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C# HkdBreakableShape.BuildMassProperties方法代码示例

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


在下文中一共展示了HkdBreakableShape.BuildMassProperties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: CreateFracturePiece

        private static MyFracturedPiece CreateFracturePiece(ref HkdBreakableShape shape, HkdWorld world, ref MatrixD worldMatrix, bool isStatic)
        {
            Debug.Assert(shape.IsValid());
            ProfilerShort.Begin("CreateFracturePiece");
            var fracturedPiece = MyFracturedPiecesManager.Static.GetPieceFromPool(0);//new MyFracturedPiece();
            fracturedPiece.PositionComp.WorldMatrix = worldMatrix;
            fracturedPiece.Physics.Flags = isStatic ? RigidBodyFlag.RBF_STATIC : RigidBodyFlag.RBF_DEBRIS;
            var physicsBody = fracturedPiece.Physics as MyPhysicsBody;//new MyPhysicsBody(fracturedPiece,isFixed ?RigidBodyFlag.RBF_STATIC : RigidBodyFlag.RBF_DEBRIS);

            HkMassProperties mp = new HkMassProperties();
            shape.BuildMassProperties(ref mp);
            physicsBody.InitialSolverDeactivation = HkSolverDeactivation.High;
            physicsBody.CreateFromCollisionObject(shape.GetShape(), Vector3.Zero, worldMatrix, mp);

            physicsBody.LinearDamping = MyPerGameSettings.DefaultLinearDamping;
            physicsBody.AngularDamping = MyPerGameSettings.DefaultAngularDamping;

            System.Diagnostics.Debug.Assert(physicsBody.BreakableBody == null, "physicsBody.DestructionBody == null");
            physicsBody.BreakableBody = new HkdBreakableBody(shape, physicsBody.RigidBody, world, worldMatrix);
            physicsBody.BreakableBody.AfterReplaceBody += physicsBody.FracturedBody_AfterReplaceBody;
            ProfilerShort.End();

            ProfilerShort.Begin("Sync");
            if (fracturedPiece.SyncFlag)
            {
                fracturedPiece.CreateSync();
            }
            ProfilerShort.End();
            fracturedPiece.NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME;
            //physicsBody.RigidBody.ContactPointCallbackDelay = 0;
            //physicsBody.RigidBody.ContactPointCallbackEnabled = true;
            fracturedPiece.Physics = physicsBody;
            //FixPosition(fracturedPiece);
            fracturedPiece.SetDataFromHavok(shape);
            ProfilerShort.Begin("AddToWorld");
            fracturedPiece.NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME;
            shape.RemoveReference();
            ProfilerShort.End();
            return fracturedPiece;
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:40,代码来源:MyDestructionHelper.cs

示例2: CheckVolumeMassRec

 private bool CheckVolumeMassRec(HkdBreakableShape bShape, float minVolume, float minMass)
 {
     if (bShape.Name.Contains("Fake"))
         return true;
     if (bShape.Volume <= minVolume)
         return false;
     HkMassProperties mp = new HkMassProperties();
     bShape.BuildMassProperties(ref mp);
     if (mp.Mass <= minMass)
         return false;
     if (mp.InertiaTensor.M11 == 0 || mp.InertiaTensor.M22 == 0 || mp.InertiaTensor.M33 == 0)
         return false;
     for (int i = 0; i < bShape.GetChildrenCount(); i++)
     {
         if (!CheckVolumeMassRec(bShape.GetChildShape(i), minVolume, minMass))
             return false;
     }
     return true;
 }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:19,代码来源:MyDestructionData.cs


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