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C# HkWorld.AddConstraint方法代码示例

本文整理汇总了C#中HkWorld.AddConstraint方法的典型用法代码示例。如果您正苦于以下问题:C# HkWorld.AddConstraint方法的具体用法?C# HkWorld.AddConstraint怎么用?C# HkWorld.AddConstraint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HkWorld的用法示例。


在下文中一共展示了HkWorld.AddConstraint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: Activate

        public virtual void Activate(object world, ulong clusterObjectID)
        {
            System.Diagnostics.Debug.Assert(m_world == null, "Cannot activate already active object!");
            System.Diagnostics.Debug.Assert(!IsInWorld, "Cannot activate already active object!");

            m_world = (HkWorld)world;
            ClusterObjectID = clusterObjectID;

            ActivateCollision();

            IsInWorld = true;

            Matrix rigidBodyMatrix = GetRigidBodyMatrix();

            if (BreakableBody != null)
            {
                RigidBody.SetWorldMatrix(rigidBodyMatrix);

                //Disable destruction on clients
                if (Sync.IsServer)
                    m_world.DestructionWorld.AddBreakableBody(BreakableBody);
                else
                    m_world.AddRigidBody(RigidBody);
            }
            else if (RigidBody != null)
            {
                RigidBody.SetWorldMatrix(rigidBodyMatrix);
                m_world.AddRigidBody(RigidBody);
            }
            if (RigidBody2 != null)
            {
                RigidBody2.SetWorldMatrix(rigidBodyMatrix);
                m_world.AddRigidBody(RigidBody2);
            }

            if (CharacterProxy != null)
            {
                // obtain this character new system group id for collision filtering
                CharacterSystemGroupCollisionFilterID = m_world.GetCollisionFilter().GetNewSystemGroup();
                // Calculate filter info for this character
                CharacterCollisionFilter = HkGroupFilter.CalcFilterInfo(MyPhysics.CharacterCollisionLayer, CharacterSystemGroupCollisionFilterID, 0, 0);
                CharacterProxy.CharacterRigidBody.SetCollisionFilterInfo(CharacterCollisionFilter);


                CharacterProxy.SetRigidBodyTransform(rigidBodyMatrix);
                CharacterProxy.Activate(m_world);
            }

            if (Ragdoll != null)
            {                
                if (IsRagdollModeActive)
                {
                    m_world.AddRagdoll(Ragdoll);
                    Ragdoll.SetWorldMatrix(rigidBodyMatrix);
                }
            }

            foreach (var constraint in m_constraints)
            {
                m_world.AddConstraint(constraint);
            }

            

        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:65,代码来源:MyPhysicsBody.cs

示例2: Activate

        public virtual void Activate(object world, ulong clusterObjectID)
        {
            System.Diagnostics.Debug.Assert(m_world == null, "Cannot activate already active object!");
            System.Diagnostics.Debug.Assert(!IsInWorld, "Cannot activate already active object!");
            System.Diagnostics.Debug.Assert(!IsWelded, "Activating welded body!");

            m_world = (HkWorld)world;
            ClusterObjectID = clusterObjectID;

            ActivateCollision();

            IsInWorld = true;

            Matrix rigidBodyMatrix = GetRigidBodyMatrix();

            if (BreakableBody != null)
            {
                RigidBody.SetWorldMatrix(rigidBodyMatrix);

                //Disable destruction on clients
                if (Sync.IsServer)
                    m_world.DestructionWorld.AddBreakableBody(BreakableBody);
                else
                    m_world.AddRigidBody(RigidBody);
            }
            else if (RigidBody != null)
            {
                RigidBody.SetWorldMatrix(rigidBodyMatrix);
                m_world.AddRigidBody(RigidBody);
            }
            if (RigidBody2 != null)
            {
                RigidBody2.SetWorldMatrix(rigidBodyMatrix);
                m_world.AddRigidBody(RigidBody2);
            }

            if (CharacterProxy != null)
            {
                // obtain this character new system group id for collision filtering
                CharacterSystemGroupCollisionFilterID = m_world.GetCollisionFilter().GetNewSystemGroup();
                // Calculate filter info for this character
                CharacterCollisionFilter = HkGroupFilter.CalcFilterInfo(MyPhysics.CollisionLayers.CharacterCollisionLayer, CharacterSystemGroupCollisionFilterID, 0, 0);
                CharacterProxy.CharacterRigidBody.SetCollisionFilterInfo(CharacterCollisionFilter);


                CharacterProxy.SetRigidBodyTransform(rigidBodyMatrix);
                CharacterProxy.Activate(m_world);
            }

            //if (ReactivateRagdoll)
            //{
            //    if (MyFakes.ENABLE_RAGDOLL_DEBUG) Debug.WriteLine("MyPhysicsBody.Activate.ReactivateRagdoll");
            //    ActivateRagdoll(rigidBodyMatrix);
            //    ReactivateRagdoll = false;
            //}

            if (SwitchToRagdollModeOnActivate)
            {
                if (MyFakes.ENABLE_RAGDOLL_DEBUG) Debug.WriteLine("MyPhysicsBody.Activate.SwitchToRagdollModeOnActivate");
                SwitchToRagdollModeOnActivate = false;
                SwitchToRagdollMode(m_ragdollDeadMode);
            }

            m_world.LockCriticalOperations();
                      
            foreach (var constraint in m_constraints)
            {
                if (!IsConstraintValid(constraint)) 
                    continue;

                m_world.AddConstraint(constraint);               
            }

            m_world.UnlockCriticalOperations();
           
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:76,代码来源:MyPhysicsBody.cs


注:本文中的HkWorld.AddConstraint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。