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C++ Body2DSW::get_transform方法代码示例

本文整理汇总了C++中Body2DSW::get_transform方法的典型用法代码示例。如果您正苦于以下问题:C++ Body2DSW::get_transform方法的具体用法?C++ Body2DSW::get_transform怎么用?C++ Body2DSW::get_transform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Body2DSW的用法示例。


在下文中一共展示了Body2DSW::get_transform方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: shape_collide

bool Physics2DServerSW::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) {

	Body2DSW *body = body_owner.get(p_body);
	ERR_FAIL_COND_V(!body, false);
	ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);

	return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
}
开发者ID:dataxerik,项目名称:godot,代码行数:8,代码来源:physics_2d_server_sw.cpp

示例2: MAX

int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, Physics2DServer::SeparationResult *r_results, int p_result_max, real_t p_margin) {

	Rect2 body_aabb;

	for (int i = 0; i < p_body->get_shape_count(); i++) {

		if (i == 0)
			body_aabb = p_body->get_shape_aabb(i);
		else
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
	}

	// Undo the currently transform the physics server is aware of and apply the provided one
	body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
	body_aabb = body_aabb.grow(p_margin);

	Transform2D body_transform = p_transform;

	for (int i = 0; i < p_result_max; i++) {
		//reset results
		r_results[i].collision_depth = 0;
	}

	int rays_found = 0;

	{
		// raycast AND separate

		const int max_results = 32;
		int recover_attempts = 4;
		Vector2 sr[max_results * 2];
		Physics2DServerSW::CollCbkData cbk;
		cbk.max = max_results;
		Physics2DServerSW::CollCbkData *cbkptr = &cbk;
		CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;

		do {

			Vector2 recover_motion;

			bool collided = false;

			int amount = _cull_aabb_for_body(p_body, body_aabb);
			int ray_index = 0;

			for (int j = 0; j < p_body->get_shape_count(); j++) {
				if (p_body->is_shape_set_as_disabled(j))
					continue;

				Shape2DSW *body_shape = p_body->get_shape(j);

				if (body_shape->get_type() != Physics2DServer::SHAPE_RAY)
					continue;

				Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);

				for (int i = 0; i < amount; i++) {

					const CollisionObject2DSW *col_obj = intersection_query_results[i];
					int shape_idx = intersection_query_subindex_results[i];

					cbk.amount = 0;
					cbk.ptr = sr;
					cbk.invalid_by_dir = 0;

					if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
						const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
						if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
							continue;
						}
					}

					if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {

						cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
						cbk.valid_depth = p_margin; //only valid depth is the collision margin
						cbk.invalid_by_dir = 0;

					} else {
						cbk.valid_dir = Vector2();
						cbk.valid_depth = 0;
						cbk.invalid_by_dir = 0;
					}

					Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
					if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
						if (cbk.amount > 0) {
							collided = true;
						}

						if (ray_index < p_result_max) {
							Physics2DServer::SeparationResult &result = r_results[ray_index];

							for (int k = 0; k < cbk.amount; k++) {
								Vector2 a = sr[k * 2 + 0];
								Vector2 b = sr[k * 2 + 1];

								recover_motion += (b - a) * 0.4;

								float depth = a.distance_to(b);
//.........这里部分代码省略.........
开发者ID:RandomShaper,项目名称:godot,代码行数:101,代码来源:space_2d_sw.cpp


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