本文整理汇总了C#中CollisionObject.GetWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C# CollisionObject.GetWorldTransform方法的具体用法?C# CollisionObject.GetWorldTransform怎么用?C# CollisionObject.GetWorldTransform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类CollisionObject
的用法示例。
在下文中一共展示了CollisionObject.GetWorldTransform方法的1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: AdjustInternalEdgeContacts
/// Changes a btManifoldPoint collision normal to the normal from the mesh.
public static void AdjustInternalEdgeContacts(ManifoldPoint cp, CollisionObject colObj0, CollisionObject colObj1, int partId0, int index0, InternalEdgeAdjustFlags normalAdjustFlags)
{
//btAssert(colObj0.GetCollisionShape().GetShapeType() == TRIANGLE_SHAPE_PROXYTYPE);
if (colObj0.GetCollisionShape().GetShapeType() != BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE)
return;
BvhTriangleMeshShape trimesh = null;
if (colObj0.GetRootCollisionShape().GetShapeType() == BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
//trimesh = ((ScaledBvhTriangleMeshShape)colObj0.GetRootCollisionShape()).GetChildShape();
}
else
{
trimesh = (BvhTriangleMeshShape)colObj0.GetRootCollisionShape();
}
TriangleInfoMap triangleInfoMapPtr = (TriangleInfoMap)trimesh.GetTriangleInfoMap();
if (triangleInfoMapPtr == null)
{
return;
}
int hash = GetHash(partId0, index0);
TriangleInfo info;
if (!triangleInfoMapPtr.TryGetValue(hash, out info))
{
return;
}
float frontFacing = (normalAdjustFlags & InternalEdgeAdjustFlags.BT_TRIANGLE_CONVEX_BACKFACE_MODE) == 0 ? 1.0f : -1.0f;
TriangleShape tri_shape = colObj0.GetCollisionShape() as TriangleShape;
IndexedVector3 v0, v1, v2;
tri_shape.GetVertex(0, out v0);
tri_shape.GetVertex(1, out v1);
tri_shape.GetVertex(2, out v2);
IndexedVector3 center = (v0 + v1 + v2) * (1.0f / 3.0f);
IndexedVector3 red = new IndexedVector3(1, 0, 0), green = new IndexedVector3(0, 1, 0), blue = new IndexedVector3(0, 0, 1), white = new IndexedVector3(1, 1, 1), black = new IndexedVector3(0, 0, 0);
IndexedVector3 tri_normal;
tri_shape.CalcNormal(out tri_normal);
//float dot = tri_normal.dot(cp.m_normalWorldOnB);
IndexedVector3 nearest;
NearestPointInLineSegment(ref cp.m_localPointB, ref v0, ref v1, out nearest);
IndexedVector3 contact = cp.m_localPointB;
#if BT_INTERNAL_EDGE_DEBUG_DRAW
IndexedMatrix tr = colObj0.GetWorldTransform();
DebugDrawLine(tr * nearest, tr * cp.m_localPointB, red);
#endif //BT_INTERNAL_EDGE_DEBUG_DRAW
bool isNearEdge = false;
int numConcaveEdgeHits = 0;
int numConvexEdgeHits = 0;
IndexedVector3 localContactNormalOnB = colObj0.GetWorldTransform()._basis.Transpose() * cp.m_normalWorldOnB;
localContactNormalOnB.Normalize();//is this necessary?
// Get closest edge
int bestedge = -1;
float disttobestedge = MathUtil.BT_LARGE_FLOAT;
//
// Edge 0 . 1
if (Math.Abs(info.m_edgeV0V1Angle) < triangleInfoMapPtr.m_maxEdgeAngleThreshold)
{
//IndexedVector3 nearest;
NearestPointInLineSegment(ref cp.m_localPointB, ref v0, ref v1, out nearest);
float len = (contact - nearest).Length();
//
if (len < disttobestedge)
{
bestedge = 0;
disttobestedge = len;
}
}
// Edge 1 . 2
if (Math.Abs(info.m_edgeV1V2Angle) < triangleInfoMapPtr.m_maxEdgeAngleThreshold)
{
//IndexedVector3 nearest;
NearestPointInLineSegment(ref cp.m_localPointB, ref v1, ref v2, out nearest);
float len = (contact - nearest).Length();
//
if (len < disttobestedge)
{
bestedge = 1;
disttobestedge = len;
}
}
// Edge 2 . 0
if (Math.Abs(info.m_edgeV2V0Angle) < triangleInfoMapPtr.m_maxEdgeAngleThreshold)
{
//.........这里部分代码省略.........