本文整理汇总了C#中BoundingBoxD类的典型用法代码示例。如果您正苦于以下问题:C# BoundingBoxD类的具体用法?C# BoundingBoxD怎么用?C# BoundingBoxD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。
BoundingBoxD类属于命名空间,在下文中一共展示了BoundingBoxD类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: MyEncounterId
public MyEncounterId(BoundingBoxD box, int seed, int encounterId)
{
BoundingBox = box;
Seed = seed;
EncounterId = encounterId;
PlacePosition = Vector3D.Zero;
}
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:7,代码来源:MyObjectBuilder_Encounters.cs
示例2: DebugDraw
public override bool DebugDraw()
{
// Duplicit. Use MyFakes.DEBUG_DRAW_MODEL_DUMMIES;
/*if (m_model != null)
{
foreach (var d in m_model.Dummies)
{
VRageRender.MyRenderProxy.DebugDrawOBB(d.Value.Matrix * WorldMatrix, Color.Blue.ToVector3(), 1.0f, false, false);
VRageRender.MyRenderProxy.DebugDrawAxis(d.Value.Matrix * WorldMatrix, 1, false);
}
}*/
if (MyDebugDrawSettings.DEBUG_DRAW_CUBE_BLOCK_AABBS)
{
Color color = Color.Red;
Color green = Color.Green;
var centerGrid = m_cubeBlock.BlockDefinition.Center;
var min = (m_cubeBlock.Min * m_cubeBlock.CubeGrid.GridSize) - new Vector3(m_cubeBlock.CubeGrid.GridSize / 2.0f);
var max = (m_cubeBlock.Max * m_cubeBlock.CubeGrid.GridSize) + new Vector3(m_cubeBlock.CubeGrid.GridSize / 2.0f);
BoundingBoxD bbox = new BoundingBoxD(min, max);
var worldMat = m_cubeBlock.CubeGrid.WorldMatrix;
MySimpleObjectDraw.DrawTransparentBox(ref worldMat, ref bbox, ref color, MySimpleObjectRasterizer.Wireframe, 1, 0.01f);
}
return true;
}
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:29,代码来源:MyDebugRenderComponentCubeBlock.cs
示例3: DrawHighlight
public void DrawHighlight()
{
var block = m_tool.GetTargetGrid().GetCubeBlock(m_tool.TargetCube);
//Debug.Assert(block != null, "Call programmer");
if (block == null) // This is just a workaround, so that the above assert does not crash the game on release
return;
Matrix blockWorldMatrixF;
block.Orientation.GetMatrix(out blockWorldMatrixF);
MatrixD blockWorldMatrix = blockWorldMatrixF;
MatrixD gridWorld = m_tool.GetTargetGrid().Physics.GetWorldMatrix();
blockWorldMatrix = blockWorldMatrix * Matrix.CreateTranslation(block.Position) * Matrix.CreateScale(m_tool.GetTargetGrid().GridSize) * gridWorld;
/*Vector3 pos = Vector3.Transform(new Vector3(0.0f, 0.0f, 0.0f), blockRotation);
MyRenderProxy.DebugDrawAxis(blockRotation, m_targetGrid.GridSize, false);
MyRenderProxy.DebugDrawSphere(pos, 0.5f, new Vector3(1.0f, 0.0f, 0.0f), 1.0f, false);*/
float highlightThickness = m_tool.GetTargetGrid().GridSizeEnum == MyCubeSize.Large ? 0.06f : 0.03f;
Vector3 centerOffset = new Vector3(0.5f, 0.5f, 0.5f);
TimeSpan time = MySession.Static.ElapsedPlayTime;
Vector3 inflate = new Vector3(0.05f);
BoundingBoxD bb = new BoundingBoxD(-block.BlockDefinition.Center - centerOffset - inflate, block.BlockDefinition.Size - block.BlockDefinition.Center - centerOffset + inflate);
Color color = m_tool.HighlightColor;
var lineMaterial = m_tool.HighlightMaterial;
MySimpleObjectDraw.DrawTransparentBox(ref blockWorldMatrix, ref bb, ref color, MySimpleObjectRasterizer.Wireframe, 1, highlightThickness, null, lineMaterial, false);
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:26,代码来源:MyRenderComponentEngineerTool.cs
示例4: RemoveEncounter
public static bool RemoveEncounter(BoundingBoxD boundingVolume, int seed)
{
bool wasFound = false;
for (int i = 0; i < 2; ++i)
{
MyEncounterId encounter = new MyEncounterId(boundingVolume, seed,i);
if (true == m_savedEncounters.Contains(encounter))
{
wasFound = false;
continue;
}
List<IMyEntity> entitiesToRemove = new List<IMyEntity>();
foreach (var entity in m_entityToEncounterConversion)
{
if (entity.Value.BoundingBox == encounter.BoundingBox && entity.Value.Seed == encounter.Seed && entity.Value.EncounterId == encounter.EncounterId)
{
entity.Key.Close();
entitiesToRemove.Add(entity.Key);
wasFound = true;
}
}
foreach (var entity in entitiesToRemove)
{
m_entityToEncounterConversion.Remove(entity);
}
}
return wasFound;
}
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:31,代码来源:MyEncounterGenerator.cs
示例5: Spawn
public static MyEntity Spawn(this MyPhysicalInventoryItem thisItem, MyFixedPoint amount, BoundingBoxD box, MyEntity owner = null)
{
if(amount < 0)
{
return null;
}
MatrixD spawnMatrix = MatrixD.Identity;
spawnMatrix.Translation = box.Center;
var entity = Spawn(thisItem, amount, spawnMatrix, owner);
if (entity == null)
return null;
var size = entity.PositionComp.LocalVolume.Radius;
var halfSize = box.Size / 2 - new Vector3(size);
halfSize = Vector3.Max(halfSize, Vector3.Zero);
box = new BoundingBoxD(box.Center - halfSize, box.Center + halfSize);
var pos = MyUtils.GetRandomPosition(ref box);
Vector3 forward = MyUtils.GetRandomVector3Normalized();
Vector3 up = MyUtils.GetRandomVector3Normalized();
while (forward == up)
up = MyUtils.GetRandomVector3Normalized();
Vector3 right = Vector3.Cross(forward, up);
up = Vector3.Cross(right, forward);
entity.WorldMatrix = MatrixD.CreateWorld(pos, forward, up);
return entity;
}
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:28,代码来源:MyPhysicalInventoryItemExtensions.cs
示例6: GetClosestContainingPlanet
public MyPlanet GetClosestContainingPlanet(Vector3D point)
{
m_voxels.Clear();
BoundingBoxD b = new BoundingBoxD(point, point);
MyGamePruningStructure.GetAllVoxelMapsInBox(ref b, m_voxels);
double dist = double.PositiveInfinity;
MyPlanet p = null;
foreach (var v in m_voxels)
{
if (v is MyPlanet)
{
var d = Vector3.Distance(v.WorldMatrix.Translation, point);
if (d < dist)
{
dist = d;
p = (MyPlanet)v;
}
}
}
return p;
}
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:25,代码来源:MyPlanetsDebugInputComponent.cs
示例7: Area
public Area()
{
ProxyId = -1;
ForestBox = BoundingBoxD.CreateInvalid();
ItemIds = new Dictionary<long, HashSet<int>>();
IsFull = false;
}
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:7,代码来源:MyFloraAreas.cs
示例8: PrepareVoxelTriangleTests
public void PrepareVoxelTriangleTests(BoundingBoxD cellBoundingBox, List<MyCubeGrid> gridsToTestOutput)
{
ProfilerShort.Begin("PrepareVoxelTriangleTests");
m_tmpEntityList.Clear();
// Each triangle will be tested with grids up to one largest cube further away from them, so we have to reflect this in the bounding box.
float largeCubeSize = MyDefinitionManager.Static.GetCubeSize(MyCubeSize.Large);
cellBoundingBox.Inflate(largeCubeSize);
// Furthermore, a triangle cannot lie in a cube under existing block, so we have to extend the bbox even further
if (MyPerGameSettings.NavmeshPresumesDownwardGravity)
{
var min = cellBoundingBox.Min;
min.Y -= largeCubeSize;
cellBoundingBox.Min = min;
}
MyGamePruningStructure.GetAllEntitiesInBox(ref cellBoundingBox, m_tmpEntityList);
foreach (var entity in m_tmpEntityList)
{
var grid = entity as MyCubeGrid;
if (grid == null) continue;
if (!MyGridPathfinding.GridCanHaveNavmesh(grid)) continue;
gridsToTestOutput.Add(grid);
}
m_tmpEntityList.Clear();
ProfilerShort.End();
}
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:33,代码来源:MyNavmeshCoordinator.cs
示例9: Init
public void Init(ref Vector3I pos, MyPlanet planet)
{
m_pos = pos;
m_cellHashCode = pos.GetHashCode() + planet.PositionLeftBottomCorner.GetHashCode();
m_planet = planet;
SectorBox = new BoundingBoxD(m_planet.PositionLeftBottomCorner + pos * SECTOR_SIZE_METERS, m_planet.PositionLeftBottomCorner + pos * SECTOR_SIZE_METERS + SECTOR_SIZE_METERS);
m_sectorCenter = SectorBox.Center;
}
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:8,代码来源:MyPlanetEnvironmentSector.cs
示例10: MyElement
public MyElement(uint id)
{
m_id = id;
Flags = MyElementFlag.EF_AABB_DIRTY;
m_aabb = new BoundingBoxD();
m_proxyData = PROXY_UNASSIGNED;
m_shadowProxyData = PROXY_UNASSIGNED;
}
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:9,代码来源:MyElement.cs
示例11: InitVoxelMap
private void InitVoxelMap(Vector3D position, Vector3I size, string materialName, bool defineMemory)
{
IsValid = true;
Size = size;
_sizeMinusOne = new Vector3I(Size.X - 1, Size.Y - 1, Size.Z - 1);
VoxelMaterial = SpaceEngineersCore.Resources.GetMaterialIndex(materialName);
_positionLeftBottomCorner = position;
_boundingContent = new BoundingBoxD(new Vector3I(Size.X, Size.Y, Size.Z), new Vector3I(0, 0, 0));
// this is too big for the current SEToolbox code to cope with, and is probably a planet.
if (!defineMemory)
return;
// If you need larged voxel maps, enlarge this constant.
Debug.Assert(Size.X <= MyVoxelConstants.MAX_VOXEL_MAP_SIZE_IN_VOXELS);
Debug.Assert(Size.Y <= MyVoxelConstants.MAX_VOXEL_MAP_SIZE_IN_VOXELS);
Debug.Assert(Size.Z <= MyVoxelConstants.MAX_VOXEL_MAP_SIZE_IN_VOXELS);
// Voxel map size must be multiple of a voxel data cell size.
Debug.Assert((Size.X & MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_MASK) == 0);
Debug.Assert((Size.Y & MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_MASK) == 0);
Debug.Assert((Size.Z & MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_MASK) == 0);
_dataCellsCount.X = Size.X >> MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_BITS;
_dataCellsCount.Y = Size.Y >> MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_BITS;
_dataCellsCount.Z = Size.Z >> MyVoxelConstants.VOXEL_DATA_CELL_SIZE_IN_VOXELS_BITS;
// Voxel map size must be multiple of a voxel data cell size.
Debug.Assert((Size.X % MyVoxelConstants.VOXEL_RENDER_CELL_SIZE_IN_VOXELS) == 0);
Debug.Assert((Size.Y % MyVoxelConstants.VOXEL_RENDER_CELL_SIZE_IN_VOXELS) == 0);
Debug.Assert((Size.Z % MyVoxelConstants.VOXEL_RENDER_CELL_SIZE_IN_VOXELS) == 0);
// Array of voxel cells in this voxel map.
_voxelContentCells = new MyVoxelContentCell[_dataCellsCount.X][][];
for (var x = 0; x < _voxelContentCells.Length; x++)
{
_voxelContentCells[x] = new MyVoxelContentCell[_dataCellsCount.Y][];
for (var y = 0; y < _voxelContentCells[x].Length; y++)
{
_voxelContentCells[x][y] = new MyVoxelContentCell[_dataCellsCount.Z];
}
}
// Set base material.
_voxelMaterialCells = new MyVoxelMaterialCell[_dataCellsCount.X][][];
for (var x = 0; x < _dataCellsCount.X; x++)
{
_voxelMaterialCells[x] = new MyVoxelMaterialCell[_dataCellsCount.Y][];
for (var y = 0; y < _dataCellsCount.Y; y++)
{
_voxelMaterialCells[x][y] = new MyVoxelMaterialCell[_dataCellsCount.Z];
for (var z = 0; z < _dataCellsCount.Z; z++)
{
_voxelMaterialCells[x][y][z] = new MyVoxelMaterialCell(VoxelMaterial, 0xFF);
}
}
}
}
开发者ID:Stevolk,项目名称:SEToolbox,代码行数:57,代码来源:MyVoxelMap.cs
示例12: AccumulateCorrection
public override void AccumulateCorrection(ref VRageMath.Vector3 correction, ref float weight)
{
Vector3D position = Parent.PositionAndOrientation.Translation;
BoundingBoxD box = new BoundingBoxD(position - Vector3D.One, position + Vector3D.One);
Vector3D currentMovement = Parent.ForwardVector * Parent.Speed;
if (Parent.Speed > 0.01f)
currentMovement.Normalize();
// Don't do any correction if we're not moving
if (currentMovement.LengthSquared() < 0.01)
{
return;
}
var entities = MyEntities.GetEntitiesInAABB(ref box);
foreach (var entity in entities)
{
var environmentItems = entity as MyEnvironmentItems;
if (environmentItems == null) continue;
environmentItems.GetItemsInRadius(ref position, 6.0f, m_trees);
foreach (var item in m_trees)
{
Vector3D dir = item - position;
var dist = dir.Normalize();
dir = Vector3D.Reject(currentMovement, dir);
dir.Y = 0.0f;
if (dir.Z * dir.Z + dir.X * dir.X < 0.1)
{
Vector3D dirLocal = Vector3D.TransformNormal(dir, Parent.PositionAndOrientationInverted);
dir = position - item;
dir = Vector3D.Cross(Vector3D.Up, dir);
if (dirLocal.X < 0)
dir = -dir;
}
dir.Normalize();
correction += (6f - dist) * Weight * dir;
if (!correction.IsValid())
{
System.Diagnostics.Debugger.Break();
}
}
m_trees.Clear();
}
weight += Weight;
entities.Clear();
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:55,代码来源:MyTreeAvoidance.cs
示例13: AreaData
public AreaData(int id, BoundingBoxD box, Dictionary<long, HashSet<int>> items)
{
Id = id;
ForestBox = box;
ItemIds = DictionaryReader<long, HashSetReader<int>>.Empty;
var dictionary = new Dictionary<long, HashSetReader<int>>();
foreach (var pair in items)
dictionary[pair.Key] = new HashSetReader<int>(pair.Value);
ItemIds = new DictionaryReader<long, HashSetReader<int>>(dictionary);
}
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:11,代码来源:MyFloraAreas.cs
示例14: GetShapeCenter
public static bool GetShapeCenter(HkShape shape, uint shapeKey, MyCubeGrid grid, ref Vector3D shapeCenter)
{
bool shapeSet = true;
switch (shape.ShapeType)
{
case HkShapeType.List:
var listShape = (HkListShape)shape;
shape = listShape.GetChildByIndex((int)shapeKey);
break;
case HkShapeType.Mopp:
var moppShape = (HkMoppBvTreeShape)shape;
shape = moppShape.ShapeCollection.GetShape(shapeKey, null);
break;
case HkShapeType.Box:
var boxShape = (HkBoxShape)shape;
shape = boxShape;
break;
case HkShapeType.ConvexTranslate:
var convexTranslateShape = (HkConvexShape)shape;
shape = convexTranslateShape;
break;
case HkShapeType.ConvexTransform:
var convexTransformShape = (HkConvexTransformShape)shape;
shape = convexTransformShape;
break;
/* case HkShapeType.BvTree:
var bvTreeShape = (HkBvTreeShape)shape;
var iterator = bvTreeShape.Base.GetContainer();
while (iterator.CurrentValue.IsContainer() && iterator.CurrentValue.ShapeType != HkShapeType.ConvexTranslate && iterator.CurrentValue.ShapeType != HkShapeType.ConvexTransform)
iterator.Next();
if (iterator.IsValid)
shape = iterator.CurrentValue;
else
shapeSet = false;
break;*/
default:
shapeSet = false;
break;
}
if (shapeSet)
{
Vector4 min4, max4;
shape.GetLocalAABB(0.05f, out min4, out max4);
Vector3 worldMin = Vector3.Transform(new Vector3(min4), grid.PositionComp.WorldMatrix);
Vector3 worldMax = Vector3.Transform(new Vector3(max4), grid.PositionComp.WorldMatrix);
var worldAABB = new BoundingBoxD(worldMin, worldMax);
shapeCenter = worldAABB.Center;
}
return shapeSet;
}
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:54,代码来源:MyDrillSensorRaycast.cs
示例15: Init
public void Init(IMy2DClipmapManager parent, int x, int y, int lod, ref BoundingBox2D bounds)
{
m_manager = (MyPlanetEnvironmentComponent)parent;
var bounds3D = new BoundingBoxD(new Vector3D(bounds.Min, 0), new Vector3D(bounds.Max, 0));
Lod = lod;
Face = m_manager.ActiveFace;
var matrix = m_manager.ActiveClipmap.WorldMatrix;
bounds3D = bounds3D.Transform(matrix);
Coords = new Vector2I(x, y);
Id = MyPlanetSectorId.MakeSectorId(x, y, m_manager.ActiveFace, lod);
m_manager.RegisterProxy(this);
MyEnvironmentSectorParameters sectorParams;
matrix.Translation = Vector3D.Zero;
sectorParams.SurfaceBasisX = Vector3.Transform(new Vector3(bounds.Width / 2, 0, 0), matrix);
sectorParams.SurfaceBasisY = Vector3.Transform(new Vector3(0, bounds.Height / 2, 0), matrix);
sectorParams.Center = bounds3D.Center;
if (lod > m_manager.MaxLod) return;
if (!m_manager.TryGetSector(Id, out EnvironmentSector))
{
sectorParams.SectorId = Id;
sectorParams.EntityId = MyPlanetSectorId.MakeSectorId(x, y, m_manager.ActiveFace, lod);
sectorParams.Bounds = m_manager.GetBoundingShape(ref sectorParams.Center, ref sectorParams.SurfaceBasisX, ref sectorParams.SurfaceBasisY); ;
sectorParams.Environment = m_manager.EnvironmentDefinition;
sectorParams.DataRange = new BoundingBox2I(Coords << lod, ((Coords + 1) << lod) - 1);
sectorParams.Provider = m_manager.Providers[m_manager.ActiveFace];
EnvironmentSector = m_manager.EnvironmentDefinition.CreateSector();
EnvironmentSector.Init(m_manager, ref sectorParams);
m_manager.Planet.AddChildEntity((MyEntity)EnvironmentSector);
}
m_manager.EnqueueOperation(this, lod);
LodSet = lod;
EnvironmentSector.OnLodCommit += sector_OnMyLodCommit;
}
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:53,代码来源:MyPlanetEnvironmentClipmapProxy.cs
示例16: Construct
internal void Construct()
{
m_components.Clear();
m_visible = true;
m_renderProxyDirty = true;
m_ID = new MyIDTracker<MyActor>();
m_localAabb = null;
m_relativeTransform = null;
Aabb = BoundingBoxD.CreateInvalid();
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:13,代码来源:MyActor.cs
示例17: Contains
public bool Contains(IMyEntity entity)
{
switch (Shape)
{
case ProtectionAreaShape.Cube:
var boundingBox = new BoundingBoxD(new Vector3D(Center.X - Size, Center.Y - Size, Center.Z - Size), new Vector3D(Center.X + Size, Center.Y + Size, Center.Z + Size));
return boundingBox.Intersects(entity.WorldAABB);
case ProtectionAreaShape.Sphere:
var boundingSphere = new BoundingSphereD(Center, Size);
return boundingSphere.Intersects(entity.WorldAABB);
}
return false;
}
开发者ID:Intueor,项目名称:Space-Engineers-Admin-script-mod,代码行数:14,代码来源:ProtectionArea.cs
示例18: UpdateAfterSimulation10
/// <summary>
/// called multiple times for ships, to be kept up to date.
/// </summary>
public override void UpdateAfterSimulation10()
{
if (CommandAsteroidEditClear.ActiveVoxelDeleter)
{
var worldMatrix = MyAPIGateway.Session.Player.Controller.ControlledEntity.Entity.WorldMatrix;
var position = worldMatrix.Translation + worldMatrix.Forward * 1.6f + worldMatrix.Up * 1.35f + worldMatrix.Right * 0.1f;
var currentAsteroidList = new List<IMyVoxelBase>();
var bb = new BoundingBoxD(position - 0.2f, position + 0.2f);
MyAPIGateway.Session.VoxelMaps.GetInstances(currentAsteroidList, v => v.IsBoxIntersectingBoundingBoxOfThisVoxelMap(ref bb));
if (currentAsteroidList.Count > 0)
{
_isInRange = true;
var storage = currentAsteroidList[0].Storage;
var point = new Vector3I(position - currentAsteroidList[0].PositionLeftBottomCorner);
var cache = new MyStorageDataCache();
var min = (point / 64) * 64;
var max = min + 63;
var size = max - min;
cache.Resize(size);
storage.ReadRange(cache, MyStorageDataTypeFlags.ContentAndMaterial, (int)VRageRender.MyLodTypeEnum.LOD0, min, max);
Vector3I p = point - min;
var content = cache.Content(ref p);
if (content > 0)
{
content = 0x00;
cache.Content(ref p, content);
storage.WriteRange(cache, MyStorageDataTypeFlags.ContentAndMaterial, min, max);
}
//storage = null;
}
else
{
_isInRange = false;
}
}
if (CommandAsteroidEditSet.ActiveVoxelSetter)
{
var worldMatrix = MyAPIGateway.Session.Player.Controller.ControlledEntity.Entity.WorldMatrix;
CommandAsteroidEditSet.ActiveVoxelSetterPosition = worldMatrix.Translation + worldMatrix.Forward * 1.6f + worldMatrix.Up * 1.35f + worldMatrix.Right * 0.1f;
}
else
{
CommandAsteroidEditSet.ActiveVoxelSetterPosition = null;
}
}
开发者ID:zrisher,项目名称:Space-Engineers-Admin-script-mod,代码行数:53,代码来源:VoxelEditLogic.cs
示例19: MyClipmap
public MyClipmap(uint id, MyClipmapScaleEnum scaleGroup, MatrixD worldMatrix, Vector3I sizeLod0, IMyClipmapCellHandler cellProvider)
{
m_scaleGroup = scaleGroup;
m_worldMatrix = worldMatrix;
MatrixD.Invert(ref m_worldMatrix, out m_invWorldMatrix);
m_sizeLod0 = sizeLod0;
m_localAABB = new BoundingBoxD(Vector3D.Zero, new Vector3D(sizeLod0 * MyVoxelConstants.RENDER_CELL_SIZE_IN_METRES));
for (int lod = 0; lod < m_lodLevels.Length; ++lod)
{
m_lodLevels[lod] = new LodLevel(this, lod, ((m_sizeLod0 - 1) >> lod) + 1);
}
m_updateQueueItem = new UpdateQueueItem(this);
m_requestCollector = new RequestCollector(id);
m_cellHandler = cellProvider;
}
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:15,代码来源:MyClipmap.cs
示例20: MyClipmap
public MyClipmap(uint id, MyClipmapScaleEnum scaleGroup, MatrixD worldMatrix, Vector3I sizeLod0, IMyClipmapCellHandler cellProvider)
{
m_scaleGroup = scaleGroup;
m_worldMatrix = worldMatrix;
MatrixD.Invert(ref m_worldMatrix, out m_invWorldMatrix);
m_sizeLod0 = sizeLod0;
m_localAABB = new BoundingBoxD(Vector3D.Zero, new Vector3D(sizeLod0 * MyVoxelCoordSystems.RenderCellSizeInMeters(0)));
for (int lod = 0; lod < m_lodLevels.Length; ++lod)
{
var sizeShift = lod + MyVoxelCoordSystems.RenderCellSizeInLodVoxelsShiftDelta(lod);
m_lodLevels[lod] = new LodLevel(this, lod, ((m_sizeLod0 - 1) >> sizeShift) + 1);
}
m_updateQueueItem = new UpdateQueueItem(this);
m_requestCollector = new RequestCollector(id);
m_cellHandler = cellProvider;
}
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:16,代码来源:MyClipmap.cs
注:本文中的BoundingBoxD类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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