public abstract UpdateBoundingBox ( ) : void | ||
Результат | void |
/// <summary> /// Adds an entry to the broad phase. /// </summary> /// <param name="entry">Entry to add.</param> public override void Add(BroadPhaseEntry entry) { base.Add(entry); //Entities do not set up their own bounding box before getting stuck in here. If they're all zeroed out, the tree will be horrible. Vector3 offset; Vector3.Subtract(ref entry.boundingBox.Max, ref entry.boundingBox.Min, out offset); if (offset.X * offset.Y * offset.Z == 0) entry.UpdateBoundingBox(); //binary search for the approximately correct location. This helps prevent large first-frame sort times. int minIndex = 0; //inclusive int maxIndex = entries.Count; //exclusive int index = 0; while (maxIndex - minIndex > 0) { index = (maxIndex + minIndex) / 2; if (entries.Elements[index].boundingBox.Min.X > entry.boundingBox.Min.X) maxIndex = index; else if (entries.Elements[index].boundingBox.Min.X < entry.boundingBox.Min.X) minIndex = ++index; else break; //Found an equal value! } entries.Insert(index, entry); }
/// <summary> /// Adds an entry to the broad phase. /// </summary> /// <param name="entry">Entry to add.</param> public override void Add(BroadPhaseEntry entry) { base.Add(entry); //Entities do not set up their own bounding box before getting stuck in here. If they're all zeroed out, the tree will be horrible. System.Numerics.Vector3 offset; Vector3Ex.Subtract(ref entry.boundingBox.Max, ref entry.boundingBox.Min, out offset); if (offset.X * offset.Y * offset.Z == 0) entry.UpdateBoundingBox(); var newEntry = entryPool.Take(); newEntry.Initialize(entry); entries.Add(newEntry); //Add the object to the grid. for (int i = newEntry.previousMin.Y; i <= newEntry.previousMax.Y; i++) { for (int j = newEntry.previousMin.Z; j <= newEntry.previousMax.Z; j++) { var index = new Int2 {Y = i, Z = j}; cellSet.Add(ref index, newEntry); } } }