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C# Body.SetMassMatrix方法代码示例

本文整理汇总了C#中Body.SetMassMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# Body.SetMassMatrix方法的具体用法?C# Body.SetMassMatrix怎么用?C# Body.SetMassMatrix使用的例子?那么恭喜您, 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Body的用法示例。


在下文中一共展示了Body.SetMassMatrix方法的6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: WayPoint

        public WayPoint()
        {
            _Orientation = Quaternion.IDENTITY;
            _DisplayNameOffset = new Vector3(0, 0.2f, 0);

            Entity = Engine.Singleton.SceneManager.CreateEntity("Spawn.mesh");
            Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
            Node.AttachObject(Entity);

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld,
                Node,
                Quaternion.IDENTITY,
                0.1f,
                Engine.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);

            Inertia = inertia;

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.AttachNode(Node);
            Body.SetMassMatrix(0, inertia * 0);

            Body.ForceCallback += BodyForceCallback;

            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.WaypointMaterialID;
            //Body.MaterialGroupID = Engine.Singleton.MaterialManager.CharacterMaterialID;

            collision.Dispose();
        }
开发者ID:janPierdolnikParda,项目名称:RPG,代码行数:32,代码来源:WayPoint.cs

示例2: Character

        public Character(CharacterProfile profile)
        {
            m_Profile = profile.Clone();

            m_Orientation = Quaternion.IDENTITY;

            m_Entity = Core.Singleton.m_SceneManager.CreateEntity(m_Profile.m_MeshName);
            m_Node = Core.Singleton.m_SceneManager.RootSceneNode.CreateChildSceneNode();
            m_Node.AttachObject(m_Entity);

            Vector3 scaledSize = m_Entity.BoundingBox.HalfSize * m_Profile.m_BodyScaleFactor;

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.Capsule(
                Core.Singleton.m_NewtonWorld,
                System.Math.Min(scaledSize.x, scaledSize.z),
                scaledSize.y * 2,
                Vector3.UNIT_X.GetRotationTo(Vector3.UNIT_Y),
                Core.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);
            inertia *= m_Profile.m_BodyMass;

            m_Body = new Body(Core.Singleton.m_NewtonWorld, collision, true);
            m_Body.AttachNode(m_Node);
            m_Body.SetMassMatrix(m_Profile.m_BodyMass, inertia);
            m_Body.AutoSleep = false;

            m_Body.Transformed += BodyTransformCallback;
            m_Body.ForceCallback += BodyForceCallback;

            Joint upVector = new MogreNewt.BasicJoints.UpVector(
            Core.Singleton.m_NewtonWorld, m_Body, Vector3.UNIT_Y);

            collision.Dispose();
        }
开发者ID:Marchew,项目名称:Tachycardia,代码行数:36,代码来源:Character.cs

示例3: Enemy

        public Enemy(CharacterProfile profile, bool czyPojemnik, float zasiegWzr, float zasiegOgl)
        {
            Profile = profile.Clone();

            _Orientation = Quaternion.IDENTITY;

            Entity = Engine.Singleton.SceneManager.CreateEntity(Profile.MeshName);
            Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
            Node.AttachObject(Entity);

            Vector3 scaledSize = Entity.BoundingBox.HalfSize * Profile.BodyScaleFactor;

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld,
                Node,
                Quaternion.IDENTITY,
                0.1f,
                Engine.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);

            inertia *= Profile.BodyMass;

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.AttachNode(Node);
            Body.SetMassMatrix(Profile.BodyMass, inertia);
            Body.AutoSleep = false;

            Body.Transformed += BodyTransformCallback;
            Body.ForceCallback += BodyForceCallback;

            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.EnemyMaterialID;

            Joint upVector = new MogreNewt.BasicJoints.UpVector(
            Engine.Singleton.NewtonWorld, Body, Vector3.UNIT_Y);

            collision.Dispose();

            isContainer = czyPojemnik;
            isSeen = false;
            isReachable = false;
            _ZasiegWzroku = zasiegWzr;
            _ZasiegOgolny = zasiegOgl;
            _Statistics = Profile.Statistics.statistics_Clone();
            State = StateTypes.IDLE;

            //DROPPRIZE KUFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

            if (Profile.DropPrizeID == "")
                Profile.DropPrizeID = "pPusty";

            DropPrize = PrizeManager.P[Profile.DropPrizeID].prize_Clone();
            List<DescribedProfile> lista_tym = new List<DescribedProfile>();
            List<DescribedProfile> lista_tym2 = new List<DescribedProfile>(DropPrize.ItemsList);

            if (DropPrize.ItemsList.Count > 2)
            {
                for (int i = 0; i < 2; i++)
                {
                    int Los = Engine.Singleton.Random.Next(lista_tym2.Count);
                    lista_tym.Add(lista_tym2[Los]);
                    lista_tym2.RemoveAt(Los);
                    DropPrize.ItemsList = new List<DescribedProfile>(lista_tym);
                }
            }

            else
                DropPrize.ItemsList = new List<DescribedProfile>(DropPrize.ItemsList);

            DropPrize.AmountGold = Engine.Singleton.Random.Next(DropPrize.AmountGold / 2, DropPrize.AmountGold + 1);
            DropExp = DropPrize.AmountExp;

            //PO DROPPRIZIE KUFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

            walkAnim = Entity.GetAnimationState("WALK");
            idleAnim = Entity.GetAnimationState("IDLE");
            attackAnim = Entity.GetAnimationState("ATTACK");
            deadAnim = Entity.GetAnimationState("DEAD");

            //Animation("IdleLegs").Enabled = true;
            //Animation("IdleLegs").Loop = true;
            FriendlyType = Profile.FriendlyType;
            ProfName = Profile.ProfileName;
        }
开发者ID:janPierdolnikParda,项目名称:RPG,代码行数:85,代码来源:Enemy.cs

示例4: RecalculateCollision

        public void RecalculateCollision()
        {
            Vector3 pos = Position;
            Quaternion orient = Orientation;
            Node.DetachAllObjects();
            Engine.Singleton.SceneManager.DestroySceneNode(Node);
            Engine.Singleton.SceneManager.DestroyEntity(Entity);
            Body.Dispose();
            Body = null;

            Entity = Engine.Singleton.SceneManager.CreateEntity(Profile.MeshName);
            Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
            Node.AttachObject(Entity);

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld,
                Node,
                Quaternion.IDENTITY,
                0.1f,
                Engine.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);

            inertia *= Profile.BodyMass;

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.AttachNode(Node);
            Body.SetMassMatrix(Profile.BodyMass, inertia);
            Body.AutoSleep = false;

            Body.Transformed += BodyTransformCallback;
            Body.ForceCallback += BodyForceCallback;
            Orientation = orient;
            Position = pos;
            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.EnemyMaterialID;

            Joint upVector = new MogreNewt.BasicJoints.UpVector(
            Engine.Singleton.NewtonWorld, Body, Vector3.UNIT_Y);

            collision.Dispose();
        }
开发者ID:janPierdolnikParda,项目名称:RPG,代码行数:42,代码来源:Enemy.cs

示例5: EndShapeBuild

        public void EndShapeBuild()
        {
            Collision collision = new MogreNewt.CollisionPrimitives.CompoundCollision(
              Engine.Singleton.NewtonWorld,
              CompoundParts.ToArray(),
              Engine.Singleton.GetUniqueBodyId());

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.SetMassMatrix(0, Vector3.ZERO);
            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.TriggerVolumeMaterialID;

            // Usuwamy z pamięci już użyte części geometrii
            foreach (ConvexCollision c in CompoundParts)
                c.Dispose();
            CompoundParts = null;
        }
开发者ID:janPierdolnikParda,项目名称:WorldCreator,代码行数:17,代码来源:TriggerVolume.cs

示例6: EnemyDecTree

        //public List<GameObject> Contacts;
        //public Described PickingTarget;
        //public List<DescribedProfile> Inventory;
        //ItemSword _Sword;
        //Entity SwordEntity;
        //public CharacterAnimBlender AnimBlender;
        //public bool TalkPerm;
        //public bool InventoryPerm;
        //public bool PickItemOrder;
        //public bool MoveOrder;
        //public bool MoveOrderBack;
        //public bool GetSwordOrder;
        //public bool HideSwordOrder;
        //bool _RunOrder;
        /*public bool RunOrder
        {
            get
            {
                return _RunOrder;
            }
            set
            {
                if (_RunOrder == true && value == false)
                {
                    _RunOrder = false;
                    Profile.WalkSpeed -= 2.0f;
                }
                if (_RunOrder == false && value == true)
                {
                    _RunOrder = true;
                    Profile.WalkSpeed += 2.0f;
                }
            }
        }

        public float TurnDelta;

        public bool FollowPathOrder;
        public List<Vector3> WalkPath;
        public static DecTree.Enemies.e_Node Tree = new EnemyDecTree();

        //////////////////////////////////////////////
        //              Moje zmienne:
        //////////////////////////////////////////////

        Container Container;
        public bool isContainer;
        bool isSeen;
        bool isReachable;
        float ZasiegWzroku;
        float ZasiegOgolny;
        Prize DropPrize;
        public Statistics Statistics;*/
        public Enemy(CharacterProfile profile)
        {
            Profile = profile.Clone();

            _Orientation = Quaternion.IDENTITY;

            Entity = Engine.Singleton.SceneManager.CreateEntity(Profile.MeshName);
            Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
            Node.AttachObject(Entity);

            // Vector3 scaledSize = Entity.BoundingBox.HalfSize * Profile.BodyScaleFactor;

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld,
                Node,
                Quaternion.IDENTITY,
                0.1f,
                Engine.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);

            Inertia = inertia;

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.AttachNode(Node);
            Body.SetMassMatrix(Profile.BodyMass, inertia * Profile.BodyMass);
            //Body.AutoSleep = false;

            //Body.Transformed += BodyTransformCallback;
            Body.ForceCallback += BodyForceCallback;

            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.CharacterMaterialID;

            //Joint upVector = new MogreNewt.BasicJoints.UpVector(
            // Engine.Singleton.NewtonWorld, Body, Vector3.UNIT_Y);

            collision.Dispose();
        }
开发者ID:janPierdolnikParda,项目名称:WorldCreator,代码行数:92,代码来源:Enemy.cs


注:本文中的Body.SetMassMatrix方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。