Пример #1
0
        private void CreateChildNodes()
        {
            float sizeOver2 = size / 2.0f;
            float sizeOver4 = size / 4.0f;

            nodeUFR = new OcTreeNode(center + new Vector3(sizeOver4, sizeOver4, -sizeOver4), sizeOver2);
            nodeUFL = new OcTreeNode(center + new Vector3(-sizeOver4, sizeOver4, -sizeOver4), sizeOver2);
            nodeUBR = new OcTreeNode(center + new Vector3(sizeOver4, sizeOver4, sizeOver4), sizeOver2);
            nodeUBL = new OcTreeNode(center + new Vector3(-sizeOver4, sizeOver4, sizeOver4), sizeOver2);
            nodeDFR = new OcTreeNode(center + new Vector3(sizeOver4, -sizeOver4, -sizeOver4), sizeOver2);
            nodeDFL = new OcTreeNode(center + new Vector3(-sizeOver4, -sizeOver4, -sizeOver4), sizeOver2);
            nodeDBR = new OcTreeNode(center + new Vector3(sizeOver4, -sizeOver4, sizeOver4), sizeOver2);
            nodeDBL = new OcTreeNode(center + new Vector3(-sizeOver4, -sizeOver4, sizeOver4), sizeOver2);

            nodeUFR.RootSize = rootSize;
            nodeUFL.RootSize = rootSize;
            nodeUBR.RootSize = rootSize;
            nodeUBL.RootSize = rootSize;
            nodeDFR.RootSize = rootSize;
            nodeDFL.RootSize = rootSize;
            nodeDBR.RootSize = rootSize;
            nodeDBL.RootSize = rootSize;

            childList.Add(nodeUFR);
            childList.Add(nodeUFL);
            childList.Add(nodeUBR);
            childList.Add(nodeUBL);
            childList.Add(nodeDFR);
            childList.Add(nodeDFL);
            childList.Add(nodeDBR);
            childList.Add(nodeDBL);
        }
Пример #2
0
 public Octree(Game game, SceneManager sceneManager, GameWorldData worldData)
     : base(game)
 {
     this.sceneManager   = sceneManager;
     octreeRoot          = new OcTreeNode(worldData.OCTREE_WORLD_CENTER1, worldData.OCTREE_WORLD_SIZE1);
     octreeRoot.RootSize = worldData.OCTREE_WORLD_SIZE1;
     boundryLeft         = worldData.BoundryLeft;
     boundryRight        = worldData.BoundryRight;
     boundryNear         = worldData.BoundryNear;
     boundryFar          = worldData.BoundryFar;
     enemyIDs            = new List <int>();
     playerIDs           = new List <int>();
     enemyBulletIDs      = new List <int>();
     playerBulletIDs     = new List <int>();
     tankIDs             = new List <int>();
     rnd = new Random();
     controlTankEnabled = false;
     timeLastStamp      = 0;
 }