Пример #1
0
 public List <int> CollectAABB(AABB bounds)
 {
     ReturnTriangles.Clear();
     if (Bounds.Overlaps(ref bounds, 0))
     {
         AABBTester rt = new AABBTester();
         rt.box = bounds;
         TraverseNode(0, ref Bounds, rt);
     }
     return(ReturnTriangles);
 }
Пример #2
0
        public override void Initialize()
        {
            base.Initialize();

            A = new AABBTester(this, "A");
            A.Render.Color        = Color.Red;
            A.Physics.Restitution = .1f;
            A.Body.Position       = new Vector2(20, EntityGame.Viewport.Height / 2f - A.Body.Height / 2f - 10);
            A.Physics.Velocity.X  = 200;

            B = new AABBTester(this, "B");
            B.Render.Color        = Color.Blue;
            B.Physics.Restitution = .1f;
            B.Body.Position       = new Vector2(EntityGame.Viewport.Width - 20 - B.Body.Width, EntityGame.Viewport.Height / 2f - B.Body.Height / 2f);
            B.Physics.Velocity.X  = -200;
        }
        public override void Initialize()
        {
            base.Initialize();

            A = new AABBTester(this, "A");
            A.Render.Color = Color.Red;
            A.Physics.Restitution = .1f;
            A.Body.Position = new Vector2(20, EntityGame.Viewport.Height / 2f - A.Body.Height / 2f);
            A.Physics.Velocity.X = 200;

            B = new AABBTester(this, "B");
            B.Render.Color = Color.Blue;
            B.Physics.Restitution = .1f;
            B.Body.Position = new Vector2(EntityGame.Viewport.Width - 20 - B.Body.Width, EntityGame.Viewport.Height / 2f - B.Body.Height / 2f);
            B.Physics.Velocity.X = -200;
        }
Пример #4
0
        public override void Initialize()
        {
            base.Initialize();

            A = new AABBTester(this, "A");
            A.Render.Color        = Color.Red;
            A.Physics.Restitution = 0.1f;
            A.Body.Position       = new Vector2(EntityGame.Viewport.Width / 2f - A.Body.Width / 2f,
                                                20);
            A.Physics.Acceleration.Y = 10f;

            B = new AABBTester(this, "B");
            B.Render.Color        = Color.Blue;
            B.Physics.Restitution = 0.1f;
            B.Body.Position       = new Vector2(EntityGame.Viewport.Width / 2f - B.Body.Width / 2f,
                                                EntityGame.Viewport.Height - 20 - B.Body.Height);
            B.Collision.Immovable = true;
        }
        public override void Initialize()
        {
            base.Initialize();

            A = new AABBTester(this, "A");
            A.Render.Color = Color.Red;
            A.Physics.Restitution = 0.1f;
            A.Body.Position = new Vector2(EntityGame.Viewport.Width / 2f - A.Body.Width / 2f,
                20);
            A.Physics.Acceleration.Y = 10f;

            B = new AABBTester(this, "B");
            B.Render.Color = Color.Blue;
            B.Physics.Restitution = 0.1f;
            B.Body.Position = new Vector2(EntityGame.Viewport.Width / 2f - B.Body.Width / 2f,
                EntityGame.Viewport.Height - 20 - B.Body.Height);
            B.Collision.Immovable = true;
        }
Пример #6
0
 public List<int> CollectAABB(AABB bounds)
 {
   ReturnTriangles.Clear();
   if (Bounds.Overlaps(ref bounds, 0))
   {
     AABBTester rt = new AABBTester();
     rt.box = bounds;
     TraverseNode(0, ref Bounds, rt);
   }
   return ReturnTriangles;
 }