Example #1
0
        public override void OnChunkDiscarding(TerrainChunk chunk)
        {
            BoundingBox boundingBox = new BoundingBox(chunk.BoundingBox.Min - new Vector3(16f), chunk.BoundingBox.Max + new Vector3(16f));
            DynamicArray <IMovingBlockSet> dynamicArray = new DynamicArray <IMovingBlockSet>();

            m_subsystemMovingBlocks.FindMovingBlocks(boundingBox, extendToFillCells: false, dynamicArray);
            foreach (IMovingBlockSet item in dynamicArray)
            {
                if (item.Id == "Piston")
                {
                    StopPiston((Point3)item.Tag);
                }
            }
        }
Example #2
0
        public void FindMovingBlocksCollisionBoxes(Vector3 position, DynamicArray <CollisionBox> result)
        {
            Vector3     boxSize     = BoxSize;
            BoundingBox boundingBox = new BoundingBox(position - new Vector3(boxSize.X / 2f, 0f, boxSize.Z / 2f), position + new Vector3(boxSize.X / 2f, boxSize.Y, boxSize.Z / 2f));

            boundingBox.Min -= new Vector3(1f);
            boundingBox.Max += new Vector3(1f);
            m_movingBlockSets.Clear();
            m_subsystemMovingBlocks.FindMovingBlocks(boundingBox, extendToFillCells: false, m_movingBlockSets);
            for (int i = 0; i < m_movingBlockSets.Count; i++)
            {
                IMovingBlockSet movingBlockSet = m_movingBlockSets.Array[i];
                for (int j = 0; j < movingBlockSet.Blocks.Count; j++)
                {
                    MovingBlock movingBlock = movingBlockSet.Blocks[j];
                    int         num         = Terrain.ExtractContents(movingBlock.Value);
                    Block       block       = BlocksManager.Blocks[num];
                    if (block.IsCollidable)
                    {
                        BoundingBox[] customCollisionBoxes = block.GetCustomCollisionBoxes(m_subsystemTerrain, movingBlock.Value);
                        Vector3       v = new Vector3(movingBlock.Offset) + movingBlockSet.Position;
                        for (int k = 0; k < customCollisionBoxes.Length; k++)
                        {
                            result.Add(new CollisionBox
                            {
                                Box           = new BoundingBox(v + customCollisionBoxes[k].Min, v + customCollisionBoxes[k].Max),
                                BlockValue    = movingBlock.Value,
                                BlockVelocity = movingBlockSet.CurrentVelocity
                            });
                        }
                    }
                }
            }
        }