示例#1
0
        //  AddPoint
        //  if pt is less than Sqrt(combinationDistanceSq) from one of the
        //  others the original is replaced with the mean of it
        //  and pt, and false is returned. true means that pt was
        //  added to pts
        private bool AddPoint(List <MyCP> pts, Vector3 pt, Vector3 normal, float depth, float combinationDistanceSq)
        {
            for (int i = pts.Count; i-- != 0;)
            {
                if (PointPointDistanceSq(pts[i].m_Position, pt) < combinationDistanceSq)
                {
                    //pts[i] = 0.5f * (pts[i] + pt);
                    return(false);
                }
            }
            MyCP cp = new MyCP();

            cp.m_Normal   = -normal;
            cp.m_Normal   = MyMwcUtils.Normalize(cp.m_Normal);
            cp.m_Position = pt;
            cp.m_Depth    = depth * 0.1f - 0.5f * MyPhysicsConfig.CollisionEpsilon;
            if (cp.m_Depth < -0.5f)
            {
                cp.m_Depth *= 0.5f;
            }
            pts.Add(cp);
            return(true);
        }
 //  AddPoint
 //  if pt is less than Sqrt(combinationDistanceSq) from one of the
 //  others the original is replaced with the mean of it
 //  and pt, and false is returned. true means that pt was
 //  added to pts
 private bool AddPoint(List<MyCP> pts, Vector3 pt, Vector3 normal, float depth , float combinationDistanceSq)
 {
     for (int i = pts.Count; i-- != 0; )
     {
         if (PointPointDistanceSq(pts[i].m_Position, pt) < combinationDistanceSq)
         {
             //pts[i] = 0.5f * (pts[i] + pt);
             return false;
         }
     }
     MyCP cp = new MyCP();
     cp.m_Normal = -normal;
     cp.m_Normal = MyMwcUtils.Normalize(cp.m_Normal);
     cp.m_Position = pt;
     cp.m_Depth = depth*0.1f - 0.5f*MyPhysicsConfig.CollisionEpsilon;
     if (cp.m_Depth < -0.5f)
     {
         cp.m_Depth *= 0.5f;
     }
     pts.Add(cp);
     return true;
 }