmount;
        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:54,代码来源:MyVoxelGenerator.cs

示例9: FillInShape

        public static ulong FillInShape(MyVoxelBase voxelMap, MyShape shape, byte materialIdx)
        {
            Vector3I minCorner, maxCorner, numCells;
            ulong retValue = 0;
            GetVoxelShapeDimensions(voxelMap, shape, out minCorner, out maxCorner, out numCells);

            for (var itCells = new Vector3I.RangeIterator(ref Vector3I.Zero, ref numCells); itCells.IsValid(); itCells.MoveNext())
            {
                Vector3I cellMinCorner, cellMaxCorner;
                GetCellCorners(ref minCorner, ref maxCorner, ref itCells, out cellMinCorner, out cellMaxCorner);

                Vector3I originalMinCorner = cellMinCorner;
                Vector3I originalMaxCorner = cellMaxCorner;

                voxelMap.Storage.ClampVoxelCoord(ref cellMinCorner, VOXEL_CLAMP_BORDER_DISTANCE);
                voxelMap.Storage.ClampVoxelCoord(ref cellMaxCorner, VOXEL_CLAMP_BORDER_DISTANCE);

                ClampingInfo minCornerClamping = CheckForClamping(originalMinCorner, cellMinCorner);
                ClampingInfo maxCornerClamping = CheckForClamping(originalMaxCorner, cellMaxCorner);

                m_cache.Resize(cellMinCorner, cellMaxCorner);
                voxelMap.Storage.ReadRange(m_cache, MyStorageDataTypeFlags.ContentAndMaterial, 0, ref cellMinCorner, ref cellMaxCorner);

                ulong filledSum = 0;

                for (var it = new Vector3I.RangeIterator(ref cellMinCorner, ref cellMaxCorner); it.IsValid(); it.MoveNext())
                {
                    var relPos = it.Current - cellMinCorner; // get original amount
                    var original = m_cache.Content(ref relPos);

                    if (original == MyVoxelConstants.VOXEL_CONTENT_FULL) // if there is nothing to add
                        continue;

                    //if there was some claping, fill the clamp region with material 
                    if ((it.Current.X == cellMinCorner.X && minCornerClamping.X) || (it.Current.X == cellMaxCorner.X && maxCornerClamping.X) ||
                        (it.Current.Y == cellMinCorner.Y && minCornerClamping.Y) || (it.Current.Y == cellMaxCorner.Y && maxCornerClamping.Y) ||
                        (it.Current.Z == cellMinCorner.Z && minCornerClamping.Z) || (it.Current.Z == cellMaxCorner.Z && maxCornerClamping.Z))
                    {
                        m_cache.Material(ref relPos, materialIdx);
                        continue;
                    }

                    Vector3D vpos;
                    MyVoxelCoordSystems.VoxelCoordToWorldPosition(voxelMap.PositionLeftBottomCorner, ref it.Current, out vpos);
                    var volume = shape.GetVolume(ref vpos);


                    if (volume <= 0f) // there is nothing to fill
                        continue;

                    m_cache.Material(ref relPos, materialIdx); // set material

                    var toFill = (int)(volume * MyVoxelConstants.VOXEL_CONTENT_FULL);
                    long newVal = MathHelper.Clamp(original + toFill, 0, Math.Max(original, toFill));

                    m_cache.Content(ref relPos, (byte)newVal);
                    filledSum += (ulong)(newVal - original);
                }
                if (filledSum > 0)
                {
                    RemoveSmallVoxelsUsingChachedVoxels();
                    voxelMap.Storage.WriteRange(m_cache, MyStorageDataTypeFlags.ContentAndMaterial, ref cellMinCorner, ref cellMaxCorner);
                }

                retValue += filledSum;
            }

            return retValue;
        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:69,代码来源:MyVoxelGenerator.cs

示例10: MakeCrater

        public static void MakeCrater(MyVoxelBase voxelMap, BoundingSphereD sphere, Vector3 normal, MyVoxelMaterialDefinition material)
        {
            ProfilerShort.Begin("MakeCrater");

            Vector3I minCorner, maxCorner;
            {
                Vector3D sphereMin = sphere.Center - (sphere.Radius - MyVoxelConstants.VOXEL_SIZE_IN_METRES);
                Vector3D sphereMax = sphere.Center + (sphere.Radius + MyVoxelConstants.VOXEL_SIZE_IN_METRES);
                MyVoxelCoordSystems.WorldPositionToVoxelCoord(voxelMap.PositionLeftBottomCorner, ref sphereMin, out minCorner);
                MyVoxelCoordSystems.WorldPositionToVoxelCoord(voxelMap.PositionLeftBottomCorner, ref sphereMax, out maxCorner);
            }


            voxelMap.Storage.ClampVoxelCoord(ref minCorner);
            voxelMap.Storage.ClampVoxelCoord(ref maxCorner);

            //  We are tracking which voxels were changed, so we can invalidate only needed cells in the cache
            bool changed = false;
            ProfilerShort.Begin("Reading cache");
            m_cache.Resize(minCorner, maxCorner);
            voxelMap.Storage.ReadRange(m_cache, MyStorageDataTypeFlags.ContentAndMaterial, 0, ref minCorner, ref maxCorner);
            ProfilerShort.End();

            ProfilerShort.Begin("Changing cache");
            int removedVoxelContent = 0;
            Vector3I tempVoxelCoord;
            Vector3I cachePos;
            for (tempVoxelCoord.Z = minCorner.Z, cachePos.Z = 0; tempVoxelCoord.Z <= maxCorner.Z; tempVoxelCoord.Z++, ++cachePos.Z)
            {
                for (tempVoxelCoord.Y = minCorner.Y, cachePos.Y = 0; tempVoxelCoord.Y <= maxCorner.Y; tempVoxelCoord.Y++, ++cachePos.Y)
                {
                    for (tempVoxelCoord.X = minCorner.X, cachePos.X = 0; tempVoxelCoord.X <= maxCorner.X; tempVoxelCoord.X++, ++cachePos.X)
                    {
                        Vector3D voxelPosition;
                        MyVoxelCoordSystems.VoxelCoordToWorldPosition(voxelMap.PositionLeftBottomCorner, ref tempVoxelCoord, out voxelPosition);

                        float addDist = (float)(voxelPosition - sphere.Center).Length();
                        float addDiff = (float)(addDist - sphere.Radius);

                        byte newContent;
                        if (addDiff > MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF)
                        {
                            newContent = MyVoxelConstants.VOXEL_CONTENT_EMPTY;
                        }
                        else if (addDiff < -MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF)
                        {
                            newContent = MyVoxelConstants.VOXEL_CONTENT_FULL;
                        }
                        else
                        {
                            //  This formula will work even if diff is positive or negative
                            newContent = (byte)(MyVoxelConstants.VOXEL_ISO_LEVEL - addDiff / MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF * MyVoxelConstants.VOXEL_ISO_LEVEL);
                        }

                        byte originalContent = m_cache.Content(ref cachePos);

                        if (newContent > originalContent && originalContent > 0)
                        {
                            if (material != null)
                            {
                                m_cache.Material(ref cachePos, material.Index);
                            }

                            changed = true;
                            m_cache.Content(ref cachePos, newContent);
                        }

                        float delDist = (float)(voxelPosition - (sphere.Center + (float)sphere.Radius * 0.7f * normal)).Length();
                        float delDiff = (float)(delDist - sphere.Radius);

                        byte contentToRemove;
                        if (delDiff > MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF)
                        {
                            contentToRemove = MyVoxelConstants.VOXEL_CONTENT_EMPTY;
                        }
                        else if (delDiff < -MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF)
                        {
                            contentToRemove = MyVoxelConstants.VOXEL_CONTENT_FULL;
                        }
                        else
                        {
                            //  This formula will work even if diff is positive or negative
                            contentToRemove = (byte)(MyVoxelConstants.VOXEL_ISO_LEVEL - delDiff / MyVoxelConstants.VOXEL_SIZE_IN_METRES_HALF * MyVoxelConstants.VOXEL_ISO_LEVEL);
                        }

                        originalContent = m_cache.Content(ref cachePos);

                        if (originalContent > MyVoxelConstants.VOXEL_CONTENT_EMPTY && contentToRemove > MyVoxelConstants.VOXEL_CONTENT_EMPTY)
                        {
                            changed = true;

                            int newVal = originalContent - contentToRemove;
                            if (newVal < MyVoxelConstants.VOXEL_CONTENT_EMPTY)
                                newVal = MyVoxelConstants.VOXEL_CONTENT_EMPTY;
                            m_cache.Content(ref cachePos, (byte)newVal);

                            removedVoxelContent += originalContent - newVal;
                        }

                        float setDist = (float)(voxelPosition - (sphere.Center - (float)sphere.Radius * 0.5f * normal)).Length();
//.........这里部分代码省略.........
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:101,代码来源:MyVoxelGenerator.cs

示例11: TestPlacementVoxelMapOverlap

        public static bool TestPlacementVoxelMapOverlap(
            MyVoxelBase voxelMap,
            ref MyGridPlacementSettings settings,
            ref BoundingBoxD localAabb,
            ref MatrixD worldMatrix,
            bool touchingStaticGrid = false)
        {
            ProfilerShort.Begin("TestPlacementVoxelMapOverlap");

            var worldAabb = localAabb.Transform(ref worldMatrix);

            const int IntersectsOrInside = 1;
            const int Outside = 2;

            int overlapState = Outside;

            if (voxelMap == null)
                voxelMap = MySession.Static.VoxelMaps.GetVoxelMapWhoseBoundingBoxIntersectsBox(ref worldAabb, null);

            if (voxelMap != null && voxelMap.IsAnyAabbCornerInside(ref worldMatrix, localAabb))
            {
                overlapState = IntersectsOrInside;
            }

            bool testPassed = true;

            switch (overlapState)
            {
                case IntersectsOrInside:
                    testPassed = settings.Penetration.MaxAllowed > 0;
                    break;
                case Outside:
                    testPassed = settings.Penetration.MinAllowed <= 0 || (settings.CanAnchorToStaticGrid && touchingStaticGrid);
                    break;
                default:
                    Debug.Fail("Invalid branch.");
                    break;
            }

            ProfilerShort.End();

            return testPassed;
        }
开发者ID:ales-vilchytski,项目名称:SpaceEngineers,代码行数:43,代码来源:MyCubeGrid.Static.cs

示例12: RayCastGround

        private MyStringHash RayCastGround()
		{
            MyStringHash walkSurfaceMaterial = new MyStringHash();

            float maxDistValue = MyConstants.DEFAULT_GROUND_SEARCH_DISTANCE;
            var from = m_character.PositionComp.GetPosition() + m_character.PositionComp.WorldMatrix.Up * 0.5; //(needs some small distance from the bottom or the following call to HavokWorld.CastRay will find no hits)
            var to = from + m_character.PositionComp.WorldMatrix.Down * maxDistValue;

			MyPhysics.CastRay(from, to, m_hits, MyPhysics.CollisionLayers.CharacterCollisionLayer);

			// Skips invalid hits (null body, self character)
			int index = 0;
			while ((index < m_hits.Count) && ((m_hits[index].HkHitInfo.Body == null) || (m_hits[index].HkHitInfo.GetHitEntity() == Entity.Components)))
			{
				index++;
			}

            if (m_hits.Count == 0)
            {
                if ((m_standingOnGrid != null || m_standingOnVoxel != null) && ShouldUpdateSoundEmitters)
                {
                m_standingOnGrid = null;
                m_standingOnVoxel = null;
                    MyEntity3DSoundEmitter.UpdateEntityEmitters(true, true, false);
            }
                else
                {
                    m_standingOnGrid = null;
                    m_standingOnVoxel = null;
                }
            }

			if (index < m_hits.Count)
			{
				// We must take only closest hit (others are hidden behind)
				var h = m_hits[index];
				var entity = h.HkHitInfo.GetHitEntity();

				var sqDist = Vector3D.DistanceSquared((Vector3D)h.Position, from);
                if (sqDist < maxDistValue * maxDistValue)
				{
					var cubeGrid = entity as MyCubeGrid;
					var voxelBase = entity as MyVoxelBase;

                    if (((cubeGrid != null && m_standingOnGrid != cubeGrid) || (voxelBase != null && m_standingOnVoxel != voxelBase)) && ShouldUpdateSoundEmitters)
                    {
                    m_standingOnGrid = cubeGrid;
                    m_standingOnVoxel = voxelBase;
                        MyEntity3DSoundEmitter.UpdateEntityEmitters(true, true, true);
                    }
                    else
                    {
                        m_standingOnGrid = cubeGrid;
                        m_standingOnVoxel = voxelBase;
                    }
                    if(cubeGrid != null || voxelBase != null)
                        m_jumpReady = true;

                    if (cubeGrid != null)
                        walkSurfaceMaterial = cubeGrid.Physics.GetMaterialAt(h.Position + m_character.PositionComp.WorldMatrix.Down * 0.1f);
                    else if (voxelBase != null && voxelBase.Storage != null && voxelBase.Storage.DataProvider != null)
                    {
                        var materialDefinition = voxelBase.GetMaterialAt(ref h.Position);
                        if (materialDefinition != null)
                            walkSurfaceMaterial = MyStringHash.GetOrCompute(materialDefinition.MaterialTypeName);
                    }
					if (walkSurfaceMaterial.ToString().Length == 0)
						walkSurfaceMaterial = MyMaterialType.ROCK;
				}
			}

			m_hits.Clear();

			return walkSurfaceMaterial;
		}
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:75,代码来源:MyCharacterSoundComponent.cs

示例13: SendCutOutRequest

 public override void SendCutOutRequest(MyVoxelBase voxel)
 {
     voxel.RequestVoxelOperationCapsule(A, B, Radius, Transformation, 0, OperationType.Cut);
 }
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:4,代码来源:MyVoxelGenerator.cs

示例14: SendFillRequest

 public override void SendFillRequest(MyVoxelBase voxel, byte newMaterialIndex)
 {
     voxel.RequestVoxelOperationRamp(Boundaries, RampNormal, RampNormalW, Transformation, newMaterialIndex, OperationType.Fill);
 }
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:4,代码来源:MyVoxelGenerator.cs

示例15: AddVoxelMesh

        private void AddVoxelMesh(MyVoxelBase voxelBase, IMyStorage storage, Dictionary<Vector3I, MyIsoMesh> cache, float border, Vector3D originPosition, MyOrientedBoundingBoxD obb, List<BoundingBoxD> bbList)
        {
            bool useCache = cache != null;
            if (useCache)
                CheckCacheValidity();

            obb.HalfExtent += new Vector3D(border, 0, border);
            BoundingBoxD bb = obb.GetAABB();            
            int aabbSideSide = (int)Math.Round(bb.HalfExtents.Max() * 2);
            bb = new BoundingBoxD(bb.Min, bb.Min + aabbSideSide);
            bb.Translate(obb.Center - bb.Center);

            // For debug
            bbList.Add(new BoundingBoxD(bb.Min, bb.Max));

            bb = (BoundingBoxD)bb.TransformFast(voxelBase.PositionComp.WorldMatrixInvScaled);
            bb.Translate(voxelBase.SizeInMetresHalf);

            Vector3I min = Vector3I.Round(bb.Min);
            Vector3I max = min + aabbSideSide;
            Vector3I geomMin, geomMax;
            MyVoxelCoordSystems.VoxelCoordToGeometryCellCoord(ref min, out geomMin);
            MyVoxelCoordSystems.VoxelCoordToGeometryCellCoord(ref max, out geomMax);

            var cullBox = obb;
            cullBox.Transform(voxelBase.PositionComp.WorldMatrixInvScaled);
            cullBox.Center += voxelBase.SizeInMetresHalf;
            ProfilerShort.Begin("WOOOORK");

            Vector3I_RangeIterator it = new Vector3I_RangeIterator(ref geomMin, ref geomMax);
            MyCellCoord coord = new MyCellCoord();
            BoundingBox localAabb;
            coord.Lod = NAVMESH_LOD;
            int hits = 0;
            MyIsoMesh gMesh;
            Vector3 offset = originPosition - voxelBase.PositionLeftBottomCorner;

            // Calculate rotation
            Vector3 gravityVector = -Vector3.Normalize(GameSystems.MyGravityProviderSystem.CalculateTotalGravityInPoint(originPosition));
            Vector3 forwardVector = Vector3.CalculatePerpendicularVector(gravityVector);
            Quaternion quaternion = Quaternion.CreateFromForwardUp(forwardVector, gravityVector);
            Matrix rotation = Matrix.CreateFromQuaternion(Quaternion.Inverse(quaternion));

            Matrix ownRotation = voxelBase.PositionComp.WorldMatrix.GetOrientation();

            while (it.IsValid())
            {
                ProfilerShort.Begin("ITERATOR");

                if (useCache && cache.TryGetValue(it.Current, out gMesh))
                {
                    if (gMesh != null)
                    {
                        AddMeshTriangles(gMesh, offset, rotation, ownRotation);
                    }
                    it.MoveNext();
                    ProfilerShort.End();
                    continue;
                }
                    
                coord.CoordInLod = it.Current;
                MyVoxelCoordSystems.GeometryCellCoordToLocalAABB(ref coord.CoordInLod, out localAabb);
                
                if (!cullBox.Intersects(ref localAabb))
                {
                    hits++;
                    it.MoveNext();
                    ProfilerShort.End();
                    continue;
                }
                ProfilerShort.End();

                var debugBB = new BoundingBoxD(localAabb.Min, localAabb.Max).Translate(-voxelBase.SizeInMetresHalf);
                bbList.Add(debugBB);

                ProfilerShort.Begin("Mesh Calc");
                var voxelStart = coord.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1;
                var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS //- 1
                    + 1 // overlap to neighbor so geometry is stitched together within same LOD
                    + 1; // for eg. 9 vertices in row we need 9 + 1 samples (voxels)

                var generatedMesh = MyPrecalcComponent.IsoMesher.Precalc(storage, NAVMESH_LOD, voxelStart, voxelEnd, false, false, true);
                ProfilerShort.End();

                if (useCache)
                    cache[it.Current] = generatedMesh;

                if (generatedMesh != null)
                {
                    ProfilerShort.Begin("Mesh NOT NULL");
                    AddMeshTriangles(generatedMesh, offset, rotation, ownRotation);
                    ProfilerShort.End();
                }
                it.MoveNext();
            }
            ProfilerShort.End();
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:97,代码来源:MyNavigationInputMesh.cs


注:本文中的Sandbox.Game.Entities.MyVoxelBase类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。