コード例 #1
0
ファイル: Velocity.cs プロジェクト: roxxel/Obsidian
 /// <summary>
 /// Turns <see cref="VectorF"/> into <see cref="Velocity"/>, using it's coordinates as to how many blocks can be travelled per second.
 /// </summary>
 /// <param name="position"><see cref="VectorF"/> to be used for conversion.</param>
 public static Velocity FromPosition(VectorF position)
 {
     return(FromBlockPerSecond(position.X, position.Y, position.Z));
 }
コード例 #2
0
ファイル: Velocity.cs プロジェクト: roxxel/Obsidian
 /// <summary>
 /// Returns such velocity, that can travel from <paramref name="from"/> to <paramref name="to"/> in a second.
 /// </summary>
 /// <param name="from">Starting position.</param>
 /// <param name="to">Target position.</param>
 public static Velocity FromDirection(VectorF from, VectorF to)
 {
     return(FromPosition(to - from));
 }
コード例 #3
0
ファイル: Velocity.cs プロジェクト: Czompi/Obsidian
 /// <summary>
 /// Turns <see cref="VectorF"/> into <see cref="Velocity"/>, using it's coordinates as to how many blocks can be travelled per second.
 /// </summary>
 /// <param name="vector"><see cref="VectorF"/> to be used for conversion.</param>
 public static Velocity FromVector(VectorF vector)
 {
     return(FromBlockPerSecond(vector.X, vector.Y, vector.Z));
 }
コード例 #4
0
 public BoundingBox(VectorF min, VectorF max)
 {
     this.Min = min;
     this.Max = max;
 }
コード例 #5
0
ファイル: Traversal.cs プロジェクト: roxxel/Obsidian
        /// <summary>
        /// Runs voxel traversing
        /// </summary>
        /// <returns>List of intersected positions</returns>
        public List <VectorF> Run()
        {
            List <VectorF> blocks = new List <VectorF>();

            float   tMaxX, tMaxY, tMaxZ, tDeltaX, tDeltaY, tDeltaZ;
            VectorF voxel = new VectorF();

            float x1 = StartPoint.X, y1 = StartPoint.Y, z1 = StartPoint.Z; // start point
            float x2 = EndPoint.X, y2 = EndPoint.Y, z2 = EndPoint.Z;       // end point


            var dx = Math.Sign(x2 - x1); // x direction

            if (dx != 0)
            {
                tDeltaX = Math.Min(dx / (x2 - x1), float.PositiveInfinity);
            }
            else
            {
                tDeltaX = float.PositiveInfinity;
            }
            if (dx > 0)
            {
                tMaxX = tDeltaX * Frac1(x1);
            }
            else
            {
                tMaxX = tDeltaX * Frac0(x1);
            }
            voxel.X = x1;

            var dy = Math.Sign(y2 - y1); // y direction

            if (dy != 0)
            {
                tDeltaY = Math.Min(dy / (y2 - y1), float.PositiveInfinity);
            }
            else
            {
                tDeltaY = float.PositiveInfinity;
            }
            if (dy > 0)
            {
                tMaxY = tDeltaY * Frac1(y1);
            }
            else
            {
                tMaxY = tDeltaY * Frac0(y1);
            }
            voxel.Y = y1;

            var dz = Math.Sign(z2 - z1); // z direction

            if (dz != 0)
            {
                tDeltaZ = Math.Min(dz / (z2 - z1), float.PositiveInfinity);
            }
            else
            {
                tDeltaZ = float.PositiveInfinity;
            }
            if (dz > 0)
            {
                tMaxZ = tDeltaZ * Frac1(z1);
            }
            else
            {
                tMaxZ = tDeltaZ * Frac0(z1);
            }
            voxel.Z = z1;

            while (true)
            {
                if (tMaxX < tMaxY)
                {
                    if (tMaxX < tMaxZ)
                    {
                        voxel.X += dx;
                        tMaxX   += tDeltaX;
                    }
                    else
                    {
                        voxel.Z += dz;
                        tMaxZ   += tDeltaZ;
                    }
                }
                else
                {
                    if (tMaxY < tMaxZ)
                    {
                        voxel.Y += dy;
                        tMaxY   += tDeltaY;
                    }
                    else
                    {
                        voxel.Z += dz;
                        tMaxZ   += tDeltaZ;
                    }
                }
                if (tMaxX > 1 && tMaxY > 1 && tMaxZ > 1)
                {
                    break;
                }
                blocks.Add(voxel);
            }
            return(blocks);
        }
コード例 #6
0
ファイル: Traversal.cs プロジェクト: roxxel/Obsidian
        /// <summary>
        /// Initializes instance of <see cref="Traverse"/> with given start and end points
        /// </summary>
        /// <param name="startPoint">Start point of traversal</param>
        /// <param name="endPoint">End point of traversal</param>

        public Traverse(VectorF startPoint, VectorF endPoint)
        {
            StartPoint = startPoint;
            EndPoint   = endPoint;
        }