本文整理汇总了C#中Universe.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Universe.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: BSConstraint6Dof
public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2)
: base(world)
{
m_body1 = obj1;
m_body2 = obj2;
m_enabled = false;
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:7,代码来源:BSConstraint6Dof.cs
示例2: 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:VirtualReality,项目名称:Universe,代码行数:13,代码来源:BSConstraintHinge.cs
示例3: 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:Virtual-Universe,项目名称:Virtual-Universe,代码行数:13,代码来源:BSConstraintConeTwist.cs
示例4: BSConstraintSlider
public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frameInAloc, Quaternion frameInArot,
Vector3 frameInBloc, Quaternion frameInBrot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
: base(world)
{
m_body1 = obj1;
m_body2 = obj2;
m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
frameInAloc, frameInArot, frameInBloc, frameInBrot,
useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
m_enabled = true;
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:13,代码来源:BSConstraintSlider.cs
示例5: 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:Virtual-Universe,项目名称:Virtual-Universe,代码行数:16,代码来源:BSConstraintSpring.cs
示例6: 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:Virtual-Universe,项目名称:Virtual-Universe,代码行数:19,代码来源:BSConstraint6Dof.cs
示例7: 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:Virtual-Universe,项目名称:Virtual-Universe,代码行数:25,代码来源:BSConstraintCollection.cs
示例8: 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:Virtual-Universe,项目名称:Virtual-Universe,代码行数:37,代码来源:BSPhysObject.cs
示例9: UpdateSingleAabb
// =====================================================================================
// btCollisionWorld entries
public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
开发者ID:VirtualReality,项目名称:Universe,代码行数:3,代码来源:BSApiTemplate.cs
示例10: UpdateDeactivation
public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例11: SetUserPointer
public abstract void SetUserPointer(BulletBody obj, IntPtr val);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例12: SetSleepingThresholds
public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例13: SetObjectForce
// Set the force being applied to the object as if its mass is one.
public abstract void SetObjectForce(BulletBody obj, Vector3 force);
开发者ID:VirtualReality,项目名称:Universe,代码行数:2,代码来源:BSApiTemplate.cs
示例14: SetLinearVelocity
public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例15: SetMassProps
public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例16: SetGravity
public abstract void SetGravity(BulletBody obj, Vector3 val);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例17: SetRestitution
public abstract void SetRestitution(BulletBody obj, float val);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例18: SetHitFraction
public abstract void SetHitFraction(BulletBody obj, float val);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例19: SetTranslation
public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs
示例20: SetInterpolationLinearVelocity
// public abstract IntPtr GetBroadphaseHandle(BulletBody obj);
// public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle);
public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel);
开发者ID:VirtualReality,项目名称:Universe,代码行数:3,代码来源:BSApiTemplate.cs
注:本文中的Universe.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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