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C# BulletSPlugin.BulletBody类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中WhiteCore.Physics.BulletSPlugin.BulletBody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。


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C# BulletSPlugin.BulletBody类代码示例发布时间:2022-05-26
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