コード例 #1
0
ファイル: Bullet.cs プロジェクト: AKNightHawk/AssaultKnights2
        private void CreateWaterPlaneSplash(Ray ray)
        {
            if (ray.Direction.Z >= 0)
                return;

            foreach (WaterPlane waterPlane in WaterPlane.Instances)
            {
                //check by plane
                Plane plane = new Plane(Vec3.ZAxis, waterPlane.Position.Z);
                float scale;
                if (!plane.LineIntersection(ray.Origin, ray.Origin + ray.Direction, out scale))
                    continue;
                Vec3 pos = ray.GetPointOnRay(scale);

                //check by bounds
                Rect bounds2 = new Rect(waterPlane.Position.ToVec2());
                bounds2.Expand(waterPlane.Size * .5f);
                if (!bounds2.IsContainsPoint(pos.ToVec2()))
                    continue;

                //create splash
                waterPlane.CreateSplash(WaterPlaneType.SplashTypes.Bullet, pos);
            }
        }
コード例 #2
0
ファイル: Explosion.cs プロジェクト: huytd/fosproject
        void CreateWaterPlaneSplash()
        {
            float influenceRadius = Type.Radius * .75f;

            foreach( WaterPlane waterPlane in WaterPlane.Instances )
            {
                //check by height
                if( Position.Z + influenceRadius < waterPlane.Position.Z )
                    continue;
                if( Position.Z - influenceRadius > waterPlane.Position.Z )
                    continue;

                //check by bounds
                Rect bounds2 = new Rect( waterPlane.Position.ToVec2() );
                bounds2.Expand( waterPlane.Size * .5f );
                if( !bounds2.IsContainsPoint( Position.ToVec2() ) )
                    continue;

                //check by physics
                float height = Position.Z + .01f;
                float waterHeight = waterPlane.Position.Z;
                Ray ray = new Ray( new Vec3( Position.X, Position.Y, height ),
                    new Vec3( 0, 0, waterHeight - height ) );
                if( ray.Direction.Z != 0 )
                {
                    RayCastResult result = PhysicsWorld.Instance.RayCast(
                        ray, (int)ContactGroup.CastOnlyContact );
                    if( result.Shape != null )
                        continue;
                }

                //create splash
                waterPlane.CreateSplash( WaterPlaneType.SplashTypes.Explosion,
                    new Vec3( Position.X, Position.Y, waterPlane.Position.Z ) );
            }
        }