check X Y Z for max value
parent
cd72e7b701
commit
027d8749a1
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@ -90,7 +90,8 @@ namespace Flocking
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for( int y = 0; y < regionY; y++ ) {
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for( int y = 0; y < regionY; y++ ) {
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int zMax = Convert.ToInt32(m_scene.GetGroundHeight( x, y ));
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int zMax = Convert.ToInt32(m_scene.GetGroundHeight( x, y ));
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for( int z = 1; z < zMax; z++ ) {
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for( int z = 1; z < zMax; z++ ) {
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m_flowMap[x,y,z] = 100f;
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if (x < regionX && y < regionY && z < zMax)
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m_flowMap[x,y,z] = 100f;
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}
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}
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}
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}
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}
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}
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@ -100,7 +101,9 @@ namespace Flocking
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if( entity is SceneObjectGroup ) {
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if( entity is SceneObjectGroup ) {
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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//todo: ignore phantom
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if (sog.IsPhantom)
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continue;
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float fmaxX, fminX, fmaxY, fminY, fmaxZ, fminZ;
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float fmaxX, fminX, fmaxY, fminY, fmaxZ, fminZ;
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int maxX, minX, maxY, minY, maxZ, minZ;
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int maxX, minX, maxY, minY, maxZ, minZ;
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sog.GetAxisAlignedBoundingBoxRaw( out fminX, out fmaxX, out fminY, out fmaxY, out fminZ, out fmaxZ );
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sog.GetAxisAlignedBoundingBoxRaw( out fminX, out fmaxX, out fminY, out fmaxY, out fminZ, out fmaxZ );
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@ -115,7 +118,8 @@ namespace Flocking
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for( int x = minX; x < maxX; x++ ) {
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for( int x = minX; x < maxX; x++ ) {
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for( int y = minY; y < maxY; y++ ) {
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for( int y = minY; y < maxY; y++ ) {
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for( int z = minZ; z < maxZ; z++ ) {
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for( int z = minZ; z < maxZ; z++ ) {
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m_flowMap[x,y,z] = 100f;
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if(x < maxX && y < maxY && z < maxX)
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m_flowMap[x,y,z] = 100f;
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}
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}
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}
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}
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}
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}
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