本文整理汇总了C#中CollisionCategories类的典型用法代码示例。如果您正苦于以下问题:C# CollisionCategories类的具体用法?C# CollisionCategories怎么用?C# CollisionCategories使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
CollisionCategories类属于命名空间,在下文中一共展示了CollisionCategories类的15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: AddChildPrim
/// <summary>
/// Add a child prim to this parent prim.
/// </summary>
/// <param name="prim">Child prim</param>
public void AddChildPrim(OdePrim prim)
{
//Console.WriteLine("AddChildPrim " + Name);
if (this.m_localID != prim.m_localID)
{
if (Body == IntPtr.Zero)
{
Body = d.BodyCreate(_parent_scene.world);
setMass();
}
if (Body != IntPtr.Zero)
{
lock (childrenPrim)
{
if (!childrenPrim.Contains(prim))
{
//Console.WriteLine("childrenPrim.Add " + prim);
childrenPrim.Add(prim);
foreach (OdePrim prm in childrenPrim)
{
d.Mass m2;
d.MassSetZero(out m2);
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
quat.X = prm._orientation.X;
quat.Y = prm._orientation.Y;
quat.Z = prm._orientation.Z;
d.Matrix3 mat = new d.Matrix3();
d.RfromQ(out mat, ref quat);
d.MassRotate(ref m2, ref mat);
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
d.MassAdd(ref pMass, ref m2);
}
foreach (OdePrim prm in childrenPrim)
{
prm.m_collisionCategories |= CollisionCategories.Body;
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
if (prm.prim_geom == IntPtr.Zero)
{
m_log.WarnFormat(
"[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet",
prm.Name, prim.Name);
continue;
}
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
quat.X = prm._orientation.X;
quat.Y = prm._orientation.Y;
quat.Z = prm._orientation.Z;
d.Matrix3 mat = new d.Matrix3();
d.RfromQ(out mat, ref quat);
if (Body != IntPtr.Zero)
{
d.GeomSetBody(prm.prim_geom, Body);
prm.childPrim = true;
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
//d.GeomSetOffsetPosition(prim.prim_geom,
// (Position.X - prm.Position.X) - pMass.c.X,
// (Position.Y - prm.Position.Y) - pMass.c.Y,
// (Position.Z - prm.Position.Z) - pMass.c.Z);
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
d.BodySetMass(Body, ref pMass);
}
else
{
m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
}
prm.m_interpenetrationcount = 0;
prm.m_collisionscore = 0;
prm.m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
{
prm.createAMotor(m_angularlock);
}
prm.Body = Body;
_parent_scene.addActivePrim(prm);
}
m_collisionCategories |= CollisionCategories.Body;
//.........这里部分代码省略.........
示例2: changefloatonwater
public void changefloatonwater(float timestep)
{
m_collidesWater = m_taintCollidesWater;
if (prim_geom != IntPtr.Zero)
{
if (m_collidesWater)
{
m_collisionFlags |= CollisionCategories.Water;
}
else
{
m_collisionFlags &= ~CollisionCategories.Water;
}
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}
示例3: changefloatonwater
/// <summary>
/// Change prim in response to a float on water taint.
/// </summary>
/// <param name="timestep"></param>
private void changefloatonwater()
{
m_collidesWater = m_taintCollidesWater;
if (m_collidesWater)
{
m_collisionFlags |= CollisionCategories.Water;
}
else
{
m_collisionFlags &= ~CollisionCategories.Water;
}
if (m_assetFailed)
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
else
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
示例4: DestroyBody
// for now removes all colisions etc from childs, full body reconstruction is needed after this
public void DestroyBody()
{
//this kills the body so things like 'mesh' can re-create it.
lock (this)
{
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int) m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int) m_collisionFlags);
UpdateDataFromGeom();
SetInStaticSpace(this);
}
if (!childPrim)
{
lock (childrenPrim)
{
foreach (AuroraODEPrim prm in childrenPrim)
{
_parent_scene.remActivePrim(prm);
prm.m_collisionCategories &= ~CollisionCategories.Body;
prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prm.prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prm.prim_geom, (int) m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int) m_collisionFlags);
prm.UpdateDataFromGeom();
prm.Body = IntPtr.Zero;
SetInStaticSpace(prm);
}
prm._mass = prm.primMass;
}
}
m_vehicle.Disable(this);
d.BodyDestroy(Body);
}
}
Body = IntPtr.Zero;
}
_mass = primMass;
m_disabled = true;
}
示例5: MakeBody
//.........这里部分代码省略.........
ppos.Y,
ppos.Z);
d.MassAdd (ref objdmass, ref tmpdmass); // add to total object inertia
// fix prim colision cats
if (prm.prim_geom == IntPtr.Zero)
{
m_log.Warn ("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
continue;
}
d.GeomClearOffset (prm.prim_geom);
d.GeomSetBody (prm.prim_geom, Body);
d.GeomSetOffsetWorldRotation (prm.prim_geom, ref mat); // set relative rotation
}
}
}
d.GeomClearOffset (prim_geom); // make sure we don't have a hidden offset
// associate root geom with body
d.GeomSetBody (prim_geom, Body);
d.BodySetPosition (Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
d.GeomSetOffsetWorldPosition (prim_geom, _position.X, _position.Y, _position.Z);
d.MassTranslate (ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
myrot.W = -myrot.W;
d.RfromQ (out mymat, ref myrot);
d.MassRotate (ref objdmass, ref mymat);
d.BodySetMass (Body, ref objdmass);
_mass = objdmass.mass;
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
// disconnect from world gravity so we can apply buoyancy
if (!testRealGravity)
d.BodySetGravityMode (Body, false);
d.BodySetAutoDisableFlag (Body, true);
d.BodySetAutoDisableSteps (Body, body_autodisable_frames);
// d.BodySetLinearDampingThreshold(Body, 0.01f);
// d.BodySetAngularDampingThreshold(Body, 0.001f);
d.BodySetDamping (Body, .001f, .001f);
m_disabled = false;
d.GeomSetCategoryBits (prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits (prim_geom, (int)m_collisionFlags);
m_interpenetrationcount = 0;
m_collisionscore = 0;
if (m_targetSpace != _parent_scene.space)
{
_parent_scene.waitForSpaceUnlock (m_targetSpace);
if (d.SpaceQuery (m_targetSpace, prim_geom))
d.SpaceRemove (m_targetSpace, prim_geom);
m_targetSpace = _parent_scene.space;
d.SpaceAdd (m_targetSpace, prim_geom);
}
lock (childrenPrim)
{
foreach (AuroraODEPrim prm in childrenPrim)
示例6: MakeBody
//.........这里部分代码省略.........
ppos.X += tmpdmass.c.X - rcm.X;
ppos.Y += tmpdmass.c.Y - rcm.Y;
ppos.Z += tmpdmass.c.Z - rcm.Z;
// refer inertia to root prim center of mass position
d.MassTranslate(ref tmpdmass,
ppos.X,
ppos.Y,
ppos.Z);
d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
// fix prim colision cats
d.GeomClearOffset(prm.prim_geom);
d.GeomSetBody(prm.prim_geom, Body);
prm.Body = Body;
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
}
}
}
d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
// associate root geom with body
d.GeomSetBody(prim_geom, Body);
d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z);
// ode wants inertia at center of body
myrot.W = -myrot.W;
d.RfromQ(out mymat, ref myrot);
d.MassRotate(ref objdmass, ref mymat);
d.BodySetMass(Body, ref objdmass);
_mass = objdmass.mass;
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
// disconnect from world gravity so we can apply buoyancy
// if (!testRealGravity)
d.BodySetGravityMode(Body, false);
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
d.BodySetDamping(Body, .001f, .0002f);
m_disabled = false;
d.GeomSetCategoryBits(prim_geom, (int) m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int) m_collisionFlags);
if (m_targetSpace != _parent_scene.space)
{
if (d.SpaceQuery(m_targetSpace, prim_geom))
d.SpaceRemove(m_targetSpace, prim_geom);
m_targetSpace = _parent_scene.space;
d.SpaceAdd(m_targetSpace, prim_geom);
}
lock (childrenPrim)
{
foreach (ODEPrim prm in childrenPrim)
{
if (prm.prim_geom == IntPtr.Zero)
continue;
Vector3 ppos = prm._position;
d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
prm.m_collisionCategories |= CollisionCategories.Body;
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
d.GeomSetCategoryBits(prm.prim_geom, (int) prm.m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int) prm.m_collisionFlags);
if (prm.m_targetSpace != _parent_scene.space)
{
if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
prm.m_targetSpace = _parent_scene.space;
d.SpaceAdd(m_targetSpace, prm.prim_geom);
}
prm.m_disabled = false;
_parent_scene.AddActivePrim(prm);
}
}
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
{
CreateAMotor(m_angularlock);
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
m_vehicle.Enable(Body, this, _parent_scene);
_parent_scene.AddActivePrim(this);
}
示例7: AddChildPrim
/// <summary>
/// Add a child prim to this parent prim.
/// </summary>
/// <param name="prim">Child prim</param>
private void AddChildPrim(OdePrim prim)
{
if (LocalID == prim.LocalID)
return;
if (Body == IntPtr.Zero)
{
Body = d.BodyCreate(_parent_scene.world);
setMass();
}
lock (childrenPrim)
{
if (childrenPrim.Contains(prim))
return;
// m_log.DebugFormat(
// "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID);
childrenPrim.Add(prim);
foreach (OdePrim prm in childrenPrim)
{
d.Mass m2;
d.MassSetZero(out m2);
d.MassSetBoxTotal(out m2, prm.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
quat.X = prm._orientation.X;
quat.Y = prm._orientation.Y;
quat.Z = prm._orientation.Z;
d.Matrix3 mat = new d.Matrix3();
d.RfromQ(out mat, ref quat);
d.MassRotate(ref m2, ref mat);
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
d.MassAdd(ref pMass, ref m2);
}
foreach (OdePrim prm in childrenPrim)
{
prm.m_collisionCategories |= CollisionCategories.Body;
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
if (prm.m_assetFailed)
{
d.GeomSetCategoryBits(prm.prim_geom, 0);
d.GeomSetCollideBits(prm.prim_geom, (uint)prm.BadMeshAssetCollideBits);
}
else
{
d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
}
d.Quaternion quat = new d.Quaternion();
quat.W = prm._orientation.W;
quat.X = prm._orientation.X;
quat.Y = prm._orientation.Y;
quat.Z = prm._orientation.Z;
d.Matrix3 mat = new d.Matrix3();
d.RfromQ(out mat, ref quat);
if (Body != IntPtr.Zero)
{
d.GeomSetBody(prm.prim_geom, Body);
prm.childPrim = true;
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
//d.GeomSetOffsetPosition(prim.prim_geom,
// (Position.X - prm.Position.X) - pMass.c.X,
// (Position.Y - prm.Position.Y) - pMass.c.Y,
// (Position.Z - prm.Position.Z) - pMass.c.Z);
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
d.BodySetMass(Body, ref pMass);
}
else
{
m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
}
prm.m_interpenetrationcount = 0;
prm.m_collisionscore = 0;
prm.m_disabled = false;
prm.Body = Body;
_parent_scene.ActivatePrim(prm);
}
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
if (m_assetFailed)
//.........这里部分代码省略.........
示例8: changeSelectedStatus
private void changeSelectedStatus(bool newsel)
{
bool isphys = IsPhysical;
if (newsel)
{
m_collisionCategories = CollisionCategories.Selected;
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
// We do the body disable soft twice because 'in theory' a collision could have happened
// in between the disabling and the collision properties setting
// which would wake the physical body up from a soft disabling and potentially cause it to fall
// through the ground.
// NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
// just one part of the assembly, the rest of the assembly is non-selected and still simulating,
// so that causes the selected part to wake up and continue moving.
// even if you select all parts of a jointed assembly, it is not guaranteed that the entire
// assembly will stop simulating during the selection, because of the lack of atomicity
// of select operations (their processing could be interrupted by a thread switch, causing
// simulation to continue before all of the selected object notifications trickle down to
// the physics engine).
// e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
// selected and disabled. then, due to a thread switch, the selection processing is
// interrupted and the physics engine continues to simulate, so the last 50 items, whose
// selection was not yet processed, continues to simulate. this wakes up ALL of the
// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
// up, start simulating again, which in turn wakes up the last 50.
if (isphys)
{
disableBodySoft();
}
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (isphys)
{
disableBodySoft();
}
}
else
{
m_collisionCategories = CollisionCategories.Geom;
if (isphys)
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags = m_default_collisionFlags;
if (m_collidesLand)
m_collisionFlags |= CollisionCategories.Land;
if (m_collidesWater)
m_collisionFlags |= CollisionCategories.Water;
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (isphys)
{
if (Body != IntPtr.Zero)
{
d.BodySetLinearVel(Body, 0f, 0f, 0f);
d.BodySetAngularVel(Body, 0f, 0f, 0f);
d.BodySetForce(Body, 0, 0, 0);
d.BodySetTorque(Body, 0, 0, 0);
enableBodySoft();
}
}
}
resetCollisionAccounting();
m_isSelected = newsel;
}//end changeSelectedStatus
示例9: changefloatonwater
/// <summary>
/// Change prim in response to a float on water taint.
/// </summary>
/// <param name="timestep"></param>
private void changefloatonwater()
{
m_collidesWater = m_taintCollidesWater;
if (m_collidesWater)
{
m_collisionFlags |= CollisionCategories.Water;
}
else
{
m_collisionFlags &= ~CollisionCategories.Water;
}
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
示例10: enableBody
/// <summary>
/// Make a prim subject to physics.
/// </summary>
public void enableBody()
{
// Don't enable this body if we're a child prim
// this should be taken care of in the parent function not here
if (!childPrim)
{
// Sets the geom to a body
Body = d.BodyCreate(_parent_scene.world);
setMass();
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.Quaternion myrot = new d.Quaternion();
myrot.X = _orientation.X;
myrot.Y = _orientation.Y;
myrot.Z = _orientation.Z;
myrot.W = _orientation.W;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
// disconnect from world gravity so we can apply buoyancy
d.BodySetGravityMode (Body, false);
m_interpenetrationcount = 0;
m_collisionscore = 0;
m_disabled = false;
// The body doesn't already have a finite rotation mode set here
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0.0f)) && _parent == null)
{
createAMotor(m_angularlock);
}
if (m_vehicle.Type != Vehicle.TYPE_NONE)
{
m_vehicle.Enable(Body, _parent_scene);
}
_parent_scene.addActivePrim(this);
}
}
示例11: DestroyBody
private void DestroyBody()
{
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
UpdateDataFromGeom();
SetInStaticSpace(this);
}
if (!childPrim)
{
lock (childrenPrim)
{
foreach (OdePrim prm in childrenPrim)
{
_parent_scene.remActivePrim(prm);
prm.m_collisionCategories &= ~CollisionCategories.Body;
prm.m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prm.prim_geom != IntPtr.Zero)
{
prm.UpdateDataFromGeom();
d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
SetInStaticSpace(prm);
}
prm.Body = IntPtr.Zero;
prm._mass = prm.primMass;
}
}
d.BodyDestroy(Body);
}
Body = IntPtr.Zero;
}
_mass = primMass;
m_disabled = true;
m_collisionscore = 0;
}
示例12: disableBody
/// <summary>
/// Stop a prim from being subject to physics.
/// </summary>
public void disableBody()
{
//this kills the body so things like 'mesh' can re-create it.
lock (this)
{
if (!childPrim)
{
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
d.BodyDestroy(Body);
lock (childrenPrim)
{
if (childrenPrim.Count > 0)
{
foreach (OdePrim prm in childrenPrim)
{
_parent_scene.remActivePrim(prm);
prm.Body = IntPtr.Zero;
}
}
}
Body = IntPtr.Zero;
}
}
else
{
_parent_scene.remActivePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
Body = IntPtr.Zero;
}
}
m_disabled = true;
m_collisionscore = 0;
}
示例13: changeSelectedStatus
private void changeSelectedStatus(bool newval)
{
m_isSelected = newval;
Stop();
if (newval)
{
m_collisionCategories = CollisionCategories.Selected;
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
disableBodySoft();
}
else
{
m_collisionCategories = CollisionCategories.Geom;
if (m_isphysical)
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags = m_default_collisionFlags;
if (m_collidesLand)
m_collisionFlags |= CollisionCategories.Land;
if (m_collidesWater)
m_collisionFlags |= CollisionCategories.Water;
if (prim_geom != IntPtr.Zero)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
enableBodySoft();
}
resetCollisionAccounting();
}
示例14: changefloatonwater
public void changefloatonwater(object arg)
{
m_collidesWater = (bool) arg;
if (prim_geom != IntPtr.Zero)
{
if (m_collidesWater)
{
m_collisionFlags |= CollisionCategories.Water;
}
else
{
m_collisionFlags &= ~CollisionCategories.Water;
}
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}
示例15: changeFloatOnWater
private void changeFloatOnWater(bool newval)
{
m_collidesWater = newval;
if (prim_geom != IntPtr.Zero)
{
if (m_collidesWater)
{
m_collisionFlags |= CollisionCategories.Water;
}
else
{
m_collisionFlags &= ~CollisionCategories.Water;
}
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
}