void CCTDebugData::addAABB(const NxExtendedBounds3& bounds, NxU32 color)
{
	NxExtendedVec3 center;
	NxVec3 extents;
	bounds.getCenter(center);
	bounds.getExtents(extents);

	NxBounds3 tmp;
	tmp.setCenterExtents(NxVec3((float)center.x, (float)center.y, (float)center.z), extents);

	addAABB(tmp, color, false);
}
bool ToiletBlock::addCollisionShapes(BlockSource& region, const BlockPos& pos, const AABB* posAABB, std::vector<AABB, std::allocator<AABB>>& pool, Entity* entity) {
	addAABB(AABB(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F).move(pos.x, pos.y, pos.z), posAABB, pool);
	addAABB(CollisionHelper::getRotatedCollisionBox(region.getData(pos), 0.65F, 0.5F, 0.0F, 1.0F, 1.1F, 1.0F).move(pos.x, pos.y, pos.z), posAABB, pool);
	return true;
}
void BrewingStandTile::addAABBs(TileSource* region, int x, int y, int z, AABB const* posAABB, std::vector<AABB, std::allocator<AABB>>& pool) {
	addAABB(AABB(0.4375F, 0.0F, 0.4375F, 0.5625F, 0.875F, 0.5625F).move(x, y, z), posAABB, pool);
	addAABB(AABB(0.0F, 0.0F, 0.0F, 1.0F, 0.125F, 1.0F).move(x, y, z), posAABB, pool);
}
Example #4
0
bool PistonArmTile::addCollisionShapes(TileSource& region, int x, int y, int z, AABB const* posAABB, std::vector<AABB, std::allocator<AABB>>& pool) {
	int data = region.getData(x, y, z);
	float var9 = 0.25F;
	float var10 = 0.375F;
	float var11 = 0.625F;
	float var12 = 0.25F;
	float var13 = 0.75F;

	switch(getRotation(data)) {
    	case 0:
    	    addAABB(AABB(0.0F, 0.0F, 0.0F, 1.0F, 0.25F, 1.0F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.375F, 0.25F, 0.375F, 0.625F, 1.0F, 0.625F).move(x, y, z), posAABB, pool);
    	    break;
    	case 1:
    	    addAABB(AABB(0.0F, 0.75F, 0.0F, 1.0F, 1.0F, 1.0F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.375F, 0.0F, 0.375F, 0.625F, 0.75F, 0.625F).move(x, y, z), posAABB, pool);
    	    break;
    	case 2:
    	    addAABB(AABB(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 0.25F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.25F, 0.375F, 0.25F, 0.75F, 0.625F, 1.0F).move(x, y, z), posAABB, pool);
    	    break;
    	case 3:
    	    addAABB(AABB(0.0F, 0.0F, 0.75F, 1.0F, 1.0F, 1.0F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.25F, 0.375F, 0.0F, 0.75F, 0.625F, 0.75F).move(x, y, z), posAABB, pool);
    	    break;
    	case 4:
    	    addAABB(AABB(0.0F, 0.0F, 0.0F, 0.25F, 1.0F, 1.0F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.375F, 0.25F, 0.25F, 0.625F, 0.75F, 1.0F).move(x, y, z), posAABB, pool);
    	    break;
    	case 5:
    	    addAABB(AABB(0.75F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F).move(x, y, z), posAABB, pool);
    	    addAABB(AABB(0.0F, 0.375F, 0.25F, 0.75F, 0.625F, 0.75F).move(x, y, z), posAABB, pool);
    	    break;
    }
	return true;
}