Пример #1
0
        public static Vector3[] divideWaterCollisionBox(CollisionQuad quad, Int32 divideCount)
        {
            // disable optimize
            if (divideCount == 0)
            {
                return(null);
            }

            float stepX = 0.0f, stepZ = 0.0f;
            float stepValueX = (quad.RTFCoordinates.X - quad.LBNCoordinates.X) / divideCount;
            float stepValueZ = (quad.RTFCoordinates.Z - quad.LBNCoordinates.Z) / divideCount;

            Vector3[] checkPoints = new Vector3[(2 + divideCount) * (2 + divideCount)];
            for (Int32 i = 0; i < checkPoints.Length; i++, stepX += stepValueX)
            {
                /*To Do :
                 * true - transition to next row
                 * false - continue work with current row*/
                if ((i + 1) % (divideCount + 2) == 0)
                {
                    stepX  = 0;
                    stepZ += stepValueZ;
                }

                checkPoints[i] = new Vector3(quad.LBNCoordinates.X + stepX, quad.LBNCoordinates.Y, quad.LBNCoordinates.Z + stepZ);
            }
            return(checkPoints);
        }
Пример #2
0
 public WorldFileManager(RenderManager RenderManager)
 {
     Render   = RenderManager;
     RootNode = Render.RootNode;
     InitGrid();
     ChunkSelectorQuad = new CollisionQuad(new Vector3(), new Vector3(), new Vector3(), new Vector3());
 }
Пример #3
0
        private void InitPhysics()
        {
            Quad = new CollisionQuad(-1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f);
            Quad.LBNCoordinates = Vector3.TransformPosition(Quad.LBNCoordinates, m_modelMatrix);
            Quad.RTFCoordinates = Vector3.TransformPosition(Quad.RTFCoordinates, m_modelMatrix);

            // divide water collision box to avoid "bugs" with frustum culling
            m_collisionCheckPoints = FrustumCulling.divideWaterCollisionBox(Quad, m_frustumSquares);
        }
Пример #4
0
        public void Tick(float deltaTime)
        {
            if (CQuad == null)
            {
                CQuad = new CollisionQuad(0, 0, 0, 0, 0, 0);
            }
            var lbn = Vector4.Transform(m_quadLBZ, Matrix4.CreateTranslation(m_lightSource.Position));
            var rtf = Vector4.Transform(m_quadRTZ, Matrix4.CreateTranslation(m_lightSource.Position));

            CQuad.synchronizeCoordinates(lbn.X, rtf.X, lbn.Y, rtf.Y, lbn.Z, lbn.Z);
        }
Пример #5
0
        private void OnDragDrop(object sender, DragEventArgs e)
        {
            if (isManual)
            {
                Panel obj = ((Panel)e.Data.GetData(typeof(Panel)));
                obj.Parent = (Panel)sender;
                Point currPoint = obj.Parent.PointToClient(new Point(e.X, e.Y));

                if (!CollisionQuad.IsBoxCollision(obj.Parent.Controls.Cast <Control>(), currPoint))
                {
                    obj.Location = currPoint;
                    canvas.Add(obj);
                }
                else
                {
                    obj.Location = prevPoint;
                }
            }
        }
Пример #6
0
    public override void _Ready()
    {
        base._Ready();

        var collisionQuadA = GetNode <Position3D>("CollisionQuad/A");
        var collisionQuadB = GetNode <Position3D>("CollisionQuad/B");
        var collisionQuadC = GetNode <Position3D>("CollisionQuad/C");
        var collisionQuadD = GetNode <Position3D>("CollisionQuad/D");

        MeshInstance   = GetNode <MeshInstance>("MeshInstance");
        ActiveMaterial = ResourceLoader.Load <SpatialMaterial>("res://Scenes/Materials/SegmentActiveMaterial.tres");

        CutTween         = GetNode <Tween>("CutTween");
        CutParticlesUp   = GetNode <Particles>("CutParticlesUp");
        CutParticlesDown = GetNode <Particles>("CutParticlesDown");
        CutSoundPlayer   = GetNode <AudioStreamPlayer>("CutSoundPlayer");
        CutSoundTimer    = GetNode <Timer>("CutSoundTimer");

        CollisionQuad = new CollisionQuad(collisionQuadA, collisionQuadB, collisionQuadC, collisionQuadD);
    }
Пример #7
0
        public static bool isQuadIntersection(CollisionQuad quad, Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            Matrix4 viewprojectionMatrix;

            Matrix4.Mult(ref viewMatrix, ref projectionMatrix, out viewprojectionMatrix);

            /*Transform vertices to clipped space*/

            Vector4 LBZ = Vector4.Transform(new Vector4(quad.LBNCoordinates.X, quad.LBNCoordinates.Y, quad.LBNCoordinates.Z, 1.0f), viewprojectionMatrix);
            Vector4 RBZ = Vector4.Transform(new Vector4(quad.RTFCoordinates.X, quad.LBNCoordinates.Y, quad.LBNCoordinates.Z, 1.0f), viewprojectionMatrix);
            Vector4 RTZ = Vector4.Transform(new Vector4(quad.RTFCoordinates.X, quad.RTFCoordinates.Y, quad.LBNCoordinates.Z, 1.0f), viewprojectionMatrix);
            Vector4 LTZ = Vector4.Transform(new Vector4(quad.LBNCoordinates.X, quad.RTFCoordinates.Y, quad.LBNCoordinates.Z, 1.0f), viewprojectionMatrix);

            /*Transform vertices to normalized device coordinates*/

            Vector4 ndcLBZ = new Vector4(new Vector3(LBZ) / LBZ.W, LBZ.W);
            Vector4 ndcRBZ = new Vector4(new Vector3(RBZ) / RBZ.W, RBZ.W);
            Vector4 ndcRTZ = new Vector4(new Vector3(RTZ) / RTZ.W, RTZ.W);
            Vector4 ndcLTZ = new Vector4(new Vector3(LTZ) / LTZ.W, LTZ.W);

            /*Check if quad doesn't lie in clipped area*/

            if ((ndcLBZ.X > -1.0f && ndcLBZ.X < 1.0f) && (ndcLBZ.Y > -1.0f && ndcLBZ.Y < 1.0f) && (ndcLBZ.Z > -1.0f && ndcLBZ.Z < 1.0f))
            {
                return(true);
            }
            if ((ndcRBZ.X > -1.0f && ndcRBZ.X < 1.0f) && (ndcRBZ.Y > -1.0f && ndcRBZ.Y < 1.0f) && (ndcRBZ.Z > -1.0f && ndcRBZ.Z < 1.0f))
            {
                return(true);
            }
            if ((ndcRTZ.X > -1.0f && ndcRTZ.X < 1.0f) && (ndcRTZ.Y > -1.0f && ndcRTZ.Y < 1.0f) && (ndcRTZ.Z > -1.0f && ndcRTZ.Z < 1.0f))
            {
                return(true);
            }
            if ((ndcLTZ.X > -1.0f && ndcLTZ.X < 1.0f) && (ndcLTZ.Y > -1.0f && ndcLTZ.Y < 1.0f) && (ndcLTZ.Z > -1.0f && ndcLTZ.Z < 1.0f))
            {
                return(true);
            }
            return(false);
        }