本文整理汇总了C#中WhiteCore.Physics.BulletSPlugin.BulletBody类的典型用法代码示例。如果您正苦于以下问题:C# BulletBody类的具体用法?C# BulletBody怎么用?C# BulletBody使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BulletBody类属于WhiteCore.Physics.BulletSPlugin命名空间,在下文中一共展示了BulletBody类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: BSConstraintHinge
public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 pivotInA, Vector3 pivotInB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
: base(world)
{
m_body1 = obj1;
m_body2 = obj2;
m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
pivotInA, pivotInB, axisInA, axisInB,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
m_enabled = true;
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:13,代码来源:BSConstraintHinge.cs
示例2: BSConstraintConeTwist
public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frameInAloc, Quaternion frameInArot,
Vector3 frameInBloc, Quaternion frameInBrot,
bool disableCollisionsBetweenLinkedBodies)
: base(world)
{
m_body1 = obj1;
m_body2 = obj2;
m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2,
frameInAloc, frameInArot, frameInBloc, frameInBrot,
disableCollisionsBetweenLinkedBodies);
m_enabled = true;
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:13,代码来源:BSConstraintConeTwist.cs
示例3: BSConstraintSpring
public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frame1Loc, Quaternion frame1Rot,
Vector3 frame2Loc, Quaternion frame2Rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
:base(world, obj1, obj2)
{
m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
frame1Loc, frame1Rot, frame2Loc, frame2Rot,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
m_enabled = true;
PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:16,代码来源:BSConstraintSpring.cs
示例4: BSConstraint6Dof
// Create a btGeneric6DofConstraint
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
: base(world)
{
m_body1 = obj1;
m_body2 = obj2;
m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
frame1, frame1rot,
frame2, frame2rot,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
m_enabled = true;
world.physicsScene.DetailLog(
"{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
BSScene.DetailLogZero, world.worldID,
obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:19,代码来源:BSConstraint6Dof.cs
示例5: TryGetConstraint
// Get the constraint between two bodies. There can be only one.
// Return 'true' if a constraint was found.
public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
{
bool found = false;
BSConstraint foundConstraint = null;
uint lookingID1 = body1.ID;
uint lookingID2 = body2.ID;
lock (m_constraints)
{
foreach (BSConstraint constrain in m_constraints)
{
if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
{
foundConstraint = constrain;
found = true;
break;
}
}
}
returnConstraint = foundConstraint;
return found;
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:25,代码来源:BSConstraintCollection.cs
示例6: BSPhysObject
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// Oddity if object is destroyed and recreated very quickly it could still have the old body.
if (!PhysBody.HasPhysicalBody)
PhysBody = new BulletBody(localID);
// The collection of things that push me around
PhysicalActors = new BSActorCollection(PhysicsScene);
// Initialize variables kept in base.
GravityMultiplier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
PrimAssetState = PrimAssetCondition.Unknown;
// Default material type. Also sets Friction, Restitution and Density.
SetMaterial((int)MaterialAttributes.Material.Wood);
CollisionCollection = new CollisionEventUpdate();
CollisionsLastTick = CollisionCollection;
SubscribedEventsMs = 0;
CollidingStep = 0;
TrueCollidingStep = 0;
CollisionAccumulation = 0;
ColliderIsMoving = false;
CollisionScore = 0;
// All axis free.
LockedLinearAxis = LockedAxisFree;
LockedAngularAxis = LockedAxisFree;
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:37,代码来源:BSPhysObject.cs
示例7: GetConstraintRef
public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例8: RemoveConstraintRef
public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例9: AddConstraintRef
public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例10: IsInWorld
public abstract bool IsInWorld(BulletWorld world, BulletBody obj);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例11: GetLinearVelocity
public abstract Vector3 GetLinearVelocity(BulletBody obj);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例12: RemoveAndDestroyConstraint
// Remove all constraints that reference the passed body.
// Return 'true' if any constraints were destroyed.
public bool RemoveAndDestroyConstraint(BulletBody body1)
{
List<BSConstraint> toRemove = new List<BSConstraint>();
uint lookingID = body1.ID;
lock (m_constraints)
{
foreach (BSConstraint constrain in m_constraints)
{
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
{
toRemove.Add(constrain);
}
}
foreach (BSConstraint constrain in toRemove)
{
m_constraints.Remove(constrain);
constrain.Dispose();
}
}
return (toRemove.Count > 0);
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:23,代码来源:BSConstraintCollection.cs
示例13: DumpRigidBody
// =====================================================================================
// Debugging
public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject)
{
}
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:5,代码来源:BSApiTemplate.cs
示例14: UpdateDeactivation
public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例15: Translate
public abstract void Translate(BulletBody obj, Vector3 trans);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例16: GetVelocityInLocalPoint
public abstract Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例17: SetAngularVelocity
public abstract void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例18: SetLinearVelocity
public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例19: GetAngularVelocity
public abstract Vector3 GetAngularVelocity(BulletBody obj);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
示例20: GetNumConstraintRefs
public abstract int GetNumConstraintRefs(BulletBody obj);
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:1,代码来源:BSApiTemplate.cs
注:本文中的WhiteCore.Physics.BulletSPlugin.BulletBody类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论