예제 #1
0
        void CheckObjectInVoxel()
        {
            if (m_checkObjectInsideVoxel >= m_synchronizedFloatingObjects.Count)
            {
                m_checkObjectInsideVoxel = 0;
            }

            if (m_synchronizedFloatingObjects.Count > 0)
            {
                var floatingObjectToCheck = m_synchronizedFloatingObjects[m_checkObjectInsideVoxel];

                var localAabb   = (BoundingBoxD)floatingObjectToCheck.PositionComp.LocalAABB;
                var worldMatrix = floatingObjectToCheck.PositionComp.WorldMatrix;
                var worldAabb   = floatingObjectToCheck.PositionComp.WorldAABB;

                using (m_tmpResultList.GetClearToken())
                {
                    MyGamePruningStructure.GetAllVoxelMapsInBox(ref worldAabb, m_tmpResultList);
                    //Debug.Assert(m_tmpResultList.Count == 1, "Voxel map AABBs shouldn't overlap!");
                    foreach (var voxelMap in m_tmpResultList)
                    {
                        if (voxelMap != null && !voxelMap.MarkedForClose && !(voxelMap is MyVoxelPhysics))
                        {
                            if (voxelMap.AreAllAabbCornersInside(ref worldMatrix, localAabb))
                            {
                                floatingObjectToCheck.NumberOfFramesInsideVoxel++;

                                if (floatingObjectToCheck.NumberOfFramesInsideVoxel > MyFloatingObject.NUMBER_OF_FRAMES_INSIDE_VOXEL_TO_REMOVE)
                                {
                                    //MyLog.Default.WriteLine("Floating object " + (floatingObjectToCheck.DisplayName != null ? floatingObjectToCheck.DisplayName : floatingObjectToCheck.ToString()) + " was removed because it was inside voxel.");
                                    if (Sync.IsServer)
                                    {
                                        RemoveFloatingObject(floatingObjectToCheck);
                                    }
                                }
                            }
                            else
                            {
                                floatingObjectToCheck.NumberOfFramesInsideVoxel = 0;
                            }
                        }
                    }
                }
            }

            m_checkObjectInsideVoxel++;
        }
예제 #2
0
 private void CheckObjectInVoxel()
 {
     if (m_checkObjectInsideVoxel >= m_synchronizedFloatingObjects.Count)
     {
         m_checkObjectInsideVoxel = 0;
     }
     if (m_synchronizedFloatingObjects.Count > 0)
     {
         MyFloatingObject obj2        = m_synchronizedFloatingObjects[m_checkObjectInsideVoxel];
         BoundingBoxD     localAABB   = obj2.PositionComp.LocalAABB;
         MatrixD          worldMatrix = obj2.PositionComp.WorldMatrix;
         BoundingBoxD     worldAABB   = obj2.PositionComp.WorldAABB;
         using (m_tmpResultList.GetClearToken <MyVoxelBase>())
         {
             MyGamePruningStructure.GetAllVoxelMapsInBox(ref worldAABB, m_tmpResultList);
             foreach (MyVoxelBase base2 in m_tmpResultList)
             {
                 if (base2 == null)
                 {
                     continue;
                 }
                 if (!base2.MarkedForClose && !(base2 is MyVoxelPhysics))
                 {
                     if (!base2.AreAllAabbCornersInside(ref worldMatrix, localAABB))
                     {
                         obj2.NumberOfFramesInsideVoxel = 0;
                         continue;
                     }
                     obj2.NumberOfFramesInsideVoxel++;
                     if ((obj2.NumberOfFramesInsideVoxel > 5) && Sync.IsServer)
                     {
                         RemoveFloatingObject(obj2);
                     }
                 }
             }
         }
     }
     m_checkObjectInsideVoxel++;
 }