public AddZoneToVisitingZonesMap ( |
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zone | ||
리턴 | void |
/* Recursively check for intersection of the given scene node * with zone portals. If the node touches a portal, then the * connected zone is assumed to be touched. The zone adds * the node to its node list and the node adds the zone to * its visiting zone list. * * NOTE: This function assumes that the home zone of the node * is correct. The function "_updateHomeZone" in PCZSceneManager * takes care of this and should have been called before * this function. */ public override void CheckNodeAgainstPortals(PCZSceneNode pczsn, Portal ignorePortal) { if (pczsn == mEnclosureNode || pczsn.AllowToVisit == false) { // don't do any checking of enclosure node versus portals return; } PCZone connectedZone; foreach (Portal portal in mPortals) { if (portal != ignorePortal && portal.intersects(pczsn) != PortalIntersectResult.NO_INTERSECT) { connectedZone = portal.getTargetZone(); if (connectedZone != pczsn.HomeZone && !pczsn.IsVisitingZone(connectedZone)) { pczsn.AddZoneToVisitingZonesMap(connectedZone); connectedZone.AddNode(pczsn); connectedZone.CheckNodeAgainstPortals(pczsn, portal.getTargetPortal()); } } } }
/* Recursively check for intersection of the given scene node * with zone portals. If the node touches a portal, then the * connected zone is assumed to be touched. The zone adds * the node to its node list and the node adds the zone to * its visiting zone list. * * NOTE: This function assumes that the home zone of the node * is correct. The function "_updateHomeZone" in PCZSceneManager * takes care of this and should have been called before * this function. */ public override void CheckNodeAgainstPortals( PCZSceneNode pczsn, Portal ignorePortal ) { if ( pczsn == mEnclosureNode || pczsn.AllowToVisit == false ) { // don't do any checking of enclosure node versus portals return; } PCZone connectedZone; foreach ( Portal portal in mPortals ) { if ( portal != ignorePortal && portal.intersects( pczsn ) != PortalIntersectResult.NO_INTERSECT ) { connectedZone = portal.getTargetZone(); if ( connectedZone != pczsn.HomeZone && !pczsn.IsVisitingZone( connectedZone ) ) { pczsn.AddZoneToVisitingZonesMap( connectedZone ); connectedZone.AddNode( pczsn ); connectedZone.CheckNodeAgainstPortals( pczsn, portal.getTargetPortal() ); } } } }
public override void CheckNodeAgainstPortals( PCZSceneNode pczsn, Portal ignorePortal ) { if ( pczsn == mEnclosureNode || pczsn.AllowToVisit == false ) { // don't do any checking of enclosure node versus portals return; } PCZone connectedZone; foreach ( Portal p in mPortals ) { //Check if the portal intersects the node if ( p != ignorePortal && p.intersects( pczsn ) != PortalIntersectResult.NO_INTERSECT ) { // node is touching this portal connectedZone = p.getTargetZone(); // add zone to the nodes visiting zone list unless it is the home zone of the node if ( connectedZone != pczsn.HomeZone && !pczsn.IsVisitingZone( connectedZone ) ) { pczsn.AddZoneToVisitingZonesMap( connectedZone ); // tell the connected zone that the node is visiting it connectedZone.AddNode( pczsn ); //recurse into the connected zone connectedZone.CheckNodeAgainstPortals( pczsn, p.getTargetPortal() ); } } } }