public void AddObstacle(Vector2 v0, Vector2 v1, ObstacleLayer layer) { obstacles.AddObstacle(new Obstacle(v0, v1, layer)); }
public static bool CheckMask(int mask, ObstacleLayer layer) { return(((1 << (int)layer) & mask) > 0); }
public static void AddWalls(Scene scene, Zone zone, List <Vector2[]> walls, float h, ObstacleLayer layer, AsciiTexture texture, Vector3 offset) { AddWalls(scene, zone, walls, -h, h, layer, texture, offset); }
public static void AddWalls(Scene scene, Zone zone, List <Vector2[]> walls, float low, float high, ObstacleLayer layer, AsciiTexture texture, Vector3 offset) { Vector2 offset2D = new Vector2(offset.X, offset.Z); foreach (Vector2[] wall in walls) { List <Triangle> wallTriangles = MakeWall(wall, low, high, texture); MeshObject meshObject = new MeshObject(wallTriangles, offset, 0f); zone.AddMesh(meshObject); for (int i = 0; i < wall.Length - 1; i++) { scene.AddObstacle(wall[i] + offset2D, wall[i + 1] + offset2D, layer); } } }
public Obstacle(Vector2 start, Vector2 end, ObstacleLayer layer) { Start = start; End = end; Layer = layer; }