Exemplo n.º 1
0
        /// <summary>
        /// Calculate the tightest bounding-shape with the given <paramref name="type"/>
        /// </summary>
        /// <param name="type">Type of the bounding-shape</param>
        protected virtual void CalculateShape(ShapeType type)
        {
            Model       model  = gameObject.Model;
            BoundingBox bb     = BoundingBoxHelper.Calculate(model);
            JVector     bbSize = Conversion.ToJitterVector(bb.Max - bb.Min);

            bbSize = new JVector(
                bbSize.X * Size.X * gameObject.transform.scale.X,
                bbSize.Y * Size.Y * gameObject.transform.scale.Y,
                bbSize.Z * Size.Z * gameObject.transform.scale.Z
                );

            JVector com = 0.5f * Conversion.ToJitterVector(bb.Max + bb.Min);

            CenterOfMass = new JVector(com.X * gameObject.transform.scale.X,
                                       com.Y * gameObject.transform.scale.Y,
                                       com.Z * gameObject.transform.scale.Z);

            float maxDimension = MathHelper.Max(bbSize.X, MathHelper.Max(bbSize.Y, bbSize.Z));

            switch (type)
            {
            case ShapeType.Sphere:
                CollisionShape = new SphereShape(maxDimension);
                break;

            case ShapeType.BoxUniform:
                CollisionShape = new BoxShape(maxDimension, maxDimension, maxDimension);
                break;

            case ShapeType.Box:
            case ShapeType.BoxInvisible:
                CollisionShape = new BoxShape(bbSize);
                break;
            }
        }