Ejemplo n.º 1
0
        //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();
        }